Sony Interactive Entertainment LLC

United States of America

Back to Profile

1-100 of 254 for Sony Interactive Entertainment LLC Sort by
Query
Patent
World - WIPO
Aggregations Reset Report
Date
New (last 4 weeks) 4
2024 April (MTD) 2
2024 March 3
2024 February 5
2024 January 15
See more
IPC Class
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 28
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions 26
A63F 13/86 - Watching games played by other players 21
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories 20
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 19
See more
Found results for  patents
  1     2     3        Next Page

1.

AUTO-GENERATED SHADER MASKS AND PARAMETERS

      
Application Number US2023075877
Publication Number 2024/077020
Status In Force
Filing Date 2023-10-03
Publication Date 2024-04-11
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Lassonde, Gabriel
  • Olson, Joseph Logan
  • Carignan, Olivier

Abstract

A graphics shader (200) takes in two grayscale images (called "masks") (300, 302) and four colors and generates a full-color image. The logic behind the shader is two-fold. First, separating (408) 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 11/00 - 2D [Two Dimensional] image generation
  • G06T 5/50 - Image enhancement or restoration by the use of more than one image, e.g. averaging, subtraction
  • G06T 15/04 - Texture mapping
  • G06T 15/80 - Shading
  • G06N 20/00 - Machine learning
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene

2.

HYPER-PERSONALIZED GAME ITEMS

      
Application Number US2023075749
Publication Number 2024/076936
Status In Force
Filing Date 2023-10-02
Publication Date 2024-04-11
Owner SONY INTERACTIVE ENTERTAINMENT LLC. (USA)
Inventor
  • Leduc, Mathieu
  • Olson, Joseph Logan
  • Masson, Frederic

Abstract

Two dimensional images are converted (302) to a 3D neural radiance field (NeRF), which is modified (402) based on text personalized to a player and input to resemble the accoutrement (1700) for a character demanded by the text. A model scores (404) how well an image matches a line of text to produce a final 3D NeRF, which may be converted (408) to a polygonal mesh and imported into a computer simulation such as a computer game.

IPC Classes  ?

  • A63F 13/50 - Controlling the output signals based on the game progress

3.

HEADSET WITH RECIPROCATING MICROPHONE SUPPORT FIELD

      
Application Number US2023072254
Publication Number 2024/054744
Status In Force
Filing Date 2023-08-15
Publication Date 2024-03-14
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Ogishita, Naoki
  • Schaevitz, Sam

Abstract

A headset (10) has a microphone boom (22) slidably disposed in a sleeve of the headset with a microphone (24) being mounted on the distal end of the boom. The boom is prevented from rotating in the sleeve.

IPC Classes  ?

  • H04R 5/02 - Spatial or constructional arrangements of loudspeakers

4.

HEADSET WITH PIVOTING EAR CUPS

      
Application Number US2023072258
Publication Number 2024/054745
Status In Force
Filing Date 2023-08-15
Publication Date 2024-03-14
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Ogishita, Naoki
  • Schaevitz, Sam

Abstract

A headset (10) has ear cups (12) 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 5/033 - Headphones for stereophonic communication
  • H04R 1/08 - Mouthpieces; Attachments therefor

5.

BALANCED AUGMENTED REALITY GLASSES WITH AUGMENTATION ATTACHMENTS

      
Application Number US2023072260
Publication Number 2024/050227
Status In Force
Filing Date 2023-08-15
Publication Date 2024-03-07
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Ogishita, Naoki
  • Stafford, Jeffrey R.
  • Obana, Koichi

Abstract

AR glasses (10) are provided with left and right temples (20, 22) 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 (24, 26) the temples may be detachably engaged with the temples and may hold one or more electrical components.

IPC Classes  ?

6.

SUPER-FUNGIBLE TOKENS FOR GAMING

      
Application Number IB2023058057
Publication Number 2024/042415
Status In Force
Filing Date 2023-08-09
Publication Date 2024-02-29
Owner
  • SONY GROUP CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINEMENT LLC (USA)
Inventor
  • Milne, James
  • 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  ?

  • G06Q 20/12 - Payment architectures specially adapted for electronic shopping systems
  • G06Q 20/06 - Private payment circuits, e.g. involving electronic currency used only among participants of a common payment scheme
  • 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G06Q 20/38 - Payment architectures, schemes or protocols - Details thereof
  • G06Q 20/40 - Authorisation, e.g. identification of payer or payee, verification of customer or shop credentials; Review and approval of payers, e.g. check of credit lines or negative lists

7.

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

      
Application Number IB2023058069
Publication Number 2024/042418
Status In Force
Filing Date 2023-08-09
Publication Date 2024-02-29
Owner
  • SONY GROUP CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Milne, James
  • 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  ?

  • G06Q 20/12 - Payment architectures specially adapted for electronic shopping systems
  • G06Q 20/06 - Private payment circuits, e.g. involving electronic currency used only among participants of a common payment scheme
  • G06Q 20/38 - Payment architectures, schemes or protocols - Details thereof
  • G06Q 20/40 - Authorisation, e.g. identification of payer or payee, verification of customer or shop credentials; Review and approval of payers, e.g. check of credit lines or negative lists
  • 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

8.

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

      
Application Number IB2023058004
Publication Number 2024/042411
Status In Force
Filing Date 2023-08-08
Publication Date 2024-02-29
Owner
  • SONY GROUP CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINEMENT LLC (USA)
Inventor
  • Milne, James
  • 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  ?

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

9.

SYSTEMS AND METHODS FOR GAME ASSISTANCE AND PRESENTING GAME GUIDES

      
Application Number US2023072016
Publication Number 2024/036272
Status In Force
Filing Date 2023-08-10
Publication Date 2024-02-15
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Schuppp, William
  • Smith, John
  • Cofffey, Caleb

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  ?

  • 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • G06F 3/04817 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus

10.

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

      
Application Number US2023071958
Publication Number 2024/036230
Status In Force
Filing Date 2023-08-09
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
  • 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 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth

11.

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

      
Application Number US2023070979
Publication Number 2024/026327
Status In Force
Filing Date 2023-07-25
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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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 13/424 - 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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • 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

12.

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

      
Application Number US2023069822
Publication Number 2024/026198
Status In Force
Filing Date 2023-07-07
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

13.

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

      
Application Number US2023069996
Publication Number 2024/026205
Status In Force
Filing Date 2023-07-11
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 13/60 - 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 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone

14.

USER PREFERENCE CUSTOMIZED GENERATION OF GAMING MUSIC

      
Application Number US2023070596
Publication Number 2024/020492
Status In Force
Filing Date 2023-07-20
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

15.

USER INTERACTION CUSTOMIZED GENERATION OF GAMING MUSIC

      
Application Number US2023070598
Publication Number 2024/020494
Status In Force
Filing Date 2023-07-20
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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/50 - Controlling the output signals based on the game progress
  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

16.

CUSTOMIZED AUDIO SPECTRUM GENERATION OF GAMING MUSIC

      
Application Number US2023070599
Publication Number 2024/020495
Status In Force
Filing Date 2023-07-20
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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/50 - Controlling the output signals based on the game progress
  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

17.

INTERFACE CUSTOMIZED GENERATION OF GAMING MUSIC

      
Application Number US2023070602
Publication Number 2024/020497
Status In Force
Filing Date 2023-07-20
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  ?

  • 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 13/54 - 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 13/77 - 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 3/16 - Sound input; Sound output
  • G06F 9/50 - Allocation of resources, e.g. of the central processing unit [CPU]
  • G06F 9/54 - Interprogram communication
  • G11B 27/031 - Electronic editing of digitised analogue information signals, e.g. audio or video signals
  • 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
  • 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
  • H04L 67/60 - Scheduling or organising the servicing of application requests, e.g. requests for application data transmissions using the analysis and optimisation of the required network resources

18.

INTENT IDENTIFICATION FOR DIALOGUE SUPPORT

      
Application Number US2023023872
Publication Number 2024/019818
Status In Force
Filing Date 2023-05-30
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  ?

  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • G10L 15/22 - Procedures used during a speech recognition process, e.g. man-machine dialog
  • G10L 25/69 - Speech or voice analysis techniques not restricted to a single one of groups specially adapted for particular use for evaluating synthetic or decoded voice signals

19.

GENERATING CUSTOMIZED SUMMARIES OF VIRTUAL ACTIONS AND EVENTS

      
Application Number US2023023974
Publication Number 2024/019820
Status In Force
Filing Date 2023-05-31
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  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • G09B 19/22 - Games, e.g. card games

20.

SPECTATOR PARTICIPATION IN ESPORTS EVENTS

      
Application Number US2023024036
Publication Number 2024/019822
Status In Force
Filing Date 2023-05-31
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 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/86 - Watching games played by other players
  • H04N 21/2187 - Live feed
  • 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 13/25 - Output arrangements for video game devices

21.

CROWD-SOURCED ESPORTS STREAM PRODUCTION

      
Application Number US2023024039
Publication Number 2024/019823
Status In Force
Filing Date 2023-05-31
Publication Date 2024-01-25
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 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
  • H04N 13/117 - Transformation of image signals corresponding to virtual viewpoints, e.g. spatial image interpolation the virtual viewpoint locations being selected by the viewers or determined by viewer tracking
  • H04N 21/218 - Source of audio or video content, e.g. local disk arrays
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • H04N 21/472 - 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

22.

GAME ENVIRONMENT CUSTOMIZED GENERATION OF GAMING MUSIC

      
Application Number US2023070601
Publication Number 2024/020496
Status In Force
Filing Date 2023-07-20
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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/50 - Controlling the output signals based on the game progress
  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

23.

CUSTOMIZED DIALOGUE SUPPORT

      
Application Number US2023023866
Publication Number 2024/019817
Status In Force
Filing Date 2023-05-30
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, Steve
  • 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 17/24 -  the user being prompted to utter a password or a predefined phrase
  • G10L 21/16 - Transforming into a non-visible representation
  • G06F 3/16 - Sound input; Sound output

24.

CONTEXTUAL SCENE ENHANCEMENT

      
Application Number US2023023875
Publication Number 2024/019819
Status In Force
Filing Date 2023-05-30
Publication Date 2024-01-25
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERAINMENT 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  ?

  • H04N 21/233 - Processing of audio elementary streams
  • H04N 21/8545 - Content authoring for generating interactive applications
  • H04N 21/43 - Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronizing decoder's clock; Client middleware

25.

SYSTEMS AND METHODS FOR COMMUNICATING AUDIO DATA

      
Application Number US2023069834
Publication Number 2024/015719
Status In Force
Filing Date 2023-07-07
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 21/233 - Processing of audio elementary streams
  • 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
  • G06F 3/04817 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
  • G09B 21/00 - Teaching, or communicating with, the blind, deaf or mute
  • H04N 9/87 - Regeneration of colour television signals
  • H04N 21/258 - Client or end-user data management, e.g. managing client capabilities, user preferences or demographics or processing of multiple end-users preferences to derive collaborative data
  • H04N 21/422 - Input-only peripherals, e.g. global positioning system [GPS]
  • H04N 21/426 - Internal components of the client
  • H04N 21/43 - Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronizing decoder's clock; Client middleware
  • H04N 21/439 - Processing of audio elementary streams
  • 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 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • H04N 21/485 - End-user interface for client configuration
  • H04N 21/488 - Data services, e.g. news ticker
  • H04N 21/81 - Monomedia components thereof

26.

SYSTEMS AND METHODS FOR REDUCED FRICTION REPORTING OF DISRUPTIVE BEHAVIOR INCIDENTS IN CLOUD-BASED GAMING

      
Application Number US2023023778
Publication Number 2024/015150
Status In Force
Filing Date 2023-05-26
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 13/355 - 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 13/46 - Computing the game score
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/86 - Watching games played by other players

27.

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

      
Application Number US2023069821
Publication Number 2024/015716
Status In Force
Filing Date 2023-07-07
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 13/424 - 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

28.

SYSTEMS AND METHODS FOR COMMUNICATING AUDIO DATA VIA A DISPLAY DEVICE

      
Application Number US2023069914
Publication Number 2024/015753
Status In Force
Filing Date 2023-07-10
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  ?

  • 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 13/53 - 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
  • G06F 3/04817 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance using icons
  • G09B 21/00 - Teaching, or communicating with, the blind, deaf or mute
  • H04N 21/422 - Input-only peripherals, e.g. global positioning system [GPS]
  • H04N 21/426 - Internal components of the client
  • H04N 21/43 - Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronizing decoder's clock; Client middleware
  • H04N 21/431 - Generation of visual interfaces; Content or additional data rendering
  • H04N 21/439 - Processing of audio elementary streams
  • H04N 21/441 - Acquiring end-user identification
  • 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
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • H04N 21/485 - End-user interface for client configuration
  • H04N 21/488 - Data services, e.g. news ticker

29.

SECURE MATCHMAKING, ASSET TRANSFER, AND USABILITY RECONFIGURATION PLATFORM

      
Application Number US2023020180
Publication Number 2023/235082
Status In Force
Filing Date 2023-04-27
Publication Date 2023-12-07
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 20/12 - Payment architectures specially adapted for electronic shopping systems
  • G06Q 30/06 - Buying, selling or leasing transactions
  • G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
  • 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
  • G06Q 20/06 - Private payment circuits, e.g. involving electronic currency used only among participants of a common payment scheme

30.

SYSTEMS AND METHODS FOR AUTOMATED CUSTOMIZED VOICE FILTERING

      
Application Number US2023020519
Publication Number 2023/235084
Status In Force
Filing Date 2023-05-01
Publication Date 2023-12-07
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  ?

  • G06N 20/00 - Machine learning
  • G10L 15/02 - Feature extraction for speech recognition; Selection of recognition unit
  • G10L 15/14 - Speech classification or search using statistical models, e.g. Hidden Markov Models [HMM]
  • G10L 17/04 - Training, enrolment or model building
  • G10L 17/26 - Recognition of special voice characteristics, e.g. for use in lie detectors; Recognition of animal voices
  • G10L 21/007 - Changing voice quality, e.g. pitch or formants characterised by the process used
  • H04S 7/00 - Indicating arrangements; Control arrangements, e.g. balance control
  • G10L 15/07 - Adaptation to the speaker
  • G10L 21/0216 - Noise filtering characterised by the method used for estimating noise
  • G10L 21/0264 - Noise filtering characterised by the type of parameter measurement, e.g. correlation techniques, zero crossing techniques or predictive techniques
  • G10L 25/27 - Speech or voice analysis techniques not restricted to a single one of groups characterised by the analysis technique

31.

COOPERATIVE AND COACHED GAMEPLAY

      
Application Number US2023020725
Publication Number 2023/235091
Status In Force
Filing Date 2023-05-02
Publication Date 2023-12-07
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 13/67 - 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
  • G06F 3/00 - Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
  • G06F 15/02 - Digital computers in general; Data processing equipment in general manually operated with input through keyboard and computation using a built-in program, e.g. pocket calculators

32.

AUTOMATED VISUAL TRIGGER PROFILING AND DETECTION

      
Application Number US2023020727
Publication Number 2023/235092
Status In Force
Filing Date 2023-05-02
Publication Date 2023-12-07
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

33.

ESPORTS SPECTATOR ONBOARDING

      
Application Number US2023020990
Publication Number 2023/235102
Status In Force
Filing Date 2023-05-04
Publication Date 2023-12-07
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  ?

  • G06Q 50/20 - Education
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

34.

TRIGGERING VIRTUAL HELP OR HINDRANCE BASED ON AUDIENCE PARTICIPATION TIERS

      
Application Number US2023020991
Publication Number 2023/235103
Status In Force
Filing Date 2023-05-04
Publication Date 2023-12-07
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 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/86 - Watching games played by other players
  • A63F 13/85 - Providing additional services to players
  • H04N 21/2187 - Live feed
  • G06Q 50/00 - Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism

35.

GAZE-BASED COORDINATION OF VIRTUAL EFFECTS INDICATORS

      
Application Number US2023020554
Publication Number 2023/235085
Status In Force
Filing Date 2023-05-01
Publication Date 2023-12-07
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  ?

  • 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
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G02B 27/01 - Head-up displays

36.

DYNAMIC AUDIO OPTIMIZATION

      
Application Number US2023020720
Publication Number 2023/235088
Status In Force
Filing Date 2023-05-02
Publication Date 2023-12-07
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  ?

  • G06F 3/16 - Sound input; Sound output
  • H04R 25/00 - Deaf-aid sets
  • H04S 7/00 - Indicating arrangements; Control arrangements, e.g. balance control

37.

PROFILE-BASED DETECTION OF UNINTENDED CONTROLLER ERRORS

      
Application Number US2023020722
Publication Number 2023/235089
Status In Force
Filing Date 2023-05-02
Publication Date 2023-12-07
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 13/67 - 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
  • G06F 3/00 - Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
  • G06F 15/02 - Digital computers in general; Data processing equipment in general manually operated with input through keyboard and computation using a built-in program, e.g. pocket calculators

38.

ADAPTIVE DIFFICULTY CALIBRATION FOR SKILLS-BASED ACTIVITIES IN VIRTUAL ENVIRONMENTS

      
Application Number US2023020723
Publication Number 2023/235090
Status In Force
Filing Date 2023-05-02
Publication Date 2023-12-07
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 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
  • G06F 3/00 - Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
  • G06F 15/02 - Digital computers in general; Data processing equipment in general manually operated with input through keyboard and computation using a built-in program, e.g. pocket calculators

39.

METHOD AND SYSTEM FOR PROVIDING GAME REIMMERSION

      
Application Number US2023022779
Publication Number 2023/229920
Status In Force
Filing Date 2023-05-18
Publication Date 2023-11-30
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
  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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

40.

METHODS AND SYSTEMS FOR BALANCING AUDIO DIRECTED TO EACH EAR OF USER

      
Application Number US2023067153
Publication Number 2023/230422
Status In Force
Filing Date 2023-05-17
Publication Date 2023-11-30
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  ?

41.

METHOD AND SYSTEM FOR PROCESSING GENDER VOICE COMPENSATION

      
Application Number US2023067415
Publication Number 2023/230518
Status In Force
Filing Date 2023-05-24
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 (Al) 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 Al model to control the game play.

IPC Classes  ?

  • 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 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
  • G10L 21/0316 - Speech enhancement, e.g. noise reduction or echo cancellation by changing the amplitude
  • 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
  • G10L 15/08 - Speech classification or search
  • G10L 21/013 - Adapting to target pitch
  • G10L 21/0364 - Speech enhancement, e.g. noise reduction or echo cancellation by changing the amplitude for improving intelligibility

42.

METHODS AND SYSTEMS FOR ADDING REAL-WORLD SOUNDS TO VIRTUAL REALITY SCENE

      
Application Number US2023020902
Publication Number 2023/229818
Status In Force
Filing Date 2023-05-03
Publication Date 2023-11-30
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). 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 3/01 - 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
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

43.

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

      
Application Number US2023021051
Publication Number 2023/229823
Status In Force
Filing Date 2023-05-04
Publication Date 2023-11-30
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Dorn, Victoria
  • Osman, Steven
  • Tiinklenberg, 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 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/426 - 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 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character

44.

SYSTEMS AND METHODS FOR ENABLING INTERACTIVE GAME ASSISTANCE DURING GAMEPLAY

      
Application Number US2023022416
Publication Number 2023/229883
Status In Force
Filing Date 2023-05-16
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 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • 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
  • 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 13/422 - 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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving game

45.

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

      
Application Number US2023067377
Publication Number 2023/230489
Status In Force
Filing Date 2023-05-23
Publication Date 2023-11-30
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 13/54 - 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 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
  • 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 13/424 - 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

46.

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

      
Application Number US2023067417
Publication Number 2023/230519
Status In Force
Filing Date 2023-05-24
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 (Al) model trained to identify one or more levels of user immersion defining user engagement with the video game. The method includes using the Al 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/26 - 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 13/67 - 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

47.

SYSTEMS AND METHODS FOR ENABLING PREDICTIVE ASSISTANCE DURING GAMEPLAY

      
Application Number US2023022609
Publication Number 2023/229901
Status In Force
Filing Date 2023-05-17
Publication Date 2023-11-30
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 13/422 - 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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
  • 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G06N 20/00 - Machine learning

48.

COMPUTER GAME SYSTEM CALENDAR

      
Application Number US2023066106
Publication Number 2023/215678
Status In Force
Filing Date 2023-04-24
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 (300) is provided showing on one side a calendar of events (302) in day of the month format and on the other side a column of tiles (306), 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 10/109 - Time management, e.g. calendars, reminders, meetings or time accounting
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06Q 10/10 - Office automation; Time management

49.

COLLABORATIVE WHITEBOARD FOR MEETINGS

      
Application Number IB2023051913
Publication Number 2023/175425
Status In Force
Filing Date 2023-03-01
Publication Date 2023-09-21
Owner
  • SONY GROUP CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Milne, James
  • Mccoy, Charles
  • Xiong, True

Abstract

An electronic device and method for collaboration among whiteboard user interfaces (UIs) 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 UIs 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 UIs 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 3/14 - Digital output to display device
  • H04L 65/403 - Arrangements for multi-party communication, e.g. for conferences
  • G06F 3/0488 - 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
  • G06F 3/04845 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range for image manipulation, e.g. dragging, rotation, expansion or change of colour
  • 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 3/04883 - 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 3/04886 - 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 by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus

50.

METHODS FOR CONTROLLING USE OF COMPUTING RESOURCES, SUCH AS VIRTUAL GAME CONSOLES

      
Application Number US2022073702
Publication Number 2023/154129
Status In Force
Filing Date 2022-07-13
Publication Date 2023-08-17
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
  • 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
  • G06N 3/08 - Learning methods
  • G06N 3/00 - Computing arrangements based on biological models

51.

CLIENT-SIDE ENCRYPTION OF CONTENT FOR VIRTUAL MEETINGS

      
Application Number IB2023050441
Publication Number 2023/152576
Status In Force
Filing Date 2023-01-18
Publication Date 2023-08-17
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY GROUP CORPORATION (Japan)
Inventor
  • Milne, James
  • 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 9/00 - Arrangements for secret or secure communications; Network security protocols
  • H04L 65/00 - Network arrangements, protocols or services for supporting real-time applications in data packet communication
  • H04L 65/403 - Arrangements for multi-party communication, e.g. for conferences

52.

TRAINING ARCHITECTURE USING GAME CONSOLES

      
Application Number US2022073700
Publication Number 2023/154128
Status In Force
Filing Date 2022-07-13
Publication Date 2023-08-17
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 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 13/355 - 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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • 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

53.

CONTROL OF PERMISSIONS ASSOCIATED WITH ANNOTATIONS IN ONLINE-CONFERENCE

      
Application Number IB2023050221
Publication Number 2023/148564
Status In Force
Filing Date 2023-01-10
Publication Date 2023-08-10
Owner
  • SONY GROUP CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Milne, James
  • 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  ?

  • H04L 12/18 - Arrangements for providing special services to substations for broadcast or conference

54.

REMOTE PLAY USING A LOCAL PROJECTOR

      
Application Number US2022050683
Publication Number 2023/113978
Status In Force
Filing Date 2022-11-22
Publication Date 2023-06-22
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 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • 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 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • G06F 3/0346 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
  • H04N 5/74 - Projection arrangements for image reproduction, e.g. using eidophor

55.

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

      
Application Number US2022050707
Publication Number 2023/113979
Status In Force
Filing Date 2022-11-22
Publication Date 2023-06-22
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 13/73 - Authorising game programs or game devices, e.g. checking authenticity
  • 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 13/46 - Computing the game score
  • G06Q 20/38 - Payment architectures, schemes or protocols - Details thereof
  • G06Q 30/0207 - Discounts or incentives, e.g. coupons or rebates
  • H04L 9/00 - Arrangements for secret or secure communications; Network security protocols

56.

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

      
Application Number US2022050623
Publication Number 2023/101857
Status In Force
Filing Date 2022-11-21
Publication Date 2023-06-08
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 13/46 - Computing the game score
  • A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G06Q 99/00 - Subject matter not provided for in other groups of this subclass
  • H04L 9/00 - Arrangements for secret or secure communications; Network security protocols

57.

INPUT PREDICTION FOR PRE-LOADING OF RENDERING DATA

      
Application Number US2022050502
Publication Number 2023/096840
Status In Force
Filing Date 2022-11-18
Publication Date 2023-06-01
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Rottler, Ben, Honda
  • Trombetta, Steven

Abstract

Methods and systems are provided for fetching graphics data for rendering a scene presented on a display device. The method includes receiving gaze information for eyes of a user while the user is interacting with the scene. The method includes tracking gestures of the user while the user is interacting with the scene. The method includes identifying a content item in the scene as being a potential focus of interactivity by the user. The method includes processing the gaze information and the gestures of the user to generate a prediction of interaction with the content item by the user. The method includes processing a pre-fetching operation to access and load the graphics data into system memory in anticipation of the user interacting with the content item. In this way, when a prediction of interaction with a content item in the scene is determined based on the game actions (e.g., eye gaze, gestures, etc.) of the user, graphics data associated with the content item can be loaded into the system memory and can be used for further rendering of the content item which can help eliminate delays when the user interacts with the content item in the game scene.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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 13/219 - Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
  • 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 13/428 - 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 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

58.

HEADS UP DISPLAY IN VIRTUAL REALITY

      
Application Number US2022048885
Publication Number 2023/091309
Status In Force
Filing Date 2022-11-03
Publication Date 2023-05-25
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Hayashi, Eric, M.
  • Nicholls, Christopher, Philip
  • Barber, Heston

Abstract

A method including rendering a view of a virtual environment of a video game for display in a head mounted display of a user, wherein the virtual environment includes a plurality of objects. The method including tracking gaze of the user. The method including detecting that the gaze of the user is directed towards an object in the view for a period of time. The method including generating a heads up display (HUD) interface including information related to the object. The method including surfacing the HUD interface near the object in the view of the virtual environment.

IPC Classes  ?

  • 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 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat

59.

VISUAL TAGGING AND HEAT-MAPPING OF EMOTION

      
Application Number US2022043571
Publication Number 2023/075945
Status In Force
Filing Date 2022-09-15
Publication Date 2023-05-04
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Yang, Rui
  • Yingling, Courtney

Abstract

Systems and methods for visually tagging communications in communication sessions are provided. A current communication session associated with a user device communicating with one or more other user devices may be monitored. The current communication session may include a plurality of messages including a set of the messages associated with the user device. An emotional state may be identified for each message in the set and categorized based on analyzing the set of the messages in view of contextual information regarding the user of the user device. A categorized emotional state of at least one of the messages may be detected, triggering a tagging rule associated with the user of the user device. A presentation of the set of the messages may be modified within the current communication session based on the tagging rule. The modified presentation may include one or more tags indicative of the categorized emotional state of the at least one message.

IPC Classes  ?

60.

MERCHANDISE WITH FLEXIBLE DISPLAY AND DETACHABLE COMPONENT

      
Application Number US2022029432
Publication Number 2023/278020
Status In Force
Filing Date 2022-05-16
Publication Date 2023-01-05
Owner SONNY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Buzzini, Blake
  • Black, Glenn
  • Kwun, Arthur
  • Tokubo, Todd

Abstract

A garment system is provided, including: a main component configured to be worn by a user, the main component having a flexible display portion and a sensor; a detachable component configured to be detachably coupled to the main component; wherein the sensor detects when the detachable component is attached to, or detached from, the main component, and responsively triggers a change in imagery presented on the flexible display portion in response to said attachment or detachment of the detachable component.

IPC Classes  ?

61.

CROSS SKILL COMPETITION

      
Application Number US2022021954
Publication Number 2023/277981
Status In Force
Filing Date 2022-03-25
Publication Date 2023-01-05
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Villa, Mark

Abstract

A plurality of game titles may be hosted on a gaming network platform. Real-time gameplay data involving the plurality of game titles may be tracked. A skill profile from one or more player devices associated, with, one or more players may be received by a competition server. A subset of players may be invited to join a house, neighborhood, and village. One or more scores may be received from the players in the village. The scores may be aggregated at the end of a predetermined time period.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for

62.

MOVABLE CAMERA

      
Application Number US2022030496
Publication Number 2022/265821
Status In Force
Filing Date 2022-05-23
Publication Date 2022-12-22
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Ogishita, Naoki

Abstract

An imaging system includes a cylindrical housing (10) defining left and right circular ends (12) and formed with a linear slit (18) extending from left end to right end. A camera (22 or 24 or 26) is in the housing with a line of sight through the slit. A processor (1500) in the housing receives signals from the camera and controls an actuator (1510) in the housing to rotate the cylindrical housing about a central axis defined the cylindrical housing such that the cylindrical housing can roll under influence of the actuator.

IPC Classes  ?

  • H04N 5/225 - Television cameras
  • F16M 11/00 - Stands or trestles as supports for apparatus or articles placed thereon
  • F16M 11/02 - Heads
  • F16M 11/04 - Means for attachment of apparatus; Means allowing adjustment of the apparatus relatively to the stand
  • F16M 11/06 - Means for attachment of apparatus; Means allowing adjustment of the apparatus relatively to the stand allowing pivoting
  • F16M 11/10 - Means for attachment of apparatus; Means allowing adjustment of the apparatus relatively to the stand allowing pivoting around a horizontal axis
  • G03B 17/00 - APPARATUS OR ARRANGEMENTS FOR TAKING PHOTOGRAPHS OR FOR PROJECTING OR VIEWING THEM; APPARATUS OR ARRANGEMENTS EMPLOYING ANALOGOUS TECHNIQUES USING WAVES OTHER THAN OPTICAL WAVES; ACCESSORIES THEREFOR - Details of cameras or camera bodies; Accessories therefor
  • H04N 5/00 - PICTORIAL COMMUNICATION, e.g. TELEVISION - Details of television systems

63.

SYSTEMS AND METHODS FOR EMULATION OF GRAPHICAL AND AUDIO PARAMETERS DURING A PLAY OF A LEGACY GAME

      
Application Number US2022021830
Publication Number 2022/260738
Status In Force
Filing Date 2022-03-24
Publication Date 2022-12-15
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Weising, George
  • Corvi, Ernesto
  • Thach, David

Abstract

A method for emulation of graphical parameters during a play of a legacy game is described. The method includes receiving a user input from a hand-held controller and determining whether one or more basic blocks of code for servicing the user input are stored in a cache. The method further includes compiling the one or more basic blocks of code from one or more emulated processing unit (PU) code instructions upon determining that the one or more basic blocks are not stored in the cache. The method includes executing the one or more basic blocks of code to generate one or more legacy graphical parameters. The method includes emulating the one or more legacy graphical parameters to generate one or more image frames having one or more updated graphical parameters for display of one or more images of the legacy game on a display device.

IPC Classes  ?

  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • 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 13/53 - 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

64.

SMART MEDIA RECOMMENDATIONS BY EVENTS

      
Application Number US2022030265
Publication Number 2022/260847
Status In Force
Filing Date 2022-05-20
Publication Date 2022-12-15
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Vengurlekar, Harshank Dilip
  • Kamalapurkar, Madhur

Abstract

A technique allows curating (306) content such as videos to be specific to some event/theme. The technique allows creating an event in a calendar (212), and a backend system (202) internally has an algorithm to pick the movies/TV shows based on viewing history.

IPC Classes  ?

  • G06V 20/30 - Scenes; Scene-specific elements in albums, collections or shared content, e.g. social network photos or video
  • H04N 5/76 - Television signal recording
  • G06K 9/62 - Methods or arrangements for recognition using electronic means
  • G06F 16/00 - Information retrieval; Database structures therefor; File system structures therefor
  • G06V 20/00 - Scenes; Scene-specific elements

65.

SYSTEMS AND METHODS FOR EMULATION OF USER INPUT DURING A PLAY OF A LEGACY GAME

      
Application Number US2022021817
Publication Number 2022/250773
Status In Force
Filing Date 2022-03-24
Publication Date 2022-12-01
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Corvi, Emesto
  • Weising, George
  • Thach, David

Abstract

A method for emulation of user input during a play of a legacy game is described. The method includes receiving a user input from the updated hand-held controller and parsing the user input to identify an updated input device of the updated hand-held controller. The method further includes determining, based on the identity of the updated input device, an identity of a legacy input device of a legacy hand-held controller. The method includes determining whether one or more blocks of code for servicing a functionality of the legacy input device of the legacy hand-held controller are cached, and accessing one or more instructions of a legacy game code of the legacy game upon determining that the one or more blocks of code are not cached. The method includes compiling the one or more blocks of code from the one or more instructions of the legacy game code.

IPC Classes  ?

  • 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 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
  • 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

66.

METHOD OF DETECTING IDLE GAME CONTROLLER

      
Application Number US2022027418
Publication Number 2022/235633
Status In Force
Filing Date 2022-05-03
Publication Date 2022-11-10
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Khim, Jeansoo

Abstract

A technique detects (406) when a computer simulation controller such as a computer game controller (200) is idle and, thus, that the simulation (game) should be paused immediately (412, 518) without waiting for an "AwayFromKeyboard" timer to time out by detecting whether the user has laid the controller down and gone away or simply is not responding.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • G06F 11/30 - Monitoring
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

67.

ADJUSTABLE ROBOT FOR PROVIDING SCALE OF VIRTUAL ASSETS AND IDENTIFYING OBJECTS IN AN INTERACTIVE SCENE

      
Application Number US2022021928
Publication Number 2022/216465
Status In Force
Filing Date 2022-03-25
Publication Date 2022-10-13
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Crosby, Derek
  • Wedig, Geoff

Abstract

A method for generating action sequence data for a character to be rendered in a video game is provided. The method includes, during recording of an actor in a performance space, providing a cue to the actor to perform an action that simulates interacting with a virtual object at a location in the performance space. The method also includes instructing a robot to move to the location in the performance space at which the actor is to simulate interaction with the virtual object, and instructing the robot to adjust a physical attribute of the robot when at the location. The physical attribute of the robot, when adjusted, is placed at a three-dimensional location in the performance space to simulate a scale of the virtual object with which the actor is to simulate interaction. The virtual object can be either an animated object or a non-animated object.

IPC Classes  ?

  • 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 13/56 - 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
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G06V 40/20 - Movements or behaviour, e.g. gesture recognition

68.

SYSTEMS AND METHODS FOR GENERATING A META-GAME FROM LEGACY GAMES

      
Application Number US2022021792
Publication Number 2022/212178
Status In Force
Filing Date 2022-03-24
Publication Date 2022-10-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Weising, George
  • Thach, David
  • Corvi, Ernesto

Abstract

A method for generating a meta-game is described. The method includes receiving, via a first user account, a first user input for a first challenge during a play of a legacy game. The first challenge is created from a first plurality of basic blocks of the legacy game. The method further includes recording at least a portion of the first challenge and receiving, via the first user account, a second user input for a second challenge during the play of the legacy game. The second challenge is created from a second plurality of basic blocks of the legacy game. The method includes recording at least a portion of the second challenge, determining whether a third user input is received via the first user account to request creation of the meta-game, and generating the meta-game from the first and second challenges upon determining that the third user input is received.

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 13/86 - Watching games played by other players
  • A63F 13/49 - Saving the game status; Pausing or ending the game

69.

ARTIFICIAL INTELLIGENCE FOR CAPTURING FACIAL EXPRESSIONS AND GENERATING MESH DATA

      
Application Number US2022022952
Publication Number 2022/212786
Status In Force
Filing Date 2022-03-31
Publication Date 2022-10-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Wedig, Geoff

Abstract

Methods and systems are provided for training a model used for animating a facial expression of a game character. The method includes capturing mesh data of a first human actor using a three-dimensional (3D) camera to generate three-dimensional (3D) depth data of a face of the first human actor. In one embodiment, the 3D depth data is output as mesh files corresponding to a frame captured by the 3D camera. The method includes capturing two- dimensional (2D) point cloud data of the first human actor using a 2D camera. In one embodiment, the 2D point cloud data represents tracked dots present on the face of the first human actor. In another embodiment, the 2D point cloud data is processed to generate training label value files (tLVFs). The method includes processing the mesh data in time coordination with the tLVFs associated with the 2D point cloud data to train the model. The model is configured to receive input mesh files captured from a second human actor and generate as output LVFs corresponding to the input mesh files.

IPC Classes  ?

  • G06T 17/00 - 3D modelling for computer graphics

70.

FACIAL CAPTURE ARTIFICIAL INTELLIGENCE FOR TRAINING MODELS

      
Application Number US2022022953
Publication Number 2022/212787
Status In Force
Filing Date 2022-03-31
Publication Date 2022-10-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Wedig, Geoff

Abstract

Methods and systems are provided for training a model using a simulated character for animating a facial expression of a game character. The method includes generating facial expressions of the simulated character using input label value files (iLVFs). The method includes capturing mesh data of the simulated character using a virtual camera to generate three- dimensional (3D) depth data of a face of the simulated character. In one embodiment, the 3D depth data being output as mesh files corresponding to frames captured by the virtual camera. The method includes processing the iLVFs and the mesh data to train the model. In one embodiment, the model is configured to receive input mesh files from a human actor to generate output label value files (oLVFs) that are used for animating the facial expression of the game character. In this way, a real human actor is not required for training the model.

IPC Classes  ?

  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings

71.

2D/3D TRACKING AND CAMERAS/ANIMATION PLUG-INS

      
Application Number US2022021825
Publication Number 2022/212183
Status In Force
Filing Date 2022-03-24
Publication Date 2022-10-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Zhang, Xinyu

Abstract

Methods and systems for re-mastering animation files used in a video game includes identifying a rig used for representing a virtual character of the video game. Virtual markers are applied to the rig to generate a modified rig. Animation files for the virtual character are executed using the modified rig and a virtual camera is activated to capture images of the animation of the modified rig. Images of the modified rig are used to define performance data. The performance data is applied to a new rig of the virtual character to generate re-mastered animation files. The re-mastered animation files are used in the video game to generate gameplay data.

IPC Classes  ?

  • A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor

72.

ENTERTAINMENT SYSTEM AND ROBOT

      
Application Number JP2021048236
Publication Number 2022/149496
Status In Force
Filing Date 2021-12-24
Publication Date 2022-07-14
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 Ramanath Bhat
  • Yasuda Mari

Abstract

An entertainment system 10 comprises a user terminal 11, a robot 13, and a control device 14. The user terminal 11 causes a display part to display content for a user to select a character from multiple characters for which different personalities are defined. The control device 14 determines an operation mode of the robot 13 on the basis of a parameter corresponding to the personality of the character selected in the user terminal 11.

IPC Classes  ?

  • A63H 11/00 - Self-movable toy figures
  • A63H 29/00 - Drive mechanisms for toys in general
  • G05D 1/02 - Control of position or course in two dimensions
  • G06F 3/0482 - Interaction with lists of selectable items, e.g. menus

73.

SYSTEMS AND METHODS FOR CONVERTING A LEGACY CODE INTO AN UPDATED CODE

      
Application Number US2021063906
Publication Number 2022/140167
Status In Force
Filing Date 2021-12-16
Publication Date 2022-06-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Corvi, Ernesto
  • Weising, George
  • Thach, David

Abstract

A method for facilitating a play of a legacy game is described. The method includes receiving a user input during the play of the legacy game, determining whether one or more blocks of code for servicing the user input are cached, and accessing one or more instructions of a legacy game code upon determining that the one or more blocks of code are not cached. The method further includes compiling the one or more blocks of code from the one or more instructions of the legacy game code, caching the one or more blocks of code, and executing the one or more blocks of code to display a virtual environment.

IPC Classes  ?

  • A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
  • A63F 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
  • G06F 8/52 - Binary to binary
  • G06F 9/455 - Emulation; Interpretation; Software simulation, e.g. virtualisation or emulation of application or operating system execution engines

74.

IN-GAME DYNAMIC CAMERA ANGLE ADJUSTMENT

      
Application Number US2021053521
Publication Number 2022/115160
Status In Force
Filing Date 2021-10-05
Publication Date 2022-06-02
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Lissi, Fabio

Abstract

A methods and system are provided for dynamically adjusting a camera angle in a video game is provided. One example method includes receiving a dataset of a plurality of video sequences that are associated with tagging data in metadata that identify characteristics of actions occurring in each of the plurality of video sequences. The method includes generating an artificial intelligence (AI) model from the dataset. The method includes accessing the AI model during gameplay of the video game. The accessing includes providing snapshots of video sequences generated during said gameplay of the video game. The method includes adjusting a game camera angle dynamically during the gameplay. The adjusting is responsive to adjustment instructions derived from said AI model.

IPC Classes  ?

  • A63F 13/525 - Changing parameters of virtual cameras
  • A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
  • 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

75.

METHOD AND SYSTEMS FOR DYNAMIC QUEST GENERATION

      
Application Number US2021053655
Publication Number 2022/115161
Status In Force
Filing Date 2021-10-05
Publication Date 2022-06-02
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Weising, George
  • Corvi, Ernesto
  • Thach, David

Abstract

Methods and systems are provided for executing a video game for a player. The method includes determining a golden path associated with a gameplay of a player. The golden path includes a plurality of main story quests associated with the golden path. The method includes processing the gameplay to identify player gaming metrics as the player progresses along the golden path. The method includes examining the player gaming metrics to identify a game region along the golden path where the player is determined to need assistance to advance in the video game. The method includes generating a dynamic quest for the player. The dynamic quest is generated with one or more sub-parts to enable acquisition of a reward that is useful for assisting the player to make advancement in said video game along the golden path. The method includes inserting the dynamic quest along the golden path, the inserting presents the dynamic quest to the player and enables said acquisition of said reward.

IPC Classes  ?

  • 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 13/67 - 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 13/69 - 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 13/46 - Computing the game score

76.

REAL WORLD BEACONS INDICATING VIRTUAL LOCATIONS

      
Application Number US2021061100
Publication Number 2022/115743
Status In Force
Filing Date 2021-11-30
Publication Date 2022-06-02
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Ghislandi, Charles
  • Crosby, Derek

Abstract

Techniques are described for facilitating the coordination of audio video (AV) production using multiple actors in respective locations that are remote from each other, such that an integrated AV product can be generated by coordinating the activities of multiple remote actors in concert with one another. A director (200) can indicate in the virtual world a desired location of a stage prop (206), and a beacon (302) may then be transmitted toward a real world location corresponding to the desired location to aid in placement of the prop.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics

77.

FRAME OF REFERENCE FOR MOTION CAPTURE

      
Application Number US2021060899
Publication Number 2022/115662
Status In Force
Filing Date 2021-11-26
Publication Date 2022-06-02
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Crosby, Derek
  • Ghislandi, Charles
  • Wedig, Geoff

Abstract

Techniques are described for facilitating the coordination of audio video (AV) production using multiple actors (404) in respective locations (402) that are remote from each other, such that an integrated AV product can be generated by coordinating the activities of multiple remote actors (404) in concert with one another. Motion capture (mocap) of multiple actors who are geographically distant from each other is facilitated (200).

IPC Classes  ?

78.

SYSTEMS AND METHODS FOR VERIFYING ACTIVITY ASSOCIATED WITH A PLAY OF A GAME

      
Application Number US2021050299
Publication Number 2022/076136
Status In Force
Filing Date 2021-09-14
Publication Date 2022-04-14
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Rudi, Olga
  • Chow, Katrine
  • Sheldon, Jennifer
  • Michigami, Miho

Abstract

A method for verifying behavior associated with play of a game is described. The method includes receiving a characterization of a first player from a user account as being abusive and accessing a recording of the behavior of the first player stored for a pre-determined time period in response to receiving the characterization of the first player. The method further includes analyzing, by an artificial intelligence model, the behavior of the first player to determine whether the behavior is abusive. The operation of analyzing whether the behavior of the first player is abusive is performed to determine whether the characterization of the first player is accurate.

IPC Classes  ?

  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/75 - 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 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use

79.

MODIFYING GAME CONTENT TO REDUCE ABUSER ACTIONS TOWARD OTHER USERS

      
Application Number US2021050536
Publication Number 2022/066488
Status In Force
Filing Date 2021-09-15
Publication Date 2022-03-31
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Dorn, Victoria
  • Kimura, Tomoyo
  • Huricks-Trapp, Regina
  • Li, Jing

Abstract

Methods and systems for modifying game content include providing content of a video game to a first user. A request is received from a second user for accessing the video game. Responsive to the request, behavior of the first user is determined and content representing the second user is modified to hide the identity of the second user. The modified content representing the second user is included with content of the video game presented to the first user, and the unmodified content representing the second user is included with content of the video game presented to the second user.

IPC Classes  ?

  • A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating 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 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • 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 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/86 - Watching games played by other players

80.

METHODS AND SYSTEMS FOR FRICTIONLESS NEW DEVICE FEATURE ON-BOARDING

      
Application Number US2021049688
Publication Number 2022/066424
Status In Force
Filing Date 2021-09-09
Publication Date 2022-03-31
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Sheldon, Jennifer

Abstract

Methods, systems, and computer programs are provided for on-boarding users to new features of a device. One method includes detecting use of the device by the user during a session. The method includes detecting an interactive scenario during use of the device. The interactive scenario including a plurality of device features usable to move along interactive pathways for the interactive scenario. The method includes identifying the new device feature along a new interactive pathway during said use of the device. The identifying of the new device feature is based on learning of device features used by the user in one or more prior interactive scenarios. The method includes identifying a training scenario for the new device feature. The training scenario is accessible via an interactive interface that enables demonstration use of the new device feature. The new device feature is identified for said training scenario when the new device feature is present as an option along one or more of said interactive pathways.

IPC Classes  ?

  • G09B 5/06 - Electrically-operated educational appliances with both visual and audible presentation of the material to be studied
  • G09B 19/24 - Use of tools
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

81.

MACHINE LEARNING TECHNIQUES TO CREATE HIGHER RESOLUTION DATA STRUCTURES REPRESENTING TEXTURES FROM LOWER RESOLUTION DATA STRUCTURES

      
Application Number US2021051293
Publication Number 2022/066634
Status In Force
Filing Date 2021-09-21
Publication Date 2022-03-31
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Hobson, Joshua Scott

Abstract

Machine learning is used to generate (602) a first mipmap of a texture having a first compression based on a second mipmap of the same texture and having a second compression without using compression or decompression in generating the first mipmap. The first mipmap can then be used (700-704) to render a computer graphics object. Training can be done using as input decompressed blocks from originally compressed blocks.

IPC Classes  ?

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

82.

METHOD FOR DETERMINING PLAYER BEHAVIOR

      
Application Number US2021050125
Publication Number 2022/060674
Status In Force
Filing Date 2021-09-13
Publication Date 2022-03-24
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Chow, Katrine

Abstract

Methods and systems for determining behavior of a player playing a video game includes assigning a behavioral value point for the player and for each game item in a gaming scenario of the video game. An action performed by the player and directed toward a specific game item is detected in the gaming scenario. Adjustment value points defined for the action and for the effect of the action on the different game items are identified. A change in the behavioral value points for the player and for each game item affected by the action of the player is dynamically computed by applying adjustment value points defined for the action and for the effect of the action to the corresponding behavioral value points assigned to the player and for each game item affected by the action. The change in the behavioral value points of the player and of each game item affected by the action are examined to establish if the player is exhibiting good behavior or bad behavior.

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 13/67 - 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 13/46 - Computing the game score
  • 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 13/355 - 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

83.

AUTOMATIC POSITIONING OF HEAD-UP DISPLAY BASED ON GAZE TRACKING

      
Application Number US2021046384
Publication Number 2022/046476
Status In Force
Filing Date 2021-08-17
Publication Date 2022-03-03
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Wiggeshoff, Elke

Abstract

A method for placement of a head-up display (HUD) is provided, including: rendering a view of a virtual environment for display to a user; tracking a gaze of the user as the user engages in interactivity with the view of the virtual environment, wherein tracking the gaze of the user generates gaze data, the gaze data identifying locations within the view that the gaze of the user is directed towards during the interactivity; using the gaze data to determine a preferred location for positioning of a HUD in the view; positioning the HUD in the view at the preferred location.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G02B 27/00 - Optical systems or apparatus not provided for by any of the groups ,
  • G02B 27/01 - Head-up displays

84.

POSITIONAL HAPTICS VIA HEAD-MOUNTED PERIPHERAL

      
Application Number US2021044567
Publication Number 2022/046375
Status In Force
Filing Date 2021-08-04
Publication Date 2022-03-03
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Dorn, Victoria
  • Zhao, Frank

Abstract

Methods and systems are provided for activating a plurality of haptic sensors of a physical headset of a user playing a video game. The method includes detecting a sound component associated with an audio object in a scene of the video game, the audio object having a three-dimensional (3D) location in the scene. The method includes identifying position and orientation of a character of the user in the scene in relation to the 3D location of the audio object. The character of the user being controlled by the user playing the video game. The method includes associating a virtual headset to a head of the character, the virtual headset moving as the position and orientation of the character moves in the scene. The virtual headset including a plurality of virtual haptic sensors. The method includes applying a magnitude to each of the plurality of haptic sensors of the physical headset based on a directional distance of each of the virtual haptic sensors of the virtual headset to the audio object in the scene. In one example, in addition to magnitude, frequency and audio data related to the audio object is usable as inputs for controlling each of the plurality of haptic sensors.

IPC Classes  ?

  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
  • A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
  • A63F 13/54 - 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 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers

85.

SYSTEM AND METHOD FOR ACCELERATED RAY TRACING

      
Application Number US2021046777
Publication Number 2022/040472
Status In Force
Filing Date 2021-08-19
Publication Date 2022-02-24
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Cerny, Mark Evan

Abstract

A graphics processing unit (GPU) (300, 400, 500) includes one or more processor cores (304, 406, 502) adapted to execute a software-implemented shader program, and one or more hardware-implemented ray tracing units (RTU) (408, 410, 504) adapted to traverse an acceleration structure to calculate intersections of rays with bounding volumes and graphics primitives. The RTU implements traversal logic to traverse (416) the acceleration structure, stack management, and other tasks to relieve burden on the shader, communicating (418) intersections to the shader which then calculates (420) whether the intersection hit a transparent or opaque portion of the object intersected. Thus, one or more processing cores within the GPU perform accelerated ray tracing by offloading aspects of processing to the RTU, which traverses the acceleration structure within which the 3D environment is represented.

IPC Classes  ?

86.

SYSTEM AND METHOD FOR ACCELERATED RAY TRACING WITH ASYNCHRONOUS OPERATION AND RAY TRANSFORMATION

      
Application Number US2021046788
Publication Number 2022/040481
Status In Force
Filing Date 2021-08-19
Publication Date 2022-02-24
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Cerny, Mark Evan

Abstract

A graphics processing unit (GPU) (300, 400, 500) includes one or more processor cores (304, 406, 502) adapted to execute a software-implemented shader program, and one or more hardware-implemented ray tracing units (RTU) (408, 410, 504) adapted to traverse an acceleration structure to calculate intersections of rays with bounding volumes and graphics primitives asynchronously with shader operation. The RTU implements traversal logic to traverse (416) the acceleration structure including transformation of rays as needed to account for variations in coordinate space between levels, stack management, and other tasks to relieve burden on the shader, communicating (418) intersections to the shader which then calculates (420) whether the intersection hit a transparent or opaque portion of the object intersected. Thus, one or more processing cores within the GPU perform accelerated ray tracing by offloading aspects of processing to the RTU, which traverses the acceleration structure within which the 3D environment is represented.

IPC Classes  ?

  • G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining
  • G06T 15/00 - 3D [Three Dimensional] image rendering
  • G06T 15/80 - Shading

87.

CLASSIFYING GAMING ACTIVITY TO IDENTIFY ABUSIVE BEHAVIOR

      
Application Number US2021033501
Publication Number 2022/026038
Status In Force
Filing Date 2021-05-20
Publication Date 2022-02-03
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
  • 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

88.

MULTITRACK CONTAINER FOR SOUND EFFECT RENDERING

      
Application Number US2021040508
Publication Number 2022/010895
Status In Force
Filing Date 2021-07-06
Publication Date 2022-01-13
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Ashby, Simon

Abstract

Computer game sound effects (SFX) (e.g., 700) are provided (304) to customer computers (204) in a container (202) that includes not only the audio file (such as a.wav file) of the SFX but also the information underlying the SFX (e.g., 402-416), so that the customer can alter (308) the SFX at run time or offline without having to purchase a new sound or go back to the sound provider to ask them to make the desired changes.

IPC Classes  ?

  • G11B 15/00 - Driving, starting or stopping record carriers of filamentary or web form; Driving both such record carriers and heads; Guiding such record carriers or containers therefor; Control thereof; Control of operating function
  • G11B 15/12 - Masking of heads; Selecting or switching of heads between operative and inoperative functions; Masking of beams, e.g. of light beams
  • G11B 17/22 - Guiding record carriers not specifically of filamentary or web form, or of supports therefor from random-access magazine of disc records
  • G11B 27/10 - Indexing; Addressing; Timing or synchronising; Measuring tape travel
  • G11B 27/30 - Indexing; Addressing; Timing or synchronising; Measuring tape travel by using information detectable on the record carrier by using information signals recorded by the same method as the main recording on the same track as the main recording

89.

AUTO HARASSMENT MONITORING SYSTEM

      
Application Number US2021038315
Publication Number 2022/010638
Status In Force
Filing Date 2021-06-21
Publication Date 2022-01-13
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Valencia, Vanessa

Abstract

Methods, systems, and computer programs are provided for identifying an abusive player in a game. One method includes receiving gameplay data for a player during gameplay of the game. The method includes processing a plurality of game mechanics of the game as the player provides input for one or more of said plurality of game mechanics. The method includes processing abusive action scores for each of the plurality of game mechanics. The abusive action scores have a number of tagged actions that are inconsistent with predefined use of said plurality of game mechanics based a game context of the gameplay of the game. The method includes qualifying the player as abusive in regard to one or more of the plurality of game mechanics based on one or more of the abusive actions scores exceeding a threshold during a session of the gameplay of the game.

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 13/67 - 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

90.

VIDEO GAME CONTROLLER WITH COLLAPSIBLE CONTROL STICK

      
Application Number US2021038487
Publication Number 2022/010648
Status In Force
Filing Date 2021-06-22
Publication Date 2022-01-13
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Khim, Jeansoo
  • Osman, Steven

Abstract

A controller, thumbstick, or system comprising a thumbstick body, a thumbstick shaft coupled to the thumbstick body wherein the thumbstick shaft is configured to retract into the thumbstick body and wherein the thumbstick body and the thumbstick shaft is freely rotatable together around a pivot center within the controller body.

IPC Classes  ?

  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
  • G05G 9/00 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously
  • G05G 9/02 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only
  • G05G 9/04 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously

91.

AUTOMATIC SEPARATION OF ABUSIVE PLAYERS FROM GAME INTERACTIONS

      
Application Number US2021038721
Publication Number 2022/005849
Status In Force
Filing Date 2021-06-23
Publication Date 2022-01-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Dorn, Victoria
  • Wiggeshoff, Elke
  • Advincula, Angelica

Abstract

A method performed by at least one server computer is provided, including: during interactive gameplay of a multi-player video game, processing game state data to identify gameplay activity of a player as being abusive; responsive to the identifying the gameplay activity as being abusive, then applying a corrective action to the player during the interactive gameplay, the corrective action providing an indication to the player of the gameplay activity that was identified as being abusive; after applying the corrective action, further processing the game state data to identify additional gameplay activity of the player as being abusive; responsive to the identifying the additional gameplay activity as being abusive, then applying a penalty to the player.

IPC Classes  ?

  • A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure

92.

SCANNING OF 3D OBJECTS WITH A SECOND SCREEN DEVICE FOR INSERTION INTO A VIRTUAL ENVIRONMENT

      
Application Number US2021038723
Publication Number 2022/005850
Status In Force
Filing Date 2021-06-23
Publication Date 2022-01-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Wiggeshoff, Elke

Abstract

A method for inserting a virtual object into a virtual environment is provided, including: generating a scan of a real world object; processing the scan to identify a type of the real world object; based on the identified type of the real world object, generating a virtual object that resembles the real world object; based on the identified type of the real world object, assigning a functionality to the virtual object, the functionality defining an action capable of being performed by the virtual object in a virtual environment; deploying the virtual object in the virtual environment.

IPC Classes  ?

  • A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
  • A63F 13/67 - 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 13/42 - 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 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints

93.

SELECTION OF VIDEO WIDGETS BASED ON COMPUTER SIMULATION METADATA

      
Application Number US2021039620
Publication Number 2022/006111
Status In Force
Filing Date 2021-06-29
Publication Date 2022-01-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Khan, Mohammed

Abstract

Computer game metadata (500) is used to select (502) a video widget provided in a video template. The widget (e.g., 1008, 1010,) can be operable to present metadata in the video template, change an association between features of the video template and metadata generated during play of a computer game, search for clips similar to a video clip presented by the video template, vary a length of a video clip presented by the video template, or vary an intensity of action used to select a video clip presented by the video template.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity
  • A63F 13/497 - Partially or entirely replaying previous game actions

94.

GENERATING VIDEO CLIP OF COMPUTER SIMULATION FROM MULTIPLE VIEWS

      
Application Number US2021039638
Publication Number 2022/006124
Status In Force
Filing Date 2021-06-29
Publication Date 2022-01-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Khan, Mohammed

Abstract

Computer game metadata is used (502) to select a video template for delivery to a user to populate the template with a video of the player or the game. Each template can be associated with its own style. The video can include segments from multiple, different views, e.g., a player view (1702) and a view of the player's opponent (1704).

IPC Classes  ?

  • A63F 13/86 - Watching games played by other players
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
  • A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor

95.

HIGH-SPEED SAVE DATA STORAGE FOR CLOUD GAMING

      
Application Number US2021038783
Publication Number 2022/005856
Status In Force
Filing Date 2021-06-23
Publication Date 2022-01-06
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 i s stored in a cloud storage server. A data access request issued by the video game is received by a management sewer. The data access request identifies requested user data stored in the cloud storage sewer. The requested user data is copied from a lower performance data storage device within the cloud storage sewer into a high-speed data storage device within the management sewer. 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 sender to fulfill the data access request.

IPC Classes  ?

  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • G06F 3/06 - Digital input from, or digital output to, record carriers
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure

96.

MODIFYING COMPUTER SIMULATION VIDEO TEMPLATE BASED ON FEEDBACK

      
Application Number US2021039630
Publication Number 2022/006118
Status In Force
Filing Date 2021-06-29
Publication Date 2022-01-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Khan, Mohammed

Abstract

Computer game metadata is used to select (502) a video template for delivery to a user to populate the template with a video of the player or the game. Each template can be associated (500) with its own unique text, audio, overlays, and the like, in other words, its own style, which depends on the metadata collected during the course of game play. The templates can be modified (1602) based on user feedback.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity
  • A63F 13/497 - Partially or entirely replaying previous game actions

97.

SELECTION OF VIDEO TEMPLATE BASED ON COMPUTER SIMULATION METADATA

      
Application Number US2021034118
Publication Number 2021/262377
Status In Force
Filing Date 2021-05-25
Publication Date 2021-12-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Khan, Mohammed

Abstract

Computer game metadata is used (502) to select a video template for delivery to a user to populate the template with a video of the player or the game. Each template (e.g., 300) can be associated with its own unique text, audio, overlays, and the like, in other words, its own style, which depends on the metadata collected during the course of game play.

IPC Classes  ?

  • G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions

98.

METHOD OF HAPTIC RESPONSES AND INTERACTING

      
Application Number US2021035551
Publication Number 2021/262409
Status In Force
Filing Date 2021-06-02
Publication Date 2021-12-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Chow, Katrine

Abstract

Methods and systems for providing response to a player during game play of a video game includes detecting an interactive task within a game scenario of the video game that requires an action from the player. In response to detecting the interactive task, a profile of the player playing the video game, is identified. A haptic response is provided to the player in accordance to haptic setting defined for the player profile of the player. The haptic response is provided to the player via an input device used by the player for providing game input to the video game. The haptic response that is provided is specific for the player and is provided to guide the player toward the interactive task within the game scenario of the video game.

IPC Classes  ?

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

99.

CHARGER FOR VIDEO GAME CONTROLLER

      
Application Number US2021036220
Publication Number 2021/262423
Status In Force
Filing Date 2021-06-07
Publication Date 2021-12-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Khim, Jeansoo
  • Osman, Steven

Abstract

A method, system and device for controller operation, comprises detecting a change in a state of the controller from a charging state to an operation state. A state of the computing device changes from a controller charging state to a controller operation state in response to detecting the change in the state of the controller. The computing device receives an input from the controller and sends a visual indication of the input to a display device. Additionally, a method, system and device for enhanced controller charging, may comprise detecting a change in a controller state from an operation state to a charging state. A computing device determines whether an ignore input is present after detecting the change in controller state and automatically signs out of a user account or automatically goes into a standby mode when the ignore input is not present.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/80 - Special adaptations for executing a specific game genre or game mode
  • A63F 13/20 - Input arrangements for video game devices
  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers

100.

METHODS AND SYSTEMS FOR PERFORMING AND RECORDING LIVE INTERNET MUSIC NEAR LIVE WITH NO LATENCY

      
Application Number US2021038305
Publication Number 2021/262616
Status In Force
Filing Date 2021-06-21
Publication Date 2021-12-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Galuten, Albhy

Abstract

Methods include a processor executing instructions stored in a memory for generating an electronic count-in, binding the electronic count-in to a first performance to generate a master clock and transmitting a first musician's first performance and first timing information to a network caching, storage, timing and mixing module. The first musician's first performance may be recorded locally at full resolution and transmitted to a full resolution media server and the first timing information may be transmitted to the master clock. The performance is transmitted to a sound device of a second musician and the second musician creates a second performance, transmits it and second timing information to a network caching, storage, timing and mixing module. The first and second performances are mixed along with the first and the second timing information to generate a first mixed audio, which can be transmitted to a sound device of a third musician.

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
  1     2     3        Next Page