Sony Interactive Entertainment LLC

United States of America

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IPC Class
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 183
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers 176
H04L 29/06 - Communication control; Communication processing characterised by a protocol 162
A63F 9/24 - Games using electronic circuits not otherwise provided for 131
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 124
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1.

LEVEL-OF-DETAIL AUDIO CODEC

      
Application Number 18312148
Status Pending
Filing Date 2023-05-04
First Publication Date 2024-04-18
Owner Sony Interactive Entertainment LLC (USA)
Inventor Jean, Mathieu

Abstract

Techniques are described for audio decoding for, in an example, computer games. Audio is delivered in packets. The components of a packet are sorted in the time domain or the frequency domain by magnitude. An elimination threshold can be dynamically established with components below the threshold being eliminated from processing by the receiver, to save processing requirements.

IPC Classes  ?

  • G10L 19/02 - Speech or audio signal analysis-synthesis techniques for redundancy reduction, e.g. in vocoders; Coding or decoding of speech or audio signals, using source filter models or psychoacoustic analysis using spectral analysis, e.g. transform vocoders or subband vocoders
  • G10L 19/26 - Pre-filtering or post-filtering
  • H04L 65/75 - Media network packet handling

2.

HYPER-PERSONALIZED GAME ITEMS

      
Application Number 17938322
Status Pending
Filing Date 2022-10-05
First Publication Date 2024-04-11
Owner Sony Interactive Entertainment LLC, (USA)
Inventor
  • Olson, Joseph Logan
  • Leduc, Mathieu
  • Masson, Frederic

Abstract

Two dimensional images are converted to a 3D neural radiance field (NeRF), which is modified based on text personalized to a player and input to resemble the accoutrement for a character demanded by the text. A model scores how well an image matches a line of text to produce a final 3D NeRF, which may be converted to a polygonal mesh and imported into a computer simulation such as a computer game.

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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation

3.

AUTO-GENERATED SHADER MASKS AND PARAMETERS

      
Application Number 17938327
Status Pending
Filing Date 2022-10-05
First Publication Date 2024-04-11
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Lassonde, Gabriel
  • Olson, Joseph Logan
  • Carignan, Olivier

Abstract

A graphics shader takes in two grayscale images (called “masks”) and four colors and generates a full-color image. The logic behind the shader is two-fold. First, separating the colors from the image enables a greater variety of images (for example, change one color to get different colored brick walls), and secondly, two grayscale masks take up less space in memory than a full-color image. A script that uses differentiable programming and gradient descent “finds” the masks and colors for a target image.

IPC Classes  ?

  • G06T 15/00 - 3D [Three Dimensional] image rendering
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06T 11/00 - 2D [Two Dimensional] image generation

4.

RAPID GENERATION OF 3D HEADS WITH NATURAL LANGUAGE

      
Application Number 17937418
Status Pending
Filing Date 2022-09-30
First Publication Date 2024-04-04
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Olson, Joseph Logan
  • Aquino, Mager Kamel
  • Raymond, Jade

Abstract

Two dimensional images are converted to a 3D neural radiance field (NeRF), which is modified based on text input to resemble the type of character demanded by the text. An open-source “CLIP” model scores how well an image matches a line of text to produce a final 3D NeRF, which may be converted to a polygonal mesh and imported into a computer simulation such as a computer game.

IPC Classes  ?

  • G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation
  • G06F 40/40 - Processing or translation of natural language
  • G06N 3/08 - Learning methods

5.

AUTOMATED TRACKING OF EARNED IN-GAME ACTIONS FOR GRANTING AN NFT BACKED DIGITAL ASSET

      
Application Number 18521469
Status Pending
Filing Date 2023-11-28
First Publication Date 2024-03-21
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Benedetto, Warren
  • Tomczek, Matthew
  • Trombetta, Steven

Abstract

Methods and systems for tracking a game asset used in a video game includes receiving game inputs provided by a player during gameplay of the video game. The game inputs are analyzed to determine when the game inputs result in the occurrence of a significant event in the video game. A digital asset is awarded to the player providing the game inputs for the significant event. A non-fungible token is generated for the digital asset earned by the player and a value indicative of intrinsic value of the significant event is computed and associated with the digital asset. The non-fungible token is used to monitor use of the digital asset.

IPC Classes  ?

  • A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • 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 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

6.

3D user interface with sliding cylindrical volumes

      
Application Number 18061921
Grant Number 11934627
Status In Force
Filing Date 2022-12-05
First Publication Date 2024-03-19
Grant Date 2024-03-19
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Kawamura, Daisuke
  • Bhat, Udupi Ramanath

Abstract

A UI for a 3D display is presented in stand by style as a home UI system for a holographic display. The UI provides a live view of a current application and computer game. The behavior of the UI may change according to the distance between an imaged viewer and the display. The UI provides some minimal interaction with the characters in the live view. The UI can be used to control interaction of the holographic display.

IPC Classes  ?

  • G06F 3/04815 - Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
  • G03H 1/22 - Processes or apparatus for obtaining an optical image from holograms

7.

IN-GAME RESOURCE SURFACING PLATFORM

      
Application Number 18516922
Status Pending
Filing Date 2023-11-21
First Publication Date 2024-03-14
Owner Sony Interactive Entertainment LLC (USA)
Inventor Benedetto, Warren

Abstract

Technology is described for surfacing contextually related resources to a player of a video game by way of a surfacing platform. In a method embodiment, an operation processes a query from a player of a video game that is related to completing an objective. The method includes operations for processing game data of the player for determining a current state and processing game data of other players that have completed the objective. The method further includes operations for identifying successful attempts of completing the objective by other players and the resources used in doing so. The method selects a resource that is usable by the player to complete the objective based on those resources by the other players in the successful attempts and presents the resource to the player for immediate use.

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 13/5375 - 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 13/65 - 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
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

8.

TRACKING AND PROCESSING HISTORY DATA OF A NON-FUNGIBLE TOKEN BASED DIGITAL ASSET

      
Application Number 18516929
Status Pending
Filing Date 2023-11-21
First Publication Date 2024-03-14
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Hiatt, Daniel
  • Tomczek, Matthew
  • Rottler, Ben Honda
  • Denison, Charlie
  • Benedetto, Warren

Abstract

Methods and systems for tracking a game asset used in a video game includes generating a non-fungible token for the game asset used in the video game. Use of the game asset in the video game is monitored during gameplay to identify a qualifying event occurring in the video game in which the game asset is used. The NFT is updated using metadata associated with the qualifying event. The metadata is used to build legacy of the game asset and to track use of the digital asset in the video game.

IPC Classes  ?

  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/5378 - 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 displaying an additional top view, e.g. radar screens or maps

9.

HEADSET WITH PIVOTING EAR CUPS

      
Application Number 18048600
Status Pending
Filing Date 2022-10-21
First Publication Date 2024-03-07
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Ogishita, Naoki
  • Schaevitz, Sam

Abstract

A headset has ear cups that can pivot about both a horizontal and a vertical axis but that cannot rotate about the transverse axis passing perpendicularly through the center of each cup.

IPC Classes  ?

  • H04R 1/10 - Earpieces; Attachments therefor
  • H04R 1/08 - Mouthpieces; Attachments therefor

10.

HEADSET WITH RECIPROCATING MICROPHONE SUPPORT

      
Application Number 18048628
Status Pending
Filing Date 2022-10-21
First Publication Date 2024-03-07
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Ogishita, Naoki
  • Schaevitz, Sam

Abstract

A headset has a microphone boom slidably disposed in a sleeve of the headset with a microphone being mounted on the distal end of the boom. The boom is prevented from rotating in the sleeve.

IPC Classes  ?

  • H04R 1/08 - Mouthpieces; Attachments therefor
  • H04R 1/10 - Earpieces; Attachments therefor

11.

ACCESSING LOCAL MEMORY OF A GPU EXECUTING A FIRST KERNEL WHEN EXECUTING A SECOND KERNEL OF ANOTHER GPU

      
Application Number 18504068
Status Pending
Filing Date 2023-11-07
First Publication Date 2024-02-29
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Strauss, Florian A.
  • Cerny, Mark Evan

Abstract

Methods for graphics processing are provided. One example method includes executing a plurality of kernels using a plurality of graphics processing units (GPUs), wherein responsibility for executing a corresponding kernel is divided into one or more portions each of which being assigned to a corresponding GPU. The method includes generating a plurality of dependency data at a first kernel as each of a first plurality of portions of the first kernel completes processing. The method includes checking dependency data from one or more portions of the first kernel prior to execution of a portion of a second kernel. The method includes delaying execution of the portion of the second kernel as long as the corresponding dependency data of the first kernel has not been met.

IPC Classes  ?

  • G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining
  • G06F 9/48 - Program initiating; Program switching, e.g. by interrupt
  • G06T 1/60 - Memory management

12.

IMPLEMENTATION OF GAMING ASSETS AS NON-FUNGIBLE TOKENS (NFTS) ACROSS SAVE STATES OF GAMES

      
Application Number 17893990
Status Pending
Filing Date 2022-08-23
First Publication Date 2024-02-29
Owner
  • SONY GROUP CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINEMENT LLC (USA)
Inventor
  • Milne, James R.
  • Xiong, True
  • Mccoy, Charles

Abstract

An electronic device and method for implementation of gaming assets as non-fungible tokens (NFTs) across save states of games is disclosed. The electronic device may track a gaming asset associated with a player in a first gaming application. First information associated with a first game save state of the first gaming application and meta-data associated with the tracked gaming asset may be received. The electronic device may create a non-fungible token (NFT) associated with the tracked gaming asset based on the received meta-data. Second information associated with a second game save state of a second gaming application of a set of gaming applications may be received. The electronic device may retrieve the created NFT associated with the gaming asset from a distributed ledger. A restoration of the gaming asset may be initiated for the player in the second gaming application, based on the second information and the retrieved NFT.

IPC Classes  ?

  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
  • G06F 16/27 - Replication, distribution or synchronisation of data between databases or within a distributed database system; Distributed database system architectures therefor

13.

NON-FUNGIBLE TOKENS (NFTS) FOR MANAGEMENT OF VIRTUAL ASSETS

      
Application Number 17894036
Status Pending
Filing Date 2022-08-23
First Publication Date 2024-02-29
Owner
  • SONY GROUP CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Milne, James R
  • Xiong, True
  • Mccoy, Charles

Abstract

An electronic device and method for implementation of non-fungible tokens (NFTs) for management of virtual assets is disclosed. The electronic device tracks a virtual asset associated with a user on a virtual reality platform and receives metadata associated with the virtual asset. A first NFT associated with the virtual asset is created, based on a storage of the metadata to a distributed ledger associated with the virtual reality platform. The first NFT is split into a set of NFTs. Each NFT is associated with a user-right corresponding to the virtual asset for the first user. The set of NFTs is stored on the distributed ledger. From the set of NFTs, a second NFT associated with the first virtual asset is retrieved, based on a user input. An ownership or usage of the virtual asset is controlled on the virtual reality platform, based on the second NFT.

IPC Classes  ?

  • G06Q 20/38 - Payment architectures, schemes or protocols - Details thereof

14.

AUGMENTED REALITY SYSTEM WITH TANGIBLE RECOGNIZABLE USER-CONFIGURED SUBSTRATES

      
Application Number 17821773
Status Pending
Filing Date 2022-08-23
First Publication Date 2024-02-29
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Ogishita, Naoki
  • Kawamura, Daisuke
  • Bhat, Udupi Ramanath

Abstract

A tangible substrate such as paper is provided for an end user to configure into, e.g., stairs, a racetrack, etc. Machine vision processes images of the substrate to generate an electronic map. Using the map, images of virtual objects are generated and presented on an augmented reality (AR) display as moving over the substrate, which is visible through the display with the virtual objects appearing as being overlaid on the tangible substrate.

IPC Classes  ?

  • G06T 11/00 - 2D [Two Dimensional] image generation
  • G06V 20/20 - Scenes; Scene-specific elements in augmented reality scenes

15.

SUPER-FUNGIBLE TOKENS FOR GAMING

      
Application Number 17894053
Status Pending
Filing Date 2022-08-23
First Publication Date 2024-02-29
Owner
  • SONY GROUP CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Milne, James R
  • Xiong, True
  • Mccoy, Charles

Abstract

An electronic device and a method for implementation of super-fungible tokens for gaming is disclosed. The electronic device tracks a set of gaming assets associated with a player in a gaming application. Metadata associated with the set of gaming assets is received and a super-fungible token is created, based on a storage of the metadata to a distributed ledger associated with the gaming application. The creation of the super-fungible token corresponds to an ownership of a single gaming asset from the set of gaming assets by the player in the gaming application at a time instant. A first user input indicative of a selection of a first gaming asset is received. The selected first gaming asset is enabled and a set of second gaming assets are disabled in the gaming application. The disabled set of second gaming assets correspond to gaming assets other than the enabled first gaming asset.

IPC Classes  ?

  • A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity

16.

USING STABLE DIFFUSION TO PRODUCE IMAGES CONFORMING TO COLOR PALETTE

      
Application Number 18483207
Status Pending
Filing Date 2023-10-09
First Publication Date 2024-02-22
Owner Sony Interactive Entertainment LLC (USA)
Inventor Zalewski, Sophia

Abstract

Techniques are described for generating images such as but not limited to custom team emblems using stable diffusion (SD) based on input text describing a desired image. A pixelated multi-color palette with an optional guidance image is input to a SD model to achieve a desired target color for an image generated in response to a short text input description. The optional guidance image may be used for more accurate output images in terms of conforming to the desired foreground object and permit the use of lower strength values.

IPC Classes  ?

  • G06T 11/00 - 2D [Two Dimensional] image generation

17.

USING STABLE DIFFUSION TO PRODUCE BACKGROUND-FREE IMAGES CONFORMING TO TARGET COLOR

      
Application Number 18483227
Status Pending
Filing Date 2023-10-09
First Publication Date 2024-02-22
Owner Sony Interactive Entertainment LLC (USA)
Inventor Zalewski, Sophia

Abstract

Techniques are described for generating custom team emblems using stable diffusion based on input text describing a desired image. A circle is overlaid in the center of a pure-color background representing each team's “color” and used as the input to stable diffusion img2img to produce emblems. This produces high-quality emblem outputs that generally match the input color.

IPC Classes  ?

  • G06T 11/60 - Editing figures and text; Combining figures or text
  • G06T 11/00 - 2D [Two Dimensional] image generation
  • G06T 5/00 - Image enhancement or restoration

18.

ULTRA HIGH-SPEED LOW-LATENCY NETWORK STORAGE

      
Application Number 18349141
Status Pending
Filing Date 2023-07-08
First Publication Date 2024-02-22
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Colenbrander, Roelof
  • Pajaro, Cliff
  • Low, Kim-Huei

Abstract

Non-volatile memory over fabric (NVMe-oF) is used to stream video, computer games, and the like to client devices from network storage embodied by solid state storage devices (SSDs). To provide for redundancy, multiple copies of a single piece of content, e.g., a computer game or video file, are stored on multiple SSDs. To provide information to address the block-level storage based on a client demand for the content, a data structure correlates each content with the SSDs and related block numbers at which the content is stored. Sourcing of the content as it is being streamed may be dynamically switched between SSDs to provide for load balancing or loss of a SSD.

IPC Classes  ?

  • H04N 21/231 - Content storage operation, e.g. caching movies for short term storage, replicating data over plural servers or prioritizing data for deletion
  • G06F 3/06 - Digital input from, or digital output to, record carriers
  • H04N 21/24 - Monitoring of processes or resources, e.g. monitoring of server load, available bandwidth or upstream requests
  • G06F 11/20 - Error detection or correction of the data by redundancy in hardware using active fault-masking, e.g. by switching out faulty elements or by switching in spare elements
  • H04L 67/1097 - Protocols in which an application is distributed across nodes in the network for distributed storage of data in networks, e.g. transport arrangements for network file system [NFS], storage area networks [SAN] or network attached storage [NAS]
  • H04L 49/00 - Packet switching elements

19.

Balanced augmented reality glasses with augmentation attachments

      
Application Number 17929400
Grant Number 11906749
Status In Force
Filing Date 2022-09-02
First Publication Date 2024-02-20
Grant Date 2024-02-20
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Ogishita, Naoki
  • Stafford, Jeffrey R.
  • Obana, Koichi

Abstract

AR glasses are provided with left and right temples extending well behind the ears of the wearer to establish a center of gravity of the glasses that is approximately vertically above the front portion of the ears of the wearer. Rear segments the temples may be detachably engaged with the temples and may hold one or more electrical components.

IPC Classes  ?

20.

SYSTEMS AND METHODS FOR GAME ASSISTANCE AND PRESENTING GAME GUIDES

      
Application Number 17885623
Status Pending
Filing Date 2022-08-11
First Publication Date 2024-02-15
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Schupp, William
  • Smith, John
  • Coffey, Caleb

Abstract

System, process and device configurations are provided for game guides. A method can include detecting user interface selection of a game guide, updating display output and presentation of game guide content. A user interface, processes and device configurations are provided to provide game guidance to assist players of a game find detailed context sensitive game guidance. Game guidance can reduce frustration, increase engagement and keep players in a game. Game guides can present game guide assistance videos that may be presented in addition to game content, such as side-by-side or picture-in-picture to present content to assist a player accomplish tasks of a game and to locate trophies. Game guide elements are provided that include features, such as searching and selection of game guide assistance. Game guide elements can include features for selection of sources and to launch game content. Processes and configurations are also provided for determining game guide content.

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 13/533 - 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 13/69 - 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

21.

USE OF AI TO MONITOR USER CONTROLLER INPUTS AND ESTIMATE EFFECTIVENESS OF INPUT SEQUENCES WITH RECOMMENDATIONS TO INCREASE SKILL SET

      
Application Number 17887352
Status Pending
Filing Date 2022-08-12
First Publication Date 2024-02-15
Owner
  • Sony Interactive Entertainment LLC (USA)
  • Sony Interactive Entertainment Inc. (Japan)
Inventor
  • Patel, Benaisha
  • Fryer-Mccolloch, Morgan
  • Bean, Celeste

Abstract

Methods and systems for providing assistance to a user for playing a video game includes identifying attributes of inputs of the user from prior gameplays of the video game. The attributes are analyzed to identify input capabilities of the user. Skills required to progress in the video game are identified and hints are provided to the user to guide the user to obtain certain ones of the skills. The obtained skills assist the user to progress in the video game.

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

22.

ENTERTAINMENT SYSTEM AND ROBOT

      
Application Number 18259465
Status Pending
Filing Date 2021-12-24
First Publication Date 2024-02-15
Owner
  • Sony Group Corporation (Japan)
  • Sony Interactive Entertainment Inc. (Japan)
  • Sony Interactive Entertainment LLC (USA)
Inventor
  • Okumura, Yasushi
  • Iida, Fumihiko
  • Suzuki, Ryuichi
  • Konishi, Yukari
  • Imamura, Kotaro
  • Tsukahara, Tsubasa
  • Kawamura, Daisuke
  • Ogishita, Naoki
  • Udupi, Bhat Ramanath
  • Yasuda, Mari

Abstract

An entertainment system includes a user terminal, a robot, and a control device. The user terminal causes a display unit to display contents which allow a user to select any one character from a plurality of characters for which personalities different from one another are defined. The control device determines an operation mode of the robot on the basis of a parameter corresponding to a personality of the character selected on the user terminal.

IPC Classes  ?

23.

INSTANT STREAMING OF A VIEW INTO A GAMING ENVIRONMENT OF A GAME PLAY TO A DEVICE OF A SECONDARY USER WITHOUT APPLICATION INSTALL

      
Application Number 18488475
Status Pending
Filing Date 2023-10-17
First Publication Date 2024-02-08
Owner Sony Interactive Entertainment LLC (USA)
Inventor Benedetto, Warren

Abstract

A method for communication. The method including displaying game play of a first user playing a gaming application on a display. The method including broadcasting an SSID from a first device over a wireless local area network. The method including pairing the first device and a second device associated with a second user over the wireless local area network. The method including streaming a user interface including information related to the first game play from the first device to the second device. The user interface is streamed concurrent with the game play of the first user, and is configured to complement game play of the first user.

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 13/5375 - 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 13/5378 - 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 displaying an additional top view, e.g. radar screens or maps
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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 13/25 - Output arrangements for video game devices
  • A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
  • A63F 13/86 - Watching games played by other players

24.

REPORTING AND CROWD-SOURCED REVIEW WHETHER GAME ACTIVITY IS APPROPRIATE FOR USER

      
Application Number 17874119
Status Pending
Filing Date 2022-07-26
First Publication Date 2024-02-01
Owner
  • Sony Interactive Entertainment LLC (USA)
  • Sony Interactive Entertainment Inc. (Japan)
Inventor
  • Osman, Steven
  • Bean, Celeste

Abstract

A method performed for evaluating activity in a video game, including: executing a multi-player session of a video game; during the multi-player session, receiving flag event data from a first player device, the flag event data indicating that a first player has flagged a gameplay incident occurring during the multi-player session as potentially inappropriate; responsive to receiving the flag event data, then sending a request to a plurality of second player devices, wherein responsive to said request each of the plurality of second player devices renders a voting interface to obtain voting input from each of a plurality of second players regarding whether the gameplay incident is inappropriate; receiving said voting input from the plurality of second player devices, and responsive to said voting input identifying a threshold amount of the plurality of second players considering the gameplay incident to be inappropriate, then administering a penalty for the gameplay incident.

IPC Classes  ?

  • A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating 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

25.

Image regularization and retargeting system

      
Application Number 17028865
Grant Number 11893671
Status In Force
Filing Date 2020-09-22
First Publication Date 2024-02-01
Grant Date 2024-02-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sagar, Mark Andrew
  • Wu, Tim Szu-Hsien
  • Bonniwell, Frank Filipe
  • Alkouh, Homoud B.
  • Hodges, Colin Joseph

Abstract

Systems and methods for image retargeting are provided. Image data may be acquired that includes motion capture data indicative of motion of a plurality of markers disposed on a surface of a first subject. Each of the markers may be associated with a respective location on the first subject. A plurality of blendshapes may be calculated for the motion capture data based on a configuration of the markers. An error function may be identified for the plurality of blendshapes, and it may be determined that the plurality of blendshapes can be used to retarget a second subject based on the error function. The plurality of blendshapes may then be applied to a second subject to generate a new animation.

IPC Classes  ?

  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • G06T 7/246 - Analysis of motion using feature-based methods, e.g. the tracking of corners or segments
  • G06V 10/98 - Detection or correction of errors, e.g. by rescanning the pattern or by human intervention; Evaluation of the quality of the acquired patterns
  • G06V 20/40 - Scenes; Scene-specific elements in video content

26.

MODIFYING STABLE DIFFUSION TO PRODUCE IMAGES WITH BACKGROUND ELIMINATED

      
Application Number 18483218
Status Pending
Filing Date 2023-10-09
First Publication Date 2024-02-01
Owner Sony Interactive Entertainment LLC (USA)
Inventor Zalewski, Sophia

Abstract

Techniques are described for guiding stable diffusion to produce images with a contrasting foreground/background. Po stprocessing is implemented using segmentation and chromakeying to remove the background. These techniques extract an alpha channel in generated images to force stable diffusion to generate output with a background in a specified color, which is then removed from the image in output post-processing. Present techniques leverage the img2img inpainting pipeline with a noise mask that covers the image edges, applying noise (and generating content) only in the center of the image, thereby forcing a strong background/foreground distinction.

IPC Classes  ?

  • G06T 11/00 - 2D [Two Dimensional] image generation
  • G06T 3/60 - Rotation of a whole image or part thereof
  • G06T 7/194 - Segmentation; Edge detection involving foreground-background segmentation
  • G06V 10/56 - Extraction of image or video features relating to colour
  • H04N 5/272 - Means for inserting a foreground image in a background image, i.e. inlay, outlay

27.

SYSTEMS AND METHODS FOR HINDERING PLAY OF AN ADULT VIDEO GAME BY A CHILD AND FOR PROTECTING THE CHILD

      
Application Number 17877624
Status Pending
Filing Date 2022-07-29
First Publication Date 2024-02-01
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Walker, Victoria
  • Patel, Benaisha

Abstract

Systems and methods for hindering play of an adult video game by a child and for protecting the child are described. One of the methods includes receiving an indication of access to the adult video game via an adult user account, determining whether a user accessing the adult video game is the child after receiving the indication of the access to the adult video game, and hindering the child from playing the adult video game upon determining that the user accessing the adult video game is the child.

IPC Classes  ?

  • A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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 13/49 - Saving the game status; Pausing or ending the game
  • A63F 13/424 - 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 involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
  • 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

28.

IMPAIRED PLAYER ACCESSABILITY WITH OVERLAY LOGIC PROVIDING HAPTIC RESPONSES FOR IN-GAME EFFECTS

      
Application Number 17875330
Status Pending
Filing Date 2022-07-27
First Publication Date 2024-02-01
Owner
  • Sony Interactive Entertainment LLC (USA)
  • Sony Interactive Entertainment Inc. (Japan)
Inventor
  • Luizello, Alessandra
  • Osman, Steven

Abstract

A method including executing game logic of a video game to generate a plurality of video frames for a game play of the video game by a player, wherein game state data is generated during the executing the game logic. The method including identifying an effect that is generated for at least one video frame in the plurality of video frames based on the game state data. The method including translating the effect to a haptic response presentable to the player simultaneous with the at least one video frame, wherein the haptic response is communicating a gaming experience that is rendered by the effect in the at least one video frame.

IPC Classes  ?

  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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
  • G06N 20/00 - Machine learning

29.

USER PREFERENCE CUSTOMIZED GENERATION OF GAMING MUSIC

      
Application Number 17871273
Status Pending
Filing Date 2022-07-22
First Publication Date 2024-01-25
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Mccoy, Charles
  • Xiong, True

Abstract

System, process and device configurations are provided for user preference customized generation of gaming music. A method can include detecting at least one user preference for gaming music, determining a game state, and generating gaming music based on the at least one user preference and the game state. Customization of audio and gaming music can have a large impact on a gaming experience. Musical preferences may be collected for users to generate dynamic music and to improve gaming system ability to generate a customized experience. Musical preferences can include one or more of genres, specific song titles, indications of preferred types of music, music identified for certain gaming activities, user feedback, and country of origin. Music may be generated based on emotional cues of a game scene. Music may be controlled to be more prominent or less obtrusive to a game state.

IPC Classes  ?

  • 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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

30.

GAME ENVIRONMENT CUSTOMIZED GENERATION OF GAMING MUSIC

      
Application Number 17871303
Status Pending
Filing Date 2022-07-22
First Publication Date 2024-01-25
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Mccoy, Charles
  • Xiong, True

Abstract

System, process and device configurations are provided for game environment customized generation of gaming music. A method can include detecting a gameplay location for a game environment of an electronic game and at least one environmental parameter for the gameplay location. Gaming music based may be updated based on the at least one environmental parameter to account for one or more of proximity to gaming objects and landscape descriptions for openness and enclosed spaces. Gameplay locations may be detected based on a mapping of the game environment for two-dimensional (2D) and three-dimensional (3D) mapping. Gaming music may be updated to adjust parameters for generating the gaming music based on emotional impact data of the location and direction of one or more objects in the gameplay location relative to a user character. Coordination of music and game environments may provide an immersive and intuitive sense of objects.

IPC Classes  ?

  • 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 13/69 - 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 13/426 - 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 involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun

31.

INTERFACE CUSTOMIZED GENERATION OF GAMING MUSIC

      
Application Number 17871307
Status Pending
Filing Date 2022-07-22
First Publication Date 2024-01-25
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Mccoy, Charles
  • Xiong, True

Abstract

System, process and device configurations are provided for interface customized generation of gaming music. A method can include generating a musical accompaniment for electronic gaming by way of an interface. An interface is provided for a gaming system to provide at least one parameter for dynamic music generation. A game system may provide an application programming interface (API) for use with an electronic game to generate music. Generation of music by way of an interface may allow for exchange of one or more of user preferences, identification of a musical motif, and a musical style influence. The interface may allow for transfer of metadata for use in creating dynamic music. The interface may allow for operations of rendering dynamic music on a first device to be supplied to a second device.

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
  • 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

32.

Intent Identification for Dialogue Support

      
Application Number 17870510
Status Pending
Filing Date 2022-07-21
First Publication Date 2024-01-25
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Patel, Benaisha
  • Luizello, Alessandra
  • Rudi, Olga

Abstract

Systems and methods of intent identification for customized dialogue support in virtual environments are provided. Dialogue intent models stored in memory may each specify one or more intents each associated with a dialogue filter. Input data may be received from a user device of a user. Such input data may be captured during an interactive session of an interactive title that provides a virtual environment to the user device. The input data may be analyzed based on the intent models in response to a detected dialogue trigger and may be determined to correspond to one of the stored intents. The dialogue filter associated with the determined intent may be applied to a plurality of available dialogue outputs associated with the detected dialogue filter. A customized dialogue output may be generated in accordance with a filtered subset of the available dialogue outputs.

IPC Classes  ?

  • G10L 15/22 - Procedures used during a speech recognition process, e.g. man-machine dialog
  • G10L 15/08 - Speech classification or search
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G10L 15/30 - Distributed recognition, e.g. in client-server systems, for mobile phones or network applications

33.

CONTEXTUAL SCENE ENHANCEMENT

      
Application Number 17870546
Status Pending
Filing Date 2022-07-21
First Publication Date 2024-01-25
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Walker, Victoria
  • Rudi, Olga
  • Chen, Aslanta
  • Nitta-Hill, Phoenix
  • Mccoy, Charles
  • Osman, Steven

Abstract

Certain aspects of the present disclosure include systems and techniques for generating content that indicates a sensation associated with audio. One example method generally includes monitoring audio to be played during display of an associated portion of an interactive content stream provided over a communication network to at least one viewing device during an interactive session, and analyzing, via a machine learning component, the audio to determine a sensation associated with at least a portion of the audio. The method may also include determining an effect indicating the sensation, wherein the effect is associated with one or more output devices associated with the at least one viewing device, and outputting an indication of the effect to the associated output devices, wherein the effect is configured to be output along with the audio in real-time with the display of the associated portion of the interactive content stream.

IPC Classes  ?

  • A63F 13/53 - 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
  • 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 13/54 - 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

34.

GENERATING CUSTOMIZED SUMMARIES OF VIRTUAL ACTIONS AND EVENTS

      
Application Number 17870588
Status Pending
Filing Date 2022-07-21
First Publication Date 2024-01-25
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Bartolome, Angela
  • Dan, Supriti
  • Luluquisin, Genie-Rose
  • Patel, Benaisha
  • Bean, Celeste

Abstract

A method and system for generating a customized summary of virtual actions and events. Gameplay data sent over a communication network from a client device of the player engaged in a current activity of the respective interactive content title within a current gameplay session may be monitored. A trigger in the monitored gameplay data is detected and associated with a request for a summary that encapsulates actions and events of past gameplay associated with the trigger. A subset of the actions and events of the past gameplay for the summary is selected based on one or more selected customized tags associated with the trigger. The summary is generated based on the selected subset of the actions and events and provided to the client device for presentation.

IPC Classes  ?

  • G06V 20/40 - Scenes; Scene-specific elements in video content
  • A63F 13/85 - Providing additional services to players
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • A63F 13/53 - 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

35.

USER INTERACTION CUSTOMIZED GENERATION OF GAMING MUSIC

      
Application Number 17871279
Status Pending
Filing Date 2022-07-22
First Publication Date 2024-01-25
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Mccoy, Charles
  • Xiong, True

Abstract

System, process and device configurations are provided for customized generation of gaming music. A method includes detecting at least one user interaction with a gaming system directed to generated music, and updating a parameter for music generation based on the at least one user interaction. The method also includes generating gaming music based on the parameter and a game state dynamically. Musical interactions with the gaming system may be collected during gameplay to train and retrain a dynamic music generator. Retraining may be performed for dynamic music generation interfering with output of sound effects of the electronic game. Inputs may be provided by sensors of the gaming system to detect interactions and control of dynamic music during gameplay. Inputs may include detecting presence of viewers and user environment to modify at least one output characteristic of dynamically generated music.

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 3/16 - Sound input; Sound output
  • 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 13/533 - 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 13/54 - 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

36.

CUSTOMIZED AUDIO SPECTRUM GENERATION OF GAMING MUSIC

      
Application Number 17871294
Status Pending
Filing Date 2022-07-22
First Publication Date 2024-01-25
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Mccoy, Charles
  • Xiong, True

Abstract

System, process and device configurations are provided for customized audio spectrum generation of gaming music. A method includes detecting at least one audio spectrum input for gaming music and updating a parameter for dynamic music generation based on the at least one audio spectrum input. The method also includes generating gaming music for the gaming system dynamically to include at least one musical motif determined based on the parameter, and output of gaming music. Frequency or tonalities of dynamic generated music that interfere with gameplay sound effects may be adjusted to improve gameplay. In some cases volume of sound elements may be shifted in volume or pitch to indicate presence of gaming elements or opportunities during gameplay. Similarly, frequency ranges may be customized to avoid one or more frequencies, such as a frequency range identified as being associated with hearing loss or with causing a disturbance, such as vibration.

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 3/16 - Sound input; Sound output
  • 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
  • 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

37.

SPECTATOR PARTICIPATION IN ESPORTS EVENTS

      
Application Number 17870021
Status Pending
Filing Date 2022-07-21
First Publication Date 2024-01-25
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Bean, Celeste
  • Luizello, Alessandra
  • Luluquisin, Genie-Rose
  • Patel, Benaisha
  • Rudi, Olga

Abstract

The present technology provides solutions for spectator-based interactions in a virtual esports environment. A method can include establishing an interactive session associated with the virtual esports environment, the interactive session including a plurality of user devices, wherein a subset of the user devices is associated with designated players, and another subset of the user devices is associated with designated spectators; receiving data from one of the user devices over a communication network, the data indicating a spectator action performed by a spectator associated with the user device; identifying that the spectator action is associated with one of the players in the virtual esports environment; and modifying the virtual esports environment based on the spectator action and the association with the identified player.

IPC Classes  ?

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

38.

CUSTOMIZED DIALOGUE SUPPORT

      
Application Number 17870498
Status Pending
Filing Date 2022-07-21
First Publication Date 2024-01-25
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Fryer-Mcculloch, Morgan
  • Dorn, Victoria
  • Powell, Brielle
  • Osman, Steven
  • Norton, Geoff

Abstract

Systems and methods for customized dialogue support in virtual environments are provided. Dialogue maps stored in memory may specify dialogue triggers each associated with a corresponding dialogue instruction. Data regarding an interactive session associated with a user device may be monitored based on one or more of the stored dialogue maps. The presence of one of the dialogue triggers specified by the one or more dialogue maps may be detected based on the monitored data. Customized dialogue output may be generated in response to the detected dialogue trigger and based on the dialogue instruction corresponding to the detected dialogue trigger. The customized dialogue output may be provided to the interactive session in real-time with detection of the detected dialogue trigger.

IPC Classes  ?

  • G10L 15/22 - Procedures used during a speech recognition process, e.g. man-machine dialog
  • G10L 15/18 - Speech classification or search using natural language modelling
  • G10L 15/30 - Distributed recognition, e.g. in client-server systems, for mobile phones or network applications
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

39.

Crowd-sourced esports stream production

      
Application Number 17870652
Grant Number 11890548
Status In Force
Filing Date 2022-07-21
First Publication Date 2024-01-25
Grant Date 2024-02-06
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Walker, Victoria
  • Fryer-Mcculloch, Morgan
  • Powell, Brielle
  • Rudi, Olga
  • Osman, Steven
  • Bartolome, Angela
  • Mccoy, Charles

Abstract

The present technology provides solutions for crowd-sourcing stream productions for a virtual esports environment. A method can include generating a virtual environment associated with an interactive session that includes a plurality of spectator devices, wherein each of the spectator devices is presented with a different display based on a corresponding vantage point located within the virtual environment; receiving a plurality of media captures from the spectator devices, wherein each of the media captures is captured from the corresponding vantage point of the spectator device within the virtual environment; selecting one of the media captures based on a comparison of visibility of an asset in the virtual environment; and streaming the selected media capture to a primary display on a requesting device.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

40.

SYSTEMS AND METHODS FOR COMMUNICATING AUDIO DATA

      
Application Number 17864222
Status Pending
Filing Date 2022-07-13
First Publication Date 2024-01-18
Owner Sony Interactive Entertainment LLC (USA)
Inventor Mccoy, Charles

Abstract

Systems and methods for communicating audio data are described. One of the methods includes accessing at least one identifier of at least one source of at least one of the plurality of sounds, and accessing at least one identifier of at least one emotion conveyed by the at least one of the plurality of sounds. The method further includes sending the at least one identifier of the at least one source and the at least one identifier of the at least one emotion to display the at least one identifier of the at least one source and the at least one identifier of the at least one emotion with an output of a scene.

IPC Classes  ?

  • H04N 5/278 - Subtitling
  • G10L 25/63 - Speech or voice analysis techniques not restricted to a single one of groups specially adapted for particular use for comparison or discrimination for estimating an emotional state
  • G10L 25/57 - Speech or voice analysis techniques not restricted to a single one of groups specially adapted for particular use for comparison or discrimination for processing of video signals

41.

DYNAMIC ADJUSTMENT OF IN-GAME THEME PRESENTATION BASED ON CONTEXT OF GAME ACTIVITy

      
Application Number 17864947
Status Pending
Filing Date 2022-07-14
First Publication Date 2024-01-18
Owner
  • Sony Interactive Entertainment LLC (USA)
  • Sony Interactive Entertainment Inc. (Japan)
Inventor
  • Walker, Victoria
  • Rudi, Olga

Abstract

A method for enabling visualization of audio content of a video game is provided, including the following operations: executing a session of a video game; activating an audio visualization theme for the session of the video game; responsive to activating the audio visualization theme, then dynamically adjusting gameplay video of the session to include visual elements indicative of audio content of the session; wherein said visual elements are rendered in a designated border region of the gameplay video based on the audio content of the session.

IPC Classes  ?

  • 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
  • G11B 27/036 - Insert-editing
  • 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

42.

Systems and Methods for Reduced Friction Reporting of Disruptive Behavior Incidents in Cloud-Based Gaming

      
Application Number 17865977
Status Pending
Filing Date 2022-07-15
First Publication Date 2024-01-18
Owner
  • Sony Interactive Entertainment LLC (USA)
  • Sony Interactive Entertainment Inc. (Japan)
Inventor
  • Bartolome, Angela
  • Bean, Celeste
  • Rudi, Olga

Abstract

A disruptive behavior incident flag notification is received from a game player that marks a time during play of a video game corresponding to a potential disruptive behavior incident. A video clip for the disruptive behavior incident flag notification is automatically generated and stored with the disruptive behavior incident flag notification in association with an account of the game player. The game player accesses and reviews the disruptive behavior incident flag notification and corresponding generated video clip. The game player applies a validation indicator to the disruptive behavior incident flag notification. The validation indicator for the disruptive behavior incident flag notification as received from the game player is used to prioritize the disruptive behavior incident flag notification and corresponding generated video clip for platform moderator review. An incident reporting score for the game player is updated based on a platform moderator report for the disruptive behavior incident flag notification.

IPC Classes  ?

  • A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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 13/424 - 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 involving acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
  • A63F 13/428 - 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 involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
  • 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

43.

INFORMATION PROCESSING DEVICE, ROBOT, AND MOBILE TERMINAL DEVICE

      
Application Number 18350124
Status Pending
Filing Date 2023-07-11
First Publication Date 2024-01-18
Owner
  • Sony Interactive Entertainment Inc. (Japan)
  • Sony Group Corporation (Japan)
  • Sony Interactive Entertainment LLC (USA)
Inventor
  • Okumura, Yasushi
  • Imamura, Kotaro
  • Bhat, Udupi Ramanath
  • Kawamura, Daisuke
  • Ogishita, Naoki
  • Fukuyama, Tsuyoshi
  • Suzuki, Ryuichi
  • Murata, Karen
  • Yasuda, Mari

Abstract

Provided is an information processing device that controls a motion of a robot having a torso and a head. The information processing device includes an acquisition section that acquires an image of a face of a user that is captured by a camera of a mobile terminal device, a motion detection section that detects an orientation of the face of the user from the acquired image, a control signal generation section that generates a control signal for rotating the first or the second rotating device of the robot according to the detected orientation of the face of the user, and a transmission section that transmits the generated control signal to the robot.

IPC Classes  ?

44.

SYSTEMS AND METHODS FOR COMMUNICATING AUDIO DATA VIA A DISPLAY DEVICE

      
Application Number 17864315
Status Pending
Filing Date 2022-07-13
First Publication Date 2024-01-18
Owner Sony Interactive Entertainment LLC (USA)
Inventor Mccoy, Charles

Abstract

A method for communicating audio data via a display device is described. The method includes accessing a first user profile within a first user account, and accessing display data generated based on one of the plurality of sounds upon accessing the first user profile. The method further includes outputting the display data in a language. The language is determined based on the first user profile. The method includes sending the display data to display the display data in the language on a first display device.

IPC Classes  ?

  • H04S 3/00 - Systems employing more than two channels, e.g. quadraphonic
  • H04L 67/306 - User profiles

45.

ACCELERATED APPLICATION START USING ESTIMATED PLAY DURATION

      
Application Number 18235463
Status Pending
Filing Date 2023-08-18
First Publication Date 2023-12-21
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 application chunk information from a user, wherein playtime information is associated with the application chunk information, wherein the application chunk is a discrete portion of the application and the playtime information is an estimated time for one or more similar users to reach a chosen state or landmark in the application; predicting a download duration from the application chunk information and network information; comparing predicted download duration to stored playtime information associated with a previously received application chunk and the playtime information associated with the application chunk information; and installing the previously received application chunk when the predicted download duration is less than the stored playtime information.

IPC Classes  ?

46.

SYSTEMS AND METHODS FOR ENABLING PREDICTIVE ASSISTANCE DURING GAMEPLAY

      
Application Number 17827603
Status Pending
Filing Date 2022-05-27
First Publication Date 2023-12-21
Owner
  • Sony Interactive Entertainment LLC (USA)
  • Sony Interactive Entertainment Inc. (Japan)
Inventor
  • Dorn, Victoria
  • Karp, Sarah
  • Karimi, Sepideh
  • Bean, Celeste
  • Juenger, Liz

Abstract

A method for providing assistance during gameplay is described. The method includes accessing a profile model associated with a user account of a user. The profile model is used to generate one or more predictive indicators based on a plurality of game contexts of one or more games. The method further includes receiving a request for accessing a game for a game session via the user account and generating assistance input for the user responsive to the one or more predictive indicators that the user will be unable to complete a task in the game. The task is associated to a game context. The assistance input is provided before the user performs the task.

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 13/92 - Video game devices specially adapted to be hand-held while playing
  • A63F 13/837 - Shooting of targets
  • G06N 3/08 - Learning methods

47.

SYSTEMS AND METHODS FOR AUTOMATED CUSTOMIZED VOICE FILTERING

      
Application Number 17828116
Status Pending
Filing Date 2022-05-31
First Publication Date 2023-12-21
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Zhang, Jin
  • Bean, Celeste
  • Karimi, Sepideh
  • Krishnamurthy, Sudha

Abstract

Systems and methods for audio processing are described. An audio processing system receives audio content that includes a voice sample. The audio processing system analyzes the voice sample to identify a sound type in the voice sample. The sound type corresponds to pronunciation of at least one specified character in the voice sample. The audio processing system generates a filtered voice sample at least in part by filtering the voice sample to modify the sound type. The audio processing system outputs the filtered voice sample.

IPC Classes  ?

  • G10L 21/013 - Adapting to target pitch
  • G10L 15/187 - Phonemic context, e.g. pronunciation rules, phonotactical constraints or phoneme n-grams
  • G10L 15/22 - Procedures used during a speech recognition process, e.g. man-machine dialog
  • G10L 25/90 - Pitch determination of speech signals
  • G10L 25/51 - Speech or voice analysis techniques not restricted to a single one of groups specially adapted for particular use for comparison or discrimination

48.

METHOD AND SYSTEM FOR PROVIDING GAME REIMMERSION

      
Application Number 17827611
Status Pending
Filing Date 2022-05-27
First Publication Date 2023-12-14
Owner Sony Interactive Entertainment LLC (USA)
Inventor Egeland, Katie

Abstract

A method for adjusting game intensity for reimmersion into gameplay of a user includes identifying a gap in time between a prior session of gameplay and a current session of gameplay of the user, and applying an intensity adjustment for the gameplay of the current session. The intensity adjustment is configured to reduce a level of interactive input required to advance in the game. The method also includes monitoring a success of the interactive input of the user during the current session, and removing the applied intensity adjustment gradually as the success of the interactive input approaches a level achieved in the prior session.

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

49.

METHODS AND SYSTEMS FOR DYNAMICALLY ADJUSTING SOUND BASED ON DETECTED OBJECTS ENTERING INTERACTION ZONE OF USER

      
Application Number 17827577
Status Pending
Filing Date 2022-05-27
First Publication Date 2023-12-14
Owner
  • Sony Interactive Entertainment LLC (USA)
  • Sony Interactive Entertainment Inc. (Japan)
Inventor
  • Dorn, Victoria
  • Bean, Celeste
  • Karimi, Sepideh
  • Azmandian, Mahdi

Abstract

Methods and systems for processing audio for a user include identifying an interactive zone of the user as the user is interacting with a video game in a real-world environment. The real-world environment is monitored to detect any changes that can affect the interactive zone. Responsive to detecting changes, a volume of the audio directed to one side or both side of a headphone providing the audio to one or both ears of the user is dynamically adjusted. The adjustment to the audio is to prevent the user from getting distracted while interacting with the video game.

IPC Classes  ?

  • A63F 13/217 - Input arrangements for video game devices characterised by their sensors, purposes or types using environment-related information, i.e. information generated otherwise than by the player, e.g. ambient temperature or humidity
  • G06F 3/16 - Sound input; Sound output
  • H04S 7/00 - Indicating arrangements; Control arrangements, e.g. balance control
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

50.

ASSET AWARE DATA FOR USING MINIMUM LEVEL OF DETAIL FOR ASSETS FOR IMAGE FRAME GENERATION

      
Application Number 18453227
Status Pending
Filing Date 2023-08-21
First Publication Date 2023-12-07
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

51.

Methods and systems for balancing audio directed to each ear of user

      
Application Number 17827566
Grant Number 11863956
Status In Force
Filing Date 2022-05-27
First Publication Date 2023-11-30
Grant Date 2024-01-02
Owner Sony Interactive Entertainment LLC (USA)
Inventor Tinklenberg, Bethany

Abstract

Methods and systems for providing audio to a user include retrieving aural attributes of the user and analyzing the aural attributes to detect any aural imbalance between two ears of the user. An audio generated by an interactive application is dynamically calibrated, in accordance to aural imbalance detected between the two ears of the user, to generate a calibrated audio. The audio of the interactive application is forwarded to a first side of a headphone directed toward a first ear of the user and the calibrated audio to second side of the headphone directed toward a second ear. The different audio provided via different sides of the headphone compensate for the aural imbalance detected in the user.

IPC Classes  ?

  • H04R 5/04 - Circuit arrangements
  • H04R 3/04 - Circuits for transducers for correcting frequency response
  • H04R 1/26 - Spatial arrangement of separate transducers responsive to two or more frequency ranges
  • H04R 5/033 - Headphones for stereophonic communication

52.

Cloud Gaming Device Handover

      
Application Number 18446196
Status Pending
Filing Date 2023-08-08
First Publication Date 2023-11-30
Owner Sony Interactive Entertainment LLC (USA)
Inventor Colenbrander, Roelof Roderick

Abstract

Methods and systems to identify options of secondary client devices for a device handover of game play include establishing a session of game play of a game for a primary client device by executing the game on a server and streaming video frames to the primary client device. A profile is generated for each secondary client device that is identified to be local to the primary client device. A handover option is provided to the primary client device during game play, identifying one or more of the secondary client devices, based on the profile. A selection of a secondary client device from the handover option causes pausing of the streaming of video frames to the primary client device, accessing the game state for the game, and resuming game play using the secondary client device.

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
  • H04L 65/1083 - In-session procedures
  • 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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
  • H04L 67/303 - Terminal profiles
  • H04L 67/141 - Setup of application sessions
  • H04L 67/10 - Protocols in which an application is distributed across nodes in the network
  • H04L 67/01 - Protocols
  • H04L 67/131 - Protocols for games, networked simulations or virtual reality

53.

Methods Implementing Doorbell Register/File Identification Table with High-Speed Data Communication Fabric for Cloud Gaming Data Storage and Retrieval

      
Application Number 18449699
Status Pending
Filing Date 2023-08-14
First Publication Date 2023-11-30
Owner Sony Interactive Entertainment LLC (USA)
Inventor Colenbrander, Roelof Roderick

Abstract

A method is disclosed for requesting data in a cloud gaming system that includes a cloud storage system and a cloud compute system, each of which has a respective peripheral component interconnect express (PCIe) interface and a respective computer memory. The cloud gaming system includes a PCIe switch connected to both the PCIe interface of the cloud storage system and the PCIe interface of the cloud compute system. The PCIe switch exposes a doorbell register that is monitored by the cloud storage system. The cloud compute system writes to the doorbell register, which causes an interrupt to fire on the cloud storage system. The cloud storage system handles the interrupt, which directs the cloud storage system to read a message from a specified computer memory location. The message directs the cloud storage system to read requested data from a storage device accessible by the cloud storage system.

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
  • G06F 13/40 - Bus structure
  • G06F 13/12 - Program control for peripheral devices using hardware independent of the central processor, e.g. channel or peripheral processor
  • 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 3/06 - Digital input from, or digital output to, record carriers
  • G06F 13/16 - Handling requests for interconnection or transfer for access to memory bus
  • G06F 13/24 - Handling requests for interconnection or transfer for access to input/output bus using interrupt
  • G06F 13/42 - Bus transfer protocol, e.g. handshake; Synchronisation
  • G06F 9/38 - Concurrent instruction execution, e.g. pipeline, look ahead

54.

METHODS AND SYSTEMS TO ACTIVATE SELECTIVE NAVIGATION OR MAGNIFICATION OF SCREEN CONTENT

      
Application Number 17827475
Status Pending
Filing Date 2022-05-27
First Publication Date 2023-11-30
Owner
  • Sony Interactive Entertainment LLC (USA)
  • Sony Interactive Entertainment Inc. (Japan)
Inventor
  • Dorn, Victoria
  • Osman, Steven
  • Tinklenberg, Bethany

Abstract

Methods and systems are provided for providing navigation assistance using eye gaze of a user. An example method provides assistive navigation in a video game. The method includes receiving input from a user device during a gameplay session of the video game. The method further includes capturing eye gaze of the user during the gameplay to identify a region of a scene of the video game associated with said eye gaze. Then, activating gaze navigation to move a focus of the scene to the region identified using the captured eye gaze. The gaze navigation is triggered automatically without said input from the user device.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • 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

55.

ADAPTIVE DIFFICULTY CALIBRATION FOR SKILLS-BASED ACTIVITIES IN VIRTUAL ENVIRONMENTS

      
Application Number 17828707
Status Pending
Filing Date 2022-05-31
First Publication Date 2023-11-30
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Dorn, Victoria
  • Bean, Celeste
  • Juenger, Elizabeth
  • Ramirez, Kristie
  • Karimi, Sepideh
  • Azmandian, Mahdi

Abstract

Methods of the present disclosure may collect data when a user plays one or more different types of games when determinations are made as to whether the difficulty of a game should be changed. The collected data maybe evaluated to identify whether a user gaming performance level corresponds to an expected level of performance. When the user gaming performance level does not correspond to an expected level of performance, parameters that change the difficultly of the game may be changed automatically. Parameters that relate to movement speed, delay or hesitation, character strengths, numbers of competitors, or other metrics may be changed incrementally until a current user performance level corresponds to an expectation level of a particular user currently playing the game. At this time, the user expectation level may be changed, and the process may be repeated as skills of the user are developed over time.

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 13/45 - Controlling the progress of the video game
  • 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

56.

COOPERATIVE AND COACHED GAMEPLAY

      
Application Number 17828861
Status Pending
Filing Date 2022-05-31
First Publication Date 2023-11-30
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Rudi, Olga
  • Young, Kristine
  • Azmandian, Mahdi
  • Zhang, Jin
  • Karp, Sarah
  • Karimi, Sepideh
  • Juenger, Elizabeth

Abstract

Methods and systems for cooperative or coached gameplay in virtual environments are disclosed. Memory may store a content control profile regarding a set of control input associated with an action in a virtual environment of a digital content title. A request may be received from a set of one or more users associated with different source devices regarding cooperative gameplay of the digital content title. At least one virtual avatar may be generated for an interactive session of the digital content title in response to the request. A plurality of control inputs may be received from the plurality of different source devices and combined into a combination set of control inputs. Generating the combination set of control input may be based on the content control profile. Virtual actions associated with the virtual avatar may be controlled within the virtual environment in accordance with the combination set of control inputs.

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 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • 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

57.

TRIGGERING VIRTUAL HELP OR HINDRANCE BASED ON AUDIENCE PARTICIPATION TIERS

      
Application Number 17828974
Status Pending
Filing Date 2022-05-31
First Publication Date 2023-11-30
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Singh, Lachmin
  • Bean, Celeste
  • Rudi, Olga
  • Egeland, Katie
  • Osman, Steven

Abstract

The present disclosure generally relates to systems and methods to for encouraging spectator participation by permitting audience participation to provide different types of in-game help or hindrance to eSport players or teams when certain tiers or thresholds of spectator engagement are reached. In one example, a player's fanbase may cheer by pressing a button or providing other input/feedback. When a specific number of spectators or a level of participation is reached, a helpful object, power-up, or other in-game advantage may be given to the player. Conversely, a harmful item, loss of an object, or other in-game hindrance may be given to the player.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players

58.

IN-GAME LOCATION BASED GAME PLAY COMPANION APPLICATION WITH TRIGGERED MESSAGE FROM FRIEND

      
Application Number 18450339
Status Pending
Filing Date 2023-08-15
First Publication Date 2023-11-30
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon
  • Sherwani, Adil
  • Kusumoto, Akihiko

Abstract

A method for gaming. The method including receiving location based information of game play of a user playing a gaming application as displayed on a first computing device, wherein the location based information is made with reference to a location of a character in the game play of the user in a gaming world associated with the gaming application. The method including aggregating location based information of a plurality of game plays of a plurality of users playing the gaming application. The method including generating contextually relevant information for the location of the character based on the location based information of the plurality of game plays. The method including generating a companion interface including the contextually relevant information. The method including sending the companion interface to a second computing device associated with the user for display concurrent with the game play of the user.

IPC Classes  ?

  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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
  • A63F 13/50 - Controlling the output signals based on the game progress

59.

METHOD AND SYSTEM FOR PROCESSING GENDER VOICE COMPENSATION

      
Application Number 17826935
Status Pending
Filing Date 2022-05-27
First Publication Date 2023-11-30
Owner Sony Interactive Entertainment LLC (USA)
Inventor Karp, Sarah

Abstract

A method for gaming. The method includes receiving an audio command used for controlling game play of a video game for a player, wherein the audio command originates from the player. The method includes providing the audio command to an artificial intelligence (AI) model trained to normalize one or more sounds of the player to one or more expected sounds of the video game. The method includes normalizing the audio command using the AI model to control the game play.

IPC Classes  ?

  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • G10L 15/22 - Procedures used during a speech recognition process, e.g. man-machine dialog
  • G10L 15/30 - Distributed recognition, e.g. in client-server systems, for mobile phones or network applications
  • G10L 15/06 - Creation of reference templates; Training of speech recognition systems, e.g. adaptation to the characteristics of the speaker's voice
  • G10L 21/013 - Adapting to target pitch
  • G10L 15/16 - Speech classification or search using artificial neural networks
  • A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone

60.

METHOD AND SYSTEM FOR AUTOMATICALLY CONTROLLING USER INTERRUPTION DURING GAME PLAY OF A VIDEO GAME

      
Application Number 17826983
Status Pending
Filing Date 2022-05-27
First Publication Date 2023-11-30
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Karp, Sarah
  • Ramirez, Kristie

Abstract

A method for gaming including generating game state data during execution of a video game for a game play of a player. The method includes determining a gaming context of a current point in the game play based on the game state data. The method includes inputting the game state data and the gaming context to an artificial intelligence (AI) model trained to identify one or more levels of user immersion defining user engagement with the video game. The method includes using the AI model to determine a level of user immersion for gaming for the current point in the game play, wherein the level of immersion exceeds a threshold indicating that the player is highly engaged with the video game. The method includes automatically generating an indicator that is presented to an environment surrounding the player, wherein the indicator provides notification that the player should not be interrupted.

IPC Classes  ?

  • 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 13/212 - 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
  • G06N 3/08 - Learning methods

61.

SECURE MATCHMAKING, ASSET TRANSFER, AND USABILITY RECONFIGURATION PLATFORM

      
Application Number 17828653
Status Pending
Filing Date 2022-05-31
First Publication Date 2023-11-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Rosenberg, Philip

Abstract

Systems and methods for authorization reconfiguration for digital asset usability are described. An asset management system identifies an asset associated with a video game. A first user device is authorized to use the asset. The first user device is associated with a first user. The asset management system identifies a second user, for instance through a shared characteristic with the first user. A second user device associated with the second user lacks authorization to use the asset. The asset management system receives an indication of a transfer of usability of the asset, such as an indication that the second user has paid for the transfer, or that the conditions of a smart contract have been met. In response to receiving the indication, the asset management system automatically disables authorization for the first user device to use the asset and enables authorization for the second user device to use the asset.

IPC Classes  ?

  • G06Q 50/18 - Legal services; Handling legal documents
  • H04L 9/40 - Network security protocols
  • G06Q 30/06 - Buying, selling or leasing transactions

62.

SYSTEMS AND METHODS FOR ENABLING INTERACTIVE GAME ASSISTANCE DURING GAMEPLAY

      
Application Number 17827335
Status Pending
Filing Date 2022-05-27
First Publication Date 2023-11-30
Owner
  • Sony Interactive Entertainment LLC (USA)
  • Sony Interactive Entertainment Inc. (Japan)
Inventor
  • Egeland, Katie
  • Rudi, Olga
  • Zhang, Jin

Abstract

A method for providing adaptive game assistance during gameplay is described. The method includes providing access to play a game for a game session by a user via a game controller and accessing a profile model of the user during the game session. The profile model is a machine learning model used for predicting gaming skills from select game contexts in games. The method further includes detecting a context in the game during the game session where the profile model predicts that the user lacks a gaming skill to advance in the game and activating a haptic cue to the game controller, wherein the haptic cue is a vibration to a specific region of the game controller. The vibration to the specific region is suggestive of a type of input to be made using the game controller to advance in the game.

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 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • 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
  • G06N 20/00 - Machine learning

63.

Methods and systems for adding real-world sounds to virtual reality scenes

      
Application Number 17827462
Grant Number 11914146
Status In Force
Filing Date 2022-05-27
First Publication Date 2023-11-30
Grant Date 2024-02-27
Owner
  • Sony Interactive Entertainment LLC (USA)
  • Sony Interactive Entertainment Inc. (Japan)
Inventor
  • Dorn, Victoria
  • Bean, Celeste
  • Manzon-Gutzman, Tatianna
  • Karp, Sarah

Abstract

Methods and systems are provided for integrating media cues into virtual reality scenes presented on a head mounted display (HMD) is disclosed. The method includes presenting a virtual reality scene on a display of an HMD. The method further includes receiving sensor data from one or more sensors in a real-world space in which the HMD is located. Then, identifying an object location of an object in the real-world space that produces a sound. The method includes generating a media cue in the virtual reality scene presented in the HMD. The media cue is presented in a virtual location that is correlated to the object location of the object in the real-world space.

IPC Classes  ?

  • G06F 3/16 - Sound input; Sound output
  • G02B 27/01 - Head-up displays
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • H04S 7/00 - Indicating arrangements; Control arrangements, e.g. balance control

64.

DYNAMIC AUDIO OPTIMIZATION

      
Application Number 17828668
Status Pending
Filing Date 2022-05-31
First Publication Date 2023-11-30
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Tinklenberg, Bethany
  • Dorn, Victoria
  • Azmandian, Mahdi

Abstract

Systems and methods for dynamic audio optimization associated with digital content are provided. One or more audio profiles including one or more audio settings for one or more audio output devices available to a user may be stored in memory. An incoming audio stream associated with a current interactive session of the user and real-world audio within an identified real-world space where the user is located may be monitored. One or more audio deviations may be detected based on a comparison of the incoming audio stream and the real-world audio within the identified real-world space. An audio profile associated with the current interactive session may be automatically recalibrated to modify at least one of the audio settings. The audio output device may then process audio of the incoming audio stream in accordance with the at least one modified audio setting.

IPC Classes  ?

  • H04R 3/04 - Circuits for transducers for correcting frequency response
  • G06F 3/16 - Sound input; Sound output
  • H04R 29/00 - Monitoring arrangements; Testing arrangements
  • H04R 1/08 - Mouthpieces; Attachments therefor

65.

AUTOMATED VISUAL TRIGGER PROFILING AND DETECTION

      
Application Number 17828775
Status Pending
Filing Date 2022-05-31
First Publication Date 2023-11-30
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Bean, Celeste
  • Ramirez, Kristie
  • Juenger, Elizabeth
  • Osman, Steve
  • Rudi, Olga

Abstract

Systems and methods for automated visual trigger profiling and detection within virtual environments are provided. A visual trigger profile may be stored in memory that includes a set of visual trigger characteristics associated with a type of visual sensitivity. Buffered frames of an audiovisual stream that have not yet been displayed may be monitored to identify when a buffered frame includes a threshold level of the visual trigger characteristics associated with the visual sensitivity. A frame modification that decreases the level of the detected visual trigger characteristics associated with the visual sensitivity may be identified and applied to the identified frames. The modified frames may thereafter be presented during the audiovisual stream in place of the original (unmodified) identified frames.

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 21/44 - 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 21/475 - End-user interface for inputting end-user data, e.g. PIN [Personal Identification Number] or preference data

66.

GAZE-BASED COORDINATION OF VIRTUAL EFFECTS INDICATORS

      
Application Number 17828813
Status Pending
Filing Date 2022-05-31
First Publication Date 2023-11-30
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Ramirez, Kristie
  • Juenger, Elizabeth
  • Egeland, Katie
  • Karimi, Sepideh
  • Singh, Lachmin
  • Rudi, Olga

Abstract

A method and system for providing gaze-based generation of virtual effects indicators correlated with directional sounds is disclosed. Gaze data is tracked via a camera associated with a client device to identify a point of focus within a three-dimensional virtual environment towards which one or both eyes of the player are focused. When the point of focus indicated by the gaze data when the point of focus does not move towards the source location within the three-dimensional virtual environment when the directional sound is received indicates that a virtual effect indicator associated with the directional sound type of the indicated directional sound is should be generated.

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
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • 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

67.

eSPORTS SPECTATOR ONBOARDING

      
Application Number 17828971
Status Pending
Filing Date 2022-05-31
First Publication Date 2023-11-30
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Azmandian, Mahdi
  • Dorn, Victoria
  • Karp, Sarah
  • Krishnamurthy, Sudha
  • Ramirez, Kristie

Abstract

The present disclosure generally relates to providing virtual education and education to a user. More specifically, the present system relates to educating and onboarding spectators of electronic sports (eSports) events. The onboarding activities are used to further engage the spectators with the eSports event in general, as well as the game played during the eSports event. In other aspects, the eSports onboarding activity may be modified based on the type of game being played, the user's experience with the specific game or game genre, and other user preferences.

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
  • H04L 67/306 - User profiles

68.

MAINTAINING DISTRIBUTION OF PROCESSING TIME FOR MULTI-TENANT IMPLEMENTATION OF GRAPHICS PROCESSING UNIT

      
Application Number 18357998
Status Pending
Filing Date 2023-07-24
First Publication Date 2023-11-16
Owner Sony Interactive Entertainment LLC (USA)
Inventor Cerny, Mark E.

Abstract

A method for graphics processing, wherein a graphics processing unit (GPU) resource is allocated among applications, such that each application is allocated a set of time slices. Commands of draw calls are loaded to rendering command buffers in order to render an image frame for a first application. The commands are processed by the GPU resource within a first time slice allocated to the first application. The method including determining at least one command has not been executed at an end of the first time slice. The method including halting execution of commands, wherein remaining one or more commands are not processed in the first time slice. A GPU configuration is preserved for the commands after processing a last executed command, the GPU configuration used when processing in a second time slice the remaining commands

IPC Classes  ?

  • G06F 9/50 - Allocation of resources, e.g. of the central processing unit [CPU]
  • G06F 9/48 - Program initiating; Program switching, e.g. by interrupt
  • G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining

69.

ENCODING INPUT FOR MACHINE LEARNING

      
Application Number 18222605
Status Pending
Filing Date 2023-07-17
First Publication Date 2023-11-09
Owner Sony Interactive Entertainment LLC (USA)
Inventor Bennett, Matthew

Abstract

A method and system for providing synchronized input feedback, comprising receiving an input event, encoding the input event in an output stream wherein the encoding of the input event is synchronized to a specific event and reproducing the output stream through an output device whereby the encoded input event in the reproduced output stream is imperceptible to the user

IPC Classes  ?

  • H04N 21/8358 - Generation of protective data, e.g. certificates involving watermark
  • G06N 3/08 - Learning methods
  • A63F 13/245 - Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
  • G06F 16/78 - Retrieval characterised by using metadata, e.g. metadata not derived from the content or metadata generated manually
  • G06F 16/68 - Retrieval characterised by using metadata, e.g. metadata not derived from the content or metadata generated manually
  • H04N 21/242 - Synchronization processes, e.g. processing of PCR [Program Clock References]
  • G06F 18/214 - Generating training patterns; Bootstrap methods, e.g. bagging or boosting
  • G06V 10/776 - Validation; Performance evaluation

70.

DRAMA ENGINE FOR DRAMATIZING VIDEO GAMING IN A HIGHLIGHT REEL INCLUDING USER REACTION

      
Application Number 18354449
Status Pending
Filing Date 2023-07-18
First Publication Date 2023-11-09
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

71.

COMPUTER GAME SYSTEM CALENDAR

      
Application Number 17737412
Status Pending
Filing Date 2022-05-05
First Publication Date 2023-11-09
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Singh, Sidhartha
  • Pringle, Adrien
  • Xu, Tianhou Arist
  • Zheng, Charles
  • Qu, Daniel
  • Wang, Elysia
  • Tai, Jenny
  • Udun, Muradil
  • Thavaruban, Nikashan
  • Mukhtar, Syed Saad
  • Chen, Tony
  • Zhou, Yikai

Abstract

A calendar UI is provided showing on one side a calendar of events in day of the month format and on the other side a column of tiles, each corresponding to an event on the calendar and selectable to invoke a web page to play a game or purchase a product or hot launch the user into a game.

IPC Classes  ?

  • G06Q 30/06 - Buying, selling or leasing transactions
  • G06Q 10/10 - Office automation; Time management
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

72.

Profile-based detection of unintended controller errors

      
Application Number 17828683
Grant Number 11806630
Status In Force
Filing Date 2022-05-31
First Publication Date 2023-11-07
Grant Date 2023-11-07
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Dorn, Victoria
  • Bean, Celeste
  • Juenger, Elizabeth
  • Ramirez, Kristie
  • Karimi, Sepideh
  • Azmandian, Mahdi

Abstract

Methods of the present disclosure may also identify when certain users perform well at certain activities and perform poorly when performing other activities. A particular user could perform very well at a swimming game yet perform poorly at the first-person shooter game. This performance difference may be based on a physical impairment, be based on a lack of training, or be based on other factors. When a potential performance deficiency is identified, a user may be provided with a set of selections that allow the user to participate in a training session or that may allow the user to change functions of a gaming controller to account for the apparent performance deficiency. This additional training or change in controller functions may allow a user to have a more enjoyable user experience or may allow the user to perform at a higher level.

IPC Classes  ?

  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment

73.

PREDICTIVE ANALYSIS OF GAMEPLAY TRAJECTORIES

      
Application Number 18214735
Status Pending
Filing Date 2023-06-27
First Publication Date 2023-10-26
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Fortuna, Ellana
  • Thompson, Erikka
  • Karp, Sarah

Abstract

Systems and methods are provided for monitoring gameplay trajectories for stopping points and applying a time-based setting. The gameplay trajectories may be based on patterns within real-time gameplay data. The server may predict one or more stopping periods within a gameplay session based on a comparison of the gameplay trajectory data to the time-based setting. Then, the setting may be applied to generate options for transitioning out of the gameplay session at a next predicted timing point.

IPC Classes  ?

  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/49 - Saving the game status; Pausing or ending the game
  • 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

74.

Control of permissions associated with annotations in online-conference

      
Application Number 17591932
Grant Number 11792244
Status In Force
Filing Date 2022-02-03
First Publication Date 2023-10-17
Grant Date 2023-10-17
Owner
  • SONY GROUP CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Milne, James R.
  • Mccoy, Charles
  • Xiong, True

Abstract

An electronic device and a method, to control permission associated with annotations in an online conference, is provided. The electronic device receives profile information associated with each of a plurality of participants associated with the online conference to be hosted by a host of the electronic device. The electronic device grants, to a first set of participants of the plurality of participants, a permission to annotate media content to be shared during the online conference based on the profile information. The electronic device receives, from a set of electronic devices associated with the first set of participants, annotations related to the media content, based on the permission. The electronic device controls display of the received annotations and the media content on each of a first display device associated with the first electronic device and on a second display device associated with each of the set of electronic devices.

IPC Classes  ?

  • G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
  • H04L 65/4038 - Arrangements for multi-party communication, e.g. for conferences with floor control
  • H04L 67/306 - User profiles

75.

SYSTEMS, METHODS, AND DEVICES FOR CREATING A SPLINE-BASED VIDEO ANIMATION SEQUENCE

      
Application Number 18206503
Status Pending
Filing Date 2023-06-06
First Publication Date 2023-10-05
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Zhang, Xun
  • Swenson, David Scott Lee

Abstract

A spline-based animation process creates an animation sequence. The process receives a plurality of frames that illustrate a figure based on a design template (e.g., which includes a skeleton having segments). The process further identifies a spine segment, generates hip, shoulder, and head segments at respective positions relative to the spine segment, identifies limb and facial feature segments, and converts the segments into respective splines bound between endpoints. The process further determines changes between frames for respective splines and animates movement of the figure over a sequence of frames based on the changes.

IPC Classes  ?

  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • G06T 15/04 - Texture mapping
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene

76.

COLLABORATIVE WHITEBOARD FOR MEETINGS

      
Application Number 17698465
Status Pending
Filing Date 2022-03-18
First Publication Date 2023-10-05
Owner
  • SONY GROUP CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Milne, James R.
  • Mccoy, Charles
  • Xiong, True

Abstract

An electronic device and method for collaboration among whiteboard user interfaces (Uls) for meetings is provided. The electronic device controls a display device coupled to the electronic device, to display a first whiteboard UI which is electronically linked with one or more second whiteboard Uls of participant devices for a duration of a meeting session. The electronic device receives inputs corresponding to strokes of a digital pen device on a whiteboard UI of the one or more second whiteboard Uls and prepares content based on the inputs and one or more content filters. Thereafter, the electronic device controls the first whiteboard UI to render the prepared content.

IPC Classes  ?

  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
  • 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 3/14 - Digital output to display device
  • G06F 3/04883 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures for inputting data by handwriting, e.g. gesture or text
  • G06F 3/04847 - Interaction techniques to control parameter settings, e.g. interaction with sliders or dials

77.

Classification of gaming styles

      
Application Number 18198066
Grant Number 11951401
Status In Force
Filing Date 2023-05-16
First Publication Date 2023-09-28
Grant Date 2024-04-09
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Karp, Sarah

Abstract

A system of classifying game styles may track a play of a user of one or more media content. The tracked play of the user of one or more media content may be analyzed to characterize the play of the user based on one or more categories of user gameplay style. A plurality of categories of user gameplay style may be selected to be displayed as a visual display of the user gameplay style. The visual display of the user gameplay style may be compared to one or more visual displays of characteristics of other media content. A recommendation for other media content that share similar characteristics to the user gameplay style may be generated.

IPC Classes  ?

  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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 13/533 - 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

78.

METHODS AND SYSTEMS FOR CLOUD EXECUTING MINI-GAMES AND SHARING

      
Application Number 18198219
Status Pending
Filing Date 2023-05-16
First Publication Date 2023-09-14
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Perry, David
  • Miura, Victor Octav Suba
  • Taylor, Michael

Abstract

Methods for executing a game via a game cloud system are provided. One method includes providing, on a website, a plurality of mini-games stored via the game cloud system. Each of the plurality of mini-games is created based on a portion of the game. Each of the plurality of mini-games is created when the game was played and state data is captured and associated to the respective mini-game. Each of the plurality of mini-games is defined from a respective portion of the game, and the portion identified by at least part of the state data related to play of the game and game actions taken. The state data is used to enable executable play the mini-game, and each of the plurality of mini-games is sharable via the website.

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 13/88 - Mini-games executed independently while main games are being loaded
  • 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 13/5372 - 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 tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
  • 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
  • A63F 13/86 - Watching games played by other players

79.

PERSONALIZING USER EXPERIENCE IN A GAMING NETWORK

      
Application Number 18197609
Status Pending
Filing Date 2023-05-15
First Publication Date 2023-09-07
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Yong, Stephen
  • Peng, Hu
  • Fok, Stephanie
  • Do, Khoi-Nguyen Duc

Abstract

The present disclosure describes methods and system for personalizing user experience in a gaming network. In particular, the user experience is personalized based on how users are characterized based on their interactions with the gaming network. By using the characterizations, the users are assigned labels that publicly identify the user experience, interest, and proficiency with various video games. Communities are then established based on users having the same labels. Lastly, user generated content can be characterized and promoted based on the characterizations to the appropriate communities.

IPC Classes  ?

  • H04L 67/306 - User profiles
  • H04L 43/08 - Monitoring or testing based on specific metrics, e.g. QoS, energy consumption or environmental parameters
  • H04L 67/1097 - Protocols in which an application is distributed across nodes in the network for distributed storage of data in networks, e.g. transport arrangements for network file system [NFS], storage area networks [SAN] or network attached storage [NAS]

80.

IN-GAME INFORMATION PLATFORM

      
Application Number 18142561
Status Pending
Filing Date 2023-05-02
First Publication Date 2023-08-31
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 13/352 - 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 13/67 - 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 13/798 - 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

81.

CLIENT SIDE PROCESSING OF STREAMS OF VIDEO FRAMES GENERATED BY A SPLIT HIERARCHY GRAPHICS PROCESSING SYSTEM

      
Application Number 18306922
Status Pending
Filing Date 2023-04-25
First Publication Date 2023-08-17
Owner Sony Interactive Entertainment LLC (USA)
Inventor Hagland, Torgeir

Abstract

A split hierarchy graphics processor system including a master node executing a virtual reality (VR) application responsive to input from a client device received over a network to generate primitives for in a VR environment. The graphics processor system including render nodes performing rendering based on the primitives for views into the VR environment taken from a location in the VR environment, the views corresponding to a grid map of the VR environment. Each of the render nodes renders, encodes and streams a corresponding sequence of frames of a corresponding view to the client device. The processor system including an asset library storing input geometries for the objects used for building the VR environment, wherein the objects in the asset library are accessible by the master node and the render nodes.

IPC Classes  ?

  • G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • H04L 67/10 - Protocols in which an application is distributed across nodes in the network
  • H04L 67/131 - Protocols for games, networked simulations or virtual reality

82.

SCALED VR ENGAGEMENT AND VIEWS IN AN E-SPORTS EVENT

      
Application Number 18135036
Status Pending
Filing Date 2023-04-14
First Publication Date 2023-08-10
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher
  • Fairbairn, James

Abstract

The present disclosure describes methods and systems directed towards providing scaled engagement and views of an e-sports event. Instead of providing the same distribution of live e-sport event data to all remote viewers of a live e-sports event, features associated with e-sports gaming network could be used to customize the distribution of live e-sport event data to promote immersive viewer experience. The enhanced immersion can also be carried out in a virtual reality or augmented reality setting. The features would be capable of providing additional information, different views, and a variety of different commentators for the e-sports event so that the viewer can be more engaged when viewing the particular e-sports event. With the increased engagement from remote viewers, the distribution of live e-sports event data can also be further modified for monetization by incorporating advertisements as well.

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 13/525 - Changing parameters of virtual cameras
  • A63F 13/86 - Watching games played by other players
  • G06Q 30/0241 - Advertisements
  • 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

83.

Methods for controlling use of computing resources, such as virtual game consoles

      
Application Number 17650287
Grant Number 11745109
Status In Force
Filing Date 2022-02-08
First Publication Date 2023-08-10
Grant Date 2023-09-05
Owner
  • SONY GROUP CORPORATION (Japan)
  • SONY CORPORATION OF AMERICA (USA)
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Wurman, Peter
  • Barrett, Leon
  • Khandelwal, Piyush
  • Whitehead, Dion
  • Douglas, Rory
  • Aghabozorgi, Houmehr
  • Beltran, Justin V
  • Ahad, Rabih Abdul
  • Azzam, Bandaly

Abstract

An artificial intelligent agent can act as a player in a video game, such as a racing video game. The game can be completely external to the agent and can run in real time. In this way, the training system is much more like a real world system. The consoles on which the game runs for training the agent are provided in a cloud computing environment. The agents and the trainers can run on other computing devices in the cloud, where the system can choose the trainers and agent compute based on proximity to console, for example. Users can choose the game they want to run and submit code which can be built and deployed to the cloud system. A resource management service can monitor game console resources between human users and research usage and identify experiments for suspension to ensure enough game consoles for human users.

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 13/352 - 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

84.

Porting locally processed media data with low latency to a remote client device via various wireless links

      
Application Number 18101090
Grant Number 11856247
Status In Force
Filing Date 2023-01-24
First Publication Date 2023-08-10
Grant Date 2023-12-26
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Gordon, Donald
  • Paquin, Thomas
  • Toy, Michael
  • Roper, Mike
  • Van Der Laan, Roger

Abstract

Systems, methods, and computer-readable media for porting locally processed media data with low latency to a remote client device via various wireless links are provided. In one example embodiment, a transceiver module may include a local network interface and a controller that may receive a client control signal from a client device over a wireless local area network via the local network interface, transmit a media control signal based on the client control signal to a media device, receive media data based on the media control signal from the media device, and transmit to the client device over the wireless local area network via the local network interface client data based on the media data and a low-latency compression technique. The receipt of the media data and transmission of the client data may be accomplished with substantially no detectable latency. Additional embodiments are also provided.

IPC Classes  ?

  • H04N 21/24 - Monitoring of processes or resources, e.g. monitoring of server load, available bandwidth or upstream requests
  • H04N 21/2381 - Adapting the multiplex stream to a specific network, e.g. an IP [Internet Protocol] network
  • H04N 21/238 - Interfacing the downstream path of the transmission network, e.g. adapting the transmission rate of a video stream to network bandwidth; Processing of multiplex streams
  • 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 21/61 - Network physical structure; Signal processing
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • H04N 21/23 - Processing of content or additional data; Elementary server operations; Server middleware
  • H04N 21/214 - Specialised server platform, e.g. server located in an airplane, hotel or hospital
  • H04N 21/21 - Server components or server architectures
  • 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 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
  • 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 13/32 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
  • 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 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • H04L 65/65 - Network streaming protocols, e.g. real-time transport protocol [RTP] or real-time control protocol [RTCP]
  • H04L 65/611 - Network streaming of media packets for supporting one-way streaming services, e.g. Internet radio for multicast or broadcast
  • H04L 67/131 - Protocols for games, networked simulations or virtual reality
  • H04W 88/14 - Backbone network devices
  • H04W 84/12 - WLAN [Wireless Local Area Networks]
  • H04N 7/10 - Adaptations for transmission by electrical cable

85.

System, Method, and Graphical User Interface for Controlling an Application Executing on a Server

      
Application Number 18298754
Status Pending
Filing Date 2023-04-11
First Publication Date 2023-08-10
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Vincent, Joshuah
  • Benitez, Nico
  • Adams, Emily
  • Chong, Jan
  • Cook, Ryan
  • Marshall, Paul
  • Baccichet, Pierpaolo
  • Piotrowski, Matt
  • Carey, Collin
  • Koleckar, Kevin

Abstract

A system, method, and graphical user interface for playing games and/or executing applications on a tablet-based client. One embodiment of a graphical user interface (GUI) for playing a video game on a tablet-based client device comprises: a virtual controller rendered on a display of the tablet computer, the virtual controller substantially mimicking the control provided by a thumb stick of a physical game controller and providing omnidirectional, free-form movement in a synchronous direction in which a user moves a finger on the display of the tablet-based client.

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 13/426 - 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 involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
  • 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
  • G06F 3/0338 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of limited linear or angular displacement of an operating part of the device from a neutral position, e.g. isotonic or isometric joysticks

86.

Massive multi-player compute

      
Application Number 18302312
Grant Number 11918893
Status In Force
Filing Date 2023-04-18
First Publication Date 2023-08-10
Grant Date 2024-03-05
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
  • 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
  • G06F 9/50 - Allocation of resources, e.g. of the central processing unit [CPU]

87.

CLIENT-SIDE ENCRYPTION OF CONTENT FOR VIRTUAL MEETINGS

      
Application Number 17667826
Status Pending
Filing Date 2022-02-09
First Publication Date 2023-08-10
Owner
  • SONY GROUP CORPORATION (Japan)
  • Sony Interactive Entertainment LLC (USA)
Inventor
  • Milne, James R.
  • Mccoy, Charles
  • Xiong, True

Abstract

An electronic device and method for client-side encryption for virtual meetings is provided. The electronic device acquires one or more encryption keys for a virtual meeting session with one or more participant devices, where the electronic device includes a meeting client to join or host the virtual meeting session and to communicate with meeting clients of the one or more participant devices. The electronic device determines, in a duration of the virtual meeting session, first content to be transferred to the one or more participant devices, via the meeting client of the electronic device. The electronic device encrypts the determined first content by use of the one or more encryption keys and transfers the encrypted first content to a meeting server. The meeting server transfers the encrypted first content to the one or more participant devices.

IPC Classes  ?

  • H04L 9/40 - Network security protocols
  • H04L 65/403 - Arrangements for multi-party communication, e.g. for conferences

88.

TRAINING ARCHITECTURE USING GAME CONSOLES

      
Application Number 17650275
Status Pending
Filing Date 2022-02-08
First Publication Date 2023-08-10
Owner
  • Sony Group Corporation (Japan)
  • Sony Corporation of America (USA)
  • Sony Interactive Entertainment LLC (USA)
Inventor
  • Wurman, Peter
  • Barrett, Leon
  • Khandelwal, Piyush
  • Whitehead, Dion
  • Douglas, Rory
  • Aghabozorgi, Houmehr
  • Beltran, Justin V
  • Abdul Ahad, Rabih
  • Azzam, Bandaly

Abstract

An artificial intelligent agent can act as a player in a video game, such as a racing video game. The agent can race against, and often beat, the best players in the world. The game can be completely external to the agent and can run in real time. In this way, the training system is much more like a real world system. The consoles on which the game runs for training the agent are provided in a cloud computing environment. The agents and the trainers can run on other computing devices in the cloud, where the system can choose the trainers and agent compute based on proximity to console, for example. Users can choose the game they want to run and submit code which can be built and deployed to the cloud system. Metrics and logs and artifacts from the game can be sent to cloud storage.

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 13/352 - 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 8/71 - Version control ; Configuration management

89.

High-Speed Save Data Storage for Cloud Gaming

      
Application Number 18298570
Status Pending
Filing Date 2023-04-11
First Publication Date 2023-08-03
Owner Sony Interactive Entertainment LLC (USA)
Inventor Colenbrander, Roelof Roderick

Abstract

A video game is executed on a cloud gaming server for play by a user. User data for the user is stored in a cloud storage server. A data access request issued by the video game is received by a management server. The data access request identifies requested user data stored in the cloud storage server. The requested user data is copied from a lower performance data storage device within the cloud storage server into a high-speed data storage device within the management server. The high-speed data storage device operates at a higher data rate and a lower latency than the data storage device within the cloud storage server. The high-speed data storage device in the management server is used to fulfill the data access request by the video game instead of using the lower performance data storage device in the cloud storage server to fulfill the data access request.

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 9/54 - Interprogram communication
  • A63F 13/20 - Input arrangements for video game devices
  • 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

90.

ONLINE VIDEO GAME SERVICE WITH SPLIT CLIENTS

      
Application Number 18132880
Status Pending
Filing Date 2023-04-10
First Publication Date 2023-08-03
Owner Sony Interactive Entertainment LLC (USA)
Inventor Cotter, Tim

Abstract

A method for an online video game or application service system includes running a video game or application on an application host server at a data center, an uncompressed video stream being produced therefrom. The uncompressed video stream is encoded into compressed video stream, which is then transmitted over the Internet to an output client device of a user. The output client device decompresses the compressed video stream and displays live video on a screen. User control input transmitted from an input client device is delivered to the application host server. The user control input includes game or application commands. The input client device is associated with the user and is separate from the output client device. Responsive to receiving the game or application commands, the application host server generates a new uncompressed video stream.

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • H04L 69/04 - Protocols for data compression, e.g. ROHC
  • 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 67/131 - Protocols for games, networked simulations or virtual reality

91.

Video Game Overlay

      
Application Number 18295622
Status Pending
Filing Date 2023-04-04
First Publication Date 2023-07-27
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Gault, Andrew Buchanan
  • Perry, David
  • Pereira, Rui Filipe Andrade

Abstract

A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU (Graphics Processing Unit). The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. Video frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player.

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 9/455 - Emulation; Interpretation; Software simulation, e.g. virtualisation or emulation of application or operating system execution engines
  • H04N 19/46 - Embedding additional information in the video signal during the compression process
  • H04L 67/10 - Protocols in which an application is distributed across nodes in the network
  • 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 13/2145 - 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 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/32 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
  • A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
  • A63F 13/33 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
  • A63F 13/335 - 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 13/45 - Controlling the progress of the video game

92.

CLASSIFYING GAMING ACTIVITY TO IDENTIFY DESIRABLE BEHAVIOR

      
Application Number 18180067
Status Pending
Filing Date 2023-03-07
First Publication Date 2023-07-13
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Rudi, Olga
  • Roberts, Lucie
  • Macdonald, Rebecca

Abstract

A method of controlling online gaming behavior. The method including monitoring at a game server a plurality of game plays of a plurality of players playing a video game in a gaming session over a period of time. The method including extracting features from the plurality of game plays related to a plurality of activities associated with the plurality of game plays, the plurality of activities being controlled by the plurality of players. The method including running the features through an artificial intelligence (AI) learning model configured to classify the plurality of activities. The method including classifying an activity as abusive behavior.

IPC Classes  ?

  • A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
  • G06N 20/00 - Machine learning
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

93.

AUGMENTING VIDEO GAMES WITH ADD-ONS

      
Application Number 18180093
Status Pending
Filing Date 2023-03-07
First Publication Date 2023-07-13
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Gault, Andrew Buchanan
  • Pereira, Rui Filipe Andrade
  • Perry, David

Abstract

A computing system is configured to execute a computer program on a server and to provide a video stream of the program output to a geographically remote client over a communication network. An add-on manager is provided to facilitate the use of add-ons to extend the functionality of the computer program. The add-on manager is responsive to commands received from the client and is configured to associate individual add-ons and add-on data with specific user accounts. The add-ons can be located on the server or some other location remote from the client.

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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • H04N 21/241 - Operating system [OS] processes, e.g. server setup
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • H04L 67/131 - Protocols for games, networked simulations or virtual reality
  • 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
  • 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 13/77 - 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 9/445 - Program loading or initiating
  • H04L 65/75 - Media network packet handling

94.

Connecting a player to a recorded help session in real-time during game play of a video game

      
Application Number 18176350
Grant Number 11857883
Status In Force
Filing Date 2023-02-28
First Publication Date 2023-07-06
Grant Date 2024-01-02
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon
  • Herman, Andrew
  • Srisook, Tom
  • Rolinski, Chad
  • Shirazi, Parsa

Abstract

A method for gaming assistance. Information relating to game plays of player for a gaming application is received at a back-end server. A current game context of a first game play of a first player is determined from the information. Historical expert game contexts of expert game plays of experts that have played the gaming application are determined from the information. An assistance query related to the first game play is received. The current game context of the first player is compared to the historical expert game contexts to determine at least one expert having a corresponding historical expert game context that matches the first game context. A first expert is assigned to the first player for obtaining assistance. A communication session is generated between a device of the first expert and a device of the first player to enable the first expert to render assistance to the first player.

IPC Classes  ?

  • 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • G06F 16/432 - Query formulation
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/85 - Providing additional services to players
  • G06N 3/08 - Learning methods
  • G10L 15/26 - Speech to text systems
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • 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

95.

DYNAMIC GAME MODELS

      
Application Number 18116100
Status Pending
Filing Date 2023-03-01
First Publication Date 2023-06-29
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sheldon, Jennifer
  • Juenger, Elizabeth
  • Karp, Sarah

Abstract

Systems and methods for determining excessive motions or strained positions based on inputs associated with gameplay of game titles. A game intervention server may evaluate, based on learning models, posture, and physical motions of players for repetitive, unbalanced, or excessive motions, as well as gameplay quality patterns, and compare to thresholds for identifying unhealthy conditions. The game intervention server may make recommendations regarding breaks, stretches, warm-up/cool-down, curbing extended periods of play, etc. Notifications may be overlaid on screen with option to pause play without exiting game session. In-game events and requirements may also be adjusted based on learned insights to avoid excessive movement or counteract unbalanced movement.

IPC Classes  ?

  • A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
  • A63F 13/323 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
  • 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

96.

Web-Based Game Controller

      
Application Number 18176415
Status Pending
Filing Date 2023-02-28
First Publication Date 2023-06-29
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Perry, David
  • Pereira, Rui Filipe Andrade

Abstract

A video game system includes a video server system (VSS) having a first network address. The VSS pairs a game controller having a second network address with a display system having a third network address. The VSS receives controller data packets directed to the first network address from the game controller over a first communication channel. The controller data packets include the second network address and information for updating a game state of a video game. The VSS decodes the controller data packets and directs generation of an updated game state of the video game using information within the controller data packets. The VSS generates a video stream of the video game using the updated game state. The VSS transmits the video stream to the display system at the third network address over a second communication channel. The first and second communication channels differ by at least one network segment.

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 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • A63F 13/77 - 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 13/70 - Game security or game management aspects

97.

Remote play using a local projector

      
Application Number 17552066
Grant Number 11745098
Status In Force
Filing Date 2021-12-15
First Publication Date 2023-06-15
Grant Date 2023-09-05
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Santangelo, Josh
  • Rottler, Ben
  • Benedetto, Warren
  • Webb, Jon

Abstract

A controller device for interactive gameplay of a video game is provided, including: the controller device being configured to be handheld by a user; at least one motion sensor, said motion sensor generating motion data in response to movement of the controller device when handheld by the user during the interactive gameplay of the video game; a wireless communications device that receives gameplay video over a network from a remotely executing session of the video game; a projector, said projector being integrated with the controller device, said projector configured to project the gameplay video onto a projection surface in a local environment, wherein the projection of the gameplay video is stabilized based on the motion data.

IPC Classes  ?

  • A63F 13/27 - Output arrangements for video game devices characterised by a large display in a public venue, e.g. in a movie theatre, stadium or game arena
  • A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet

98.

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

      
Application Number 18080725
Status Pending
Filing Date 2022-12-13
First Publication Date 2023-06-15
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
  • 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
  • H04L 65/75 - Media network packet handling

99.

Automated tracking of earned in-game actions for granting an NFT backed digital asset

      
Application Number 17549849
Grant Number 11865457
Status In Force
Filing Date 2021-12-13
First Publication Date 2023-06-15
Grant Date 2024-01-09
Owner Sony Interactive Entertainment LLC (USA)
Inventor
  • Benedetto, Warren
  • Tomczek, Matthew
  • Trombetta, Steven

Abstract

Methods and systems for tracking a game asset used in a video game includes receiving game inputs provided by a player during gameplay of the video game. The game inputs are analyzed to determine when the game inputs result in the occurrence of a significant event in the video game. A digital asset is awarded to the player providing the game inputs for the significant event. A non-fungible token is generated for the digital asset earned by the player and a value indicative of intrinsic value of the significant event is computed and associated with the digital asset. The non-fungible token is used to monitor use of the digital asset.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • 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

100.

Controller with removable modular input control and expansion interface

      
Application Number 18102151
Grant Number 11925856
Status In Force
Filing Date 2023-01-27
First Publication Date 2023-06-08
Grant Date 2024-03-12
Owner
  • Sony Interactive Entertainment Inc. (Japan)
  • Sony Interactive Entertainment LLC (USA)
Inventor
  • Black, Glenn
  • Daniel, Alvin

Abstract

A controller device includes a controller body with an interface port and least one control information output port. A modular input control is removably attachable to the controller body. The modular input control includes an interface connector region that is configured to communicatively couple the modular input control to the interface port. The modular input control is configured to be freely rotatable when attached to the controller body and operable in any orientation about the axis of rotation.

IPC Classes  ?

  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
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