Sony Interactive Entertainment LLC

United States of America

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IPC Class
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions 15
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers 14
A63F 13/86 - Watching games played by other players 14
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 11
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 11
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1.

DUAL MACHINE LEARNING PIPELINES FOR TRANSFORMING DATA AND OPTIMIZING DATA TRANSFORMATION

      
Application Number US2020038190
Publication Number 2021/007006
Status In Force
Filing Date 2020-06-17
Publication Date 2021-01-14
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Carrasco, Serge-Paul

Abstract

An end-to-end cloud-based machine learning platform providing computer simulation recommendations. Data lineage is generated (200) for all transformed data for generating feature extraction, transformation, and loading (ETL) to a machine learning model. That data is used to understand (202, 204) the performance of the simulation recommendation models. To that end, understanding the performance of the recommendations, the platform provides the life cycle of the transformed data and compare it to the life cycle of the user interactions. By comparing the two life cycles, recommendations can be returned as to which models are relevant and which are not.

IPC Classes  ?

  • G06F 15/18 - in which a program is changed according to experience gained by the computer itself during a complete run; Learning machines (adaptive control systems G05B 13/00;artificial intelligence G06N)

2.

ASSET AWARE COMPUTING ARCHITECTURE FOR GRAPHICS PROCESSING

      
Application Number US2020032954
Publication Number 2021/002949
Status In Force
Filing Date 2020-05-14
Publication Date 2021-01-07
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Cerny, Mark, E.

Abstract

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

IPC Classes  ?

  • G06T 15/00 - 3D [Three Dimensional] image rendering

3.

MACHINE GENERATED NAVIGATION GRAPH

      
Application Number US2020032509
Publication Number 2020/232014
Status In Force
Filing Date 2020-05-12
Publication Date 2020-11-19
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Hunter, Nicholas
  • Hampton, Jeffrey
  • Dy, Ryan

Abstract

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

IPC Classes  ?

  • G06F 9/44 - Arrangements for executing specific programs

4.

ACCELERATED APPLICATION START USING ESTIMATED PLAY DURATION

      
Application Number US2020029103
Publication Number 2020/226892
Status In Force
Filing Date 2020-04-21
Publication Date 2020-11-12
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Gyrling, Christian

Abstract

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

IPC Classes  ?

  • G06F 9/455 - Emulation; Interpretation; Software simulation, e.g. virtualisation or emulation of application or operating system execution engines

5.

GAME CONTROLLER WITH TOUCHPAD INPUT

      
Application Number US2020028099
Publication Number 2020/219300
Status In Force
Filing Date 2020-04-14
Publication Date 2020-10-29
Owner SONY INTERACTIVE ENTERTAINMENT LLC. (USA)
Inventor
  • Zhao, Cen
  • Yu, Chung-Hsien

Abstract

A game controller (200) includes a touchpad (204) that a user (206), viewing a virtual keyboard (216) on a screen (212), can soft-touch (300) to move a cursor on the screen and then hard-touch (302) to move the cursor and also send location data to a processor for inputting a letter from the virtual keyboard. Machine learning is used to predict a next letter or next word.

IPC Classes  ?

  • G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)

6.

AUTOMATED VIRTUAL ASSET CATALOG FOR COMPUTER APPLICATIONS

      
Application Number US2020022345
Publication Number 2020/205198
Status In Force
Filing Date 2020-03-12
Publication Date 2020-10-08
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Langrand, Sylvain
  • Winter, Peter
  • Kharbanda, Rohan
  • Depizzol, Christoper

Abstract

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

IPC Classes  ?

  • G06Q 30/06 - Buying, selling or leasing transactions
  • G06F 9/44 - Arrangements for executing specific programs
  • G06F 16/00 - Information retrieval; Database structures therefor; File system structures therefor

7.

IDR FRACKING FOR GLASS TO GLASS LATENCY REDUCTION

      
Application Number US2020023968
Publication Number 2020/205285
Status In Force
Filing Date 2020-03-20
Publication Date 2020-10-08
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sanghavi, Bhumik
  • Freeman, Joel
  • Hwang, Alex

Abstract

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

IPC Classes  ?

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

8.

SUPPORTING INTERACTIVE VIDEO ON NON-BROWSER-BASED DEVICES

      
Application Number US2020023976
Publication Number 2020/205286
Status In Force
Filing Date 2020-03-20
Publication Date 2020-10-08
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sanghavi, Bhumik
  • Freeman, Joel
  • Hwang, Alex

Abstract

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

IPC Classes  ?

  • H04N 21/442 - 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

9.

MEDIA PLAYER SUPPORTING STREAMING PROTOCOL LIBRARIES FOR DIFFERENT MEDIA APPLICATIONS ON A COMPUTER SYSTEM

      
Application Number US2020025755
Publication Number 2020/205757
Status In Force
Filing Date 2020-03-30
Publication Date 2020-10-08
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Freeman, Joel Edward
  • Bautista, Peter Alfred Cruz
  • Bair, Thomas Harold

Abstract

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

IPC Classes  ?

  • H04N 21/8545 - Content authoring for generating interactive applications
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • H04N 21/485 - End-user interface for client configuration
  • H04N 21/643 - Communication protocols

10.

BANDWIDTH USAGE REDUCTION EMPLOYING MEDIA TREADING WITH REDUCTIVE EDGING

      
Application Number US2020023992
Publication Number 2020/205288
Status In Force
Filing Date 2020-03-20
Publication Date 2020-10-08
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sanghavi, Bhumik
  • Freeman, Joel
  • Hwang, Alex

Abstract

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

IPC Classes  ?

  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • H04L 12/24 - Arrangements for maintenance or administration
  • H04N 21/845 - Structuring of content, e.g. decomposing content into time segments
  • H04N 21/262 - Content or additional data distribution scheduling, e.g. sending additional data at off-peak times, updating software modules, calculating the carousel transmission frequency, delaying a video stream transmission or generating play-lists
  • H04N 21/433 - Content storage operation, e.g. storage operation in response to a pause request or caching operations

11.

MEDIA MULTI-TASKING USING REMOTE DEVICE

      
Application Number US2020025715
Publication Number 2020/205734
Status In Force
Filing Date 2020-03-30
Publication Date 2020-10-08
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Urbanus, Jonathan Nisser Ford
  • Bautista, Peter Alfred Cruz
  • Bair, Thomas Harold
  • Silvas, Steve Edward

Abstract

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

IPC Classes  ?

  • H04N 21/431 - Generation of visual interfaces; Content or additional data rendering
  • H04N 21/422 - Input-only peripherals, e.g. global positioning system [GPS]
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • H04N 21/8545 - Content authoring for generating interactive applications

12.

USING CAMERA ON COMPUTER SIMULATION CONTROLLER

      
Application Number US2020026135
Publication Number 2020/205947
Status In Force
Filing Date 2020-04-01
Publication Date 2020-10-08
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Khim, Jeansoo

Abstract

A computer simulation controller (200) includes a camera (204) that can be used to image a display (218) on which a computer simulation, controlled by the controller, can be presented. The camera images information (220) on the display, such as display identification (ID), and sends the information to a server (216) streaming the simulation. Based on the information, the server knows to which display to stream the simulation.

IPC Classes  ?

  • H04N 7/14 - Systems for two-way working
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

13.

NEAR REAL-TIME AUGMENTED REALITY VIDEO GAMING SYSTEM

      
Application Number US2020019474
Publication Number 2020/190453
Status In Force
Filing Date 2020-02-24
Publication Date 2020-09-24
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Mccoy, Charles
  • Xiong, True
  • Morgan, Blaine

Abstract

One or more users (202) wear respective wireless headsets (204) or visors that allow the users to see a 3D rendered virtual reality environment emulating the physical space (200) in which the user(s) are located and move. A user is allowed to move freely throughout the physical space while playing. The virtual reality environment that is rendered for a user is based on the user's physical movements. The virtual reality environment rendered for a user shows virtual objects (218V, 220V) where the corresponding physical objects (218, 220) are located so that as the user moves around the objects in the virtual environment the user also moves around the physical objects in the physical space. The floor of the physical space may be made of movable segments (1002, 1102, 1202, 1502, 1802, 1902, 1904) that move according to game play instructions.

IPC Classes  ?

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

14.

SIMULATION SHUFFLE PLAY

      
Application Number US2020019527
Publication Number 2020/185377
Status In Force
Filing Date 2020-02-24
Publication Date 2020-09-17
Owner SONY INTERACTIVE ENTERTAINMENT LLC. (USA)
Inventor Hagland, Torgeir

Abstract

A user playing a computer simulation streamed (402) from a simulation server (212, 214, 216) can shake (404) the simulation controller (202) to cause the simulation console (206) to pseudo-randomly select (408) another simulation in a playlist and automatically start (410) presentation of the other simulation. In this way, the user can shuffle through simulations on the playlist.

IPC Classes  ?

  • G06F 15/173 - Interprocessor communication using an interconnection network, e.g. matrix, shuffle, pyramid, star or snowflake

15.

SYSTEM AND METHOD FOR FILTERING STREAM CHATS

      
Application Number US2020018612
Publication Number 2020/185358
Status In Force
Filing Date 2020-02-18
Publication Date 2020-09-17
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Thielbar, Christopher
  • Bloom-Carlin, Matthew
  • Tsuchikawa, Yuji

Abstract

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

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
  • H04L 12/58 - Message switching systems

16.

VIDEO GAME GUIDANCE SYSTEM

      
Application Number US2020019161
Publication Number 2020/180500
Status In Force
Filing Date 2020-02-21
Publication Date 2020-09-10
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Daniel, Alvin J.

Abstract

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

IPC Classes  ?

  • A63F 13/10 - Control of the course of the game, e.g. start, progress, end
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

17.

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

      
Application Number US2020017082
Publication Number 2020/176217
Status In Force
Filing Date 2020-02-06
Publication Date 2020-09-03
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon

Abstract

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

IPC Classes  ?

  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/45 - Controlling the progress of the video game
  • 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 13/822 - Strategy games; Role-playing games 
  • 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 13/5252 - 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

18.

CONTEXTUAL LAYER FOR DIGITAL CONTENT

      
Application Number US2020017058
Publication Number 2020/171968
Status In Force
Filing Date 2020-02-06
Publication Date 2020-08-27
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Thielbar, Christopher
  • Bloom-Carlin, Matthew
  • Tsuchikawa, Yuii

Abstract

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

IPC Classes  ?

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

19.

TRANSACTIONAL MEMORY SYNCHRONIZATION

      
Application Number US2020018011
Publication Number 2020/172027
Status In Force
Filing Date 2020-02-12
Publication Date 2020-08-27
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Pereira, Edward

Abstract

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

IPC Classes  ?

  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world

20.

MAPPED VIEWS OF DIGITAL CONTENT

      
Application Number US2020016970
Publication Number 2020/171966
Status In Force
Filing Date 2020-02-06
Publication Date 2020-08-27
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Thielbar, Christopher
  • Bloom-Carlin, Matthew
  • Tsuchikawa, Yuji

Abstract

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

IPC Classes  ?

  • H04N 7/00 - Television systems
  • H04N 7/173 - Analogue secrecy systems; Analogue subscription systems with two-way working, e.g. subscriber sending a programme selection signal
  • 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

21.

ERROR DE-EMPHASIS IN LIVE STREAMING

      
Application Number US2020017978
Publication Number 2020/172026
Status In Force
Filing Date 2020-02-12
Publication Date 2020-08-27
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sanghavi, Bhumik
  • Freeman, Joel
  • Hwang, Alex

Abstract

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

IPC Classes  ?

  • 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

22.

CREATING DIVERSITY IN ARTIFICIAL INTELLIGENCE AND MACHINE LEARNING

      
Application Number US2020019125
Publication Number 2020/172474
Status In Force
Filing Date 2020-02-20
Publication Date 2020-08-27
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Galuten, Albhy

Abstract

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

IPC Classes  ?

  • G06F 15/18 - in which a program is changed according to experience gained by the computer itself during a complete run; Learning machines (adaptive control systems G05B 13/00;artificial intelligence G06N)

23.

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

      
Application Number US2020013721
Publication Number 2020/159710
Status In Force
Filing Date 2020-01-15
Publication Date 2020-08-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Colenbrander, Roelof Roderick

Abstract

In a multi-GPU simulation environment, frame buffer management may be implemented by multiple GPUs (306, 402, 504, 600, 704) rendering respective frames of video, or by rendering respective portions of each frame of video (900/902; 1000/1002; 1100/1102). One of the GPUs controls HDMI frame output by virtue of receiving frame information from the other GPU(s) and reading out complete frames through a physically connected HDMI output port (1200). Or, the outputs of the GPUs can be multiplexed together (1302).

IPC Classes  ?

  • G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining
  • G06T 1/60 - Memory management
  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client

24.

MASSIVE MULTI-PLAYER COMPUTE

      
Application Number US2019062069
Publication Number 2020/131274
Status In Force
Filing Date 2019-11-18
Publication Date 2020-06-25
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Yong, Kelvin

Abstract

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

IPC Classes  ?

  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients

25.

SECURE DATA CHANNEL IN A NETWORKED GAMING SYSTEM

      
Application Number US2019065825
Publication Number 2020/131530
Status In Force
Filing Date 2019-12-11
Publication Date 2020-06-25
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Cotta, Bryan

Abstract

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

IPC Classes  ?

  • 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/355 - 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

26.

ANTI-FRAUD CLOUD GAMING BLOCKCHAIN

      
Application Number US2019065828
Publication Number 2020/131533
Status In Force
Filing Date 2019-12-12
Publication Date 2020-06-25
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Cotta, Bryan

Abstract

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

IPC Classes  ?

  • 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
  • G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
  • 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 13/792 - 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

27.

EXPERIENCE-BASED PEER RECOMMENDATIONS

      
Application Number US2019062613
Publication Number 2020/123117
Status In Force
Filing Date 2019-11-21
Publication Date 2020-06-18
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Stephens, Mischa

Abstract

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

IPC Classes  ?

  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

28.

INTERACTIVE OBJECTS IN STREAMING MEDIA AND MARKETPLACE LEDGERS

      
Application Number US2019062626
Publication Number 2020/123118
Status In Force
Filing Date 2019-11-21
Publication Date 2020-06-18
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Stephens, Mischa
  • Clingman, Dustin, Shawn
  • Sherwani, Adil

Abstract

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

IPC Classes  ?

  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
  • H04N 5/445 - Receiver circuitry for displaying additional information
  • H04N 5/783 - Adaptations for reproducing at a rate different from the recording rate
  • H04N 21/2668 - Creating a channel for a dedicated end-user group, e.g. by inserting targeted commercials into a video stream based on end-user profiles
  • H04N 21/81 - Monomedia components thereof

29.

TARGETED GAMING NEWS AND CONTENT FEEDS

      
Application Number US2019062602
Publication Number 2020/123115
Status In Force
Filing Date 2019-11-21
Publication Date 2020-06-18
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Stephens, Mischa
  • Lutz, David

Abstract

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

IPC Classes  ?

  • A63F 13/12 - involving interaction between a plurality of game devices, e.g. transmission or distribution systems
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • 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

30.

MEDIA-ACTIVITY BINDING AND CONTENT BLOCKING

      
Application Number US2019062606
Publication Number 2020/123116
Status In Force
Filing Date 2019-11-21
Publication Date 2020-06-18
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Stephens, Mischa
  • Clingman, Dustin, Shawn
  • Sherwani, Adil

Abstract

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

IPC Classes  ?

  • A63F 13/50 - Controlling the output signals based on the game progress
  • A63F 13/86 - Watching games played by other players
  • 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

31.

MACHINE LEARNING DRIVEN RESOURCE ALLOCATION

      
Application Number US2019061320
Publication Number 2020/117442
Status In Force
Filing Date 2019-11-13
Publication Date 2020-06-11
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Agoston, Steve

Abstract

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

IPC Classes  ?

  • G06F 9/50 - Allocation of resources, e.g. of the central processing unit [CPU]

32.

FLUID DISPLAY DEVICE

      
Application Number US2019064287
Publication Number 2020/117841
Status In Force
Filing Date 2019-12-03
Publication Date 2020-06-11
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Mccoy, Charles
  • Xiong, True
  • Morgan, Blaine

Abstract

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

IPC Classes  ?

  • G03B 21/14 - Projectors or projection-type viewers; Accessories therefor - Details
  • G03B 21/12 - Projectors or projection-type viewers; Accessories therefor adapted for projection of either still pictures or motion pictures
  • F21S 4/28 - Lighting devices or systems using a string or strip of light sources with light sources held by or within elongate supports rigid, e.g. LED bars

33.

TESTING AS A SERVICE FOR CLOUD GAMING

      
Application Number US2019062301
Publication Number 2020/106779
Status In Force
Filing Date 2019-11-19
Publication Date 2020-05-28
Owner SONY INTERACTIVE ENTERTAIMENT LLC (USA)
Inventor
  • Beltran, Justin
  • Cannon, Kyle
  • Gross, Nathan
  • Butler, Dylan

Abstract

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

IPC Classes  ?

  • 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 13/60 - 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
  • G06F 11/36 - Preventing errors by testing or debugging of software
  • G06N 20/00 - Machine learning

34.

VIDEO START-TIME REDUCTION EMPLOYING REDUCTIVE EDGING PRINCIPLES

      
Application Number US2019053599
Publication Number 2020/101811
Status In Force
Filing Date 2019-09-27
Publication Date 2020-05-22
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sanghavi, Bhumik
  • Freeman, Joel
  • Hwang, Alex
  • Sreedharan, Sri

Abstract

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

IPC Classes  ?

  • 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

35.

DYNAMIC MUSIC CREATION IN GAMING

      
Application Number US2019060306
Publication Number 2020/102005
Status In Force
Filing Date 2019-11-07
Publication Date 2020-05-22
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Galuten, Albhy

Abstract

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

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
  • G11B 27/022 - Electronic editing of analogue information signals, e.g. audio or video signals

36.

ARTIFICIAL INTELLIGENCE (AI) MODEL TRAINING USING CLOUD GAMING NETWORK

      
Application Number US2019049171
Publication Number 2020/096680
Status In Force
Filing Date 2019-08-30
Publication Date 2020-05-14
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Beltran, Justin, V.
  • Butler, Dylan
  • Kragenbrink, Kevin

Abstract

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

IPC Classes  ?

  • A63F 13/67 - 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 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/355 - 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

37.

METHOD FOR PERFORMING LEGAL CLEARANCE REVIEW OF DIGITAL CONTENT

      
Application Number US2019053638
Publication Number 2020/096710
Status In Force
Filing Date 2019-09-27
Publication Date 2020-05-14
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Russell, Riley

Abstract

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

IPC Classes  ?

38.

SYSTEMS AND METHODS FOR ESTABLISHING DIRECT COMMUNICATION BETWEEN A SERVER SYSTEM AND A VIDEO GAME CONTROLLER

      
Application Number US2019053895
Publication Number 2020/096714
Status In Force
Filing Date 2019-09-30
Publication Date 2020-05-14
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Colenbrander, Roelof, Roderick

Abstract

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

IPC Classes  ?

  • H04N 21/63 - Control signaling between client, server and network components; Network processes for video distribution between server and clients, e.g. transmitting basic layer and enhancement layers over different transmission paths, setting up a peer-to-peer communication via Internet between remote STB's; Communication protocols; Addressing

39.

IN-GAME INFORMATION PLATFORM

      
Application Number US2019058968
Publication Number 2020/096841
Status In Force
Filing Date 2019-10-30
Publication Date 2020-05-14
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Jarzebinski, Alexander

Abstract

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

IPC Classes  ?

  • A63F 13/5375 - 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 13/67 - 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

40.

CROWD-SOURCED CLOUD GAMING USING PEER-TO-PEER STREAMING

      
Application Number US2019050667
Publication Number 2020/096694
Status In Force
Filing Date 2019-09-11
Publication Date 2020-05-14
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Butler, Dylan
  • Cannon, Kyle

Abstract

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

IPC Classes  ?

  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
  • A63F 13/795 - 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
  • H04N 21/63 - Control signaling between client, server and network components; Network processes for video distribution between server and clients, e.g. transmitting basic layer and enhancement layers over different transmission paths, setting up a peer-to-peer communication via Internet between remote STB's; Communication protocols; Addressing
  • H04N 21/478 - Supplemental services, e.g. displaying phone caller identification or shopping application
  • H04N 21/2743 - Video hosting of uploaded data from client
  • H04N 21/4788 - Supplemental services, e.g. displaying phone caller identification or shopping application communicating with other users, e.g. chatting

41.

DATA MODEL FOR UNIFORM DATA PLATFORM

      
Application Number US2019056338
Publication Number 2020/086337
Status In Force
Filing Date 2019-10-15
Publication Date 2020-04-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sherwani, Adil
  • Trombetta, Steven Patrick
  • Benedetto, Warren
  • Noss, Landon
  • Kirich, Alexey
  • Mohan, Nitin
  • Spencer, Hugh Alexander Dinsdale
  • Edridge, Paul
  • Panesar, Pritpal Singh
  • Neuenfeldt, Benedikt
  • Nishikawa, Yohei
  • Koyama, Nobukazu

Abstract

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

IPC Classes  ?

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

42.

REMOTE NETWORKED SERVICES FOR PROVIDING CONTEXTUAL GAME GUIDANCE

      
Application Number US2019056346
Publication Number 2020/086338
Status In Force
Filing Date 2019-10-15
Publication Date 2020-04-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon
  • Sherwani, Adil
  • Mohan, Nitin
  • Ito, Matthew
  • Chen, Xifan
  • Spencer, Hugh Alexander Dinsdale
  • Edridge, Paul
  • Jones, Andrew John Nicholas
  • Brislin, Simon Andrew St. John
  • Ryan, Nicholas Anthony Edward
  • Denison Ii, Charles Wayne
  • Bloom-Carlin, Matthew Stewart
  • Parker, Derek Andrew

Abstract

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

IPC Classes  ?

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

43.

CROSS-PLATFORM SPOILER BLOCK SERVICE

      
Application Number US2019056892
Publication Number 2020/086393
Status In Force
Filing Date 2019-10-18
Publication Date 2020-04-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sherwani, Adil
  • Benedetto, Warren
  • Noss, Landon
  • Neuenfeldt, Benedikt
  • Nishikawa, Yohei

Abstract

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

IPC Classes  ?

  • H04N 21/454 - Content filtering, e.g. blocking advertisements
  • H04N 21/431 - Generation of visual interfaces; Content or additional data rendering
  • H04N 21/44 - Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to MPEG-4 scene graphs
  • H04N 21/45 - 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 21/488 - Data services, e.g. news ticker

44.

REMOTE NETWORKED SERVICES FOR PROVIDING CONTEXTUAL INFORMATION

      
Application Number US2019056367
Publication Number 2020/086339
Status In Force
Filing Date 2019-10-15
Publication Date 2020-04-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sherwani, Adil
  • Trombetta, Steven Patrick
  • Denison Ii, Charles Wayne
  • Bloom-Carlin, Matthew Stewart
  • Parker, Derek Andrew
  • Neuenfeldt, Benedikt
  • Nishikawa, Yohei
  • Ono, Tsuyoshi
  • Noda, Junya

Abstract

Systems and methods for providing contextual information regarding available game activities are provided herein. An example method includes maintaining a list of activities associated with at least one application; receiving information associated with an availability of an activity to a user; determining an estimated playtime for an available activity; and generating a user interface having contextual information associated with one or more of the available activities, the contextual information including the estimated playtime.

IPC Classes  ?

  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

45.

CROSS-PLATFORM CONSUMPTION OF IN-GAME OBJECTS

      
Application Number US2019057570
Publication Number 2020/086666
Status In Force
Filing Date 2019-10-23
Publication Date 2020-04-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Sherwani, Adil
  • Denison Ii, Charles Wayne
  • Bloom-Carlin, Matthew Stewart
  • Parker, Derek Andrew

Abstract

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

IPC Classes  ?

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

46.

ESTABLISHING AND MANAGING MULTIPLAYER SESSIONS

      
Application Number US2019051157
Publication Number 2020/068462
Status In Force
Filing Date 2019-09-13
Publication Date 2020-04-02
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Trombetta, Steven
  • Suzuki, Shogo
  • Nishikido, Masanao
  • Neuenfeldt, Benedikt

Abstract

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

IPC Classes  ?

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

47.

SYSTEM-LEVEL MULTIPLAYER MATCHMAKING

      
Application Number US2019051150
Publication Number 2020/060880
Status In Force
Filing Date 2019-09-13
Publication Date 2020-03-26
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Aoki, Toshimasa
  • Webb, Jonathan

Abstract

A system and method for providing system-level multiuser matchmaking is provided. A user selection specifying a multiuser activity associated with an interactive content title is received. An activity template associated with the selected activity is retrieved and the retrieved activity template includes activity requirements required to launch the selected activity. A new multiuser session having session requirements is established, and the session requirements are based on at least the activity requirements. The user device and at least one peer device identified based on the session requirements is added to the new multiuser session. The selected activity is launched in the new multiuser session.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/33 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections

48.

DYNAMIC INTERFACES FOR LAUNCHING DIRECT GAMEPLAY

      
Application Number US2019051140
Publication Number 2020/060877
Status In Force
Filing Date 2019-09-13
Publication Date 2020-03-26
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
Inventor
  • Trombetta, Steven
  • Denison Ii, Charles Wayne
  • Neuenfeldt, Benedikt
  • Kusumoto, Akihiko
  • Koyama, Nobukazu
  • Fuse, Atsushi

Abstract

A method for launching interactive content including associating one or more templates with a corresponding one or more activities of an interactive content title and transmitting the one or more templates to a platform server. The method includes selecting and displaying a set of templates generated from the one or more templates received on a user device. The method includes launching the activity in the interactive title based on a template selected by a user.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • 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

49.

INTEGRATED INTERFACES FOR DYNAMIC USER EXPERIENCES

      
Application Number US2019051146
Publication Number 2020/060879
Status In Force
Filing Date 2019-09-13
Publication Date 2020-03-26
Owner
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
  • SONY INTERACTIVE ENTERTAINMENT INC (Japan)
Inventor
  • Trombetta, Steven
  • Den Ison, Charles, Wayne
  • Kusumoto, Akihiko
  • Neuenfeldt, Benedikt
  • Koyama, Nobukazu
  • Fuse, Atsushi

Abstract

A system and method for generating an integrated interface is provided. A user dataset of a user, a peer dataset of a peer user, and interactive titles available to the user are stored in memory. A network interface establishes a session with a user device associated with the first user. A processor executes instructions stored in memory, wherein execution of the instructions by the processor constructs a group of interactive activities based on the sets of one or more activities of each interactive title, a user presence based on the first user dataset, and a peer presence based on the peer dataset and displays the set of interactive activities, the user presence, and the peer presence on an integrated interface displayed on the first user device.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/33 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections

50.

WIRELESS CHARGING ADAPTER WITH GAME CONTROL KEYS FOR COMPUTER GAME CONTROLLER

      
Application Number US2019044132
Publication Number 2020/040949
Status In Force
Filing Date 2019-07-30
Publication Date 2020-02-27
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Bruckbock, Thomas

Abstract

A wireless charging adapter (212) that can snap onto a computer game controller (200) can be inductively coupled to a charging base (230) to wirelessly recharge a battery (204) in the controller (200). The adapter (212) also can include keys (220) that mirror keys (206) on the controller (200) so that a gamer can remove the adapter (212) with controller (200) from the charging base (230), keep the adapter (212) on the controller (200), and use both the controller keys (206) and adapter keys (220) to control a computer game.

IPC Classes  ?

  • A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
  • H02J 7/02 - Circuit arrangements for charging or depolarising batteries or for supplying loads from batteries for charging batteries from ac mains by converters
  • H02J 7/00 - Circuit arrangements for charging or depolarising batteries or for supplying loads from batteries

51.

PLAYER INDUCED COUNTER-BALANCING OF LOADS ON A CHARACTER IN A VIRTUAL ENVIRONMENT

      
Application Number US2019044566
Publication Number 2020/028603
Status In Force
Filing Date 2019-07-31
Publication Date 2020-02-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Kojima, Hideo

Abstract

A method for controlling a character in a virtual environment of an interactive gaming application. The method including receiving characteristics of a virtual environment. The method including receiving a weight distribution profile for virtual objects carried by the character, the weight distribution profile causing an offset in a center of gravity of the character. The method including receiving input to move the character about the virtual environment, the input including a first component for moving the character along a path in the virtual environment, and a second component for providing a counter- force to reduce the offset to the center of gravity. The second component is applied when the character graphically appears to be out-of-balance while moving along the path in the virtual environment responsive to the first component.

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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/5375 - 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

52.

IN-GAME RESOURCE SURFACING PLATFORM

      
Application Number US2019042697
Publication Number 2020/023321
Status In Force
Filing Date 2019-07-19
Publication Date 2020-01-30
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Benedetto, Warren

Abstract

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

IPC Classes  ?

  • A63F 13/85 - Providing additional services to players
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • 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

53.

TRACKING APPLICATION UTILIZATION OF MICROSERVICES

      
Application Number US2019039594
Publication Number 2020/013999
Status In Force
Filing Date 2019-06-27
Publication Date 2020-01-16
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Vinnakota, Nithya
  • Kappagantula, Aditya
  • Dattada, Hari
  • Digraskar, Janhavi

Abstract

Methods and systems for tracking client application utilization of microservices are provided. Exemplary methods include: requesting completed hop data records, the completed hop data records being associated with a plurality of microservices, a hop being between two microservices of the plurality of microservices; receiving the completed hop data records; aggregating the completed hop data records to identify hop data records associated with a client application, count a number of instances the client application utilized each microservice of the plurality of microservices, and calculate an average latency for each hop; and provisioning and/or decommissioning instances of the plurality of microservices using the aggregated hop data records.

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
  • G06Q 30/00 - Commerce, e.g. shopping or e-commerce
  • G06Q 99/00 - Subject matter not provided for in other groups of this subclass
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure

54.

INTERACTIVE VIDEO CONTENT DELIVERY

      
Application Number US2019025638
Publication Number 2019/231559
Status In Force
Filing Date 2019-04-03
Publication Date 2019-12-05
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Rojas-Echenique, Fernán
  • Sjoelin, Martin
  • Mert, Utku
  • Shaik, Shaheed
  • Chitrala, Mani Kishore

Abstract

The disclosure provides methods and systems for interactive video content delivery. An example method comprises receiving a video content such as live television or video streaming. The method can run one or more machine-learning classifiers on video frames of the video content to create classification metadata corresponding to the machine-learning classifiers and one or more probability scores associated with the classification metadata. Furthermore, the method can create one or more interaction triggers based on a set of predetermined rules and optionally user profiles. The method can determine that a condition for triggering at least one of the triggers is met and triggers at least one of the actions with regard to the video content based on the determination, the classification metadata, and the probability scores. For example, the action can deliver additional information, present recommendations, automatically edit the video content, or control delivery of video content.

IPC Classes  ?

  • G06F 17/30 - Information retrieval; Database structures therefor

55.

BIFURCATION OF SHARED CONTROLS AND PASSING CONTROLS IN A VIDEO GAME

      
Application Number US2019031398
Publication Number 2019/231628
Status In Force
Filing Date 2019-05-09
Publication Date 2019-12-05
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Beltran, Justin
  • Butler, Dylan
  • Jarzebinski, Alexander

Abstract

A method is provided, including the following operations: executing a video game by a cloud gaming computer; streaming video generated from the executing video game over a network to a primary client device; streaming the video over the network from the primary client device to one or more secondary client devices; receiving, over the network by an input aggregation server, input data from the secondary client devices; sending, over the network by the input aggregation server, the input data from the secondary client devices to the primary client device, the primary client device being configured to generate combined input data by combining the input data from the secondary client devices with input data generated at the primary client device; receiving, over the network by the cloud gaming computer, the combined input data; applying, by the cloud gaming computer, the combined input data to drive the execution of the video game.

IPC Classes  ?

  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
  • 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 13/42 - 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 13/86 - Watching games played by other players

56.

MULTI-SERVER CLOUD VIRTUAL REALITY (VR) STREAMING

      
Application Number US2019023621
Publication Number 2019/231525
Status In Force
Filing Date 2019-03-22
Publication Date 2019-12-05
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Hagland, Torgeir

Abstract

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

IPC Classes  ?

  • H04N 21/222 - Secondary servers, e.g. proxy server or cable television Head-end
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • 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
  • H04N 21/2187 - Live feed
  • H04N 21/6587 - Control parameters, e.g. trick play commands or viewpoint selection
  • H04N 21/81 - Monomedia components thereof
  • H04N 21/226 - Internal components of the server
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining
  • G06T 15/00 - 3D [Three Dimensional] image rendering
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • H04N 13/00 - PICTORIAL COMMUNICATION, e.g. TELEVISION - Details thereof

57.

CHALLENGE GAME SYSTEM

      
Application Number US2019034460
Publication Number 2019/232094
Status In Force
Filing Date 2019-05-29
Publication Date 2019-12-05
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon
  • Herman, Andrew

Abstract

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

IPC Classes  ?

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

58.

PERSONALIZING USER EXPERIENCE IN A GAMING NETWORK

      
Application Number US2019025441
Publication Number 2019/221832
Status In Force
Filing Date 2019-04-02
Publication Date 2019-11-21
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Yong, Stephen
  • Peng, Hu
  • Fok, Stephanie
  • Do, Khoi-Nguyen, Duc

Abstract

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

IPC Classes  ?

  • G06Q 50/00 - Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
  • G06F 16/9535 - Search customisation based on user profiles and personalisation
  • G06F 17/30 - Information retrieval; Database structures therefor
  • G06Q 30/02 - Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination

59.

CONTEXTUAL DIGITAL MEDIA PROCESSING SYSTEMS AND METHODS

      
Application Number US2019025543
Publication Number 2019/221834
Status In Force
Filing Date 2019-04-03
Publication Date 2019-11-21
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Betzel, Michael W.
  • Wernberg, Zachary Tyler
  • Mccray, Shawn Michael
  • Schwartz, Alex J.

Abstract

Systems and methods for contextual digital media processing are disclosed herein. An example method includes receiving content from a source as digital media that are being displayed to a user, processing the digital media to determine contextual information within the content, searching at least one network for supplementary content based on the determined contextual information, and transmitting the supplementary content for use with at least one of the source or a receiving device.

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
  • G06F 15/173 - Interprocessor communication using an interconnection network, e.g. matrix, shuffle, pyramid, star or snowflake
  • G06F 17/30 - Information retrieval; Database structures therefor
  • H04N 7/173 - Analogue secrecy systems; Analogue subscription systems with two-way working, e.g. subscriber sending a programme selection signal

60.

APPLYING AUDIO TECHNOLOGIES FOR THE INTERACTIVE GAMING ENVIRONMENT

      
Application Number US2019025544
Publication Number 2019/199536
Status In Force
Filing Date 2019-04-03
Publication Date 2019-10-17
Owner
  • SONY CORPORATION (Japan)
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Milne, James R.
  • Xiong, True
  • Mccoy, Charles David
  • Carlsson, Gregory Peter

Abstract

Personalized HRTFs for each of plural computer game participants are convolved (1002, 1202) with functions representing the acoustics of a physical room in which each participant is located or representing the acoustics of a virtual space in the game environment. Head-tracking of each participant may be employed (904) as the game is played and the HRTFs established accordingly. As the game progresses, the location of each player's character within the virtual game space with respect to the other players is tracked (902) and audio adjusted accordingly. If desired, audio can be down-mixed (1004, 1204) from, e.g., 5.1 audio and then up-rendered (1010, 1210) for each player by the game console or by the players' local game interface, e.g., a computer game head-worn visor assembly (700).

IPC Classes  ?

  • H04R 5/02 - Spatial or constructional arrangements of loudspeakers
  • H04R 5/033 - Headphones for stereophonic communication
  • H04S 3/00 - Systems employing more than two channels, e.g. quadraphonic
  • H04S 7/00 - Indicating arrangements; Control arrangements, e.g. balance control

61.

CONNECTING A PLAYER TO EXPERT HELP IN REAL-TIME DURING GAME PLAY OF A GAMING APPLICATION

      
Application Number US2019014616
Publication Number 2019/182680
Status In Force
Filing Date 2019-01-22
Publication Date 2019-09-26
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon
  • Herman, Andrew
  • Srisook, Tom
  • Rolinski, Chad
  • Shirazi, Parsa

Abstract

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

IPC Classes  ?

  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/86 - Watching games played by other players
  • 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

62.

VOICE HELP SYSTEM USING ARTIFICIAL INTELLIGENCE

      
Application Number US2019023352
Publication Number 2019/183343
Status In Force
Filing Date 2019-03-21
Publication Date 2019-09-26
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Benedetto, Warren
  • Noss, Landon
  • Srisook, Tom
  • Herman, Andrew
  • Rolinski, Chad
  • Shirazi, Parsa

Abstract

A method for gaming assistance. Information related to a plurality of game plays of players for a gaming application is received over a network at a back-end server. A query is received from a first player playing the gaming application, wherein the query is related to a first game play of the first player. A current game context of a first game play of a first player is determined from the information. A response to the query and the current game context is generated based on the information related to the plurality of game plays. The response is delivered back to a device of the first player.

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 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/86 - Watching games played by other players
  • 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

63.

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

      
Application Number US2019014379
Publication Number 2019/177692
Status In Force
Filing Date 2019-01-19
Publication Date 2019-09-19
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Zarganis, John Charles

Abstract

A wearable or mountable visor or display apparatus (200, 300, 400) capable of presenting augmented reality (AR) content. The primary intent of the AR visor is to parse (602, 900) and selectively display (902) desired heads up display (HUD) content from a video stream or video game such as a map, timer or clock, speedometer/tachometer, instrumentation panels, or similar context-sensitive information relevant to a video game or stream. The AR visor allows a user to configure (912) and display various content on one or more designated sections of the AR visor/display.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/12 - involving interaction between a plurality of game devices, e.g. transmission or distribution systems
  • A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
  • A63F 13/32 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
  • A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
  • A63F 13/33 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/85 - Providing additional services to players

64.

SECURE DECENTRALIZED VIDEO GAME TRANSACTION PLATFORM

      
Application Number US2019016799
Publication Number 2019/177713
Status In Force
Filing Date 2019-02-06
Publication Date 2019-09-19
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Yong, Stephen

Abstract

Multiple video game consoles each store a blockchain ledger with multiple blocks, which is either associated with a particular video game or with a the particular type of video game console that the video game consoles are each characterized by. One of the consoles receives a message identifying an intended transaction corresponding to transfer of an identified quantity of an in-game virtual asset from a transferor account to a transferee account. The console verifies that the intended transaction is valid and generates a new block that includes the transaction, optionally one or more additional verified intended transactions, and a block header that includes a hash of a most recent block in the blockchain ledger. The console appends the new block to the blockchain ledger and transmits it to the other consoles, which each also append the new block to their copy of the blockchain ledger, thereby completing the transaction.

IPC Classes  ?

  • G06F 21/00 - Security arrangements for protecting computers, components thereof, programs or data against unauthorised activity

65.

PLAYER TO SPECTATOR HANDOFF AND OTHER SPECTATOR CONTROLS

      
Application Number US2019016167
Publication Number 2019/168630
Status In Force
Filing Date 2019-01-31
Publication Date 2019-09-06
Owner SONY INTETERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher
  • Fairbairn, James

Abstract

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

IPC Classes  ?

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

66.

INCENTIVIZING PLAYERS TO ENGAGE IN COMPETITIVE GAMEPLAY

      
Application Number US2019016180
Publication Number 2019/168631
Status In Force
Filing Date 2019-01-31
Publication Date 2019-09-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher
  • Fairbairn, James

Abstract

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

IPC Classes  ?

  • A63F 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

67.

SCALED VR ENGAGEMENT AND VIEWS IN AN E-SPORTS EVENT

      
Application Number US2019016694
Publication Number 2019/168637
Status In Force
Filing Date 2019-02-05
Publication Date 2019-09-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher
  • Fairbairn, James

Abstract

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

IPC Classes  ?

  • A63F 13/86 - 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 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • 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

68.

STATISTICAL DRIVEN TOURNAMENTS

      
Application Number US2019015120
Publication Number 2019/168614
Status In Force
Filing Date 2019-01-25
Publication Date 2019-09-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher

Abstract

The subject disclosure relates to systems and methods for ranking video game players based on performance statistics recorded during game-play. In some aspects, a process of the subject technology can include operations for receiving a first set of game-play attributes including two or more game-play statistics for measuring a first player's performance relative to a first game and a second game, receiving a second set of game-play attributes including two or more game-play statistics for measuring a second player's performance relative to the first game and the second game, and automatically ranking the first player and the second player based on the first set of game-play attributes and the second set of game-play attributes. Systems and computer-readable media are also provided.

IPC Classes  ?

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

69.

STATISTICALLY DEFINED GAME CHANNELS

      
Application Number US2019015124
Publication Number 2019/168615
Status In Force
Filing Date 2019-01-25
Publication Date 2019-09-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Trombetta, Steven

Abstract

The subject disclosure relates to the creation of channels providing customizable video feeds in an online gaming platform. In some aspects, a process of the disclosed technology can include steps for receiving a first set of event attributes from a first user, the first set of event attributes comprising information identifying a first game title and a first game-play event associated with the first game title, monitoring play of the first game title by a second user to detect occurrence of the game-play event, and in response to a detected occurrence of the first game-play event, automatically providing a video stream of the first game title to the first user. Systems and machine-readable media are also provided.

IPC Classes  ?

  • H04N 21/482 - End-user interface for program selection

70.

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

      
Application Number US2019015273
Publication Number 2019/168619
Status In Force
Filing Date 2019-01-25
Publication Date 2019-09-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher
  • Fairbairn, James

Abstract

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

IPC Classes  ?

  • H04N 21/234 - Processing of video elementary streams, e.g. splicing of video streams or manipulating MPEG-4 scene graphs
  • H04N 21/84 - Generation or processing of descriptive data, e.g. content descriptors
  • H04N 21/85 - Assembly of content; Generation of multimedia applications

71.

DE-INTERLEAVING GAMEPLAY DATA

      
Application Number US2019015275
Publication Number 2019/168620
Status In Force
Filing Date 2019-01-25
Publication Date 2019-09-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher
  • Fairbairn, James
  • Sherwani, Adil

Abstract

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

IPC Classes  ?

  • A63F 13/63 - 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
  • G11B 27/34 - Indicating arrangements

72.

DISCOVERY AND DETECTION OF EVENTS IN INTERACTIVE CONTENT

      
Application Number US2019016686
Publication Number 2019/168636
Status In Force
Filing Date 2019-02-05
Publication Date 2019-09-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher
  • Fairbairn, James

Abstract

e.g.e.g., use of the link).

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 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • 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

73.

CREATION OF WINNER TOURNAMENTS WITH FANDOM INFLUENCE

      
Application Number US2019016698
Publication Number 2019/168638
Status In Force
Filing Date 2019-02-05
Publication Date 2019-09-06
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Thielbar, Christopher

Abstract

The present disclosure describes techniques for creating winner tournaments. In particular, the present disclosure broadens the scope of participants who may be eligible to participate within the same tournament, but who may not initially be attending an e- sport event. In e-sport competitions, professionals compete against each other, and users that remotely view the e-sport event can also be introduced into the tournament structure. These remote users can be introduced into the live e-sport event for the purpose of also competing against competitive players as well as being introduced as an exhibition match with the professionals (e.g. fans of the professionals selected based on social media). Therefore, the systems and methods would select and facilitate eligible remote users to compete with the professionals even if the remote user is not at the live e-sport event venue.

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 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • 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

74.

PROVIDING ACTIVITY NOTIFICATIONS REGARDING DIGITAL CONTENT

      
Application Number US2019015003
Publication Number 2019/164630
Status In Force
Filing Date 2019-01-24
Publication Date 2019-08-29
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Kunieda, Shunsuke

Abstract

This disclosure describes techniques for providing notifications regarding relevant and trending digital content. For example, these techniques include identifying an instance of content accessible over a network as relevant content, monitoring a volume of activity associated with the relevant content over a period of time, comparing the volume of activity over the time period to a threshold level, and sending a notification to a client device when the volume of activity exceeds the threshold level.

IPC Classes  ?

  • H04N 21/466 - Learning process for intelligent management, e.g. learning user preferences for recommending movies
  • 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
  • H04W 4/12 - Messaging; Mailboxes; Announcements

75.

ASSIGNMENT OF CONTEXTUAL GAME PLAY ASSISTANCE TO PLAYER REACTION

      
Application Number US2018067693
Publication Number 2019/152116
Status In Force
Filing Date 2018-12-27
Publication Date 2019-08-08
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Benedetto, Warren, M.
  • Noss, Landon

Abstract

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

IPC Classes  ?

  • A63F 13/85 - Providing additional services to players
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/422 - 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

76.

DYNAMIC ALLOCATION OF CONTEXTUAL ASSISTANCE DURING GAME PLAY

      
Application Number US2018067716
Publication Number 2019/147377
Status In Force
Filing Date 2018-12-27
Publication Date 2019-08-01
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Benedetto, Warren M.
  • Noss, Landon

Abstract

The present disclosure describes methods and systems directed towards a dynamic allocation of contextual assistance during gameplay. By analyzing user gameplay and reactions of a user while the user is participating in a video game, appropriate gameplay assistance can be assigned. The different assistance information can be offered and/or provided to the user based on a current state of the user performance within the game. The system and methods allow for customization of what type of gameplay assistance can be provided to each user and when the assistance should be provided. In this way there is a balance between assisting the user to minimize the level of frustration and letting the user experience the video game to minimize spoilers.

IPC Classes  ?

  • A63F 13/85 - Providing additional services to players
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/422 - 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

77.

ADAPTIVE SEARCH USING SOCIAL GRAPH INFORMATION

      
Application Number US2018068223
Publication Number 2019/143466
Status In Force
Filing Date 2018-12-31
Publication Date 2019-07-25
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Choi, Christopher
  • Morales, Daniel
  • Williams, Brinton
  • Depizzol, Christopher

Abstract

The subject disclosure relates systems and methods for returning accurate and relevant search results in an online platform. In some aspects, a process of the disclosed technology can include steps for displaying a first set of search results, the first set of search results including a first plurality of media content items arranged in an order of descending relevance based on search frequency, receiving a first character input from a user of a user device, the first character input defining a first character in a search query, and updating the first set of search results to a second set of search results based on the first character input, the second set of search results comprising at least one media content item not included in the first set of search results that is available for consumption by the user. Systems and machine-readable media are also provided.

IPC Classes  ?

  • G06F 16/00 - Information retrieval; Database structures therefor; File system structures therefor

78.

IDENTIFYING PLAYER ENGAGEMENT TO GENERATE CONTEXTUAL GAME PLAY ASSISTANCE

      
Application Number US2018058542
Publication Number 2019/135821
Status In Force
Filing Date 2018-10-31
Publication Date 2019-07-11
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Benedetto, Warren, M.
  • Noss, Landon

Abstract

The present disclosure describes methods and systems directed towards identifying player engagement to generate contextual game play assistance. User gameplay information is monitored so that the user can be provided assistance within the video game where the user may have problems. User gameplay information is monitored in order to identify what type(s) of assistance could be provided to the user. The information can be based on the current level of frustration of the user with the video game.

IPC Classes  ?

  • A63F 13/85 - Providing additional services to players
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/422 - 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

79.

UTILIZING SOCIAL ENGAGEMENT TO GENERATE METAGAMING RESOURCES

      
Application Number US2018058547
Publication Number 2019/135822
Status In Force
Filing Date 2018-10-31
Publication Date 2019-07-11
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Benedetto, Warren, M.
  • Noss, Landon

Abstract

The present disclosure describes methods and systems directed towards utilizing social engagement to generate gameplay resources and subsequently utilizing those gameplay resources for metagaming. The metagaming is carried out via a first party platform that tracks and integrates user gameplay information coming from a plurality of different video games associated with a plurality of users participating within the same video games. The first party platform gameplay information is used to affect the user's performance and progress within a separate game (i.e. Metagame) which in turn can be used to affect the progress and performance of video games associated with the first party platform.

IPC Classes  ?

  • G06Q 30/00 - Commerce, e.g. shopping or e-commerce

80.

METHODS AND SYSTEMS FOR SELECTIVELY SKIPPING THROUGH MEDIA CONTENT

      
Application Number US2018058677
Publication Number 2019/135826
Status In Force
Filing Date 2018-11-01
Publication Date 2019-07-11
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Sanghavi, Bhumik

Abstract

The disclosure provides methods and systems for skipping unwanted portions of media content based on a crowdsourcing feedback model. The media content may include television programming content, video content, and audio content. The unwanted portions of media content include, for example, television commercials, opening and closing credits. An exemplary crowdsourcing feedback model involves receiving and processing a plurality of user seek information records. These records include time markers of the media content indicating when the users started and stopped fast forwarding or when the users started and stopped moving a scrub bar to jump from one portion of the content to another. When collected, the user seek information records are used to train a machine-learning system to calculate start and stop times of unwanted portions of media content. Once the start and stop times are calculated, user devices are enabled to automatically skip these unwanted portions.

IPC Classes  ?

  • H04N 21/472 - End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification or for manipulating displayed content
  • H04N 21/431 - Generation of visual interfaces; Content or additional data rendering
  • H04N 21/466 - Learning process for intelligent management, e.g. learning user preferences for recommending movies
  • H04N 21/4147 - PVR [Personal Video Recorder]
  • H04N 21/845 - Structuring of content, e.g. decomposing content into time segments

81.

SYNCHRONIZING SESSION CONTENT TO EXTERNAL CONTENT

      
Application Number US2018058538
Publication Number 2019/099202
Status In Force
Filing Date 2018-10-31
Publication Date 2019-05-23
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Benedetto, Warren, M.

Abstract

Systems and methods for synchronization of session content are provided. Session video of a plurality of game sessions may be captured at a content synchronization server. Each captured session video of each game session may be associated with an identifier of the respective game session. Additional content may be sent over a communication network to the content synchronization server. Such additional content may be external to the game session and identified as being associated with a game session identifier. One of the captured session videos may be identified as being associated with a game session identifier that matches the game session identifier associated with the received external content. The received external content may be synchronized to the identified session video based on the matching game session identifiers. A composite video may be generated that includes the received external content synchronized to the identified session video.

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
  • A63F 13/12 - involving interaction between a plurality of game devices, e.g. transmission or distribution systems
  • A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections

82.

BLOCKCHAIN GAMING SYSTEM

      
Application Number US2018053082
Publication Number 2019/083674
Status In Force
Filing Date 2018-09-27
Publication Date 2019-05-02
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Mccoy, Charles
  • Xiong, True
  • Morgan, Nathan Blaine
  • Mceniry, Christopher

Abstract

A block chain system (201) allows mining for new valid values in a system such as a computer game or computer-based trading card system. Instead of each new value being added to the block chain (202, 204) being equivalent, each new value is one of a plurality of possible choices.

IPC Classes  ?

  • G06F 21/10 - Protecting distributed programs or content, e.g. vending or licensing of copyrighted material
  • H04L 9/32 - Arrangements for secret or secure communication including means for verifying the identity or authority of a user of the system
  • G06Q 20/12 - Payment architectures specially adapted for electronic shopping systems

83.

SMART TAGS WITH MULTIPLE INTERACTIONS

      
Application Number US2018047694
Publication Number 2019/050692
Status In Force
Filing Date 2018-08-23
Publication Date 2019-03-14
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Calabrese, Thomas

Abstract

A method for Near Field Communication (NFC) based interactions can be implemented by a device when it is placed near an NFC tag and receives an electromagnetic signal associated with the NFC tag. The device retrieves the identifier of the NFC tag from the electromagnetic signal and, based on the identifier, the device can generate a first command. Furthermore, the device can identify a qualifying event, such as a predetermined orientation of the device. The device then generates a second command in response to the identification of the qualifying event. Each of the first and second command can cause a change in settings of the device, switching an operating mode of the device, activating/deactivating an application, enabling/disabling a feature of an application, and sending an instruction to a remote electronic device.

IPC Classes  ?

  • H04B 5/00 - Near-field transmission systems, e.g. inductive loop type
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure

84.

INTELLIGENT TV STARTUP BASED ON CONSUMER BEHAVIOR AND REAL TIME CONTENT AVAILABILITY

      
Application Number US2018043650
Publication Number 2019/045915
Status In Force
Filing Date 2018-07-25
Publication Date 2019-03-07
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Metzger, Erin

Abstract

In one aspect, while watching TV through a computer game application, a user can purchase an advertised product (306) using (314) a "hot key" (206-220) on the game controller (200) and the purchase the item. Download happens in background (318) so when the user is done with TV she can play a newly purchased game or otherwise use the purchase. The purchase and viewing are all done within a single application (306-320). The purchase feature may be enabled only for a master profile in the computer game system so that other users such as children cannot purchase products through the computer game application.

IPC Classes  ?

  • G06Q 30/00 - Commerce, e.g. shopping or e-commerce

85.

NETWORK-BASED LEARNING MODELS FOR NATURAL LANGUAGE PROCESSING

      
Application Number US2018041837
Publication Number 2019/040197
Status In Force
Filing Date 2018-07-12
Publication Date 2019-02-28
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Yong, Stephen

Abstract

Systems and methods of network-based learning models for natural language processing are provided. Information may be stored information in memory regarding user interaction with network content. Further, a digital recording of a vocal utterance made by a user may be captured. The vocal utterance may be interpreted based on the stored user interaction information. An intent of the user may be identified based on the interpretation, and a prediction may be made based on the identified intent. The prediction may further correspond to a selected workflow.

IPC Classes  ?

  • G06F 17/27 - Automatic analysis, e.g. parsing, orthograph correction
  • G06F 17/28 - Processing or translating of natural language

86.

MANAGEMENT OF NON-LINEAR CONTENT PRESENTATION AND EXPERIENCE

      
Application Number US2018045627
Publication Number 2019/040275
Status In Force
Filing Date 2018-08-07
Publication Date 2019-02-28
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Maher, Matt
  • Natani, Nipin
  • Vengurlekar, Harshank

Abstract

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

IPC Classes  ?

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

87.

INFORMATION PROCESSING APPARATUS, SERVER APPARATUS PARENTAL CONTROL METHOD, AND PROFILE INFORMATION MANAGEMENT METHOD

      
Application Number JP2018026750
Publication Number 2019/021888
Status In Force
Filing Date 2018-07-17
Publication Date 2019-01-31
Owner
  • SONY INTERACTIVE ENTERTAINMENT INC. (Japan)
  • SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Asanuma Itsuki
  • Oshita Makoto
  • Adachi Seiichi
  • Horne Mark
  • Ii Hidekazu
  • Suwa Yoshihiko
  • Enomoto Shigeru
  • Bamba Syunsuke
  • Sato Kei
  • Komaki Kenjiro
  • Hatanaka Fumikazu

Abstract

A user information retaining unit 140 retains parental control setting information for each user in correlation with user identification information. A restriction processing unit 114 restricts predetermined device use or function use by a user on the basis of the setting information retained in the user information retaining unit 140. In a family group to which a plurality of users belong, the user information retaining unit 140 retains parental control setting information in correlation with the user identification information of a user who is less than a predetermined age.

IPC Classes  ?

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

88.

NON-LINEAR CONTENT PRESENTATION AND EXPERIENCE

      
Application Number US2018034368
Publication Number 2019/013874
Status In Force
Filing Date 2018-05-24
Publication Date 2019-01-17
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Maher, Matt
  • Natani, Ripin
  • Vengurlekar, Harshank

Abstract

Systems and methods for non-linear content presentation and experience are provided. A plurality of real-time streams of content may be received over a communication network. At least one of the streams may be provided in real-time to a user device to be played in real-time. At least one other stream may be evaluated in real-time to detect when an event occurs within the evaluated stream. The user device may be sent a notification when the event is detected in the evaluated stream. Such notification may be overlaid on a portion of the provided stream played at the user device. A request may be received from the user device concerning jumping to the detected event in the evaluated stream. The evaluated stream may then be provided to the user device at a point prior to the detected event.

IPC Classes  ?

  • H04N 21/488 - Data services, e.g. news ticker
  • H04N 21/431 - Generation of visual interfaces; Content or additional data rendering
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04N 21/84 - Generation or processing of descriptive data, e.g. content descriptors
  • H04N 21/472 - End-user interface for requesting content, additional data or services; End-user interface for interacting with content, e.g. for content reservation or setting reminders, for requesting event notification or for manipulating displayed content
  • H04N 21/2187 - Live feed

89.

METHODS AND SYSTEMS FOR SCHEDULING GAME PLAY OF A VIDEO GAME

      
Application Number US2018036755
Publication Number 2018/236603
Status In Force
Filing Date 2018-06-08
Publication Date 2018-12-27
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Hunter, Nicholas, Robertson

Abstract

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

IPC Classes  ?

  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/352 - 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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session

90.

IMPROVED ONLINE MATCHMAKING FOR P2P TOPOLOGIES

      
Application Number US2018037020
Publication Number 2018/231774
Status In Force
Filing Date 2018-06-12
Publication Date 2018-12-20
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Miyaki, Ken

Abstract

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

IPC Classes  ?

  • 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

91.

SYSTEMS AND METHODS FOR OPERATING A STREAMING SERVICE TO PROVIDE COMMUNITY SPACES FOR MEDIA CONTENT ITEMS

      
Application Number US2018036260
Publication Number 2018/226832
Status In Force
Filing Date 2018-06-06
Publication Date 2018-12-13
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Webb, Jonathan

Abstract

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

IPC Classes  ?

  • H04N 21/4788 - Supplemental services, e.g. displaying phone caller identification or shopping application communicating with other users, e.g. chatting
  • H04N 21/81 - Monomedia components thereof
  • 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

92.

ENHANCING INFORMATION IN A THREE-DIMENSIONAL MAP

      
Application Number US2018032331
Publication Number 2018/213129
Status In Force
Filing Date 2018-05-11
Publication Date 2018-11-22
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Tsukahara, Tsubasa
  • Chaney, Allison, Marlene

Abstract

Implementations generally relate to enhancing information in a three-dimensional map (3D). In some implementations, a method includes determining, using a client device, user information associated with a user. The method further includes generating a 3D map of a physical environment based on the user information. The method further includes determining relevant information based on the user information. The method further includes displaying the relevant information in the 3D map in a user interface of the client device.

IPC Classes  ?

  • G06T 7/00 - Image analysis
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints

93.

INSTANT STREAMING OF A MOBLILE USER INTERFACE WITHOUT APPLICATION INSTALL

      
Application Number US2018029227
Publication Number 2018/204133
Status In Force
Filing Date 2018-04-24
Publication Date 2018-11-08
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Benedetto, Warren

Abstract

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

IPC Classes  ?

  • A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
  • A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
  • A63F 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps

94.

INTEGRATING MEDIA CONTENT FOR LOCAL CHANNELS AND SUBSCRIPTION CHANNELS

      
Application Number US2018022991
Publication Number 2018/200096
Status In Force
Filing Date 2018-03-16
Publication Date 2018-11-01
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Freeman, Joel
  • Hwang, Alex

Abstract

An integrated media platform employs techniques for streaming local and subscriber content. These techniques include determining at least one local channel is available over an over-the-air (OTA) communication network, receiving subscriber content for at least one subscriber channel over a first communication network, providing metadata content for display by a client device, where the metadata content includes information for the at least one subscriber channel and the at least one local channel, receiving a request for local content associated with the at least one local channel, tuning a network interface (e.g., an antenna) to receive the local content over the OTA network, transcoding the local content into streaming content, and providing the local content to one or more client devices connected to a local access network (LAN).

IPC Classes  ?

  • H04N 7/16 - Analogue secrecy systems; Analogue subscription systems

95.

SHOUTCASTING

      
Application Number US2018023145
Publication Number 2018/194777
Status In Force
Filing Date 2018-03-19
Publication Date 2018-10-25
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Trombetta, Steven

Abstract

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

IPC Classes  ?

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

96.

EXECUTING A TRAINING PROGRAM BASED ON PLAYER DNA

      
Application Number US2018025930
Publication Number 2018/191071
Status In Force
Filing Date 2018-04-03
Publication Date 2018-10-18
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Noss, Landon

Abstract

A method for executing a training program based on player DNA is described. The method includes executing a video game and determining whether a skill level of a user is below a threshold level of play. The method includes generating a task that relates to a current level of play of the video game in which the skill level is below the threshold level and transitioning the video game to a training video game program having the task to increase the current level of play. The method includes executing the training video game program and monitoring the skill level for the task in the training video game program. The method includes determining whether the skill level for the task exceeds the threshold level. The method includes returning to an execution of the video game upon determining that the skill level for the task exceeds the threshold 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
  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
  • 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

97.

PERSONALIZED USER INTERFACE BASED ON IN-APPLICATION BEHAVIOR

      
Application Number US2018022762
Publication Number 2018/182992
Status In Force
Filing Date 2018-03-15
Publication Date 2018-10-04
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Stroud, Micah, S.

Abstract

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

IPC Classes  ?

  • A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • A63F 13/533 - 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 13/5375 - 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

98.

QUANTIFYING USER ENGAGEMENT USING PUPIL SIZE MEASUREMENTS

      
Application Number US2018023018
Publication Number 2018/183005
Status In Force
Filing Date 2018-03-16
Publication Date 2018-10-04
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Benedetto, Warren, M.

Abstract

Methods and systems are provided for enabling quantification and categorization of levels of user engagement of a user while wearing a head mounted display (HMD) and being presented virtual reality (VR) content. A computer-implemented method includes presenting a VR scene to an HMD user via display of the HMD and capturing one or more images of an eye of the HMD user while the HMD user is wearing the HMD and being presented with the VR scene. The method also includes operations for analyzing the one or more images for obtaining a pupil size measurement of the eye of the HMD user and for obtaining pupil size indicators usable to correlate pupil size measurements with user engagement. The method may also determine a level of user engagement based on the pupil size measurement and the pupil size indicators.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints

99.

CUT-SCENE GAMEPLAY

      
Application Number US2018021173
Publication Number 2018/165175
Status In Force
Filing Date 2018-03-06
Publication Date 2018-09-13
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor Benedetto, Warren

Abstract

The systems and methods are directed towards cut-scene gameplay. Cut-scene gameplay refers to implementation of gameplay within different portions of a movie. The gameplay elements invite viewers to provide input that influences how the movie progresses. The movie may include many different branching storylines. In this way, different viewers are provided different experiences even though they may all be viewing the same general movie. Furthermore, subsequent viewing of the same movie may provide different experiences or at least encourage viewers to view the movie again in order to provide different inputs in hopes of obtaining different branches/ or endings of the movie.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range
  • G06T 1/00 - General purpose image data processing

100.

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

      
Application Number US2018021197
Publication Number 2018/165191
Status In Force
Filing Date 2018-03-06
Publication Date 2018-09-13
Owner SONY INTERACTIVE ENTERTAINMENT LLC (USA)
Inventor
  • Trombetta, Steven
  • Fairbairn, James

Abstract

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

IPC Classes  ?

  • A63F 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
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