Sony Interactive Entertainment LLC

United States of America

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2020 December 14
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IPC Class
H04L 29/06 - Communication control; Communication processing characterised by a protocol 190
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers 178
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 135
A63F 9/24 - Games using electronic circuits not otherwise provided for 126
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions 110
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Registered / In Force 966
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1.

DUAL MACHINE LEARNING PIPELINES FOR TRANSFORMING DATA AND OPTIMIZING DATA TRANSFORMATION

      
Application Number 16507835
Status Pending
Filing Date 2019-07-10
First Publication Date 2021-01-14
Owner Sony Interactive Entertainment LLC (USA)
Inventor Carrasco, Serge-Paul

Abstract

An end-to-end cloud-based machine learning platform providing computer simulation recommendations. Data lineage is generated for all transformed data for generating feature extraction, transformation, and loading (ETL) to a machine learning model. That data is used to understand the performance of the simulation recommendation models. To that end, understanding the performance of the recommendations, the platform provides the life cycle of the transformed data and compare it to the life cycle of the user interactions. By comparing the two life cycles, recommendations can be returned as to which models are relevant and which are not.

IPC Classes  ?

2.

GRADIENT ADJUSTMENT FOR TEXTURE MAPPING TO NON-ORTHONORMAL GRID

      
Application Number 17027523
Status Pending
Filing Date 2020-09-21
First Publication Date 2021-01-07
Owner Sony Interactive Entertainment LLC (USA)
Inventor Cerny, Mark Evan

Abstract

In a computer graphics processing unit (GPU) having a texture unit, when pixel sample locations are based on a non-orthonormal grid in scene space, the texture unit receives texture space gradient values directly, e.g., from a shader unit or generates them from texture coordinates supplied, e.g., by a shader unit, and then applies a transformation to the gradient values configured to adjust the gradient values to those which would arise from the use of a orthonormal screen space grid.

IPC Classes  ?

  • G06T 15/04 - Texture mapping
  • G06T 3/20 - Linear translation of a whole image or part thereof, e.g. panning

3.

PREDICTING WAIT TIME FOR NEW SESSION INITIATION DURING INCREASED DATA TRAFFIC LATENCY

      
Application Number 17030188
Status Pending
Filing Date 2020-09-23
First Publication Date 2021-01-07
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Morgan, N. Blaine
  • Mccoy, Charles
  • Xiong, True

Abstract

A system includes at least one server that is configured to provide a multi-client network service to a plurality of existing users. When the server receives requests to join the multi-client network service from new users, the server may issue timestamps to each new user, obtain load metric based on the requests or timestamps, and collect the load metric to obtain historical data characterizing a demand in the multi-client network service over time. Further, based on the historical data, the server can predict a future load demand in the multi-client network service and selectively enable to join the multi-client network service by at least one of the plurality of new users based on the future load demand.

IPC Classes  ?

  • H04L 12/911 - Network admission control and resource allocation, e.g. bandwidth allocation or in-call renegotiation
  • H04L 12/24 - Arrangements for maintenance or administration
  • H04L 12/26 - Monitoring arrangements; Testing arrangements
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • G06N 20/00 - Machine learning
  • H04L 12/927 - Allocation of resources based on type of traffic, QoS or priority

4.

ADVERTISING IMPRESSION DETERMINATION

      
Application Number 17028338
Status Pending
Filing Date 2020-09-22
First Publication Date 2021-01-07
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Van Datta, Glen
  • Zalewski, Gary

Abstract

Systems and methods for verifying an advertisement impression in a digital environment are provided. In some aspects, methods of the subject technology include operations for defining a portion of the digital environment as an impression area, wherein the impression area is associated with a tagged advertisement area, providing a stream of an advertisement to the tagged advertisement area, and updating advertising impression information stored in memory regarding the advertisement, wherein an advertising impression is based on the identification of the character within the impression area and the availability of an unobstructed line-of-sight between the character and the tagged advertisement area. In some aspects, computer readable media are also provided.

IPC Classes  ?

  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • 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 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
  • H04N 7/173 - Analogue secrecy systems; Analogue subscription systems with two-way working, e.g. subscriber sending a programme selection signal
  • 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 21/45 - Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies 
  • H04N 21/472 - End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification or for manipulating displayed content
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • H04N 21/482 - End-user interface for program selection
  • H04N 21/81 - Monomedia components thereof
  • H04N 21/845 - Structuring of content, e.g. decomposing content into time segments
  • H04N 21/858 - Linking data to content, e.g. by linking an URL to a video object or by creating a hotspot
  • H04N 21/258 - Client or end-user data management, e.g. managing client capabilities, user preferences or demographics or processing of multiple end-users preferences to derive collaborative data
  • H04N 21/61 - Network physical structure; Signal processing
  • A63F 13/50 - Controlling the output signals based on the game progress

5.

TESTING AS A SERVICE FOR CLOUD GAMING

      
Application Number 17028972
Status Pending
Filing Date 2020-09-22
First Publication Date 2021-01-07
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Beltran, Justin
  • Cannon, Kyle
  • Gross, Nathan
  • Butler, Dylan

Abstract

Technology is described for Testing as a Service (TaaS) for a video game. In one embodiment, a method includes an operation for receiving a game application for testing for one or more bugs. The method further provides for executing, by an automated game testing module, a plurality of automated sessions of the game session while implementing testing inputs for the plurality of automated sessions, the testing inputs include control inputs, game states, system parameters and network parameters. The method further includes operations for detecting an occurrence of a bug during the said executing the plurality of sessions for generating a snapshot file including a portion of the control inputs, the game state data, and a video component associated with the occurrence of the bug.

IPC Classes  ?

  • G06F 11/36 - Preventing errors by testing or debugging of software
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/60 - 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
  • A63F 13/63 - 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 the player, e.g. authoring using a level editor
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • G06N 20/00 - Machine learning

6.

PLACEMENT OF USER INFORMATION IN A GAME SPACE

      
Application Number 17029990
Status Pending
Filing Date 2020-09-23
First Publication Date 2021-01-07
Owner Sony Interactive Entertainment LLC (USA)
Inventor Weising, George

Abstract

The generation, association, and display of in-game tags are disclosed. Such tags introduce an additional dimension of community participation to both single and multiplayer games. Through such tags, players are empowered to communicate through filtered text messages and images as well as audio clips that other game players, including top rated players, have generated and placed at particular coordinates and/or in context of particular events within the game space. The presently described in-game tags and associated user generated content further allow for label based searches with respect to game play.

IPC Classes  ?

  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
  • 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

7.

ASSET AWARE COMPUTING ARCHITECTURE FOR GRAPHICS PROCESSING

      
Application Number 16503378
Status Pending
Filing Date 2019-07-03
First Publication Date 2021-01-07
Owner SONY Interactive Entertainment LLC (USA)
Inventor Cerny, Mark E.

Abstract

A method for executing a game by a computing system that uses a central processing unit (CPU) and graphics processing unit (GPU) for generating video frames. A draw call is generated for a video frame by the CPU. At bind time, i.e. writing of the GPU commands by the CPU using a GPU API, asset aware data (AAD) is written to the command buffer, and loading of one or more level of detail (LOD) data from an asset store to system memory is requested. The GPU executes the draw call for the frame using LOD data written to the system memory, the GPU using at least a minimum of LOD data based on the AAD. Additionally, the GPU uses information regarding the LOD load state when executing the draw call, in order to avoid access to LODs not yet loaded.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining
  • G06T 1/60 - Memory management

8.

Systems and Methods for Establishing Direct Communication Between a Server System and a Video Game Controller

      
Application Number 17016001
Status Pending
Filing Date 2020-09-09
First Publication Date 2020-12-31
Owner Sony Interactive Entertainment LLC (USA)
Inventor Colenbrander, Roelof Roderick

Abstract

Systems and methods for establishing direct communication between a server system and a video game controller are described. The systems and methods include the video game controller and a computing device. An application is executed by the server system when a session is established by the computing device with the server system. Once the application is executed, the video game controller is used to send an identifier to the server system. The server system verifies the identifier to pair the session with the video game controller. When the video game controller is paired with the session, the video game controller can be used to change a state of a virtual scene that is displayed on the computing device or on a display screen.

IPC Classes  ?

  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol

9.

PLAYER TO SPECTATOR HANDOFF AND OTHER SPECTATOR CONTROLS

      
Application Number 17015845
Status Pending
Filing Date 2020-09-09
First Publication Date 2020-12-31
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher
  • Fairbairn, James

Abstract

A video game has at least one player client with control over an aspect of a shared virtual environment. The video game also has at least one spectator client with limited to no control over the shared virtual environment. For example, the spectator client's control may be limited to the game server generating audience cheers or boos in response to spectator input during gameplay. In response to detection of a trigger event by a game server, the player and spectator may switch roles. The client switching from spectator to player experiences an increase in network transfer quality from the game server to help provide smooth gameplay. The client switching from player to spectator faces a decrease in network transfer properties to compensate.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • 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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • 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

10.

DE-INTERLEAVING GAMEPLAY DATA

      
Application Number 17014182
Status Pending
Filing Date 2020-09-08
First Publication Date 2020-12-24
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher
  • Fairbairn, James
  • Sherwani, Adil

Abstract

The subject disclosure relates to the de-interleaving of captured game data for the creation of separate video data and statistical metadata repositories. In some aspects, a process of the disclosed technology includes steps for capturing gameplay data based on live gameplay in a game environment, the gameplay data comprising video data and statistical metadata based on player interactions with the game environment, de-interleaving the video data and the statistical metadata, storing the video data to a first database, and storing the statistical metadata to a second database, the first database being different from the second database. Systems and machine-readable media are also provided.

IPC Classes  ?

  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/86 - Watching games played by other players
  • G06F 16/71 - Indexing; Data structures therefor; Storage structures
  • G06F 16/738 - Presentation of query results

11.

ASSIGNMENT OF CONTEXTUAL GAME PLAY ASSISTANCE TO PLAYER REACTION

      
Application Number 16842663
Status Pending
Filing Date 2020-04-07
First Publication Date 2020-12-24
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Benedetto, Warren M.
  • Noss, Landon

Abstract

The present disclosure describes methods and systems directed towards assignment of contextual gameplay assistance to player reaction. By analyzing user gameplay and reactions of a user, appropriate gameplay assistance (such as hints, advice, or walk-through information) can be assigned for different thresholds associated with levels of frustration that users can obtain regarding different obstacles found within the video games. The system and methods allow for customization of what type of gameplay assistance can be provided to each user as each user may have different thresholds of frustration or preferences regarding the types of assistance they would like to receive within the video game.

IPC Classes  ?

  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/67 - 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 adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints
  • G10L 15/26 - Speech to text systems

12.

ONLINE MATCHMAKING FOR P2P TOPOLOGIES

      
Application Number 17012468
Status Pending
Filing Date 2020-09-04
First Publication Date 2020-12-24
Owner Sony Interactive Entertainment LLC (USA)
Inventor Miyaki, Ken

Abstract

For improved peer to peer matchmaking network information is obtained from a plurality of devices and a plurality of users is selected to form peer to peer connections via corresponding devices to create a set of potential matches. Device connection statistics for each pair of devices in the set of potential matches are obtained and compared to one or more threshold values. Users with devices that have at least one connection statistic that does not satisfy a threshold condition for that connection statistic are removed from the set of potential matches. Replacements for the removed devices are selected and the match making refinement process repeated until all of the device connection statistics satisfy all conditions associated with the one or more threshold values to generate a refined set of matched peers. Peer to peer connections may then be initiated among the refined set of matched peers.

IPC Classes  ?

  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure

13.

INTEGRATING COMMENTARY CONTENT AND GAMEPLAY CONTENT OVER A MULTI-USER PLATFORM

      
Application Number 17014149
Status Pending
Filing Date 2020-09-08
First Publication Date 2020-12-24
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher
  • Fairbairn, James

Abstract

A multi-user platform provides an immersive digital (including virtual reality (VR)) environment to solicit and broadcast commentary related to gameplay. The multi-user platform receives gameplay content, which includes a plurality of media streams that show one or more views. The multi-user platform generates a graphical representation for each media stream in the VR environment, receives commentary content corresponding to one or more media streams in the VR environment, and determines one graphical representation for one media stream is an active representation in the VR environment for a time period. The multi-user platform further synchronizes a portion of the commentary content received in the time period with the one media stream associated with the active representation to create synchronized content and broadcast gameplay channel(s) that includes the synchronized content to one or more subscribers connected to the multi-user platform.

IPC Classes  ?

  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • 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 21/4788 - Supplemental services, e.g. displaying phone caller identification or shopping application communicating with other users, e.g. chatting
  • 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
  • A63F 13/86 - Watching games played by other players
  • 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

14.

METHODS FOR PROVIDING ACCESS TO RECORDINGS OF GAME PLAY AND GENERATION OF CUSTOM CAMERA VIEWS OF THE GAME PLAY

      
Application Number 17002561
Status Pending
Filing Date 2020-08-25
First Publication Date 2020-12-17
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Perlman, Stephen G.
  • Van Der Laan, Roger

Abstract

A computer-implemented method is provided. The method includes executing a game application on one or more servers of a data center. The game application is for a game and the game is played by a first user of a first client device remote to the data center. The one or more servers interfaced with one or more encoders for compressing interactive video from the game application responsive to input from the first client device and streaming of the interactive video in a compressed format to the first client device for decompression and rendering to a display of the first client device. The method includes storing, at the data center, a recording of at least part of the game played by the first user using the first client device. The method includes storing, at the data center, state data for at least part of the game played by the first user using the first client device. The method includes generating a replay of the recording responsive to input from a second user device. The replay is generated with a different camera view from a camera view in the recording. The replay is executed using as input the state data.

IPC Classes  ?

  • A63F 13/497 - Partially or entirely replaying previous game actions
  • H04N 21/214 - Specialised server platform, e.g. server located in an airplane, hotel or hospital
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • H04N 21/61 - Network physical structure; Signal processing
  • H04N 19/61 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using transform coding in combination with predictive coding
  • H04N 19/14 - Coding unit complexity, e.g. amount of activity or edge presence estimation
  • H04N 19/137 - Motion inside a coding unit, e.g. average field, frame or block difference
  • H04N 19/154 - Measured or subjectively estimated visual quality after decoding, e.g. measurement of distortion
  • H04N 19/17 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding characterised by the coding unit, i.e. the structural portion or semantic portion of the video signal being the object or the subject of the adaptive coding the unit being an image region, e.g. an object
  • H04N 19/179 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding characterised by the coding unit, i.e. the structural portion or semantic portion of the video signal being the object or the subject of the adaptive coding the unit being a scene or a shot
  • H04N 9/79 - Processing of colour television signals in connection with recording
  • H04N 9/87 - Regeneration of colour television signals
  • H04N 21/218 - Source of audio or video content, e.g. local disk arrays
  • H04N 21/231 - Content storage operation, e.g. caching movies for short term storage, replicating data over plural servers or prioritizing data for deletion
  • H04N 21/4147 - PVR [Personal Video Recorder]
  • H04N 21/435 - Processing of additional data, e.g. decrypting of additional data or reconstructing software from modules extracted from the transport stream
  • H04N 21/472 - End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification or for manipulating displayed content
  • H04N 21/643 - Communication protocols
  • H04N 21/6587 - Control parameters, e.g. trick play commands or viewpoint selection
  • H04N 21/81 - Monomedia components thereof

15.

PRO GAMING AR VISOR AND METHOD FOR PARSING CONTEXT SPECIFIC HUD CONTENT FROM A VIDEO STREAM

      
Application Number 16917448
Status Pending
Filing Date 2020-06-30
First Publication Date 2020-12-10
Owner Sony Interactive Entertainment LLC (USA)
Inventor Zarganis, John Charles

Abstract

A wearable or mountable visor or display apparatus capable of presenting augmented reality (AR) content. The primary intent of the AR visor is to parse and selectively display desired heads up display (HUD) content from a video stream or video game such as a map, timer or clock, speedometer/tachometer, instrumentation panels, or similar context-sensitive information relevant to a video game or stream. The AR visor allows a user to configure and display various content on one or more designated sections of the AR visor/display.

IPC Classes  ?

  • 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
  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/803 - Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • 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
  • G02B 27/01 - Head-up displays
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/42 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle

16.

INCENTIVIZING PLAYERS TO ENGAGE IN COMPETITIVE GAMEPLAY

      
Application Number 17000841
Status Pending
Filing Date 2020-08-24
First Publication Date 2020-12-10
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher
  • Fairbairn, James

Abstract

Techniques for incentivizing completive gameplay include measuring metrics for a plurality of players (e.g., ranked players and non-ranked players) that engage in gameplay, and generating ranked profiles for the ranked players and a non-ranked profile for the non-ranked player based on the metrics. The techniques further include mapping the ranked profiles and the non-ranked profile in a vector-space, where one metric corresponds to one dimension in the vector-space, and presenting a notification to the non-ranked player based on a distance in the vector-space between the non-ranked profile and at least one ranked profile. The notification provides an incentive for the non-ranked player to engage in competitive gameplay.

IPC Classes  ?

  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
  • 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 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • 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

17.

IDENTIFICATION AND INSTANTIATION OF COMMUNITY DRIVEN CONTENT

      
Application Number 16917420
Status Pending
Filing Date 2020-06-30
First Publication Date 2020-12-10
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Benedetto, Warren

Abstract

An apparatus for providing community driven content includes at least one sensor for recording sensor data, a network interface, a memory, and a processor connected to the sensor, the network interface, and the memory. The processor is configured to record usage history for engagement with the apparatus by a first user over a period of time and receive the sensor data from the at least one sensor for actions by the first user over the period of time. The processor determines user preferences for the first user based on the usage history and the sensor data, and determines whether a second user is available for interaction with the first user. The processor then outputs the suggested action, at a predetermined time, to at least one connected display device or audio device.

IPC Classes  ?

  • H04N 21/442 - Monitoring of processes or resources, e.g. detecting the failure of a recording device, monitoring the downstream bandwidth, the number of times a movie has been viewed or the storage space available from the internal hard disk
  • H04N 21/466 - Learning process for intelligent management, e.g. learning user preferences for recommending movies
  • H04N 21/4786 - Supplemental services, e.g. displaying phone caller identification or shopping application e-mailing
  • H04N 21/4788 - Supplemental services, e.g. displaying phone caller identification or shopping application communicating with other users, e.g. chatting
  • H04N 21/25 - Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication or learning user preferences for recommending movies
  • H04N 21/258 - Client or end-user data management, e.g. managing client capabilities, user preferences or demographics or processing of multiple end-users preferences to derive collaborative data
  • H04N 21/422 - Input-only peripherals, e.g. global positioning system [GPS]
  • H04N 21/4223 - Cameras

18.

System and Method for Storing Program Code and Data Within an Application Hosting Center

      
Application Number 17000170
Status Pending
Filing Date 2020-08-21
First Publication Date 2020-12-10
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Van Der Laan, Roger
  • Perlman, Stephen G.

Abstract

A system and method are described for storing program code and data within an application hosting center. For example, one embodiment of a computer-implemented method comprises: subdividing program code and/or data used to execute an online application into a first type and a second type; storing program code and data of the first type in a first type of memory, the first type of memory providing relatively low latency memory access; storing program code and data of the second type in a second type of memory, the second type of memory providing relatively higher latency memory access compared to the first type of memory; retrieving program code and data from the first memory and the second memory in response to a client request to execute an online application; and transmitting a streaming interactive video stream representing images generated by the application to the client.

IPC Classes  ?

  • 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 13/352 - 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 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • H04N 21/21 - Server components or server architectures
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • H04N 21/61 - Network physical structure; Signal processing
  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu

19.

MACHINE GENERATED NAVIGATION GRAPH

      
Application Number 15930197
Status Pending
Filing Date 2020-05-12
First Publication Date 2020-12-10
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Hunter, Nicholas Robertson
  • Hampton, Jeffrey Thomas
  • Dy, Ryan Neal

Abstract

A navigation graph may be generated by performing an Abstract Syntax Tree (AST) Conversion on machine-readable or machine-generated source information to generate a navigation graph in AST format with mappings back to original Data Labeling Sources for the source information. The Navigation Graph in AST format includes nodes connected by unidirectional arcs. Each arc is labeled by a cost of traversal and a probability of traversal. Outside entry points to the Navigation Graph in AST format and optimal paths through the Navigation Graph are identified by applying a Directed Graph Filtering Algorithm thereby producing an Optimized Navigation Graph in which the probability of traversal for one or more of the unidirectional arcs is based in part on user behavior information.

IPC Classes  ?

  • G06F 16/25 - Integrating or interfacing systems involving database management systems
  • G06F 16/901 - Indexing; Data structures therefor; Storage structures

20.

Media player supporting streaming protocol libraries for different media applications on a computer system

      
Application Number 16376968
Grant Number 10862946
Status In Force
Filing Date 2019-04-05
First Publication Date 2020-12-08
Grant Date 2020-12-08
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Freeman, Joel Edward
  • Bautista, Peter Alfred Cruz
  • Bair, Thomas Harold

Abstract

Techniques for improving media applications are described. In an example, a system presents content based on an execution of a media application that includes a first streaming protocol library. This execution includes streaming the content based on the first streaming protocol library. The system receives a user interaction with the media application indicating a request for a media player to present the content. The system receives, from the media application, content information about the content and selects a second streaming protocol library from a plurality of streaming protocol libraries of the media player. The second streaming protocol library corresponds to the first streaming protocol library. The system presents the content based on an execution of the media player and on the content information. This execution includes streaming the content based on the second streaming protocol library.

IPC Classes  ?

  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04N 21/2662 - Controlling the complexity of the video stream, e.g. by scaling the resolution or bitrate of the video stream based on the client capabilities
  • H04N 21/858 - Linking data to content, e.g. by linking an URL to a video object or by creating a hotspot
  • H04N 21/431 - Generation of visual interfaces; Content or additional data rendering
  • H04N 21/422 - Input-only peripherals, e.g. global positioning system [GPS]

21.

MENU NAVIGATION IN A HEAD-MOUNTED DISPLAY

      
Application Number 16943694
Status Pending
Filing Date 2020-07-30
First Publication Date 2020-12-03
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Moravetz, Justin

Abstract

A wearable computing device includes a head-mounted display (HMD) that generates a virtual reality environment. Through the generation and tracking of positional data, a focal point may be tracked with respect to one or menu navigation elements. Following the fixated positioning of the focal point over the menu navigation element for a predetermined amount of time, a process corresponding to the menu navigation element is executed.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G02B 27/01 - Head-up displays
  • G06F 3/0482 - 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 interaction with lists of selectable items, e.g. menus
  • 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

22.

ENGAGEMENT RELEVANCE MODEL OFFLINE EVALUATION METRIC

      
Application Number 16424193
Status Pending
Filing Date 2019-05-28
First Publication Date 2020-12-03
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Zhang, Xiaohan
  • Melli, Gabor Settimio

Abstract

Engagement relevance models useful for e-commerce and computer simulation purposes are evaluated offline against ground truth to determine which is the best model at predicting various metrics, such as what products are likely to be purchased, how long a user remains on a web page, and how users will rank e-commerce items. Evaluation includes summing absolute errors between ground truth and model predictions for each of multiple users, normalizing the sum of all prediction statistics to unity. Weights may be applied to reduce skew in evaluation by accounting for biases toward disproportionately popular items.

IPC Classes  ?

  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • G06F 17/16 - Matrix or vector computation

23.

DYNAMIC NETWORK STORAGE FOR CLOUD CONSOLE SERVER

      
Application Number 16995072
Status Pending
Filing Date 2020-08-17
First Publication Date 2020-12-03
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Colenbrander, Roelof Roderick
  • Coles, David
  • Diep, Khiem
  • Hagland, Torgeir

Abstract

Aspects of the present disclosure relate to systems and methods for virtualizing mass storage. In various implementations, the management server may allocate resources of a network storage server for use by a separate game server in running a computer application, turn on the game server after allocating the resources, and provide the game server with information on how to access the storage server.

IPC Classes  ?

  • 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 13/352 - 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 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol

24.

SCHEME FOR COMPRESSING VERTEX SHADER OUTPUT PARAMETERS

      
Application Number 16990680
Status Pending
Filing Date 2020-08-11
First Publication Date 2020-11-26
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Cerny, Mark Evan
  • Simpson, David
  • Scanlin, Jason

Abstract

A graphics processing may include implementing a vertex shader and a pixel shader with a GPU. Vertex parameter values generated by the vertex shader may be stored in a memory. The pixel shader may access the vertex parameter values stored in the memory. Accessing the vertex parameter values may include disabling or bypassing hardware that performs interpolation on vertex parameter values. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

IPC Classes  ?

  • G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining

25.

DELIVERY OF THIRD PARTY CONTENT ON A FIRST PARTY PORTAL

      
Application Number 16854469
Status Pending
Filing Date 2020-04-21
First Publication Date 2020-11-12
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Neufeld, Travis John
  • Pierce, Charles Arthur

Abstract

The systems and methods are directed towards delivery of third party content onto a user device having a first party portal. The first party portal service facilitates the user viewing of third party content on the user device. In particular, the first party portal service retrieves third party content (e.g., video content streams) from third party content providers and provides the third party content in a format (i.e. channels) that allows users to easily view different types of content. Furthermore, the first party portal service facilitates the user in viewing the third party content alongside other existing channels available to cable television and streaming media/video on demand content.

IPC Classes  ?

  • H04N 21/2385 - Channel allocation; Bandwidth allocation
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • H04N 21/81 - Monomedia components thereof
  • H04N 21/61 - Network physical structure; Signal processing
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04N 21/2547 - Third party billing, e.g. billing of advertiser
  • H04N 21/472 - End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification or for manipulating displayed content
  • H04N 21/2668 - Creating a channel for a dedicated end-user group, e.g. by inserting targeted commercials into a video stream based on end-user profiles
  • H04N 21/2665 - Gathering content from different sources, e.g. Internet and satellite
  • H04N 21/239 - Interfacing the upstream path of the transmission network, e.g. prioritizing client requests
  • H04N 21/258 - Client or end-user data management, e.g. managing client capabilities, user preferences or demographics or processing of multiple end-users preferences to derive collaborative data

26.

IN-STORE OBJECT HIGHLIGHTING BY A REAL WORLD USER INTERFACE

      
Application Number 16883201
Status Pending
Filing Date 2020-05-26
First Publication Date 2020-11-12
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Mccoy, Charles
  • Pedlow, Leo
  • Xiong, True

Abstract

Systems and methods according to present principles involved highlighting objects such as on a store shelf. Highlighting is displayed by projecting a light directly on the object by means of a light source or may alternatively be indicated by displaying an indicator or image of the object on a display screen. Information about the targeted object may appear in a headmounted display, on a user's mobile device, or may be projected on a surface via the projector. Information provided to a user may include comparison product data, data about potential allergens, and the like. Highlighting can also be employed to suggest items of interest to the user. For example, products may be recommended to a user through analysis of user data and such products illuminated by a projector as a user walks through a store. Other highlighted objects may be those on a user grocery list or the like.

IPC Classes  ?

  • G06Q 30/06 - Buying, selling or leasing transactions
  • G06K 9/78 - Combination of image acquisition and recognition functions

27.

Massive Multi-Player Online (MMO) Games Server and Methods for Executing the Same

      
Application Number 15920282
Status Pending
Filing Date 2018-03-13
First Publication Date 2020-11-12
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Perry, David
  • Pereira, Rui Filipe Andrade
  • Gault, Andrew Buchanan

Abstract

Video server systems and methods for providing video streams to a plurality of remote clients are described. In one implementation, the video streams are based on game states received from a remote game server. The game states are dependent on game commands received by the video server system from the remote clients and forwarded to the remote game server. The video server system is configured to appear, from the point of view of the game server, as more than one client. For example, the video server system may receive game states from the remote game server at more than one different Internet Protocol address and each of these Internet Protocol addresses may be associated with a different game session.

IPC Classes  ?

  • 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 13/355 - 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 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • A63F 13/338 - 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 television networks
  • 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
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application

28.

ACCELERATED APPLICATION START USING ESTIMATED PLAY DURATION

      
Application Number 16854230
Status Pending
Filing Date 2020-04-21
First Publication Date 2020-11-12
Owner Sony Interactive Entertainment LLC (USA)
Inventor Gyrling, Christian

Abstract

A method for accelerating the start time of an application is described herein, comprising receiving a request for an application from a user, sending a request for application chunk information, receiving the application chunk information wherein playtime information is associated with the application chunk information. Network information is determined and a download duration is predicted from the application chunk information and network information. Stored playtime information is retrieved wherein the stored playtime information is associated with a previously received application chunk. The predicted download duration is compared to the stored playtime information associated with the application chunk information and the previously received application chunk is installed when the predicted download duration is less than the stored playtime information.

IPC Classes  ?

29.

MANAGEMENT OF NON-LINEAR CONTENT PRESENTATION AND EXPERIENCE

      
Application Number 16941353
Status Pending
Filing Date 2020-07-28
First Publication Date 2020-11-12
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Maher, Matt
  • Natani, Ripin
  • Vengurlekar, Harshank

Abstract

Systems and methods for management of non-linear content presentation and experience are provided. At least one stream may be evaluated in real-time to detect when an event occurs within the evaluated stream. A priority score may be assigned to the detected event, wherein the priority score is updated in real-time. An offer may be generated to a user device regarding the detected event, wherein the user device is not playing the evaluated stream. An acceptance may be received from the user device. The evaluated stream to the user device, wherein the evaluated stream is provided at a point prior to the detected event.

IPC Classes  ?

  • H04N 21/466 - Learning process for intelligent management, e.g. learning user preferences for recommending movies
  • H04N 21/234 - Processing of video elementary streams, e.g. splicing of video streams or manipulating MPEG-4 scene graphs
  • H04N 21/2387 - Stream processing in response to a playback request from an end-user, e.g. for trick-play
  • H04N 21/6377 - Control signals issued by the client directed to the server or network components directed to server
  • H04N 21/6587 - Control parameters, e.g. trick play commands or viewpoint selection
  • H04N 21/81 - Monomedia components thereof
  • H04N 21/431 - Generation of visual interfaces; Content or additional data rendering
  • H04N 21/442 - Monitoring of processes or resources, e.g. detecting the failure of a recording device, monitoring the downstream bandwidth, the number of times a movie has been viewed or the storage space available from the internal hard disk
  • H04N 21/472 - End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification or for manipulating displayed content
  • H04N 21/488 - Data services, e.g. news ticker

30.

METHOD FOR DETERMINING NEWS VERACITY

      
Application Number 16943668
Status Pending
Filing Date 2020-07-30
First Publication Date 2020-11-12
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Galuten, Albhy

Abstract

Systems and methods for determining news veracity are provided. Information may be stored in memory regarding a plurality of media outlets, a plurality of journalists, and a plurality of predefined topics. News content may be received over a communication network. The received news content may be evaluated to identify an associated media outlet, an associated journalist, and at least one associated predefined topic. A current score for each of the associated media outlet, the associated journalist, and the at least one associated predefined topic may be identified based on the stored information. A veracity score may be scored based on the identified current scores for the associated media outlet, the associated journalist, and the at least one associated predefined topic. A display associated with the received news content may be modified based on the generated veracity score.

IPC Classes  ?

  • G06F 16/9535 - Search customisation based on user profiles and personalisation
  • G06F 16/248 - Presentation of query results
  • G06F 16/2457 - Query processing with adaptation to user needs
  • G06Q 10/06 - Resources, workflows, human or project management, e.g. organising, planning, scheduling or allocating time, human or machine resources; Enterprise planning; Organisational models
  • G06Q 10/10 - Office automation, e.g. computer aided management of electronic mail or groupware; Time management, e.g. calendars, reminders, meetings or time accounting
  • G06F 16/335 - Filtering based on additional data, e.g. user or group profiles
  • G06Q 30/00 - Commerce, e.g. shopping or e-commerce

31.

SYSTEMS AND METHODS FOR DOWNLOADING AND UPDATING SAVE DATA TO A DATA CENTER

      
Application Number 16944057
Status Pending
Filing Date 2020-07-30
First Publication Date 2020-11-12
Owner Sony Interactive Entertainment LLC (USA)
Inventor Colenbrander, Roelof Roderick

Abstract

Systems and methods for downloading and updating save data to a data center are described. Save data is downloaded from a cloud storage to the data center before play of a game to cache the save data in the data center. Any updates to the save data that occur during a play of a game are stored in the data center and are uploaded to the cloud storage. Next time, a user desires to access the game, there is no need to transfer the updates to the data center from the cloud storage.

IPC Classes  ?

  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • 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 29/08 - Transmission control procedure, e.g. data link level control procedure
  • 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 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure

32.

Real-Time Incorporation of User-Generated Content into Third-Party Streams

      
Application Number 16821828
Status Pending
Filing Date 2020-03-17
First Publication Date 2020-11-05
Owner Sony Interactive Entertainment LLC (USA)
Inventor Trombetta, Steven

Abstract

Systems and methods for real-time incorporation of user-produced content into a broadcast media stream are provided. A media title may be streamed to a producer computing device over a communication network. The producer computing device is associated with a channel for distributing the user-produced content in conjunction with the media title. Produced content may be captured from the producer computing device as the streamed media title is played on the producer computing device. Such captured produced content may be designated for the channel. The media title and the produced content may then be broadcast in real-time over the communication network to one or more subscriber devices subscribed to the channel. The media title and the produced content may be synchronized within the broadcast to reflect when the produced content was captured in relation to the media title as the media title was played on the producer computing device.

IPC Classes  ?

  • H04N 21/234 - Processing of video elementary streams, e.g. splicing of video streams or manipulating MPEG-4 scene graphs
  • H04N 21/85 - Assembly of content; Generation of multimedia applications
  • H04N 21/81 - Monomedia components thereof
  • H04N 21/84 - Generation or processing of descriptive data, e.g. content descriptors
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol

33.

Systems and Methods for Operating a Streaming Service to Provide Community Spaces for Media Content Items

      
Application Number 16933831
Status Pending
Filing Date 2020-07-20
First Publication Date 2020-11-05
Owner Sony Interactive Entertainment LLC (USA)
Inventor Webb, Jonathan

Abstract

A community space is established for a media content item. Data items are received from contributing account holders. Each data item has metadata including an index time corresponding to a time of relevance of the data item during playback of the media content item. Each data item is separate from the media content item. The data items and their associated metadata are stored within the community space in correlation with the media content item. A streaming request for the media content item is received from a requesting account holder. The media content item is streamed to a device of the requesting account holder in response to the streaming request. At least some of the data items and their associated metadata correlated with the media content item are transmitted from the community space to the requesting account holder in conjunction with streaming the media content item to the requesting account holder.

IPC Classes  ?

  • H04N 21/235 - Processing of additional data, e.g. scrambling of additional data or processing content descriptors
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04N 21/4788 - Supplemental services, e.g. displaying phone caller identification or shopping application communicating with other users, e.g. chatting
  • H04N 21/472 - End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification or for manipulating displayed content
  • H04N 21/81 - Monomedia components thereof

34.

MEDIA MULTI-TASKING USING REMOTE DEVICE

      
Application Number 16931294
Status Pending
Filing Date 2020-07-16
First Publication Date 2020-11-05
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Urbanus, Jonathan Nisser Ford
  • Bautista, Peter Alfred Cruz
  • Bair, Thomas Harold
  • Silvas, Steve Edward

Abstract

Systems and methods for enabling concurrent user interaction with a plurality of applications executing on a computer system are disclosed. Generally, the computer system includes a video game controller, a remote control including a plurality of buttons, and a video game system communicatively coupled with the remote control and the video game controller. While presenting video game output of video game in a foreground of a display and media output of a media application on the display, the video game system may maintain a mapping indicating that a first set of the plurality of buttons is used for controlling execution of a media application. Based on receiving a signal corresponding to a push of a button of the first set, and the mapping, the video game system may control the execution of the media application while continuing to present the video game output in the foreground.

IPC Classes  ?

  • A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
  • H04N 21/422 - Input-only peripherals, e.g. global positioning system [GPS]
  • A63F 13/85 - Providing additional services to players
  • A63F 13/25 - Output arrangements for video game devices

35.

SCHEME FOR DETERMINING THE LOCATIONS AND TIMING OF ADVERTISEMENTS AND OTHER INSERTIONS IN MEDIA

      
Application Number 16924013
Status Pending
Filing Date 2020-07-08
First Publication Date 2020-10-29
Owner Sony Interactive Entertainment LLC (USA)
Inventor Zalewski, Gary M.

Abstract

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.

IPC Classes  ?

  • H04N 21/234 - Processing of video elementary streams, e.g. splicing of video streams or manipulating MPEG-4 scene graphs
  • G06K 9/62 - Methods or arrangements for recognition using electronic means
  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • 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 21/81 - Monomedia components thereof
  • 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

36.

GAME CONTROLLER WITH TOUCHPAD INPUT

      
Application Number 16396379
Status Pending
Filing Date 2019-04-26
First Publication Date 2020-10-29
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Zhao, Cen
  • Yu, Chung-Hsien
  • Matthews, Samuel Ian

Abstract

A game controller includes a touchpad that a user, viewing a virtual keyboard on a screen, can soft-touch to move a cursor on the screen and then hard-touch to move the cursor and also send location data to a processor for inputting a letter from the virtual keyboard. Machine learning is used to predict a next letter or next word.

IPC Classes  ?

  • A63F 13/42 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
  • G06F 3/0354 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of 2D relative movements between the device, or an operating part thereof, and a plane or surface, e.g. 2D mice, trackballs, pens or pucks
  • G06F 3/023 - Arrangements for converting discrete items of information into a coded form, e.g. arrangements for interpreting keyboard generated codes as alphanumeric codes, operand codes or instruction codes
  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • G06N 3/08 - Learning methods

37.

POST-ENGAGEMENT METADATA GENERATION

      
Application Number 16821825
Status Pending
Filing Date 2020-03-17
First Publication Date 2020-10-22
Owner Sony Interactive Entrtainment LLC (USA)
Inventor Benedetto, Warren

Abstract

An apparatus for generating post-engagement metadata includes at least one sensor for recording sensor data at a first location, a network interface, a memory, and a processor. The processor is connected to the sensor, the network interface, and the memory and is configured to monitor for termination of engagement with the apparatus by a first user. The processor records a last engagement activity before the termination of engagement, and determines post-engagement user actions by the first user based on sensor data from the at least one sensor, after the termination of engagement. The processor determines a termination cause, based on the post-engagement user actions, and generates post-engagement metadata for the first user including the termination cause.

IPC Classes  ?

  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • H04W 4/02 - Services making use of location information
  • H04W 4/38 - Services specially adapted for particular environments, situations or purposes for collecting sensor information

38.

ESTABLISHING AND MANAGING MULTIPLAYER SESSIONS

      
Application Number 16917465
Status Pending
Filing Date 2020-06-30
First Publication Date 2020-10-22
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Trombetta, Steven
  • Suzuki, Shogo
  • Nishikido, Masanao
  • Neuenfeldt, Benedikt

Abstract

A system and method for establishing and managing multiuser sessions is provided. A plurality of interactive content titles and at least one activity template associated with each of the interactive content titles are stored in memory. A processor executes instructions stored in memory, wherein execution of the instructions by the processor receives input regarding a selected activity associated with one of the interactive content titles stored in memory, retrieves an activity template associated with the selected activity from memory, establishes a session based at least on the activity properties, assigns a user as a leader of the established session, adds each of a plurality of peers to an available participant slot in accordance with leader input, and automatically initiates the selected activity within the established session.

IPC Classes  ?

  • A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list

39.

IDR FRACKING FOR GLASS TO GLASS LATENCY REDUCTION

      
Application Number 16376233
Status Pending
Filing Date 2019-04-05
First Publication Date 2020-10-08
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Hwang, Alex
  • Sanghavi, Bhumik
  • Freeman, Joel

Abstract

To reduce latency in streaming media a playlist requested from a content delivery network may be modified to have modified segmentation. After receiving the playlist from the content delivery network, the location of one or more I-frames in each segment in the playlist may be determined and these locations may be used to generate the modified playlist. The modified playlist may then be sent to a client device. Media segments may be modified in accordance with the modified segmentation of the modified playlist to generate modified media segments that can be sent to the client device.

IPC Classes  ?

  • H04N 21/438 - Interfacing the downstream path of the transmission network originating from a server, e.g. retrieving MPEG packets from an IP network
  • H04N 21/482 - End-user interface for program selection
  • H04N 21/845 - Structuring of content, e.g. decomposing content into time segments
  • H04N 21/4545 - Input to filtering algorithms, e.g. filtering a region of the image

40.

BANDWIDTH USAGE REDUCTION EMPLOYING MEDIA TREADING WITH REDUCTIVE EDGING

      
Application Number 16376346
Status Pending
Filing Date 2019-04-05
First Publication Date 2020-10-08
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Sanghavi, Bhumik
  • Hwang, Alex
  • Freeman, Joel

Abstract

A method system and computer program product for bandwidth usage reduction in media streaming, comprises, receiving user streaming information from a client device and refining a user model with the user streaming information. The user streaming information reflects a user's media consumption habits. Subsequently a request for a media playlist from the client device is received and media segments are prospectively requested based on the user model before receiving a request for the media segments. The requested media playlist is sent to the client device; and the prospectively requested media segments are sent upon receiving a request for a media segment from the client device.

IPC Classes  ?

  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04N 21/845 - Structuring of content, e.g. decomposing content into time segments
  • H04L 12/24 - Arrangements for maintenance or administration
  • H04N 21/262 - Content or additional data distribution scheduling, e.g. sending additional data at off-peak times, updating software modules, calculating the carousel transmission frequency, delaying a video stream transmission or generating play-lists
  • H04N 21/433 - Content storage operation, e.g. storage operation in response to a pause request or caching operations

41.

CROWD SOURCED CLOUD GAMING USING PEER-TO-PEER STREAMING

      
Application Number 16907243
Status Pending
Filing Date 2020-06-21
First Publication Date 2020-10-08
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Butler, Dylan
  • Cannon, Kyle

Abstract

A method, including: executing, by a cloud gaming machine, a session of a cloud video game, the session configured to generate gameplay video; streaming the gameplay video from the cloud gaming machine over a network to a primary user device; wherein the primary user device is configured to stream the gameplay video over a peer-to-peer network to one or more secondary user devices; receiving, over the network from the primary user device by the cloud gaming machine, primary inputs; receiving, over the network from the one or more secondary devices by the cloud gaming machine, secondary inputs; processing, by the cloud gaming machine, the primary inputs and the secondary inputs to generate aggregated inputs; wherein executing the session of the cloud video game includes applying the aggregated inputs to update a game state of the cloud video game that is processed to generate the gameplay video.

IPC Classes  ?

  • A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
  • 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

42.

USING CAMERA ON COMPUTER SIMULATION CONTROLLER

      
Application Number 16375085
Status Pending
Filing Date 2019-04-04
First Publication Date 2020-10-08
Owner Sony Interactive Entertainment LLC (USA)
Inventor Khim, Jeansoo

Abstract

A computer simulation controller includes a camera that can be used to image a display on which a computer simulation, controlled by the controller, can be presented. The camera images information on the display, such as display identification (ID), and sends the information to a server streaming the simulation. Based on the information, the server knows to which display to stream the simulation.

IPC Classes  ?

  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
  • A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
  • 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

43.

SUPPORTING INTERACTIVE VIDEO ON NON-BROWSER-BASED DEVICES

      
Application Number 16376304
Status Pending
Filing Date 2019-04-05
First Publication Date 2020-10-08
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Sanghavi, Bhumik
  • Hwang, Alex
  • Freeman, Joel

Abstract

A method, system and computer program product for enabling interactive video on non-browser based devices comprising receiving a media segment and analyzing the media segment for a link marker location having a corresponding network address. The link marker location is stored and sent to the client device. The client device sends the interface information, which is received and compared to the link marker location. A request is sent to a network address corresponding to link marker location when the interface information indicates an activation has occurred at the link marker location within the media segment during a presentation on the client device. The device at the network address sends resources, which are received over the network and converted into a resource media segment. The resource media segment is then sent to the client device.

IPC Classes  ?

  • H04N 21/8545 - Content authoring for generating interactive applications
  • H04N 21/81 - Monomedia components thereof
  • 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 21/433 - Content storage operation, e.g. storage operation in response to a pause request or caching operations

44.

DYNAMIC MUSIC MODIFICATION

      
Application Number 16838775
Status Pending
Filing Date 2020-04-02
First Publication Date 2020-10-01
Owner Sony Interactive Entertainment LLC (USA)
Inventor Galuten, Albhy

Abstract

A method for electronic music generation comprising electronically applying one or more functions that change one or more compositional elements of a musical input in a first tonality or other musical representation to generate a musical output in a second tonality or other musical representation and recording data corresponding to the musical output in a recording medium or rendering such musical Transformations to a reproductive medium such as an amplifier and speakers or headphones.

IPC Classes  ?

  • G10H 1/00 - ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE - Details of electrophonic musical instruments
  • G10H 1/06 - Circuits for establishing the harmonic content of tones

45.

MASSIVE MULTI-PLAYER COMPUTE

      
Application Number 16900623
Status Pending
Filing Date 2020-06-12
First Publication Date 2020-10-01
Owner Sony Interactive Entertainment LLC (USA)
Inventor Yong, Kelvin

Abstract

Methods and systems for managing processing resources of an online game include executing the online game for one or more users. Each user is provided access to virtual locations in a gaming world of the online game. A compute is assigned for processing gaming interactivity of the one or more users in the gaming world. A number of users accessing a region within a virtual location are determined. When the number of users exceeds a predefined limit for the compute assigned to the users in the region, the region is divided into a plurality of sub-regions and additional compute is assigned for the region so that the compute and the additional compute can process gaming interactivity for the users in each of the sub-regions defined in the gaming world.

IPC Classes  ?

  • 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
  • G06F 9/50 - Allocation of resources, e.g. of the central processing unit [CPU]
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • 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

46.

AUTOMATED VIRTUAL ASSET CATALOG FOR COMPUTER APPLICATIONS

      
Application Number 16370793
Status Pending
Filing Date 2019-03-29
First Publication Date 2020-10-01
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Lagrand, Sylvain
  • Winter, Peter
  • Kharbanda, Rohan
  • Depizzol, Christopher

Abstract

A system facilitates acquisition of virtual assets by obtaining information about a user and information about one or more computer applications associated with the user. When the user navigates a device to a catalog screen for virtual assets for computer applications, the system automatically presents to the user a filtered listing of applications for which purchasable virtual assets are available to the user that is filtered according to the information about the user and/or the information about one or more computer applications associated with the user. When the user selects an application on the filtered listing, the system automatically presents to the user a filtered catalog of purchasable virtual assets that are available to the user for the selected application that is filtered according to the information about the user and/or the information about one or more computer applications associated with the user.

IPC Classes  ?

  • G06Q 30/06 - Buying, selling or leasing transactions

47.

Personalized User Interface Based on In-Application Behavior

      
Application Number 16897261
Status Pending
Filing Date 2020-06-09
First Publication Date 2020-09-24
Owner Sony Interactive Entertainment LLC (USA)
Inventor Stroud, Micah S.

Abstract

Methods and systems to provide a user interface to access games available for a user account. Selection of a game for game play is detected at the user interface and, in response, a game play is initiated. Interactions provided by a user during game play are used to affect an outcome of the game. The interactions are analyzed to determine game behavior of the user. Behavior metrics are generated for different portions of the game, based on the user's game behavior. The behavior metrics for the user for the game are associated with a game icon of the game provided on the user interface, the association causes specific ones of the behavior metrics to be rendered for the different portions of the game during subsequent game play and are provided to help the user to improve the user's game play for the different portions of the game.

IPC Classes  ?

  • A63F 13/63 - 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 the player, e.g. authoring using a level editor
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • 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 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
  • A63F 13/67 - 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 adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use

48.

VARYING EFFECTIVE RESOLUTION BY SCREEN LOCATION BY ALTERING RASTERIZATION PARAMETERS

      
Application Number 16897702
Status Pending
Filing Date 2020-06-10
First Publication Date 2020-09-24
Owner Sony Interactive Entertainment LLC (USA)
Inventor Cerny, Mark Evan

Abstract

In graphics processing data is received representing one or more vertices for a scene in a virtual space. Primitive assembly is performed on the vertices to compute projections of the vertices from virtual space onto a viewport of the scene in a screen space of a display device containing a plurality of pixels, the plurality of pixels being subdivided into a plurality of subsections. Scan conversion determines which pixels of the plurality of pixels are part of each primitive that has been converted to screen space coordinates. Coarse rasterization for each primitive determines which subsection or subsections the primitive overlaps. Metadata associated with the subsection a primitive overlaps determines a pixel resolution for the subsection. The metadata is used in processing pixels for the subsection to generate final pixel values for the viewport of the scene that is displayed on the display device in such a way that parts of the scene in two different subsections have different pixel resolution.

IPC Classes  ?

  • G06T 3/40 - Scaling of a whole image or part thereof
  • G02B 27/01 - Head-up displays
  • G06T 11/40 - Filling a planar surface by adding surface attributes, e.g. colour or texture
  • G06T 1/60 - Memory management
  • G06T 15/00 - 3D [Three Dimensional] image rendering
  • G06T 15/04 - Texture mapping
  • G06T 15/80 - Shading
  • G06T 17/10 - Volume description, e.g. cylinders, cubes or using CSG [Constructive Solid Geometry]
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation

49.

Telepresence of Users in Interactive Virtual Spaces

      
Application Number 15929991
Status Pending
Filing Date 2020-06-01
First Publication Date 2020-09-17
Owner Sony Interactive Entertainment LLC (USA)
Inventor Chaney, Roxy

Abstract

A telepresence communication uses information captured by a first capture device about a first user and information captured by a second capture device about a second user to generate a first avatar corresponding to the first user and a second avatar corresponding to the second user. A scene can be rendered locally or by a remote server in which the first avatar and the second avatar are both rendered in a virtual space. The first avatar is rendered to move based on movements made by the first user as captured by the first capture device, and the second avatar is rendered to move based on movements made by the second user as captured by the second capture device. The avatars may be realistic, based on avatar templates, or some combination thereof. The rendered scene may include virtual interactive objects that the avatars can interact with.

IPC Classes  ?

  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • G06F 3/14 - Digital output to display device
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/03 - Arrangements for converting the position or the displacement of a member into a coded form
  • G09G 5/12 - Synchronisation between the display unit and other units, e.g. other display units, video-disc players
  • H04N 9/31 - Projection devices for colour picture display
  • H04N 7/15 - Conference systems
  • G09G 5/377 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory - Details of the operation on graphic patterns for mixing or overlaying two or more graphic patterns
  • 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

50.

DRAMA ENGINE FOR DRAMATIZING VIDEO GAMING

      
Application Number 16890871
Status Pending
Filing Date 2020-06-02
First Publication Date 2020-09-17
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon

Abstract

A method for dramatizing video gaming is disclosed. The method includes receiving over a network from a client device contextual data corresponding to game play of a player playing a gaming application. The method includes identifying an event of dramatic significance is occurring or likely will occur in the game play based on the contextual data and historical data of a plurality of game plays relating to the gaming application. The method includes generating information dramatizing the event of dramatic significance. The method includes surfacing the information in connection with the game play.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/46 - Computing the game score

51.

Augmenting Virtual Reality Video Games With Friend Avatars

      
Application Number 16890999
Status Pending
Filing Date 2020-06-02
First Publication Date 2020-09-17
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Khan, Mohammed
  • Devico, Matt
  • He, Shawn

Abstract

Methods and systems are provided for augmenting a video game with an image of a real world person. One example method includes executing the video game at a server. The video game is played by a user via a user device. The method includes identifying a generic spectator within the video game. The method includes determining virtual coordinates associated with the generic spectator. The method includes receiving, at the server, data associated with the image of the real world person. The data is usable to display at least part of the image of the real world person within the video game. The method includes inserting said at least part of the image of the real world person into the video game at the virtual coordinates associated with the generic spectator. The method includes streaming video to the user device. The video includes said at least part of the image of the real world person. The identifying of the generic spectator includes selecting the generic spectator from a plurality of generic spectators based on a level of visibility of the generic spectator has with respect to a point of view of the user when playing the video game.

IPC Classes  ?

  • A63F 13/655 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • 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 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • 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 13/212 - 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 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • 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
  • A63F 13/25 - Output arrangements for video game devices
  • 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
  • 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 13/803 - Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
  • A63F 13/812 - Ball games, e.g. soccer or baseball
  • A63F 13/86 - Watching games played by other players

52.

SYSTEM AND METHOD FOR FILTERING STREAM CHATS

      
Application Number 16299056
Status Pending
Filing Date 2019-03-11
First Publication Date 2020-09-17
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Thielbar, Christopher
  • Bloom-Calin, Matthew
  • Tsuchikawa, Yuji

Abstract

The subject disclosure relates to filtering stream chat messages. In some aspects, a process of the disclosed technology can include operations for receiving messages from a plurality of user accounts, detecting a section trigger indicating one or more filtering attributes, and filtering messages based on the filtering attribute. In some aspects, the process can further include operations for creating a section, adding one or more users to it and generating a section level, where the section level and messages associated with it are displayed to the added users. Systems and machine-readable media are also provided.

IPC Classes  ?

  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • G06F 16/9035 - Filtering based on additional data, e.g. user or group profiles
  • G06F 16/9032 - Query formulation

53.

SIMULATION SHUFFLE PLAY

      
Application Number 16352200
Status Pending
Filing Date 2019-03-13
First Publication Date 2020-09-17
Owner Sony Interactive Entertainment LLC (USA)
Inventor Hagland, Torgeir

Abstract

A user playing a computer simulation streamed from a simulation server can shake the simulation controller to cause the simulation console to pseudo-randomly select another simulation in a playlist and automatically start presentation of the other simulation. In this way, the user can shuffle through simulations on the playlist.

IPC Classes  ?

  • A63F 13/63 - 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 the player, e.g. authoring using a level editor
  • G06F 21/62 - Protecting access to data via a platform, e.g. using keys or access control rules

54.

NEAR REAL-TIME AUGMENTED REALITY VIDEO GAMING SYSTEM

      
Application Number 16354607
Status Pending
Filing Date 2019-03-15
First Publication Date 2020-09-17
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Mccoy, Charles
  • Xiong, True
  • Morgan, Blaine

Abstract

One or more users wear respective wireless headsets or visors that allow the users to see a 3D rendered virtual reality environment emulating the physical space in which the user(s) are located and move. A user is allowed to move freely throughout the physical space while playing. The virtual reality environment that is rendered for ae user is based on the user's physical movements. The virtual reality environment rendered for a user shows virtual objects where the corresponding physical objects are located so that as the user moves around the objects in the virtual environment the user also moves around the physical objects in the physical space. The floor of the physical space may be made of movable segments that move according to game play instructions.

IPC Classes  ?

  • 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 15/20 - Perspective computation
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
  • 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
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition

55.

ENCODE/DECODE STRATEGY FOR MITIGATING IRREGULAR DECODING TIME

      
Application Number 16884839
Status Pending
Filing Date 2020-05-27
First Publication Date 2020-09-10
Owner Sony Interactive Entertainment LLC (USA)
Inventor Lee, Hung-Ju

Abstract

Aspects of the present disclosure include methods and systems for encoding and decoding digital pictures. Encoding may include determining a frame type of the digital picture, and encoding the digital picture with an entropy coding method in accordance with the frame type of the digital picture. Decoding may include determining whether an encoded digital picture includes decoding method identifying information that specifies an encoding method used to encode the encoded digital picture; and decoding the digital picture using an entropy coding method in accordance with the identifying information when the encoded digital picture includes the encoding method identifying information.

IPC Classes  ?

  • H04N 19/91 - Entropy coding, e.g. variable length coding [VLC] or arithmetic coding
  • H04N 19/13 - Adaptive entropy coding, e.g. adaptive variable length coding [AVLC] or context adaptive binary arithmetic coding [CABAC]
  • H04N 19/157 - Assigned coding mode, i.e. the coding mode being predefined or preselected to be further used for selection of another element or parameter
  • H04N 19/172 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using adaptive coding characterised by the coding unit, i.e. the structural portion or semantic portion of the video signal being the object or the subject of the adaptive coding the unit being an image region, e.g. an object the region being a picture, frame or field
  • H04N 19/463 - Embedding additional information in the video signal during the compression process by compressing encoding parameters before transmission
  • H04N 19/50 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using predictive coding

56.

VIDEO GAME GUIDANCE SYSTEM

      
Application Number 16295693
Status Pending
Filing Date 2019-03-07
First Publication Date 2020-09-10
Owner Sony Interactive Entertainment LLC (USA)
Inventor Daniel, Alvin J.

Abstract

A game guide system, method, and apparatus are provided. A system for providing computer simulated game guidance content, comprising a game guide database, a game objectives database, a network connector configured to communicate with a plurality of user devices over a network, and a control circuit. The control circuit is configured to receive a game guide request from a user, receive an audio segment recorded from a game by a user device associated with the user, identify the game and a game objective from the game objectives database based on the audio segment, select a content item in the game guide database based on the game objective, and provide the content item to the user.

IPC Classes  ?

  • A63F 13/67 - 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 adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • 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
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

57.

BUILDING A DYNAMIC SOCIAL COMMUNITY BASED ON REAL-TIME IN-GAME CONTEXT OF A PLAYER

      
Application Number 16285062
Status Pending
Filing Date 2019-02-25
First Publication Date 2020-08-27
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon

Abstract

A method for gaming including receiving game states of game plays of players playing a gaming application. The method includes tracking game play progression for each of the game plays based on game states, wherein game play progression is defined by a corresponding set of relationship characteristics. A first game play of a first player is associated with a first set of relationship characteristics. The method includes identifying for the first player players having corresponding game plays that include one or more relationship characteristics from the first set of relationship characteristics. The method includes surfacing the identified players for display to the first player. Each surfaced players have a corresponding game play progression that is related to the first game play progression. Each surfaced players is associated with a corresponding communication warning indicator that provides relative game play progression between game plays the corresponding surfaced player and the first player.

IPC Classes  ?

  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

58.

TRANSACTIONAL MEMORY SYNCHRONIZATION

      
Application Number 16282283
Status Pending
Filing Date 2019-02-21
First Publication Date 2020-08-27
Owner Sony Interactive Entertainment LLC (USA)
Inventor Pereira, Edward

Abstract

An online gaming service is provided, having two or more servers, the two or more servers being located in two or more data centers, including: a transaction layer implemented across the two or more servers, for handling synchronization between different sessions of a video game that are respectively executed by the two or more servers; wherein the different sessions of the video game are respectively configured to provide viewing of a virtual space through respective client devices; wherein the transaction layer is configured to identify sessions providing viewing of proximate regions of the virtual space, and effect transactional memory synchronization for the identified sessions, such that events in the virtual space generated by the identified sessions are synchronized across each of the identified sessions.

IPC Classes  ?

  • 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 13/355 - 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
  • G06F 8/656 - Updates while running
  • G06F 9/455 - Emulation; Interpretation; Software simulation, e.g. virtualisation or emulation of application or operating system execution engines
  • G06F 9/50 - Allocation of resources, e.g. of the central processing unit [CPU]

59.

Media multi-tasking using remote device

      
Application Number 16376942
Grant Number 10751612
Status In Force
Filing Date 2019-04-05
First Publication Date 2020-08-25
Grant Date 2020-08-25
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Urbanus, Jonathan Nisser Ford
  • Bautista, Peter Alfred Cruz
  • Bair, Thomas Harold
  • Silvas, Steve Edward

Abstract

Systems and methods for enabling concurrent user interaction with a plurality of applications executing on a computer system are disclosed. Generally, the computer system includes a video game controller, a remote control including a plurality of buttons, and a video game system communicatively coupled with the remote control and the video game controller. While presenting video game output of video game in a foreground of a display and media output of a media application on the display, the video game system may maintain a mapping indicating that a first set of the plurality of buttons is used for controlling execution of a media application. Based on receiving a signal corresponding to a push of a button of the first set, and the mapping, the video game system may control the execution of the media application while continuing to present the video game output in the foreground.

IPC Classes  ?

  • A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
  • A63F 13/25 - Output arrangements for video game devices
  • H04N 21/422 - Input-only peripherals, e.g. global positioning system [GPS]
  • A63F 13/85 - Providing additional services to players

60.

Creating Diversity in Artificial Intelligence and Machine Learning

      
Application Number 16796840
Status Pending
Filing Date 2020-02-20
First Publication Date 2020-08-20
Owner Sony Interactive Entertainment LLC (USA)
Inventor Galuten, Albhy

Abstract

The present invention concern systems and methods for maintaining diversity in AI and ML environments through the cooperation of various AI and ML systems such that they optimize for social and cultural diversity. The examination of behavior, infrastructure, and governance, mimicking of genetic biodiversity, and application of the foregoing to machine reasoning mitigates the tendency of systems to find optimized or single best solutions. AI and ML environments may thus derive multiple diverse solutions that contribute to richer ecosystems in which human beings may function and thrive.

IPC Classes  ?

  • G06K 9/62 - Methods or arrangements for recognition using electronic means
  • G06N 3/04 - Architecture, e.g. interconnection topology
  • G06N 20/00 - Machine learning

61.

MAPPED VIEWS OF DIGITAL CONTENT

      
Application Number 16278537
Status Pending
Filing Date 2019-02-18
First Publication Date 2020-08-20
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Thielbar, Christopher
  • Bloom-Carlin, Matthew
  • Tsuchikawa, Yuji

Abstract

Systems and methods for mapped views of digital content are provided. A map structure for a collection of digital content streams from a content provider may be stored in memory. Such map structure may include a predetermined plurality of slots arranged in one or more tiers. A browsing request may be received from a spectator device over a communication network, and such browsing request may be identified as pertaining to the collection of digital content streams. A mapped view of the requested collection may be generated that illustrates the predetermined plurality of slots arranged in the tiers in accordance with the stored map structure. Further, information regarding browsing activity by the spectator device within the generated mapped view may be received and evaluated to identify when the spectator device selects one of the illustrated slots. As such, one of the digital content streams in the collection may be identified as being associated with the selected slot, and the identified digital content stream may be launched.

IPC Classes  ?

  • G06F 16/44 - Browsing; Visualisation therefor
  • H04N 21/472 - End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification or for manipulating displayed content
  • H04N 21/475 - End-user interface for inputting end-user data, e.g. PIN [Personal Identification Number] or preference data
  • H04N 21/45 - Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies 

62.

CONTEXTUAL LAYER FOR DIGITAL CONTENT

      
Application Number 16280211
Status Pending
Filing Date 2019-02-20
First Publication Date 2020-08-20
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Thielbar, Christopher
  • Bloom-Carlin, Matthew
  • Tsuchikawa, Yuji

Abstract

Systems and methods for contextual layers for digital content are provided. Contextual information regarding a digital content stream may be stored in memory. Different sets of the contextual information may be associated with different predefined parts of the digital content stream. A request may be received from a user device over a communication network. Such request may concern context for a scene within the digital content stream, The scene may be identified as associated with at least one of the predefined parts of the digital content stream, One of the stored sets of contextual information may be retrieved based on the at least one predefined part of the digital content stream. A contextual layer may be generated based on the retrieved set of contextual information. Such contextual layer may include a presentation of the retrieved set of contextual information to be overlaid on at least part of the scene within the digital content stream.

IPC Classes  ?

  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure

63.

ERROR DE-EMPHASIS IN LIVE STREAMING

      
Application Number 16501106
Status Pending
Filing Date 2019-02-19
First Publication Date 2020-08-20
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Sanghavi, Bhumik
  • Freeman, Joel
  • Hwang, Alex

Abstract

A Reductive Edging device and computer program product. The Reductive Edging device has a processor, memory coupled to the processor and non-transitory instructions embedded in the memory that when executed by the processor causes the device to perform a method for reductive edging. The method includes, prior to sending a media segment to a client device, performing error de-emphasis operations and sending information associated with error de-emphasis.

IPC Classes  ?

  • H04N 21/2662 - Controlling the complexity of the video stream, e.g. by scaling the resolution or bitrate of the video stream based on the client capabilities
  • H04N 21/2187 - Live feed
  • H04N 21/414 - Specialised client platforms, e.g. receiver in car or embedded in a mobile appliance
  • H04N 21/262 - Content or additional data distribution scheduling, e.g. sending additional data at off-peak times, updating software modules, calculating the carousel transmission frequency, delaying a video stream transmission or generating play-lists
  • H04N 21/2343 - Processing of video elementary streams, e.g. splicing of video streams or manipulating MPEG-4 scene graphs involving reformatting operations of video signals for distribution or compliance with end-user requests or end-user device requirements

64.

SCALABLE GAME CONSOLE CPU/GPU DESIGN FOR HOME CONSOLE AND CLOUD GAMING

      
Application Number 16261986
Status Pending
Filing Date 2019-01-30
First Publication Date 2020-07-30
Owner Sony Interactive Entertainment LLC (USA)
Inventor Colenbrander, Roelof Roderick

Abstract

In a multi-GPU simulation environment, frame buffer management may be implemented by multiple GPUs rendering respective frames of video, or by rendering respective portions of each frame of video. One of the GPUs controls HDMI frame output by virtue of receiving frame information from the other GPU(s) and reading out complete frames through a physically connected HDMI output port. Or, the outputs of the GPUs can be multiplexed together.

IPC Classes  ?

  • G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining
  • G06T 1/60 - Memory management
  • 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

65.

METHOD AND SYSTEM FOR SHARING VIDEO GAME CONTENT

      
Application Number 16835901
Status Pending
Filing Date 2020-03-31
First Publication Date 2020-07-16
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sherwani, Adil
  • Webb, Jonathan
  • Hume, Murray James

Abstract

A video game sharing method and system enables users to share playable video game segments with users so that the users are able to view the video game segments or interactively play the video game segments. When shared, state information for the video game segments is included such that the users begin in the same position with the same relevant statistics. By enabling video game sharing, user enjoyment and video game popularity are increased.

IPC Classes  ?

  • 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 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • 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
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

66.

Methods and Systems for Scheduling Game Play of a Video Game

      
Application Number 16814932
Status Pending
Filing Date 2020-03-10
First Publication Date 2020-07-02
Owner Sony Interactive Entertainment LLC (USA)
Inventor Hunter, Nicholas Robertson

Abstract

Methods and systems for assigning a data center in a second geo location for migrating data in anticipation of receiving a request from a user account from the second geo location includes receiving an indication of a change in geo location of a user from a first geo location to the second geo location. Save data for the user is identified at the first geo location. The save data is analyzed to determine usage trend of the user for the plurality of games. A portion of the save data is identified, based on the usage trend, and transmitted to a second data center in the second geo location in anticipation of the user's likely access of the save data at the second geo location. The save data is made available to game logic of one or more games, when executed on a cloud gaming system, so as to provide current state of game play of the respective one or more games for rendering on a client device of the user used to access the game.

IPC Classes  ?

  • 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
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • 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 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list

67.

ANTI-FRAUD CLOUD GAMING BLOCKCHAIN

      
Application Number 16228452
Status Pending
Filing Date 2018-12-20
First Publication Date 2020-06-25
Owner Sony Interactive Entertainment LLC (USA)
Inventor Cotta, Bryan

Abstract

A method includes: processing a request to execute a purchase transaction for a virtual asset of a video game, to transfer ownership of the virtual asset from a first user account to a second user account, to transfer an amount of virtual currency from the second user account to the first user account; responsive to the request, accessing a blockchain to perform an anti-fraud verification, including analyzing data of a prior transaction involving the virtual asset that is stored to the blockchain; responsive to the anti-fraud verification providing a result that does not indicate fraudulent activity, then generating transaction data based on an identifier for the first user account, an identifier for the second user account, an identifier for the virtual asset, and the amount of virtual currency, and submitting the transaction data to a node network, to write the transaction data to a block of the blockchain.

IPC Classes  ?

  • G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
  • H04L 9/06 - Arrangements for secret or secure communication the encryption apparatus using shift registers or memories for blockwise coding, e.g. D.E.S. systems
  • G06Q 20/12 - Payment architectures specially adapted for electronic shopping systems
  • G06Q 20/40 - Authorisation, e.g. identification of payer or payee, verification of customer or shop credentials; Review and approval of payers, e.g. check of credit lines or negative lists
  • G06Q 20/38 - Payment architectures, schemes or protocols - Details thereof

68.

Artificial Intelligence (AI) Model Training Using Cloud Gaming Network

      
Application Number 16807945
Status Pending
Filing Date 2020-03-03
First Publication Date 2020-06-25
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Beltran, Justin V.
  • Butler, Dylan
  • Kragenbrink, Kevin

Abstract

A method for processing an artificial intelligence (AI) model for a gaming application. The method includes training the AI model from a plurality of game plays of a scenario of the gaming application using training state data collected from the plurality of game plays of the scenario and associated success criteria of each of the plurality of game plays. The method includes receiving first input state data during a first game play of the scenario. The method includes applying the first input state data to the AI model to generate an output indicating a degree of success for the scenario for the first game play. The method includes performing an analysis of the output based on a predefined objective. The method includes performing an action to achieve the predefined objective based on the output that is analyzed.

IPC Classes  ?

  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • G06N 20/00 - Machine learning
  • A63F 13/65 - 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition

69.

SECURE DATA CHANNEL IN A NETWORKED GAMING SYSTEM

      
Application Number 16228461
Status Pending
Filing Date 2018-12-20
First Publication Date 2020-06-25
Owner Sony Interactive Entertainment LLC (USA)
Inventor Cotta, Bryan

Abstract

A method includes: initiating a data channel over a networked gaming service, including generating a channel key, the channel key being used to encrypt content communicated over the data channel, and generating a first encrypted channel key by encrypting the channel key with a public key associated to an owner of the data channel; adding a participant to the data channel, including generating a second encrypted channel key by encrypting the channel key with a public key associated to the participant; wherein a message sent via the data channel includes encrypted content generated by using the channel key to encrypt content for the message, and further includes the first encrypted channel key and the second encrypted channel key.

IPC Classes  ?

  • H04L 9/08 - Key distribution
  • H04L 9/30 - Public key, i.e. encryption algorithm being computationally infeasible to invert and users' encryption keys not requiring secrecy
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04L 9/32 - Arrangements for secret or secure communication including means for verifying the identity or authority of a user of the system
  • 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

70.

Massive multi-player compute

      
Application Number 16724098
Grant Number 10688391
Status In Force
Filing Date 2019-12-20
First Publication Date 2020-06-23
Grant Date 2020-06-23
Owner Sony Interactive Entertainment LLC (USA)
Inventor Yong, Kelvin

Abstract

Methods and systems for managing processing resources of an online game include executing the online game for one or more users. Each user is provided access to virtual locations in a gaming world of the online game. A compute is assigned for processing gaming interactivity of the one or more users in the gaming world. A number of users accessing a region within a virtual location are determined. When the number of users exceeds a predefined limit for the compute assigned to the users in the region, the region is divided into a plurality of sub-regions and additional compute is assigned for the region so that the compute and the additional compute can process gaming interactivity for the users in each of the sub-regions defined in the gaming world.

IPC Classes  ?

  • 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 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • G06F 9/50 - Allocation of resources, e.g. of the central processing unit [CPU]
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

71.

EXPERIENCE-BASED PEER RECOMMENDATIONS

      
Application Number 16220465
Status Pending
Filing Date 2018-12-14
First Publication Date 2020-06-18
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Stephens, Mischa

Abstract

A system and method for providing peer recommendations in a network environment are provided. At least one activity file and a corresponding content file may be stored in memory in a database. Such content file may include media content depicting the activity. One of the activity files may be received regards an activity that a user and at least one peer have participated in simultaneously on the network environment. A corresponding content file may also be received with the received activity file. A user-peer indication may be identified based on the received activity file that may identify a peer with whom the user experienced a significant event during the activity. Such user-peer indication and a portion of the media content associated with the significant even may be provided to the user.

IPC Classes  ?

  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list

72.

EXPERIENCE-BASED PEER RECOMMENDATIONS

      
Application Number 16358546
Status Pending
Filing Date 2019-03-19
First Publication Date 2020-06-18
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Stephens, Mischa

Abstract

A system and method for providing peer recommendations in a network environment are provided. A set of activity data and user generated content (UGC) associated with the set of activity data may be stored in memory in a database. Such UGC may depict the activity. The set of activity data may be received regarding an activity that a user and at least one peer have participated in simultaneously on the network environment. Corresponding UGC may also be received. A user-peer indication may be identified based on identifying a peer with whom the user experienced a significant event during the activity. Such significant event may be based on one or more event factors. A peer recommendation may be generated based on the peer indication and such peer recommendation at least a portion of the UGC associated with the significant even may be provided to the user.

IPC Classes  ?

  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections

73.

INTERACTIVE OBJECTS IN STREAMING MEDIA AND MARKETPLACE LEDGERS

      
Application Number 16379683
Status Pending
Filing Date 2019-04-09
First Publication Date 2020-06-18
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Stephens, Mischa
  • Clingman, Dustin Shawn
  • Sherwani, Adil

Abstract

A system and method for providing interactive media streaming is provided. Media and a set of activity data associated with the media may be stored in memory. The set of activity data may include information about the activity and one or more objects shown in the activity. A user selection of the media may be detected. Object information for one or more object images displayed may be retrieved from the associated set of activity data. A list of retrieved object information may be displayed.

IPC Classes  ?

  • 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
  • G06F 3/0482 - 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 interaction with lists of selectable items, e.g. menus
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

74.

DYNAMIC MUSIC CREATION IN GAMING

      
Application Number 16677303
Status Pending
Filing Date 2019-11-07
First Publication Date 2020-06-18
Owner Sony Interactive Entertainment LLC (USA)
Inventor Galuten, Albhy

Abstract

A method and system for dynamic music creation is disclosed. An emotion is assigned to one or more musical motifs and a game vector is associated with the emotion. The one or more musical motifs are mapped to the game vector based on the emotion. A musical composition is generated based on the game vector and desired emotions.

IPC Classes  ?

  • A63F 13/67 - 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 adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • G10H 1/00 - ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE - Details of electrophonic musical instruments
  • 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

75.

TARGETED GAMING NEWS AND CONTENT FEEDS

      
Application Number 16220397
Status Pending
Filing Date 2018-12-14
First Publication Date 2020-06-18
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Stephens, Mischa
  • Lutz, David

Abstract

A system and method for targeted gaming news and media feeds is provided. Information about an interaction by a user with an interactive content title and a plurality of interactive content titles may be stored in memory. A processor executes instructions stored in memory, wherein execution of the instructions by the processor analyzes the information stored in memory regarding interaction by a user with an interactive content title and identifies one or more keywords that characterize the user interaction with the interactive content title. Media stored in a database may be filtered based on the identified keywords and displayed within a targeted media feed on a user device of the user. The displayed targeted media may be updated based on new information regarding user interaction with the interactive content title.

IPC Classes  ?

  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • 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 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • G06F 16/9035 - Filtering based on additional data, e.g. user or group profiles
  • G06F 16/33 - Querying

76.

INTERACTIVE OBJECTS IN STREAMING MEDIA AND MARKETPLACE LEDGERS

      
Application Number 16220443
Status Pending
Filing Date 2018-12-14
First Publication Date 2020-06-18
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Stephens, Mischa
  • Clingman, Dustin
  • Sherwani, Adil

Abstract

A system and method for providing interactive media streaming is provided. A media file and an activity file associated with the media file may be stored in memory. The media file may include a plurality of time stamps and the activity file may include a corresponding plurality of time stamps. The media file may be streamed on a user device. An activity at a point in time may be displayed within the streaming media file. A user selection of an object in the streaming media at the point in time may be detected. One of the timestamps associated with the selected object may be identified. Object information may be retrieved from the associated activity file based on a match between the object timestamp and one of the corresponding plurality of timestamps of the activity file. The retrieved object information may be transmitted and displayed on the user device.

IPC Classes  ?

  • A63F 13/85 - Providing additional services to players
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
  • 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

77.

Media-activity binding and content blocking

      
Application Number 16220460
Grant Number 10843085
Status In Force
Filing Date 2018-12-14
First Publication Date 2020-06-18
Grant Date 2020-11-24
Owner S0NY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Stephens, Mischa
  • Clingman, Dustin
  • Sherwani, Adil

Abstract

A system and method for providing a content block is provided. A media content title associate with at least one activity file may be stored in memory. A user request may be received by a server from a user device to stream the media content title. Such user request may include a user profile specifying a list of completed and in-progress activities in which a user has engaged with. The stream of the media content title may be monitored to identify a trigger indicating that an activity to be displayed is not on the list of user activities specified by the user profile. Display on the streaming media may be advanced to a next activity identified as being on the list of user activities specified by the user profile.

IPC Classes  ?

  • 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
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • H04N 21/23 - Processing of content or additional data; Elementary server operations; Server middleware
  • A63F 13/85 - Providing additional services to players
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment

78.

TARGETED GAMING NEWS AND CONTENT FEEDS

      
Application Number 16359160
Status Pending
Filing Date 2019-03-20
First Publication Date 2020-06-18
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Stephens, Mischa
  • Lutz, David

Abstract

A system and method for targeted gaming news and media feeds is provided. Information about an interaction by a user with an interactive content title and a plurality of interactive content titles may be stored in memory. A processor executes instructions stored in memory, wherein execution of the instructions by the processor analyzes the information stored in memory regarding interaction by a user with an interactive content title and identifies one or more keywords that characterize the user interaction with the interactive content title. Media stored in a database may be filtered based on the identified keywords and displayed within a targeted media feed on a user device of the user. The displayed targeted media may be updated based on new information regarding user interaction with the interactive content title.

IPC Classes  ?

  • G06F 16/435 - Filtering based on additional data, e.g. user or group profiles
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • G06F 16/438 - Presentation of query results
  • G06F 16/483 - Retrieval characterised by using metadata, e.g. metadata not derived from the content or metadata generated manually using metadata automatically derived from the content
  • G06F 16/9535 - Search customisation based on user profiles and personalisation
  • 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

79.

Media-activity binding and content blocking

      
Application Number 16380760
Grant Number 10881962
Status In Force
Filing Date 2019-04-10
First Publication Date 2020-06-18
Grant Date 2021-01-05
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Stephens, Mischa
  • Clingman, Dustin Shawn
  • Sherwani, Adil

Abstract

A system and method for providing a content block is provided. Media and at least one set of activity data associated with the media may be stored in memory. A user request may be received by a server from a user device to stream the media. Such user request may include information about at least one of user completed activities or user in progress activities that a user has engaged with. The media may be monitored to identify a trigger indicating that an activity to be displayed is not one of the at least one of user completed activities or user in progress activities. A notification may be generated to the user that the activity to be displayed is not one of the at least one of user completed activities or user in progress activities.

IPC Classes  ?

  • A63F 13/60 - 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
  • 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
  • H04N 21/454 - Content filtering, e.g. blocking advertisements
  • G06F 9/451 - Execution arrangements for user interfaces
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time

80.

USER-DRIVEN SPECTATOR CHANNEL FOR LIVE GAME PLAY IN MULTI-PLAYER GAMES

      
Application Number 16681477
Status Pending
Filing Date 2019-11-12
First Publication Date 2020-06-11
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Fairbairn, James

Abstract

A multi-user system hosts a game session over a communication network. The game session includes a plurality of media streams that show one or more views of live game play for the game session. The multi-user system further assigns a spectator value to each media stream, updates one or more spectator values based on user inputs received during the game session, selects, for one or more time periods of the game session, one media stream to broadcast based on the spectator value assigned to the one media stream for the one or more time periods, and broadcasts the one media stream over the communication network.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • 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
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol

81.

FLUID DISPLAY DEVICE

      
Application Number 16702274
Status Pending
Filing Date 2019-12-03
First Publication Date 2020-06-04
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Mccoy, Charles
  • Xiong, True
  • Morgan, Blaine

Abstract

A fluid display device has a plurality of liquid outlet nozzles configured to emit liquid droplets. The nozzles are arranged in a horizontal row, a plurality of light emitters aligned with a vertical travel path of the liquid droplets and coplanar with a vertical plane of the falling liquid droplets. The light emitters are configured to illuminate the droplets. A controller synchronizes illumination of the liquid droplets with pixels in an image. A pattern of illumination of the droplets creates a visible image in the vertical plane of the falling liquid droplets.

IPC Classes  ?

  • F21S 10/00 - Lighting devices or systems producing a varying lighting effect
  • G09F 13/24 - Illuminated signs; Luminous advertising using tubes or the like filled with liquid, e.g. bubbling liquid

82.

Challenge Game System

      
Application Number 16788016
Status Pending
Filing Date 2020-02-11
First Publication Date 2020-06-04
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon
  • Herman, Andrew

Abstract

Methods and systems are provided for enabling the creation, game play, and third party view of a head-to-head challenge game played synchronously or asynchronously by a first and second player. In one embodiment, a method includes operations for receiving a request to view the challenge game for obtaining a first and second video associated with a predefined segment of a single player game as played by the first and second player. The method further includes operations for executing the challenge game that plays the first video alongside the second video in a spectator interface, for accessing and processing telemetry data of the game play of the predefined segment to generate modified game play metrics, and for replacing game states that were produced when the predefined segment of the game was played with the modified game play metrics. The modified game play metrics are rendered to the spectator interface.

IPC Classes  ?

  • G09G 5/14 - Display of multiple viewports
  • H04N 13/351 - Multi-view displays for displaying three or more geometrical viewpoints without viewer tracking for displaying simultaneously
  • A63F 13/86 - Watching games played by other players
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

83.

MACHINE LEARNING DRIVEN RESOURCE ALLOCATION

      
Application Number 16208461
Status Pending
Filing Date 2018-12-03
First Publication Date 2020-06-04
Owner Sony Interactive Entertainment LLC (USA)
Inventor Agoston, Steve

Abstract

A distributed game engine for provisioning resources for an online game includes a plurality of management nodes and a plurality of processing nodes. The management nodes are configured to distribute functional portions of the distributed game engine over the plurality of processing nodes. A resource allocation mode is constructed from user inputs game states of the online game and success criteria included in game play training data. A resource allocation agent is used to access the resource allocation model and to communicate with a configuration agent to identify the processing nodes required for processing specific ones of the functional portions for the online game, based on the resource allocation dictated by the resource allocation model. A process synchronization layer interfaces with the processing nodes and the management nodes to provision the resources for executing the functional portions for the online game in order to produce video frames for rendering at client devices of the users.

IPC Classes  ?

  • 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 13/335 - 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

84.

Gaming system

      
Application Number 16773918
Grant Number 10773163
Status In Force
Filing Date 2020-01-27
First Publication Date 2020-05-21
Grant Date 2020-09-15
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Perry, David
  • Gault, Andrew Buchanan
  • Pereira, Rui Filipe Andrade

Abstract

Methods and systems for executing games are provided. One example method includes executing at a server of the gaming system a first game logic and a second game logic. The first game logic is for a first game stream to a first user and the second game logic is for a second game stream to a second user. The method includes providing a first virtual driver for the first game logic and a second virtual driver for the second game logic. The method includes executing a hardware graphical processing unit (GPU). The hardware GPU having a non-virtual driver that communicates with each of the first and second virtual drivers. The non-virtual driver is configured for receiving data associated with the first game and the second game using the first virtual driver and the second virtual driver, respectively. The hardware GPU is configured for rendering video frames for the first game and the second game. The method includes encoding the video frames for the first game and the second game using an encoder. The encoded video frames including the first and second game streams to devices of the first and second users connected to the gaming system over a network.

IPC Classes  ?

  • A63F 13/42 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
  • 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
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • G06F 9/455 - Emulation; Interpretation; Software simulation, e.g. virtualisation or emulation of application or operating system execution engines
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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
  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • H04N 19/44 - Decoders specially adapted therefor, e.g. video decoders which are asymmetric with respect to the encoder
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • 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 13/86 - Watching games played by other players
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • 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
  • H04N 19/136 - Incoming video signal characteristics or properties
  • H04N 19/42 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals - characterised by implementation details or hardware specially adapted for video compression or decompression, e.g. dedicated software implementation
  • H04N 19/46 - Embedding additional information in the video signal during the compression process
  • H04N 19/70 - Methods or arrangements for coding, decoding, compressing or decompressing digital video signals characterised by syntax aspects related to video coding, e.g. related to compression standards

85.

Gradient adjustment for texture mapping to non-orthonormal grid

      
Application Number 16194163
Grant Number 10783696
Status In Force
Filing Date 2018-11-16
First Publication Date 2020-05-21
Grant Date 2020-09-22
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Cerny, Mark Evan

Abstract

In a computer graphics processing unit (GPU) having a texture unit, when pixel sample locations are based on a non-orthonormal grid in scene space, the texture unit receives texture space gradient values directly, e.g., from a shader unit or generates them from texture coordinates supplied, e.g., by a shader unit, and then applies a transformation to the gradient values configured to adjust the gradient values to those which would arise from the use of a orthonormal screen space grid.

IPC Classes  ?

  • G06T 15/04 - Texture mapping
  • G06T 3/20 - Linear translation of a whole image or part thereof, e.g. panning
  • G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining

86.

Method and system for re-aggregation and optimization of media

      
Application Number 16197196
Grant Number 10820027
Status In Force
Filing Date 2018-11-20
First Publication Date 2020-05-21
Grant Date 2020-10-27
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Galuten, Albhy

Abstract

A media system for providing community and behaviorally driven content selection and bundling based on user consumption data and an analysis of user affinity. The media system performs user affinity representations and analyzes content affinity. The media system performs content affinity representations and maps content analysis into groups. The media system creates multi-dimensional arrays and uses for user content, maps pricing choices to subscriber value, and, using algorithms which may include Artificial Intelligence and Machine Learning approaches, maps groups to pricing choices.

IPC Classes  ?

  • G06F 3/00 - Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
  • G06F 13/00 - Interconnection of, or transfer of information or other signals between, memories, input/output devices or central processing units
  • H04N 5/445 - Receiver circuitry for displaying additional information
  • H04N 21/25 - Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication or learning user preferences for recommending movies
  • H04N 21/258 - Client or end-user data management, e.g. managing client capabilities, user preferences or demographics or processing of multiple end-users preferences to derive collaborative data
  • H04N 21/658 - Transmission by the client directed to the server
  • H04N 21/422 - Input-only peripherals, e.g. global positioning system [GPS]
  • H04N 21/442 - Monitoring of processes or resources, e.g. detecting the failure of a recording device, monitoring the downstream bandwidth, the number of times a movie has been viewed or the storage space available from the internal hard disk
  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination

87.

Testing as a service for cloud gaming

      
Application Number 16198682
Grant Number 10783057
Status In Force
Filing Date 2018-11-21
First Publication Date 2020-05-21
Grant Date 2020-09-22
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Beltran, Justin
  • Cannon, Kyle
  • Gross, Nathan
  • Butler, Dylan

Abstract

Technology is described for Testing as a Service (TaaS) for a video game. In one embodiment, a method includes an operation for receiving a game application for testing for one or more bugs. The method further provides for executing, by an automated game testing module, a plurality of automated sessions of the game session while implementing testing inputs for the plurality of automated sessions, the testing inputs include control inputs, game states, system parameters and network parameters. The method further includes operations for detecting an occurrence of a bug during the said executing the plurality of sessions for generating a snapshot file including a portion of the control inputs, the game state data, and a video component associated with the occurrence of the bug.

IPC Classes  ?

  • G06F 11/36 - Preventing errors by testing or debugging of software
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • G06N 20/00 - Machine learning
  • A63F 13/60 - 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
  • A63F 13/63 - 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 the player, e.g. authoring using a level editor

88.

BACKWARD COMPATIBILITY THROUGH USE OF SPOOF CLOCK AND FINE GRAIN FREQUENCY CONTROL

      
Application Number 16740271
Status Pending
Filing Date 2020-01-10
First Publication Date 2020-05-14
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Cerny, Mark Evan
  • Simpson, David

Abstract

An application runs at a first operating frequency if the application is designed for a current version of a system and runs at a second operating frequency if the application is designed for a prior version of the system that operates at a lower frequency than the first operating frequency. The second operating frequency may be higher than the operating frequency of the prior version of the system to account for differences in latency, throughput or other processing characteristics between the two systems. Software readable cycle counters are based on a spoof clock running at the operating frequency of the prior version of the system, rather than the true operating frequency. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.

IPC Classes  ?

  • G06F 1/08 - Clock generators with changeable or programmable clock frequency
  • G06F 9/455 - Emulation; Interpretation; Software simulation, e.g. virtualisation or emulation of application or operating system execution engines
  • G06F 15/10 - Tabulators
  • G06F 9/44 - Arrangements for executing specific programs

89.

METHOD FOR PERFORMING LEGAL CLEARANCE REVIEW OF DIGITAL CONTENT

      
Application Number 16184684
Status Pending
Filing Date 2018-11-08
First Publication Date 2020-05-14
Owner Sony Interactive Entertainment LLC (USA)
Inventor Russell, Riley R.

Abstract

Automated clearance review of digital content may be implemented with artificial intelligence (AI) models trained to identify items appearing in the digital content presentation that are known to be clear of intellectual property rights encumbrances or are likely to be generic, ignore such items, and determine which remaining items are potentially subject intellectual property rights encumbrances. A report may then be generated that identifies those remaining items.

IPC Classes  ?

90.

VIDEO START-TIME REDUCTION EMPLOYING REDUCTIVE EDGING PRINCIPLES

      
Application Number 16191341
Status Pending
Filing Date 2018-11-14
First Publication Date 2020-05-14
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Sanghavi, Bhumik
  • Freeman, Joel
  • Hwang, Alex
  • Sreedharan, Sri

Abstract

Prior to receiving a request from a client device for information from a content distribution network (CDN), a Reductive Edging device requests the information from the CDN and stores it in memory. The Reductive Edging device is thus configured to respond to the request from the client device for information from the CDN with the information stored in the memory prior to receiving the request.

IPC Classes  ?

  • H04N 21/234 - Processing of video elementary streams, e.g. splicing of video streams or manipulating MPEG-4 scene graphs
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • H04N 21/231 - Content storage operation, e.g. caching movies for short term storage, replicating data over plural servers or prioritizing data for deletion
  • H04N 21/262 - Content or additional data distribution scheduling, e.g. sending additional data at off-peak times, updating software modules, calculating the carousel transmission frequency, delaying a video stream transmission or generating play-lists

91.

Crowd-sourced cloud gaming using peer-to-peer streaming

      
Application Number 16181128
Grant Number 10688390
Status In Force
Filing Date 2018-11-05
First Publication Date 2020-05-07
Grant Date 2020-06-23
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Butler, Dylan
  • Cannon, Kyle

Abstract

A method includes: executing, by a cloud gaming machine, a session of a cloud video game, the session configured to generate gameplay video; streaming the gameplay video from the cloud gaming machine over a network to a primary user device; wherein the primary user device is configured to stream the gameplay video over a peer-to-peer network to one or more secondary user devices; wherein the primary user device is configured to process primary inputs, that are generated from interactive gameplay associated with the primary user device, and secondary inputs, that are generated from interactive gameplay associated with the one or more secondary user devices, to generate aggregated inputs; receiving, over the network by the cloud gaming machine, the aggregated inputs from the primary user device; wherein executing the session of the cloud video game includes applying the aggregated inputs to update a game state of the cloud video game.

IPC Classes  ?

  • A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
  • 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

92.

Systems and methods for establishing direct communication between a server system and a video game controller

      
Application Number 16181211
Grant Number 10773156
Status In Force
Filing Date 2018-11-05
First Publication Date 2020-05-07
Grant Date 2020-09-15
Owner Sony Interactive Entertainment LLC (USA)
Inventor Colenbrander, Roelof Roderick

Abstract

Systems and methods for establishing direct communication between a server system and a video game controller are described. The systems and methods include the video game controller and a computing device. An application is executed by the server system when a session is established by the computing device with the server system. Once the application is executed, the video game controller is used to send an identifier to the server system. The server system verifies the identifier to pair the session with the video game controller. When the video game controller is paired with the session, the video game controller can be used to change a state of a virtual scene that is displayed on the computing device or on a display screen.

IPC Classes  ?

  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol

93.

IN-GAME INFORMATION PLATFORM

      
Application Number 16181328
Status Pending
Filing Date 2018-11-05
First Publication Date 2020-05-07
Owner Sony Interactive Entertainment LLC (USA)
Inventor Jarzebinski, Alexander

Abstract

Technology is described for surfacing in-game durational information to a player by way of a durational information platform. In a method embodiment, an operation processes a game data of a player for determining a game course the player is to take between a current state and a subsequent state within the game. The method also includes an operation for identifying a plurality of sequential segments within the game course for completion by the player and an operation for processing game telemetry of the player for determining effectiveness metrics of the player. The method further includes operations for calculating an estimated time for completion of the game course and for generating a recommendation for communication to a device of the player including the estimated time for completion.

IPC Classes  ?

  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
  • 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 13/67 - 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 adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • 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

94.

CROSS-PLATFORM CONSUMPTION OF IN-GAME OBJECTS

      
Application Number 16661243
Status Pending
Filing Date 2019-10-23
First Publication Date 2020-04-30
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Sherwani, Adil
  • Denison, Ii, Charles Wayne
  • Bloom-Carlin, Matthew Stewart
  • Parker, Derek Andrew

Abstract

Computer implemented systems and methods for cross-platform consumption of in-game objects are provided herein. An exemplary method includes receiving by a data platform from at least one first device game object data discovered by a user while playing a video game associated with the data platform; attributing by the data platform a cross-platform identifier to the game object data; storing by the data platform metadata associated with the game object data to a database associated with the data platform, and receiving by the data platform from a second device associated with the data platform a request for access to the game object data and the metadata. The request may include the cross-platform identifier. The exemplary method further includes authenticating by the data platform the request based on the cross-platform identifier; and based on the authentication selectively providing by the data platform access to game object data and the metadata.

IPC Classes  ?

  • A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity
  • 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
  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level

95.

Game state save, transfer and resume for cloud gaming

      
Application Number 16726655
Grant Number 10814227
Status In Force
Filing Date 2019-12-24
First Publication Date 2020-04-30
Grant Date 2020-10-27
Owner Sony Interactive Entertainment LLC (USA)
Inventor Colenbrander, Roelof Roderick

Abstract

A system and method of pausing a game in a cloud gaming system including playing a game on a first game computer included in the cloud gaming system, pausing the game at a selected point in the game and capturing game state data for the paused game. The paused game can be resumed by retrieving the game state data and applying the game state data to a selected game computer and resuming the game at the selected point in the game on the selected game computer.

IPC Classes  ?

  • A63F 13/49 - Saving the game status; Pausing or ending the game
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
  • 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 13/497 - Partially or entirely replaying previous game actions
  • A63F 13/45 - Controlling the progress of the video game

96.

PASSING CONTROL OF CLOUD GAMEPLAY

      
Application Number 16730898
Status Pending
Filing Date 2019-12-30
First Publication Date 2020-04-30
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Beltran, Justin
  • Butler, Dylan
  • Jarzebinski, Alexander

Abstract

A method includes: executing a video game by a cloud gaming machine; streaming, by a video server over a network, video generated from the executing video game to a plurality of client devices; enabling gameplay of the video game that includes control of a virtual object of the video game by one of the client devices, and passing the control of the virtual object to each of the client devices in turn, wherein passing the control is responsive to detecting a predefined condition during the gameplay of the video game.

IPC Classes  ?

  • A63F 13/42 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
  • 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

97.

SPLIT CONTROL USING TEMPLATES FOR DYNAMIC ALLOCATION IN A VIDEO GAME

      
Application Number 16730894
Status Pending
Filing Date 2019-12-30
First Publication Date 2020-04-30
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Beltran, Justin
  • Butler, Dylan
  • Jarzebinski, Alexander

Abstract

A method includes: executing a video game by a cloud gaming computer; streaming, by a video server over a network, video generated from the executing video game to a primary client device and to one or more secondary client devices; accessing a template defining an allocation of commands mapped to a first controller device operably connected to the primary client device, the allocation assigning different portions of the commands for control via the first controller and via one or more second controllers associated with the one or more secondary client devices; receiving, over the network by an input aggregation server, input data from the primary client device and the secondary client devices, and generating combined input data using the input data, that defines the commands for the video game; applying, by the cloud gaming computer, the combined input data to drive the execution of the video game.

IPC Classes  ?

  • A63F 13/42 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
  • 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

98.

Data Model for Uniform Data Platform

      
Application Number 16653619
Status Pending
Filing Date 2019-10-15
First Publication Date 2020-04-23
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Sherwani, Adil
  • Trombetta, Steven Patrick
  • Benedetto, Warren
  • Noss, Landon
  • Kirich, Alexey
  • Mohan, Nitin
  • Spencer, Hugh Alexander Dinsdale
  • Edridge, Paul
  • Panesar, Pritpal Singh
  • Neuenfeldt, Benedikt
  • Nishikawa, Yohei
  • Koyama, Nobukazu

Abstract

Computer implemented methods and systems for providing a uniform data platform for at least one application of a plurality of applications are disclosed. Exemplary methods include receiving application data from at least one of a device and a server, a device executing a portion of an application of a plurality of applications, storing the application data in a data platform, the data model including at least one metadata and at least one event, the one metadata corresponding to at least one object indicated in the data model, and the one event corresponding to a trigger condition associated with the one metadata entry, wherein values of the one metadata and one event are associated with a user profile and accessing via a plurality of remote networked services, the application data stored in the data platform, the plurality of remote network services accessing the application data using the data model.

IPC Classes  ?

  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory

99.

CROSS-PLATFORM SPOILER BLOCK SERVICE

      
Application Number 16657178
Status Pending
Filing Date 2019-10-18
First Publication Date 2020-04-23
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Sherwani, Adil
  • Benedetto, Warren
  • Noss, Landon
  • Neuenfeldt, Benedikt
  • Nishikawa, Yohei

Abstract

Computer implemented systems and methods for cross-platform spoiler blocking are provided herein. An example method includes ascertaining by a data platform data potentially available to a user of a service having a media object; identifying by the data platform at least one object revealed by the media object, the at least one object being associated with an application; receiving by the data platform metadata associated with the at least one object, the metadata indicative of whether the at least one object should be hidden from the user; determining by the data platform, based on the metadata, the at least one object is a potential spoiler; and blocking by the data platform, the user from interacting with the media object through the service.

IPC Classes  ?

  • 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 16/9536 - Search customisation based on social or collaborative filtering
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

100.

Remote Networked Services for Providing Contextual Game Guidance

      
Application Number 16653462
Status Pending
Filing Date 2019-10-15
First Publication Date 2020-04-23
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon
  • Sherwani, Adil
  • Mohan, Nitin
  • Ito, Matthew
  • Chen, Xifan
  • Spencer, Hugh Alexander Dinsdale
  • Edridge, Paul
  • Jones, Andrew John Nicholas
  • Brislin, Simon Andrew St. John
  • Ryan, Nicholas Anthony Edward
  • Denison, Ii, Charles Wayne
  • Bloom-Carlin, Matthew Stewart
  • Parker, Derek Andrew

Abstract

Computer-implemented systems and methods for providing contextual game guidance are described herein. An example method includes determining based on contextual information regarding an application an objective of the user; automatically deriving based on the contextual information and the objective contextual guidance to assist the user; generating a user interface having the contextual guidance; and transmitting the user interface to a client device.

IPC Classes  ?

  • A63F 13/85 - Providing additional services to 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
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