The present disclosure generally relates to systems and methods to generate dynamic and customizable presentations of eSports events. The presentations may vary according viewing rights associated with various ticket or subscription tiers. Additionally, views may provide feedback to change the perspectives provide during the presentation. In other aspects, the eSports presentation may be modified based on the type of game being played, in game actions analyzed in real time or predicted player actions or tendencies.
A63F 13/86 - Watching games played by other players
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity
Systems and methods for image retargeting are provided. Image data may be acquired that includes motion capture data indicative of motion of a plurality of markers disposed on a surface of a first subject. Each of the markers may be associated with a respective location on the first subject. A plurality of blendshapes may be calculated for the motion capture data based on a configuration of the markers. An error function may be identified for the plurality of blendshapes, and it may be determined that the plurality of blendshapes can be used to retarget a second subject based on the error function. The plurality of blendshapes may then be applied to a second subject to generate a new animation.
Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server.
A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
G06Q 40/00 - Finance; Insurance; Tax strategies; Processing of corporate or income taxes
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
G06Q 10/02 - Reservations, e.g. for tickets, services or events
G06Q 20/10 - Payment architectures specially adapted for home banking systems
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
H04L 29/06 - Communication control; Communication processing characterised by a protocol
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment. may be identified by a server key obtained from the game server.
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
G06Q 40/00 - Finance; Insurance; Tax strategies; Processing of corporate or income taxes
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
G06Q 10/02 - Reservations, e.g. for tickets, services or events
G06Q 20/10 - Payment architectures specially adapted for home banking systems
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
H04L 29/06 - Communication control; Communication processing characterised by a protocol
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
Methods for creating an interactive gaming environment are provided. In various embodiments, methods of the present invention may include initializing an interactive game application at a game server which is then characterized as having an active status, notifying a lobby server concerning the active status of the game server, registering the application with a universe management server via the lobby server, and allowing users to join the interactive gaming environment. The users joining the interactive gaming environment may be identified by a server key obtained from the game server.
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
G06Q 40/00 - Finance; Insurance; Tax strategies; Processing of corporate or income taxes
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
G06Q 10/02 - Reservations, e.g. for tickets, services or events
G06Q 20/10 - Payment architectures specially adapted for home banking systems
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
H04L 29/06 - Communication control; Communication processing characterised by a protocol
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A computer-implemented method assigns one or more trophies to a user. A game is emulated in response to a request from a client device. A trophy trigger is detected during emulation of the game by comparing a memory value of the emulated game to a predetermined value and assigning the one or more trophies to the user based on the detected trophy trigger.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
G06F 16/22 - Indexing; Data structures therefor; Storage structures
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
Systems and methods for image retargeting are provided. Image data may be acquired that includes motion capture data indicative of motion of a plurality of markers disposed on a surface of a first subject. Each of the markers may be associated with a respective location on the first subject. A plurality of blendshapes may be calculated for the motion capture data based on a configuration of the markers. An error function may be identified for the plurality of blendshapes, and it may be determined that the plurality of blendshapes can be used to retarget a second subject based on the error function. The plurality of blendshapes may then be applied to a second subject to generate a new animation.
A system and method for capturing and sharing console gaming data is described. Embodiments capture gameplay data directly at the gaming console, without the need for external hardware. This allows users to easily capture rich console gaming experiences and share them across a variety of outlets. In one embodiment, the methods described herein can be implemented with a patch or driver on the operating system of the user device, rendering it unnecessary to heavily modify the source code of the game.
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/61 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
A63F 13/86 - Watching games played by other players
9.
Video Compression System and Method for Compensating for Bandwidth Limitations of a Communication Channel
A system and method are described below for encoding interactive video used in video games streamed from a server to a client. For example, one embodiment of a computer-implemented method for performing video compression, and detecting a maximum data rate of a communication channel between a server and a client. The method includes transmitting a video stream comprising a series of compressed frames from the server to the client. The method includes detecting that the maximum data rate will be exceeded if a particular frame or frames of the sequence of frames are transmitted from the server to the client over the communication channel. The method includes reducing the frame rate of the video stream by adjusting compression of the video frames being sent from the server to the client to avoid exceeding the maximum data rate.
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
H04L 29/06 - Communication control; Communication processing characterised by a protocol
A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/33 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
H04N 21/21 - Server components or server architectures
H04N 21/214 - Specialised server platform, e.g. server located in an airplane, hotel or hospital
H04N 21/23 - Processing of content or additional data; Elementary server operations; Server middleware
H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
H04N 21/61 - Network physical structure; Signal processing
A63F 13/20 - Input arrangements for video game devices
10.
Virtual reality enhanced through browser connections
Systems and methods for enabling a visitor to access VR representations authored by different authors of locations in a virtual universe via a computer network are provided. A plurality of VR data sets may be stored. Each VR data set may define a VR representation of a location, as well as world wide web data and may be independently authored by a respective author different from the other authors. One or more VR data servers may be adapted to access and transmit the VR data sets, and each VR data set may be associated with a VR data server for access to the VR data set. A domain server may be adapted to access and transmit domain data comprising the location within the universe of each VR representation and the network address of the VR data server associated with the VR representation. Further, a client host may be adapted to communicate with the domain server to receive domain data representing the network address of the VR data server associated with a selected VR representation, the client host further adapted to communicate with that VR data server to access the VR data set defining the VR representation without leaving the virtual universe.
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
G06F 16/13 - File access structures, e.g. distributed indices
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
G06F 16/16 - File or folder operations, e.g. details of user interfaces specifically adapted to file systems
G06F 16/954 - Navigation, e.g. using categorised browsing
A method is provided, including: recording gameplay metadata generated from execution of a first session of a video game, the execution of the first session being driven by interactive gameplay of the video game by a first user using a first head-mounted display (HMD), wherein the execution of the first session renders a first view of a virtual environment from a first location determined by the interactive gameplay, and based on tracked movement of the first HMD; transmitting the gameplay metadata to a client device; tracking movement of a second HMD; executing, by the client device, a second session of the video game using the gameplay metadata to recreate gameplay events, wherein the execution of the second session renders a second view of the virtual environment from a second location that is determined based on the first location, and based on the tracked movement of the second HMD.
A63F 13/25 - Output arrangements for video game devices
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/86 - Watching games played by other players
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
12.
Three dimensional digital content editing in virtual reality
A method for editing. The method includes receiving a sequence of interactive VR scenes of digital content, each interactive VR scene showing a 3D gaming environment. The method includes placing the sequence of interactive VR scenes within a 3D editing space. The method includes sending a view of the 3D editing space including at least one of the sequence of interactive VR scenes to an HMD for viewing by the user. The method includes receiving at least one input editing command from a device of the user. The method includes modifying the sequence of interactive VR scenes in response to the input editing command, wherein the at least one editing command is provided through an input enabled while wearing the HMD and viewing the 3D editing space via the HMD so as to provide real-time views showing modifications made to the sequence of interactive VR scenes.
G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
Systems and methods for indicating that a boundary is crossed during execution of a video game are described. One of the methods includes generating, by a camera, a field-of-view, the field-of-view encompassing a plurality of boundaries that define a volume. The method further includes capturing, by the camera, one or more images of a head-mounted display (HMD) within the field-of-view. The method includes identifying, by a processor, a position of the HMD in a real-world environment from the one or more images. The method includes determining, by the processor, whether the HMD at the position has crossed one of the boundaries. The method includes generating one or more video frames including a guard rail upon determining that the HMD has crossed the one of the boundaries and sending the one or more video frames to the HMD for display.
A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
G06T 7/73 - Determining position or orientation of objects or cameras using feature-based methods
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
G06T 11/60 - Editing figures and text; Combining figures or text
Systems and methods for image retargeting are provided. Image data may be acquired that includes motion capture data indicative of motion of a plurality of markers disposed on a surface of a first subject. Each of the markers may be associated with a respective location on the first subject. A plurality of blendshapes may be calculated for the motion capture data based on a configuration of the markers. An error function may be identified for the plurality of blendshapes, and it may be determined that the plurality of blendshapes can be used to retarget a second subject based on the error function. The plurality of blendshapes may then be applied to a second subject to generate a new animation.
Methods, systems, and computer programs are provided for generating an interactive space. One method includes operations for associating a first device to a reference point in 3D space, and for calculating by the first device a position of the first device in the 3D space based on inertial information captured by the first device and utilizing dead reckoning. Further, the method includes operations for capturing images with a camera of the first device, and for identifying locations of one or more static features in the images. The position of the first device is corrected based on the identified locations of the one or more static features, and a view of an interactive scene is presented in a display of the first device, where the interactive scene is tied to the reference point and includes virtual objects.
G06T 7/70 - Determining position or orientation of objects or cameras
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
G06T 19/00 - Manipulating 3D models or images for computer graphics
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
H04N 5/232 - Devices for controlling television cameras, e.g. remote control
G06F 3/03 - Arrangements for converting the position or the displacement of a member into a coded form
G06F 3/0346 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/50 - Controlling the output signals based on the game progress
A non-transitory computer readable storage medium stores one or more computer programs adapted to cause a processor based system to execute steps that include analyzing an image, identifying one or more faces in the image using a face recognition technique, designating at least one of the identified faces collectively as a first area of interest, and determining whether an insertion area exists in the image where additional content can be inserted without obstructing the first area of interest. Another computer program is adapted to cause a processor based system to execute steps that include determining whether the insertion area can be divided into two or more regions based on color. Methods and processor based apparatuses that perform one or more of these steps are also disclosed.
G06K 9/62 - Methods or arrangements for recognition using electronic means
G06Q 30/02 - Marketing; Price estimation or determination; Fundraising
H04N 5/14 - Picture signal circuitry for video frequency region
H04N 21/43 - Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronizing decoder's clock; Client middleware
H04N 21/431 - Generation of visual interfaces; Content or additional data rendering
H04N 21/44 - Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to MPEG-4 scene graphs
H04N 21/858 - Linking data to content, e.g. by linking an URL to a video object or by creating a hotspot
G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints
A method for an online video game or application service system includes running a video game or application on an application host server at a data center, an uncompressed video stream being produced therefrom. The uncompressed video stream is encoded into compressed video stream, which is then transmitted over the Internet to an output client device of a user. The output client device decompresses the compressed video stream and displays live video on a screen. User control input transmitted from an input client device is delivered to the application host server. The user control input includes game or application commands. The input client device is associated with the user and is separate from the output client device. Responsive to receiving the game or application commands, the application host server generates a new uncompressed video stream.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
A63F 13/86 - Watching games played by other players
A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
H04L 29/06 - Communication control; Communication processing characterised by a protocol
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
18.
Method for efficient construction of high resolution display buffers
Sony Interactive Entertainment Europe Limited (United Kingdom)
Inventor
Berghoff, Tobias
Abstract
Graphics processing systems and methods are disclosed which may minimize invocations to a pixel shader in order to improve efficiency in a rendering pipeline. In implementations of the present disclosure, a plurality of samples within a pixel may be covered by a primitive. The plurality of samples may include one or more color samples and a plurality of depth samples. The nature of the samples which were covered by the primitive may be taken into account before invoking a pixel shader to perform shading computations on the pixel. In implementations of the present disclosure, if at least one sample is covered by a primitive, but none of the samples are color samples, an invocation to a pixel shader may be avoided.
Graphics processing includes setting up a plurality of objects in a scene in virtual space, each object being defined by a set of vertices. A unique object identifier is assigned to each object and written to an ID buffer. Draw calls are issued to draw the objects associated with the object identifiers. Parameter values of the vertices are manipulated to output vertex parameter values. Primitives are set up from the vertices, each primitive being defined by one or more of the vertices. Each primitive belongs to one or more of the objects. Each primitive is rasterized at a plurality of pixels. Processing the pixels includes spatial or temporal anti-aliasing that utilizes the one or more object identifiers of the plurality of object identifiers. The pixels are processed for each rasterized primitive to generate an output frame.
A server transmits location information based on identification information of at least one access point in response to the reception of the identification information, the time of reception of identification information of an access point that is associated with a location indicated by the location information received from the server is associated with the indicated location, irrespective of the time of reception of the location information. Identification information of an access point is received and is associated with reception time information that indicates the time of reception of the identification information. The identification information associated with the reception time information is transmitted to a location information providing server. Location information based on the transmitted identification information is received and is associated with reception time information that is associated with the transmitted identification information.
H04W 24/00 - Supervisory, monitoring or testing arrangements
H04W 4/02 - Services making use of location information
H04W 4/18 - Information format or content conversion, e.g. adaptation by the network of the transmitted or received information for the purpose of wireless delivery to users or terminals
H04W 4/20 - Services signalling; Auxiliary data signalling, i.e. transmitting data via a non-traffic channel
Browsing and displaying content over multiple devices, including: displaying a graphical user interface program on a second device; associating the second device with a main device; receiving transactions performed by a user on the second device with the graphical user interface; sending at least one command to the main device after the transactions performed by the user on the second device with the graphical user interface are received by the second device; and executing the at least one command on the main device. Keywords include visual BIVL interface and IPTV client without GUI.