Sony Computer Entertainment America LLC. Patent applications |
Patent application number | Title | Published |
20160044442 | METHOD AND APPARATUS FOR BEACON MESSAGING POINT OF SALE MESSAGING AND DELIVERY SYSTEM - An electronic kiosk receives a plurality of messages. The kiosk has a transceiver to utilize a set of radio communication technologies to detect and establish a radio communication link with a mobile computing device when the mobile computing device is located within proximity of the electronic kiosk. An application specific software program executes on a processor in the kiosk to provide as output one or more of the received plurality of messages depending on the location of the mobile computing device within the proximity of the electronic kiosk. | 02-11-2016 |
20150350037 | COMMUNICATION DEVICE AND DATA PROCESSING METHOD - A packet reception state monitoring unit calculates a target stored data number as a target number of audio packets stored in a memory based on the variation in the reception intervals of audio packets, and a reproduction control unit controls the audio reproduction speed in accordance with the difference between the target stored data number and a memory-stored data number. When the memory-stored data number is smaller than the target stored data number, reproduction control is performed in a low-speed reproduction mode at a lower speed than a regular reproduction speed. When the memory-stored data number is larger than the target stored data number, reproduction control is performed in a high-speed reproduction mode at a higher speed than the regular reproduction speed. A reproduction speed changing process is performed, with hysteresis being given to transitions of the difference between the memory-stored data number and the target stored data number. | 12-03-2015 |
20150310660 | COMPUTER GRAPHICS WITH ENHANCED DEPTH EFFECT - Systems and methods for processing three-dimensional graphics depicting a sequence of motion with an enhanced illusion of depth are described. The graphics may include three-dimensional content mapped to a two dimensional viewing window with an additional reference image rendered onto the viewing window. The reference image may be defined at one or more portions of the viewing window and rendered as occluding the content or being occluded by the content depending on the depth of the content at each portion of the viewing window. | 10-29-2015 |
20150287239 | GRAPHICS PROCESSING ENHANCEMENT BY TRACKING OBJECT AND/OR PRIMITIVE IDENTIFIERS - Graphics processing includes setting up a plurality of objects in a scene in virtual space, each object being defined by a set of vertices. A unique object identifier is assigned to each object and written to an ID buffer. Draw calls are issued to draw the objects associated with the object identifiers. Parameter values of the vertices are manipulated to output vertex parameter values. Primitives are set up from the vertices, each primitive being defined by one or more of the vertices. Each primitive belongs to one or more of the objects. Each primitive is rasterized at a plurality of pixels. Processing the pixels includes spatial or temporal anti-aliasing that utilizes the one or more object identifiers of the plurality of object identifiers. The pixels are processed for each rasterized primitive to generate an output frame. | 10-08-2015 |
20150287232 | GRADIENT ADJUSTMENT FOR TEXTURE MAPPING TO NON-ORTHONORMAL GRID - In a computer graphics processing unit (GPU) having a texture unit, when pixel sample locations are based on a non-orthonormal grid in scene space, the texture unit receives texture space gradient values directly, e.g., from a shader unit or generates them from texture coordinates supplied, e.g., by a shader unit, and then applies a transformation to the gradient values configured to adjust the gradient values to those which would arise from the use of a orthonormal screen space grid. | 10-08-2015 |
20150287231 | METHOD FOR EFFICIENT CONSTRUCTION OF HIGH RESOLUTION DISPLAY BUFFERS - Graphics processing systems and methods are disclosed which may minimize invocations to a pixel shader in order to improve efficiency in a rendering pipeline. In implementations of the present disclosure, a plurality of samples within a pixel may be covered by a primitive. The plurality of samples may include one or more color samples and a plurality of depth samples. The nature of the samples which were covered by the primitive may be taken into account before invoking a pixel shader to perform shading computations on the pixel. In implementations of the present disclosure, if at least one sample is covered by a primitive, but none of the samples are color samples, an invocation to a pixel shader may be avoided. | 10-08-2015 |
20150287230 | GRADIENT ADJUSTMENT FOR TEXTURE MAPPING FOR MULTIPLE RENDER TARGETS WITH RESOLUTION THAT VARIES BY SCREEN LOCATION - In a computer graphics processing unit (GPU) having a shader and a texture unit the pixel shader is configured to receive or generate one or more sets of texture coordinates per pixel sample location. The pixel shader and texture unit between them are configured to calculate texture space gradient values for one or more primitives and generate and apply per-pixel gradient scale factors configured to modify the gradient values to smoothly transition them between regions of a display device having different pixel resolutions. | 10-08-2015 |
20150287167 | VARYING EFFECTIVE RESOLUTION BY SCREEN LOCATION IN GRAPHICS PROCESSING BY APPROXIMATING PROJECTION OF VERTICES ONTO CURVED VIEWPORT - In graphics processing data is received representing one or more vertices for a scene in a virtual space. A projection of the vertices onto a screen space of a display device is performed. The projection approximates a projection of the vertices onto a curved viewport. Primitive assembly is performed on the vertices to generate a one or more primitives in screen space from the projection of the vertices onto the screen space. Scan conversion is performed on the one or more primitives to determine which pixel or pixels of the plurality of pixels are part of corresponding primitives of the one or more primitives. A finished frame is then generated by performing pixel processing to assign pixel values to the pixel or pixels that are part of the corresponding primitives. In some implementations, the finished frame can be stored in the memory or displayed on the display device. | 10-08-2015 |
20150287166 | VARYING EFFECTIVE RESOLUTION BY SCREEN LOCATION BY ALTERING RASTERIZATION PARAMETERS - In graphics processing data is received representing one or more vertices for a scene in a virtual space. Primitive assembly is performed on the vertices to compute projections of the vertices from virtual space onto a viewport of the scene in a screen space of a display device containing a plurality of pixels, the plurality of pixels being subdivided into a plurality of subsections. Scan conversion determines which pixels of the plurality of pixels are part of each primitive that has been converted to screen space coordinates. Coarse rasterization for each primitive determines which subsection or subsections the primitive overlaps. Metadata associated with the subsection a primitive overlaps determines a pixel resolution for the subsection. The metadata is used in processing pixels for the subsection to generate final pixel values for the viewport of the scene that is displayed on the display device in such a way that parts of the scene in two different subsections have different pixel resolution. | 10-08-2015 |
20150287165 | VARYING EFFECTIVE RESOLUTION BY SCREEN LOCATION BY CHANGING ACTIVE COLOR SAMPLE COUNT WITHIN MULTIPLE RENDER TARGETS - A graphics processing unit (GPU) is configured to receive metadata specifying an active sample configuration for a particular region of a display device among a plurality of regions of the display device and receive pixel data for one or more pixels in the particular region. The pixel data specifies the same number of color samples for each pixel. For each pixel in the particular region, the GPU invokes a pixel shader only for color samples specified to be active samples by the configuration. | 10-08-2015 |
20150269515 | VIRTUAL OBJECTS WITH ENTITLEMENTS - Computer-implemented methods and systems for processing of secondary entitlements are provided. An example method includes registering a virtual object with a digital store to create secondary entitlement data, and registering a user with the digital store to create a user account. The user's initial list of secondary entitlements is created. As the user acts within the digital world, application or platform their actions are monitored for acquiring, using and removal of virtual objects with secondary entitlements. Each acquired virtual object is checked for secondary entitlements, and if so added to the users list of secondary entitlements. Each removed virtual object is checked for secondary entitlements, and if so removed from the users list of secondary entitlements. Uses of the secondary entitlements, either inside the digital platform or in the larger outside world, is also watched, and the list of available secondary requirements is updated as necessary. | 09-24-2015 |
20150265928 | GAME BEHAVIOR BONDS - Computer-implemented methods and systems for processing of behavior bonds are provided. An example method comprises coding bond rules for a platform or specific application or contest; registering a user with a platform, application or contest to create the necessary user data; calculating which behavior rules the user must abide, based on the user data and Bond rules; receiving, from administrators, leaders, other users, applications or systems, information related to user behavior for any current behavior bonds; updating, based on user actions and reports the then current user behavior bonds status, deducting penalties as necessary; displaying the behavior bonds as necessary and disbursing any forfeited behavior bonds. | 09-24-2015 |
20150264298 | VIDEO FRAME RATE COMPENSATION THROUGH ADJUSTMENT OF VERTICAL BLANKING - Aspects of the present disclosure relate to systems and methods configured to adjust the timing of frame scanout in response to fluctuations in the source frame rate of graphics content rendered by a processing unit. In certain implementations, a vertical blanking interval generated during scanout of frames from a frame buffer may be adjusted in response to detected changes in the frame rate at which the source content is generated. In certain implementations, rendered graphics may be streamed over a network for display in real-time on a remote device, and the scanout out of frames may be adjusted in order to better match the rate of compression and streaming to a variable frame rate of the source content | 09-17-2015 |
20150238872 | VIDEO GAME COMPETITION NOTIFICATIONS - Methods and systems are described for automatically sending a popup or other message to another person's electronic device upon finishing a predetermined goal in a video game. The predetermined goal can be, for example, killing a first boss in under five minutes. The message to the friend can include a link or button enabled such that the friend can begin the game on his device in the same room, mission, scenario, etc. that the first player started out in so that the friend can attempt to duplicate or ‘one up’ the first player's achievement. Friends who are interested in receiving such messages can be determined from existing social networking sites. | 08-27-2015 |
20150231506 | CELEBRITY VIDEO GAMING NETWORK - A plurality of general public video game users are notified of an online celebrity gaming match. The match has at least one celebrity participant. A request to participate in the online celebrity gaming match is received from at least some of the general public video game users. At least one of the requesting users is selected for participation in the online celebrity gaming match. Interactive access to the celebrity gaming match through authentication with a corresponding user account for each of the participants selected from the general public. Access for each celebrity participant is authorized through authentication with a corresponding celebrity user account. Each celebrity user account is restricted to a verified celebrity whose celebrity identity has been previously verified. | 08-20-2015 |
20150222555 | CONGESTION CONTROL BITRATE ALGORITHM - The method may include sending, via an unreliable protocol, a stream of data packets to at least one recipient device over a network. The stream of data packets may include source packets and forward error correction (FEC) packets. The method may include, during said sending, receiving one or more feedback reports from the at least one recipient device, each said periodic feedback report characterizing packet loss during a corresponding period of time. The method may also include, during said sending, adjusting a rate at which said data packets are sent in the stream in response to at least one of said feedback reports. Adjusting the rate may include increasing a FEC rate at which the FEC packets are sent while maintaining a source rate at which the source packets are sent in response to a one of the feedback reports which characterizes the packet loss as within an acceptable level. | 08-06-2015 |
20150213778 | ENVIRONMENTAL INTERRUPT IN A HEAD-MOUNTED DISPLAY AND UTILIZATION OF NON FIELD OF VIEW REAL ESTATE - A wearable computing device includes a head-mounted display (HMD) that generates a virtual reality environment. Through the generation and tracking of positional data, a the virtual environment may be interrupted or paused. Upon pausing the environment, a user may access a number of ancillary menus and controls not otherwise available during normal operation of the virtual environment. | 07-30-2015 |
20150212322 | MENU NAVIGATION IN A HEAD-MOUNTED DISPLAY - A wearable computing device includes a head-mounted display (HMD) that generates a virtual reality environment. Through the generation and tracking of positional data, a focal point may be tracked with respect to one or menu navigation elements. Following the fixated positioning of the focal point over the menu navigation element for a predetermined amount of time, a process corresponding to the menu navigation element is executed. | 07-30-2015 |
20150205106 | Using a Second Screen as a Private Tracking Heads-up Display - Methods for extending a viewing area of a display device for displaying content include detecting presence of an eye glass computing device proximate to a primary computing device. The primary computing device has a primary display that is configured to render content. The eye glass computing device includes a secondary device. The eye glass computing device is linked to the primary computing device. A view direction of the eye glass computing device is detected relative to the primary display. Additional content is rendered in the secondary display that is in addition to the content rendered in the primary display. The secondary display is an extension of the primary display for viewing the content beyond the content rendered on the primary display. | 07-23-2015 |
20150181084 | VIDEO LATENCY REDUCTION - Aspects of the present disclosure relate to video capture. In particular, aspects of the present related to systems and methods for reducing latency in the capture of video frames. Various implementations of the present disclosure may add extra pixels to a video frame so that visible pixels within each frame may be transferred faster through a video interface. In particular, adding extra pixels to a frame may cause an increase in a pixel clock that is generated based on the total number of pixels within each frame. As a result of the corresponding decrease in the time needed to transfer visible pixels in each frame, latency due to delay in a video capture process may be reduced. | 06-25-2015 |
20150178018 | MASS STORAGE VIRTUALIZATION FOR CLOUD COMPUTING - Aspects of the present disclosure relate to systems and methods for virtualizing mass storage using an interface card, or other special hardware unit, operatively coupled to a host system. In various implementations, the interface device and host system may collectively emulate a mass storage device for another “terminal” computing system in a manner that is transparent to the terminal system. Moreover, in various implementations, a mass storage device may be emulated in a manner that is transparent to the terminal system, without requiring modifications to the terminal platform's hardware or software architecture. | 06-25-2015 |
20150113657 | PUBLIC VIEWING SECURITY FOR PUBLIC COMPUTER USERS - Methods and systems for activating a display security application and initiating a privacy measure on a computing device are provided. A user opens and turns on an application on the computing device, which monitors the security of the screen. The security feature recognizes when an unauthorized user is within viewing range of the display of the computing device. The user is prompted to initiate a privacy measure or ignore the unauthorized user. If the user initiates the privacy measure, the unauthorized user is prevented from seeing the content on the display. The user may terminate the privacy measure when the unauthorized user is no longer within viewing range of the display. | 04-23-2015 |
20150111641 | MULTI-PLAYER VIDEO GAME ENVIRONMENT FOR SINGLE-PLAYER USE - A multi-player game environment is created for single-player use. A user may select a single-player game or a multi-player game. When the user chooses a multi-player game, the user is prompted to select one or more customized AI characters. The AI characters may be available individually or in themed “packs.” The selected AI character or pack may be downloaded, stored, or otherwise made accessible to an electronic entertainment system. The user may select a mode or skill level for each AI character. The user may begin playing the game in a multi-player mode with the game environment populated with an avatar effectuating behaviors of the selected AI character or characters. | 04-23-2015 |
20150061989 | ATTENTION-BASED RENDERING AND FIDELITY - Methods and systems for attention-based rendering on an entertainment system are provided. A tracking device captures data associated with a user, which is used to determine that a user has reacted (e.g., visually or emotionally) to a particular part of the screen. The processing power is increased in this part of the screen, which increases detail and fidelity of the graphics and/or updating speed. The processing power in the areas of the screen that the user is not paying attention to is decreased and diverted from those areas, resulting in decreased detail and fidelity of the graphics and/or decreased updating speed. | 03-05-2015 |
20140364208 | Systems and Methods for Reducing Hops Associated with A Head Mounted System - Systems and methods for reducing hops associated with a head mounted display are described. The head mounted display includes a communications circuit for receiving and transmitting interactive media associated with a game program via a network. The interactive media is processed by the game cloud system and streamed directly to the communications circuit of the head mounted display. The head mounted display further includes a user input circuit for receiving an action from a user to generate an input, which includes position and motion detected by the user input circuit. The head mounted display includes a game processing circuit for decoding the interactive media received from the network. The game processing circuit drives a portion of interactivity associated with the game program. The portion of interactivity is generated based on the input. | 12-11-2014 |
20140310309 | SYSTEMS AND METHODS FOR SERVER MANAGEMENT - Exemplary systems and methods for server management are provided. An exemplary system comprises a plurality of servers, with each server having the ability to access a database or, in some embodiments, be configured to perform a calculation, computation or make a determination of a particular value, values or other information. A communications network delivers queries to each server whereby a look-up table directs query processing by the servers. Further embodiments of the system feature a program logic controller for rebalancing the workload of the network servers. Exemplary methods of processing queries on the system comprise submitting a query to the network, communicating the query to each server in the network and each server looking-up on a look-up table the processing responsibilities of the servers in the network. The query is processed by the server having primary responsibility for processing the query while other the servers monitor query processing. Transmission of a query result to a user typically completes the process. | 10-16-2014 |
20140281675 | FLEXIBLE FAILOVER POLICIES IN HIGH AVAILABILITY COMPUTING SYSTEMS - A system for implementing a failover policy includes a cluster infrastructure for managing a plurality of nodes, a high availability infrastructure for providing group and cluster membership services, and a high availability script execution component operative to receive a failover script and at least one failover attribute and operative to produce a failover domain. In addition, a method for determining a target node for a failover comprises executing a failover script that produces a failover domain, the failover domain having an ordered list of nodes, receiving a failover attribute and based on the failover attribute and failover domain, selecting a node upon which to locate a resource. | 09-18-2014 |
20140274414 | ATTRIBUTE-DRIVEN GAMEPLAY - Methods and systems for emotion-based game character manipulation are provided. Each character is associated with a table of quantified attributes including emotional attributes and non-emotional attributes. An adjustment to an emotional attribute of a game character is determined based on an interaction with another game character. The emotional attribute of the first game character is adjusted, which further results in an adjustment to a non-emotional attribute of the first game character. The behavior of the first game character is then determined based on the adjusted non-emotional attribute. | 09-18-2014 |
20140256449 | MANAGING PARTICIPANTS IN AN ONLINE SESSION - The present invention relates to an application that is configured to be operated in a multi-participant environment on a computer network. The application manages participants in an online session of a multi-user application so that if one of the participants exits the session, the session can continue without interruption. The application initiates an online session of the multi-user application, wherein the online session includes two or more participants comprised of network computers that are communicatively linked to a computer network. If the application detects that a first participant has disconnected from the online session, wherein the first participant is responsible for managing certain managerial functionality associated with the running of the multi-user application, then the application broadcasts a notification to existing participants of the online session over the communication network, thereby notifying the existing participants that the first participant has disconnected from the online session. The initiating application then re-assigns the functionality associated with the first participant to an existing participant of the online session. The participants can be communicating in a peer-to-peer arrangement or can be performing server duties in a client-server arrangement. | 09-11-2014 |
20140248961 | DEAD RECKONING IN A GAMING ENVIRONMENT - Client position in a multi-client game is determined using dead reckoning. Clients send information to a server over a network. The server distributes this information to other clients. A client uses this information and dead reckoning to determine a character's position. The server may calculate the client's position using dead reckoning and send updates to clients when errors between actual and calculated positions exceed a threshold. Clients may calculate their position according to dead reckoning, and when an error between actual and calculated position exceeds a threshold, send updated information to other clients. This Abstract is provided for the sole purpose of complying with the Abstract requirement rules that allow a reader to quickly ascertain the subject matter of the disclosure contained herein. This Abstract is submitted with the explicit understanding that it will not be used to interpret or to limit the scope or the meaning of the claims. | 09-04-2014 |
20140248960 | GAME PLAY SKILL TRAINING - Embodiments of the present invention provide a library of video related to game play involving the use of particular objects. By observing game play of users in a game play environment, determinations may be made as to users who excel at the use of a particular object. Video of game play related to these users and a particular object may be created, cataloged, and stored for later use by users that lack proficiency with that object. By observing video of game players with particular skill as to an object, less skilled players may improve their game play thereby avoiding frustration with a game, which may lead to a loss of interest. Acquisition and proffering of video may be facilitated through the use of an analytics server or functional software module that observes game play and identifies players of particular skill or lack thereof. | 09-04-2014 |
20140235311 | MAINTAINING MULTIPLE VIEWS ON A SHARED STABLE VIRTUAL SPACE - Methods, apparatus, and computer programs for controlling a view of a virtual scene with a handheld device are presented. In one method, images of a real world scene are captured using a device. The method further includes operations for creating an augmented view for presentation on a display of the device by augmenting the images with virtual reality objects, and for detecting a hand in the images as extending into the real world scene. In addition, the method includes operations for showing the hand in the screen as detected in the images, and for generating interaction data, based on an interaction of the hand with a virtual reality object, when the hand makes virtual contact in the augmented view with the virtual reality object. The augmented view is updated based on the interaction data, which simulates on the screen that the hand is interacting with the virtual reality object. | 08-21-2014 |
20140232652 | CALIBRATION OF PORTABLE DEVICES IN A SHARED VIRTUAL SPACE - Methods, systems, and computer programs are provided for generating an interactive space. One method includes operations for associating a first device to a reference point in 3D space, and for calculating by the first device a position of the first device in the 3D space based on inertial information captured by the first device and utilizing dead reckoning. Further, the method includes operations for capturing images with a camera of the first device, and for identifying locations of one or more static features in the images. The position of the first device is corrected based on the identified locations of the one or more static features, and a view of an interactive scene is presented in a display of the first device, where the interactive scene is tied to the reference point and includes virtual objects. | 08-21-2014 |
20140222661 | DIGITAL MARKETPLACE FOR RESELLING MEDIA PACKAGES - Aspects of the present disclosure describe systems and methods for implementing the sale of a media package that has one or more digital assets and/or platform features and a first level of digital rights management (DRM) protections from a first purchaser to a second purchaser. The DRM protections may limit which digital assets may be sold. The level of DRM protection on the media package may be changed to a second level before being delivered to the second purchaser. The changed DRM protection may restrict the future sale of the digital assets and/or platform feature(s) remaining in the package. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 08-07-2014 |
20140215224 | STATUTORY LICENSE RESTRICTED DIGITAL MEDIA PLAYBACK ON PORTABLE DEVICES - Systems and methods are described for, e.g., providing a statutory audio content service on a portable device that complies with the provisions of the Digital Millennium Copyright Act (DMCA). The user can select a playlist subject to DMCA restrictions but cannot access individual items. Content playback, including skipping of content, is restricted to enforce relevant DMCA provisions. Encryption used to implement digital rights management (DRM) may be modified to enforce such content play rules or, alternatively, an additional layer of encryption may be imposed. Limitations on playback are stored along with the playlist structure in a form that is protected against modification. Information logging content playback is maintained in protected form to be uploaded and relayed to the service provider for the purpose of calculating royalty payments. | 07-31-2014 |
20140213367 | METHODS AND APPARATUS FOR HIDING LATENCY IN NETWORK MULTIPLAYER GAMES - Aspects of the present disclosure describe methods and apparatuses that hide latency during an interaction between an attacking client device platform and a defending client device platform in a multiplayer game played over a network. The attacking client device platform predicts a successful attack will be made and delivers a hit event to the defending client device platform. In order to provide additional time to wait for a hit reply from the defending client device platform the attacking client device platform initiates an altered animation mode that lengthens the run-time of the animation. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 07-31-2014 |
20140207474 | AUDIO DECELERATION - An audio receiving system includes logic configured to reduce the accumulation of delays caused by the late arrival of audio packets. This logic is configured to accelerate or decelerate presentation of a resulting audio stream in response to the detection of late packets. The acceleration is discontinued once the effects of the late packets have been compensated for. The audio receiving system is typically applied to applications in which lag is undesirable. These can include web conferencing, telepresence, and online video games. | 07-24-2014 |
20140187323 | Systems and Methods for Generating and Sharing Video Clips of Cloud-Provisioned Games - Apparatus, systems and methods for providing inputs to a game executing on a game server, is disclosed. A controller includes a circuit, a plurality of input controls interfaced with the circuit of the controller for producing controller data, and a communication circuit for connecting the controller with an internet access device. The communication circuit is configured to exchange controller data with a game server. The exchange of the controller data occurs without a communication link between the controller and a local game console. The game server is configured to execute a game play of a video game and drive interactivity of the video game using the controller data. The game server is remote from the local game console. The game server transmits a video feed of the game play to the game console. | 07-03-2014 |
20140187318 | Systems and Methods for Enabling Shadow Play for Video Games Based on Prior User Plays - Methods for playing a video game executed by a game cloud system are provided. One method includes generating a user interface for displaying game interactivity for playing the video game. The user interface includes controls for selecting a mode of play that includes a shadow mode. The method further includes detecting game play of the video game by a current user and identifying one or more previous plays of the video game by other users. After one of the other users is selected to be used in the shadow mode, for a set period of time, the shadow mode is enabled for the selected other user such that an image of the object controlled by the other user along a game sequence that is to be played by the current user of the video game is displayed. | 07-03-2014 |
20140187316 | DEFINING NEW RULES FOR VALIDATION OF NETWORK DEVICES - A system and method for actively validating a network device is provided. Nodes in a network game community are prompted to engage in interrogation and response to facilitate the identification of nodes operating with hacked, modified and non-typical game configurations. In one embodiment, a query is presented to a user's machine which triggers a response, and where the response indicates whether certain data at the user is valid and wherein invalid data is suggestive of illegal community behavior. Functions are triggered and data is queried to determine whether the state of game environment is operating according to known metrics or constraints. | 07-03-2014 |
20140179439 | AUTOMATIC GENERATION OF SUGGESTED MINI-GAMES FOR CLOUD-GAMING BASED ON RECORDED GAMEPLAY - A method for generating a playable limited version of a video game is provided. A user's gameplay of a full version of the video game is recorded. The user's recorded gameplay is analyzed to determine a region of interest. Boundaries are defined within a gameplay context of the video game based on the determined region of interest. The limited version of the video game is generated based on the defined boundaries. | 06-26-2014 |
20140179428 | REMOTE CONTROL OF A FIRST USER'S GAMEPLAY BY A SECOND USER - A method for providing remote control of a user's gameplay is provided. A live video feed of a first user's gameplay is presented to a remote second user. A request to transition control of the first user's gameplay to the second user is processed. Control of the first user's gameplay by the second user is initiated. | 06-26-2014 |
20140179427 | GENERATION OF A MULT-PART MINI-GAME FOR CLOUD-GAMING BASED ON RECORDED GAMEPLAY - A method for generating a playable limited version of a video game is provided. A user's gameplay of a full version of the video game is recorded. A plurality of user-defined portions of the user's recorded gameplay is determined. For each user-defined portion, boundaries within a gameplay context of the video game based on the user-defined portion, and a playable portion of the video game is generated based on the defined boundaries. Each of the playable portions of the video game is arranged in a series to define the limited version of the video game; wherein the method is executed by a processor. | 06-26-2014 |
20140179424 | Systems and Methods for Tagging Content of Shared Cloud Executed Mini-Games and Tag Sharing Controls - Methods for tagging content in a video game title during game play executed on a game cloud system, and social sharing methods. One method includes receiving a pause indication during the game play and suspending the game play to hold the video game title in a current frame image, storing the game state, and receiving the tag data that is associated to a location in the current frame image and to a user identifier for the current frame image. The method further includes generating a video recording of the game play having the tag data and generating a mini-game from a portion of the video game title. The mini-game includes a playable portion to enable view of a portion of the video recording for the mini-game and an executable portion to enable the play of game code for the mini-game that is a portion of the video game title. | 06-26-2014 |
20140130084 | SCHEME FOR DETERMINING THE LOCATIONS AND TIMING OF ADVERTISEMENTS AND OTHER INSERTIONS IN MEDIA - A method for use with content includes analyzing a sequence of frames of the content, determining whether an area exists in a scene depicted by the sequence of frames where additional content such as advertising can be inserted without obstructing activity in the scene, for any such area, determining an amount of time that the area is available when the sequence of frames is being played, and for any such area, determining a size of the area. A storage medium storing a computer program for causing a processor based system to execute these steps and an apparatus for use with content are also disclosed. | 05-08-2014 |
20140106884 | Qualified Video Delivery - A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU. The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. | 04-17-2014 |
20140101342 | METHOD AND APPARATUS FOR IMPROVING DECREASING PRESENTATION LATENCY - Aspects of the present disclosure describe automatically changing an output mode of an output device from a first output mode to a latency reduction mode. An initiation signal and the output data may be received from a client device platform or a signal distributor. Upon receiving the initiation signal, the output device may change the output mode from the first output mode to the latency reduction mode. Thereafter, the output device may receive an end latency reduction mode signal. The output device may then revert back to the first output mode. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 04-10-2014 |
20140101341 | METHOD AND APPARATUS FOR DECREASING PRESENTATION LATENCY - Aspects of the present disclosure describe automatically changing an output mode of an output device from a first output mode to a latency reduction mode. An initiation signal and the output data may be received from a client device platform or a signal distributor. Upon receiving the initiation signal, the output device may change the output mode from the first output mode to the latency reduction mode. Thereafter, the output device may receive an end latency reduction mode signal. The output device may then revert back to the first output mode. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 04-10-2014 |
20140100027 | MANAGING GAME METRICS AND AUTHORIZATIONS - Various metrics as may be deployed in an active, passive, or hybrid validation architecture are disclosed. A computing device configured to monitor network game activity may identify an inconsistency between user game data and a particular game metric governing a particular aspect of the network gaming environment. Upon identification of an inconsistency between game data and a game metric, which may indicative of illicit game play, a validation process (e.g., active, passive, and/or hybrid) may be implemented to further confirm the existence of illicit game. Alternatively, an action to maintain integrity of the gaming community may be executed without further confirmation whereby a purportedly illicit game device may be ejected from the network. | 04-10-2014 |
20140095307 | SPOTTING TRENDS BY IDENTIFYING INFLUENTIAL CONSUMERS - Relevant information for a plurality of consumers may be gathered from a plurality of electronic devices. Influence information is determined from a correlation between the relevant information and one or more items. The influence information may be used to identify one or more influencers. Information gathered from contemporary online behavior of the one or more influencers with respect to one or more categories of items may be used to identify a trend with respect to one or more particular items in the one or more categories. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. This abstract is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 04-03-2014 |
20140092917 | CHANNEL HOPPING SCHEME FOR UPDATE OF DATA FOR MULTIPLE SERVICES ACROSS MULTIPLE CHANNELS - Data transmitted over different channels may be updated by receiving one or more input data streams containing data for one or more digital data services, wherein the data is in the form of a plurality of packets, wherein each packet includes information identifying a channel and a number of related downstream packets; determining from the plurality of packets a time that an update packet containing data for one of the digital data services will be transmitted as part of the signal; and generating a schedule packet containing the time that the update packet will be transmitted as part of a signal. | 04-03-2014 |
20140089081 | ASYNCHRONOUS ADVERTISING PLACEMENT BASED ON METADATA - A podcast system and method are provided to select and deliver media ads over a network to a user device and to insert the media ads in media content subscribed to and delivered over the network to the user device. | 03-27-2014 |
20140081850 | System and Method for Providing Access to Streaming Multimedia Content to Devices From Servers - A method for delivery of primary media content in digital form is provided. The method includes establishing a communications link between a client computer and a server, where the client computer has storage. The establishing of the communications link includes authorization of user information. The method further includes receiving a request for a media among primary media content accessible to the server. The server associating the request with the user information maintained in a customer database that is accessible to the server. The user information is used to authorize access to specified content from among said primary media content for the user based on the user information in the customer database. The method also determines that the requested media is authorized for use by the user based on the user information. The method then streams the media to the storage of the client computer upon receiving a play request. The media received by streaming is configured for rendering on a display screen. The streaming data is one or more of video data including motion picture content, game data, music data, or combinations of two or more thereof. | 03-20-2014 |
20140073428 | Intelligent Game Loading - Methods, systems and media are provided. One system includes a video source configured to provide a streaming video to a first client geographically remote from the video source. The system generates a streaming video at the video source responsive to a present game state of a computer game program. The system further includes a download manager configured to dynamically determine, responsive to the present game state of the computer game program, a download sequence of a plurality of parts of an executable content of the computer game program. The download manager is configured to download parts of the executable content according to the download sequence in parallel with the streaming video provided to the first client from the video source. The download manager is further configured to modify the download sequence based on probabilities of other game states of the computer game program being reached from the present game state. | 03-13-2014 |
20140073424 | METHODS AND SYSTEMS FOR DYNAMICALLY ADJUSTING UPDATE RATES IN MULTI-PLAYER NETWORK GAMING - In a server-implemented video game, a method for providing updates to a remote client regarding a plurality of objects located in a virtual space of the video game. The method comprises operations of receiving an update locus from the remote client, the update locus indicating a client-specified position within the virtual space of the video game; determining a distance of each of the plurality of objects from the update locus; determining an update rate for each of the plurality of objects based upon their determined distances; and sending updates regarding each of the plurality of objects to the remote client according to the determined update rates. | 03-13-2014 |
20140066207 | Methods for Controller Pairing with Assigned Differentiating Color/Player - Methods of pairing a controllers for game play is presented. In one example, a method of pairing controllers to a base computing device for playing a game executed on the base computing device is provided. The method includes receiving a pairing request from one of a first or a second controller. The pair request is generated in response physical contact between the first and second controllers. The method assigns the first and second controllers as a first pairing for a first player and assigns the first pairing to a first color. The method includes transmitting the first color to the first or second controllers, such that at least one of the first and second controllers for the first pairing is configured to illuminate in the first color. Additional pairs of controllers will be assigned a different color, so that each player has a color differentiated color on their respective controller. | 03-06-2014 |
20140066177 | USER-BASED MINI-GAME GENERATION AND DISTRIBUTION - A mini-game may be generated by recording game data during play of a video game on a computer game system, suspending play of the video game in response to a first input to the computer game system, rewinding the recorded game data to a start point in response to a second input to the computer game system, and uploading recorded game data representing a state of the video game at the start point to a remote mini-game distribution system. The mini-game data may be distributed to other game playing systems. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. This abstract is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 03-06-2014 |
20140043364 | DYNAMIC REPLACEMENT OF CINEMATIC STAGE PROPS IN PROGRAM CONTENT - Stage props, such as consumer products, in legacy program content are replaced with dynamically replaceable assets. Such assets can be used for advertising purposes in that images of different products and services can be inserted therein and are changeable via a network. Such assets may be created by identifying props in the content for replacement, and determining location and visual effects information for each identified prop. The content may be played back by broadcasting the content and reference information designating parameters for inserting the assets into the content. Replacement images, such as images of products, may be obtained via a network. The visual appearance of each replacement image may be modified using visual effects information so the inserted objects appear natural as if they were part of the original scene. | 02-13-2014 |
20140040944 | DYNAMIC INSERTION OF CINEMATIC STAGE PROPS IN PROGRAM CONTENT - Dynamically replaceable assets are inserted in program content and may be used for the insertion of cinematic stage props therein. Such assets can be used for advertising purposes in that images of different products and services can be inserted therein and are changeable via a network. Such assets may be created by identifying locations in the content where the assets can be inserted, establishing the assets in the identified locations, and determining location and visual effects information for each asset. Replacement images, such as images of products, may be obtained via a network. The visual appearance of each replacement image may be modified using visual effects information so the inserted objects appear natural as if they were part of the original scene. | 02-06-2014 |
20140040168 | EVOLUTION OF A USER INTERFACE BASED ON LEARNED IDIOSYNCRASIES AND COLLECTED DATA OF A USER - A user interface evolves based on learned idiosyncrasies and collected data of a user. Learned idiosyncrasies and collected data of the user can be stored in a knowledge base. Information from the surrounding environment of the user can be obtained during learning of idiosyncrasies or collection of data. Thought-based statements can be generated based at least in part on the knowledge base and the information from the environment surrounding the user during learning of idiosyncrasies or collection of data. The thought-based statements serve to invoke or respond to subsequent actions of the user. The user interface can be presented so as to allow for interaction with the user based at least in part on the thought-based statements. Furthermore, personality nuances of the user interface can be developed that affect the interaction between the user and the user interface. | 02-06-2014 |
20140032749 | AUTOMATIC PERFORMANCE AND CAPACITY MEASUREMENT FOR NETWORKED SERVERS - Measuring performance and capacity of a networked server coupled to a cluster of client machines, including: initializing each client machine of the cluster of client machines with a number of client applications; performing a first feedback process of configuring the number of client applications for the each client machine such that each client application adjusts its own operation to achieve a first balance point of a client application count for the each client machine; and performing a second feedback process in which the networked server and the cluster of client machines achieve a second balance point of a client machine count for the networked server. | 01-30-2014 |
20140028810 | SCALING PIXEL DEPTH VALUES OF USER-CONTROLLED VIRTUAL OBJECT IN THREE-DIMENSIONAL SCENE - Pixel depth values of a user-controlled virtual object in a three-dimensional scene may be re-scaled to avoid artifacts when the scene is displayed. Minimum and maximum threshold values can be determined for the three-dimensional scene from a target derived from pixel depth data for the three-dimensional scene. Each pixel depth value of the user-controlled virtual object can be compared to the minimum threshold value and the maximum threshold value. A depth value of each pixel of the user-controlled virtual object that falls below the minimum threshold value can be set to a corresponding low value. Each pixel depth value of the user-controlled virtual object that exceeds the maximum threshold value can be set to a corresponding high value. | 01-30-2014 |
20140019229 | DISPLAY OF USER SELECTED ADVERTISING CONTENT IN A DIGITAL ENVIRONMENT - A system and method for placing an advertisement in a digital environment based upon a user's choice, subject to certain predetermined parameters, is disclosed. Through the method, a user is assigned a rating based upon, for example, his performance in a game. A list of advertisements which correspond to that rating is displayed to the user, who may then select a desired advertisement from the list. The selected advertisement is then displayed in the digital environment. Reports may be generated based upon the advertisements selected and the number of selections and/or impressions (e.g., uses or viewings) by the user, which may be sent to advertisers. | 01-16-2014 |
20140004925 | METHOD AND APPARATUS FOR ADJUSTMENT OF GAME PARAMETERS BASED ON MEASUREMENT OF USER PERFORMANCE | 01-02-2014 |
20140002359 | Calibration Of Portable Devices In A Shared Virtual Space | 01-02-2014 |
20130311951 | METHOD AND APPARATUS FOR DYNAMICALLY ADJUSTING GAME OR OTHER SIMULATION DIFFICULTY - A method for use with a simulation includes running the simulation, receiving information from a control interface used by a user to interact with the simulation, analyzing the received information, forming at least an indication of the user's level of skill based on the analysis of the received information, and adjusting a difficulty level of the simulation based on the indication of the user's level of skill. A storage medium storing a computer program executable by a processor based system and an apparatus for use with a simulation are also disclosed. | 11-21-2013 |
20130260896 | SHARING RECORDED GAMEPLAY TO A SOCIAL GRAPH - A method for sharing recorded gameplay to a social graph is provided. Video of a user's gameplay is recorded during an active state of a gameplay session. A command is received to initiate a sharing operation during the active state of the gameplay session. In response to receiving the command, a paused state of the gameplay session is entered and a sharing interface is presented. Input received via the sharing interface is processed to determine a user-defined selection of the recorded video. The user-defined selection of the recorded video is shared to a social graph of the user, and the active state of the gameplay session is resumed. | 10-03-2013 |
20130260720 | METHOD FOR DETERMINING MOBILE DEVICE PASSWORD SETTINGS BASED ON ACCELERATION INFORMATION - Methods, devices, and systems are disclosed for altering a mobile electronic device's screen timeout based on an acceleration event. A ringtone can be altered in addition to the password timeout time. Historical accelerations may be recognized and the time out can be adjusted based on the determined risk associated acceleration. | 10-03-2013 |
20130260719 | METHOD FOR DETERMINING MOBILE DEVICE PASSWORD SETTINGS BASED ON CHECK-IN INFORMATION - Methods, devices, and systems are disclosed for altering a mobile electronic device's screen timeout based on a check-in of a mobile device at a venue. A ringtone can be altered in addition to the password timeout time. Nearby venues and/or locations may be recognized and the time out can be adjusted based on the determined risk which may include the crime risk. | 10-03-2013 |
20130260718 | METHOD FOR DETERMINING MOBILE DEVICE PASSWORD SETTINGS BASED ON WIRELESS SIGNALS - Methods, devices, and systems are disclosed for altering a mobile electronic device's screen timeout based on a strength of ambient wireless signals. A ringtone can be altered in addition to the password timeout time. Signals may be recognized or unknown and the time out can be adjusted based on the determined risk associated with the signals. | 10-03-2013 |
20130260717 | METHOD FOR DETERMINING MOBILE DEVICE PASSWORD SETTINGS BASED ON WIRELESS SIGNAL INFORMATION - Methods, devices, and systems are disclosed for altering a mobile electronic device's screen timeout based on a number of ambient wireless signals, geographic location, check-in to social location web sites, tagged venues, or other measures. Audio noise can be used in conjunction with the number of signals to determine if the device's user is in a crowded venue where theft of the device is more likely. A ringtone can be altered in addition to the password timeout time. A distance from an employee badge can be used to determine if the device has been left behind by a user, and the device can accelerate its password-protected timeout. | 10-03-2013 |
20130254680 | APPARATUS AND METHOD FOR MATCHING GROUPS TO USERS FOR ONLINE COMMUNITIES AND COMPUTER SIMULATIONS - A method includes detecting a first group seeking members, detecting one or more users seeking to join a group, retrieving group parameters corresponding to the first group, and retrieving user parameters corresponding to each of the one or more users. The group parameters may include group characteristic data and group requirements. For each user of the one or more users, the group parameters corresponding to the first group are compared against the user parameters corresponding to the user. A score is determined for each of the one or more users based on the comparing. One or more selected users of the one or more users is recommended to the first group at least in part based on the score. One or more computer programs may be adapted to execute the above steps, and a processor may be configured to perform the above steps. | 09-26-2013 |
20130254278 | APPARATUS AND METHOD FOR MATCHING USERS TO GROUPS FOR ONLINE COMMUNITIES AND COMPUTER SIMULATIONS - A method includes detecting a first user seeking to join a group, detecting one or more groups recruiting members, retrieving user parameters corresponding to the first user, and retrieving group parameters corresponding to each of the one or more groups. The group parameters may comprise group characteristic data and group requirements. For each group of the one or more groups, the group parameters corresponding to the group are compared against the user parameters corresponding to the first user. A score is determined for each of the one or more groups based on the comparing. One or more selected groups of the one or more groups is recommended to the first user at least in part based on the score. One or more computer programs may be adapted to execute the above steps, and a processor may be configured to perform the above steps. | 09-26-2013 |
20130252725 | METHOD AND APPARATUS FOR USE IN RESERVING A POSITION WITHIN A SIMULATION FOR ANOTHER USER - The present embodiments provide systems, apparatuses, processes and methods of providing interactive electronic gaming. Some of these methods comprise: receiving, during an active interactive electronic game with which a plurality of remote users are participating over a distributed network, a notification of termination of a first user's participation in the active interactive game; identifying a first position within the interactive game corresponding with the first user of the plurality of remote users; determining whether to provide a game state transfer of the first position within the interactive game; identifying, in response to determining to provide the game state transfer, a second user to which the first position is to be transferred, where the second user is not an active participant in the interactive game; and reserving, in response to determining to provide the game state transfer, the first position for the identified second user. | 09-26-2013 |
20130249928 | APPARATUS AND METHOD FOR VISUAL REPRESENTATION OF ONE OR MORE CHARACTERISTICS FOR EACH OF A PLURALITY OF ITEMS - A method includes retrieving one or more characteristics for each of a plurality of items, and generating a first cloud on a display. The first cloud corresponds to a first characteristic of the one or more characteristics. The cloud includes a plurality of visual identifiers each corresponding to one of the plurality of items. Each visual identifier includes a first visual attribute and a second visual attribute. The first visual attribute includes a visual indicia of a ranking of the item represented by the visual identifier compared to the other items of the plurality of items according to the first characteristic. One or more computer programs may be adapted to execute the above steps, and a processor may be configured to perform the above steps. | 09-26-2013 |
20130244790 | SYSTEM AND METHOD FOR CAPTURING AND SHARING CONSOLE GAMING DATA - A system and method for capturing and sharing console gaming data is described. Embodiments capture gameplay data directly at the gaming console, without the need for external hardware. This allows users to easily capture rich console gaming experiences and share them across a variety of outlets. In one embodiment, the methods described herein can be implemented with a patch or driver on the operating system of the user device, rendering it unnecessary to heavily modify the source code of the game. | 09-19-2013 |
20130244789 | SYSTEM AND METHOD FOR CAPTURING AND SHARING CONSOLE GAMING DATA - A system and method for capturing and sharing console gaming data is described. Embodiments capture gameplay data directly at the gaming console, without the need for external hardware. This allows users to easily capture rich console gaming experiences and share them across a variety of outlets. In one embodiment, the methods described herein can be implemented with a patch or driver on the operating system of the user device, rendering it unnecessary to heavily modify the source code of the game. | 09-19-2013 |
20130244785 | SYSTEM AND METHOD FOR CAPTURING AND SHARING CONSOLE GAMING DATA - A system and method for capturing and sharing console gaming data is described. Embodiments capture gameplay data directly at the gaming console, without the need for external hardware. This allows users to easily capture rich console gaming experiences and share them across a variety of outlets. In one embodiment, the methods described herein can be implemented with a patch or driver on the operating system of the user device, rendering it unnecessary to heavily modify the source code of the game. | 09-19-2013 |
20130242195 | SCHEME FOR DETERMINING THE LOCATIONS AND TIMING OF ADVERTISEMENTS AND OTHER INSERTIONS IN MEDIA - A method for use with content includes analyzing a sequence of frames of the content, determining whether an area exists in a scene depicted by the sequence of frames where additional content such as advertising can be inserted without obstructing activity in the scene, for any such area, determining an amount of time that the area is available when the sequence of frames is being played, and for any such area, determining a size of the area. A storage medium storing a computer program for causing a processor based system to execute these steps and an apparatus for use with content are also disclosed. | 09-19-2013 |
20130237321 | SYSTEM AND METHOD FOR VIDEO CHOREOGRAPHY - An electronic entertainment system for creating a video sequence by executing video game camera behavior based upon a video game sound file includes a memory configured to store an action event/camera behavior (AE/CB) database, game software such as an action generator module, and one or more sound files. In addition, the system includes a sound processing unit coupled to the memory for processing a selected sound file, and a processor coupled to the memory and the sound processing unit. The processor randomly selects an AE pointer and a CB pointer from the AE/CB database. Upon selection of the CB pointer and the AE pointer, the action generator executes camera behavior corresponding to the selected CB pointer to view an action event corresponding to the selected AE pointer. | 09-12-2013 |
20130231183 | INCREASING THE NUMBER OF ADVERTISING IMPRESSIONS IN AN INTERACTIVE ENVIRONMENT - Increasing a number of advertising impressions in a system configured to facilitate user interaction with an interactive environment containing one or more advertising targets is described. A scene of a portion of the simulated environment is displayed from a camera point of view (camera POV) on a video display. The scene may change as the camera POV changes in response to movement of the camera POV along a camera path during the user's interaction with the simulated environment. Modifying the camera path or a camera field of view can place more of an advertising target within the scene displayed on the video display to increase a likelihood of generating an advertising impression compared to a likelihood of generating an advertising impression without the modification. | 09-05-2013 |
20130218827 | SUMMARIZING A BODY OF MEDIA BY ASSEMBLING SELECTED SUMMARIES - Bodies of media may be summarized in various ways depending on numerous factors, thus resulting in summaries that are tailored to particular desires of consumers. An instruction may be received to provide a summary of at least a portion of the body of media. Software stored in memory may then be executed by a processor to determine one or more factors for providing the summary. The summary may be selected, based on the one or more factors, from a plurality of available summaries stored in memory. The plurality of available summaries corresponds to the at least a portion of the body of media. Finally, the selected summary may be provided to a consumer via an output device. | 08-22-2013 |
20130218651 | USER SELECTABLE GAME INFORMATION ASSOCIATED WITH AN ASSET - Systems, apparatus and methods for interacting with a virtual world being displayed on a video display are described. The virtual world includes user selectable tagged images. The tagged images are related to an asset and can include a redemption feature that can be used when acquiring the asset. A user interacting with a game console can select the tagged images. Upon selection of the tagged image the game console can communicate information related to the tagged image, the related asset and/or the redemption feature to a mobile device. The tagged images can also be associated with distribution rules that can be evaluated to determine when and to whom to distribute digital coupons associated with the tagged images. | 08-22-2013 |
20130215024 | GAMING CONTROLLER - A controller for interfacing with an interactive application is provided, including: a housing defined by a main body, a first extension extending from a first end of the main body, and a second extension extending from a second end of the main body, the first extension and the second extension for holding by a first hand and a second hand of a user, respectively; an input device positioned along a top surface of the main body; a touch-sensitive panel defined along the top surface of the main body. | 08-22-2013 |
20130132509 | System And Method For Optimizing Transfers Of Downloadable Content - A system and method for optimizing transfers of downloadable content is described. Embodiments of the invention begin to execute downloadable content before the content is downloaded in full, providing users with faster access to the content. In addition, embodiments disclosed herein reduce bandwidth usage, are less sensitive to consumer internet speed, and are not limited by end-user product storage size. The embodiments are dynamic, thus expanding application of the system and method to both static and interactive content. The disclosed embodiments can be implemented with a patch or driver on the operating system of the user device, rendering it unnecessary to heavily modify the source code of the content. Disclosed embodiments can also operate independent from and/or invisible to the executing content, minimizing the amount of errors observed by a user when the content is displayed | 05-23-2013 |
20130113878 | Methods for Interfacing With an Interactive Application Using a Controller With an Integrated Camera - A method for determining a position of a controller in a three-dimensional space is disclosed. One method includes an operation to calibrate a computer program to identify a group of recognized fixed points from a plurality of fixed points within the three-dimensional space using a depth camera integrated with the controller. Another operation activates use of the controller and depth camera during interface with the application. During use of the controller, image and depth data within the three-dimensional space is captured with the depth camera of the controller. The captured data can then be used to enable input to a computer system. | 05-09-2013 |
20130095931 | DATA MANAGEMENT FOR COMPUTER SYSTEMS - A computer system may load into its memory a base WAD corresponding to a logical space associated with a computer application run by a processor. The base WAD contains data uniquely associated with the logical space. Zero or more phases of activity take place in the logical space during running of the application. Phases are uniquely associated with the base WAD. The data in the base-WAD remains loaded for each of the phases. For each phase, the system loads a different set of zero or more sub-WADs into memory. Each phase has a different corresponding set of zero or more sub-wads. Each sub-WAD contains data that is associated with a corresponding phase. The system manages the activity for a given phase using the data in the base WAD and the data in the sets sub-WADs corresponding to the given phase. | 04-18-2013 |
20130072297 | SYSTEMS AND METHODS FOR CALIBRATION AND BIASING FOR GAME CONTROLLER - Systems and methods for calibration and biasing are described herein. In one example, a method for determining a playing height of a user is described. The method includes receiving an identification of a first corner of a display screen from the user by associating a first position of a tracked object with the first corner using image data from a capture device, receiving an identification of a second corner of the display screen from the user by associating a second position of the tracked object with the second corner using image data from the capture device, and triangulating between the first and second corners and the tracked object to define a range of movement made by the user. The tracked object is held by the user. The method further includes defining a height at which the tracked object is held by the user based on the range of movement. | 03-21-2013 |
20130067545 | Website Security - A system and method for employing fingerprints for user authentication on a website is described. Embodiments of the invention employ a fingerprint scanner integrated into a USB device to scan a current user's fingerprint, and compare it against a stored fingerprint associated with the authorized user. If the current user is determined to be the authorized user, a user name and password associated with a requested website and stored on the USB device is entered onto the website. In one embodiment, the USB device is a password bank that both generates and stores passwords for various websites, removing the need for user memorization altogether. | 03-14-2013 |
20130055409 | DYNAMIC REDEMPTION CODES - Information regarding a redemption code may include at least one parameter associated with certain redeemable content. Requests may be received from a user. The request may concern access to redeemable content associated with a redemption code. The applicability of parameters is determined as is the redeemable content associated with the identified parameter. The user may then be granted access to the identified redeemable content. The determination of applicable parameters may include identifying an associated modification and applying the modification to the redemption code in order to identify the redeemable content. | 02-28-2013 |
20130054689 | REDEEMABLE CONTENT SPECIFIC TO GROUPS - Information regarding a user may be indicative of membership in a group. Such information may be maintained for every user associated with a particular system or title. In instances, redeemable content may be offered exclusively to a group. Requests for such content may therefore be received and evaluated to determine whether the requesting user is a member of the particular group. The determination includes an evaluation of information associated with the requesting user. In some instances, the information associated with the requesting user is a user identifier that is indicative of the group membership, and the user identifier may be included in the request. If the user is indeed determined to be a member of the group, access to the redeemable content is granted. Alternatively, if the user is not determined to be a member of the group, access to the redeemable content is denied. | 02-28-2013 |
20130045795 | SYNCHRONIZING MISSION PROGRESS IN COOPERATIVE GAMES - Methods and systems are described for a multiplayer video game on a network in which a player's or players' missions are tracked individually as mission lines, each mission line being composed of a series of ordered objectives. Each objective generally must be completed in order of the sequence with no forking of objective paths. Each objective can include one or more conditions that can be completed in any order within the objective. Players can go off on different missions and then come back to synchronize their mission progress so that they benefit from the other player's gameplay. Players can also synchronize the conditions achieved within the missions during long missions with many difficult conditions to achieve in order to advance their combined progress. | 02-21-2013 |
20130031214 | METHOD AND SYSTEM FOR EFFICIENT DOWNLOAD OF DATA PACKAGE - Methods for efficient download of a data package and a client device and server that may implement such methods are disclosed. The client device sends an inventory identifying existing stored content packages to the download server. The download server identifies portions of the requested data package already corresponding to content elements already stored on the client device, and sends information to the client device indicating which portions of the requested data package are already stored on the client device. The client device gathers the already-stored portions of the requested data package and requests a remaining portion of the requested data package from the download server. The download server receives the request for the remaining portion of the requested data package and sends the remaining portion to the client device. | 01-31-2013 |
20130005489 | METHOD AND APPARATUS FOR REPRESENTING COMPUTER GAME PLAYER INFORMATION IN A MACHINE-READABLE IMAGE - User information can be encoded into a machine-readable image for use in display on the surface of a tangible and portable apparatus. The machine-readable image may then be optically read by an offline or online processor-based apparatus to decode the information of the machine readable image including the user's identity and/or profile information and any of the user's: (i) preferred setting information (ii) game history information and (iii) previous game performance information. By swiping a personalized machine-readable image pertaining to the individual user, a user (or gamer) may cause the processor based system (i.e. game console system) to perform a number of functions. Updated user information may be re-encoded into an updated machine-readable image that may be easily printed or outputted to the user. The portable machine-readable image may thus be used for the convenient storage of information items to be used in either online or offline gaming environments. | 01-03-2013 |
20130002550 | DETERMINATION OF CONTROLLER THREE-DIMENSIONAL LOCATION USING IMAGE ANALYSIS AND ULTRASONIC COMMUNICATION - Methods, systems, and computer programs are presented for determining the location of a controller. One method includes an operation for capturing image data of a capture area in front of a display. Additionally, the method includes another operation for capturing sound data emitted by the controller in the capture area in front of the display. The two-dimensional location of the controller is calculated based on the captured image data, and the third dimensional location of the controller is calculated based on the captured sound data. | 01-03-2013 |
20120315983 | ACCOUNT MANAGEMENT OF COMPUTER SYSTEM - A computer system can determine a user identification key associated with a user of a component device in response to connection of the component device to the computer system. The system automatically accesses an account associated with the user by sending the user identification key to a network associated with the computer system. The system receives data associated with the user account from the network and runs a computer application in accordance with the received data. The application receives input from the component device corresponding to user manipulation of the component device. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 12-13-2012 |
20120313879 | HAND-HELD DEVICE WITH TOUCHSCREEN AND DIGITAL TACTILE PIXELS - A mobile electronic device has a touch screen display, a processor operably coupled to the touch screen display, and a network interface coupled to the processor. An array of one or more tactile pixels is located on the display or proximate the display along at least one edge of the touch screen display. Each of the tactile pixels in the array includes an actuatable portion coupled to an actuator. The actuatable portion is actuatable by the actuator in response to execution of one or more instructions by the processor. A tactile feel of the actuatable portion changes as a result of actuation of the actuatable portion by the actuator. This abstract is provided to comply with the rules requiring an abstract. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 12-13-2012 |
20120311387 | METHOD AND APPARATUS FOR LOAD TESTING ONLINE SERVER SYSTEMS - A method includes capturing data that is representative of actions performed by each of a plurality of human user operated clients as they interact with an online software application, loading at least one or more portions of the captured data into one or more automated simulation clients, and using the one or more automated simulation clients to perform load testing of an online server system. A system includes a data capturing stage, one or more automated simulation clients, and a configuration stage. A computer readable storage medium stores one or more computer programs that will cause a processor based system to execute steps including receiving data that was captured during a running of an online software application and that is representative of actions performed by each of a plurality of human user operated clients as they interacted with the online software application, and loading at least one or more portions of the data into one or more automated simulation clients that are configured to perform load testing of an online server system. | 12-06-2012 |
20120302347 | Hybrid Separable Motion Controller - A hybrid separable motion controller is provided. The controller includes a first portion including a first handle, a first medial connector defined along a length of the first handle, and a first geometric object defined at an end of the first handle. The controller further includes a second portion including a second handle, a second medial connector defined along a length of the second handle for coupling to the first medial connector, and a second geometric object defined at an end of the second handle. The first portion or the second portion includes a connection sensor for determining whether the controller is in a connected configuration or a disconnected configuration. | 11-29-2012 |
20120302332 | METHOD AND APPARATUS FOR IMPLEMENTING NEMESIS MATCHMAKING - A method is provided for matchmaking including receiving at a processor based system a request from a user to join a game having one or more matches, wherein the matches comprise a first side playing against a second side wherein each of the first side and second side comprises a set of one or more players, obtaining a nemesis list for the user wherein the nemesis list comprises a list of one or more players having a determined rivalry against the user, and assigning the user to at least one match on one of the first side and the second side at least in part based on the nemesis list. A computer readable storage medium stores one or more computer readable programs adapted to cause a processor based system to execute similar steps, and a processor-based system is configured to perform similar steps. | 11-29-2012 |
20120283007 | SPECIAL REGIONAL ONLINE VIDEO GAME FORUM BASED ON LOCATION - Methods, systems, and devices are presented for automatically creating a special chat or common video game environment forum and inviting online video game players to the forum based on their common demographics. The determination of common demographics can be generated through clustering algorithms. Players in the same city, players with the same playing techniques, and/or players sharing other common attributes can play as teams or against each other. As players drop out of the forum, the criteria for invitations to the forum are expanded to include other online players. | 11-08-2012 |
20120276993 | SOCIAL INTERACTIVE CONTENT CREATOR DEVELOPMENT - A system is provided for social interactive content development of a plurality of art assets for an interactive video game. The system includes a proximity analyzer for determining proximity relationships amongst the plurality of art assets, each of the art assets being defined for display during execution of the interactive video game. An activity monitor is provided for monitoring access to the plurality of art assets. And a social inference engine is provided for initiating a communication in response to triggering a predefined access threshold set for a specific art asset based on a proximity relationship of the specific art asset to a proximate art asset. | 11-01-2012 |
20120272207 | SOCIAL INTERACTIVE CODE DEVELOPMENT - A system for social interactive code development of a plurality of code modules is provided. The system includes an activity monitor for monitoring access to one or more of the plurality of code modules. The system further includes a social feedback engine for initiating a communication based on triggering a predefined access threshold set for at least part of a specific one of the plurality of code modules. | 10-25-2012 |
20120270644 | METHOD AND APPARATUS FOR USE IN PRESERVING A GAME STATE - Several embodiments of the invention advantageously provide systems, apparatuses, processes and methods of providing an interactive electronic game. Some of these methods comprise: detecting a loss of connection over a distributed network with a first user remotely accessing and participating in an interactive electronic game in progress; determining, in response to detecting the loss of the connection with the first user, a game state associated with the first user; determining whether a confirmation is received from the first user confirming that the first user intends to rejoin the interactive game; and retaining, in response to determining that the confirmation is received, the game state. | 10-25-2012 |
20120210168 | METHOD AND SYSTEM FOR ERROR CORRECTION OF A STORAGE MEDIA - A data file on a storage media is processed during playback or execution to identify unreadable data. Replacement data corresponding to the unreadable data is obtained over a communications network, and the replacement data is used to playback or execute the data file as if the data file does not contain any unreadable data. | 08-16-2012 |
20120182224 | HANDING CONTROL OF AN OBJECT FROM ONE TOUCH INPUT TO ANOTHER TOUCH INPUT - A method for switching control of object is provided including displaying an object on a screen, controlling movement of the object in response to a first touch input, detecting a request for switching control of the object from the first touch input to a second touch input, determining whether a location of the first touch input and a location of the second touch input are within a merge area and switching control of the object from the first touch input to the second touch input in response to the location of the first touch input and the location of the second touch input being within the merge area. | 07-19-2012 |
20120176473 | DYNAMIC ADJUSTMENT OF PREDETERMINED THREE-DIMENSIONAL VIDEO SETTINGS BASED ON SCENE CONTENT - Predetermined three-dimensional video parameter settings may be dynamically adjusted based on scene content. One or more three-dimensional characteristics associated with a given scene may be determined. One or more scale factors may be determined from the three-dimensional characteristics. The predetermined three-dimensional video parameter settings can be adjusted by applying the scale factors to the predetermined three-dimensional video parameter settings. The scene may be displayed on a three-dimensional display using the resulting adjusted set of predetermined three-dimensional video parameters. | 07-12-2012 |
20120176368 | MULTI-SAMPLE RESOLVING OF RE-PROJECTION OF TWO-DIMENSIONAL IMAGE - Multi-sample resolution of a re-projection of a two-dimensional image is disclosed. One or more samples of a two-dimensional image are identified for each pixel in the three-dimensional re-projection. One or more sample coverage amounts are determined for each pixel of the re-projection. Each coverage amount identifies an area of the pixel covered by the corresponding two-dimensional sample. A final value is resolved for each pixel of the re-projection by combining each two-dimensional sample associated with the pixel in accordance with its weighted sample coverage amount. | 07-12-2012 |
20120176367 | MORPHOLOGICAL ANTI-ALIASING (MLAA) OF A RE-PROJECTION OF A TWO-DIMENSIONAL IMAGE - Morphological anti-aliasing (MLAA) of a re-projection of a two-dimensional image can be implemented in a way that produces a better result while using fewer processor resources. One or more discontinuities between each neighboring pixel of the two-dimensional image are determined. One or more pre-defined patterns formed by the one or more discontinuities are identified. A blend amount is calculated for each pixel neighboring the identified pre-defined patterns. A re-projection is applied to the two-dimensional image and to the blend amount for each pixel thereby generating re-projected blend amounts. The neighboring pixels of the re-projection are then blended according to the re-projected blend amounts. | 07-12-2012 |
20120135805 | GESTURE CATALOGING AND RECOGNITION - A total variance may be computed for sample values in an input gesture including a plurality of sample values of sample motion data from one or more sensors associated with a control device. The motion data may be related to movement of a control device. A figure of merit may be calculated using the sample values in the gesture, the total variance for the sample values in the input gesture, and sample values in one or more catalog gestures. The figure of merit measures how well the samples in the input gesture match samples in the catalog gesture. Whether an input gesture matches one of the one or more catalog gesture may be determined based on the figure of merit. A state of the system may be changed if it is determined that the input gesture matches the one of the one or more catalog gestures. | 05-31-2012 |
20120127089 | METHOD AND APPARATUS FOR PERFORMING USER-DEFINED MACROS - A method and apparatus for performing a task at a handheld device. The method includes detecting a first gesture at a handheld device, monitoring for a second gesture in response to detecting the first gesture, detecting the second gesture at the handheld device, determining whether the second gesture corresponds to a task and performing the task when it is determined that the second gesture corresponds to the task. | 05-24-2012 |
20120100916 | SYSTEM AND METHOD OF PROVIDING ASSISTANCE OVER A NETWORK - A system and method relating to receiving manipulation data from a controller and a displaying a graphic representing the manipulation and the controller on a first display and transmitting the manipulation data for substantially-simultaneous on a second display remote from the first display. | 04-26-2012 |
20120089908 | LEVERAGING GEO-IP INFORMATION TO SELECT DEFAULT AVATAR - Default selections presented to a client device can be customized when the client device accesses an online service via a network. A geographic location for the client device can be determined from network address information for the device. Socioeconomic information characteristic of the geographic location can be obtained from a first database. A socioeconomic-factor-dependent default menu selection can be customized according to the socioeconomic information. Supplemental information relevant to the menu selection can be obtained from a second database that maps user feedback that is relevant to the menu selection in that geographic location. The default selection can be updated according to the supplemental information. Updating the default selection may optionally include changing a duration for which a particular selection from a sequence of selections is presented on the client device. | 04-12-2012 |
20120075488 | SYSTEM AND METHDOD FOR CAPTURING AND DISPLAYING STILL PHOTO AND VIDEO CONTENT - Still images can be captured during capture of video frames at different resolutions. Still image data and video data at different resolutions and in different data formats can be combined into a single file and stored in a memory. Storing the video data and still image data in a single file simplifies the process of displaying video in conjunction with display of representative still images. | 03-29-2012 |
20120059783 | MINIMIZING LATENCY IN NETWORK PROGRAM THROUGH TRANSFER OF AUTHORITY OVER PROGRAM ASSETS - Authority over an artificial intelligence (AI) asset can be controlled among two or more processing devices running a common program over a network using a technique in which authority can be transferred. A first processing device can exercise authority over the AI asset by executing code that controls one or more actions of the AI asset according to a decision tree. The decision tree can determine whether to engage the program asset based on criteria other than a distance between the AI asset and the program asset. The first processing device can broadcast a state of the AI asset to one or more other devices running the program. If the decision tree determines that the AI asset should engage a program asset over which another processing device has authority the first processing device can relinquish authority over the AI asset and transfer authority to the other device. | 03-08-2012 |
20120033730 | RANDOM ACCESS POINT (RAP) FORMATION USING INTRA REFRESHING TECHNIQUE IN VIDEO CODING - A random access point can be generated in a stream of coded digital pictures containing a plurality of predictive coded frames in which one or more subsections of each frame are intra coded. A patch frame can be formed from intra-coded subsections in identified consecutive predictive-coded frames. The patch frame can be used as a synthetic random access point. | 02-09-2012 |
20110304574 | HAND-HELD DEVICE WITH TOUCHSCREEN AND DIGITAL TACTILE PIXELS - A hand-held electronic device is disclosed. The device may comprise a case case having one or more major surfaces; a touch screen disposed on one of the major surfaces, the touch screen; a processor operably coupled to the touch screen; and one or more tactile pixels disposed proximate the touch screen. Each of the tactile pixels includes an actuatable portion coupled to an actuator and a sensor. The actuator and sensor are coupled to the processor. The actuator is configured to actuate in response to instructions from the processor and the sensor is configured to generate signals as inputs to one or more programs executed by the processor when pressure is applied to the actuatable portion. The actuatable portion is actuatable by the actuator between first and second positions. A tactile feel of the actuatable portion is different in the first and second positions. | 12-15-2011 |
20110292038 | 3D VIDEO CONVERSION - According to an embodiment of the present invention, a primary stream of video frames derived from 3D video game console can be packed into time multiplexed format in which left eye and right eye images are packed into a single frame. The stream of frames can be coupled into first and second image processors. The first image processor zooms and vertically shifts the left eye image from each frame in the primary stream to produce a first output stream of left eye images. The second image processor zooms and vertically shifts the right eye image from each frame in the primary stream to produce a second output stream of left eye images. The first and second output streams can be fed into a 3D video recording device and stored in a dual image video format. Alternatively, the first and second output streams can be fed into a dual image video projection device for real-time projection of 3D video from the game console. | 12-01-2011 |
20110289152 | DYNAMIC BANDWIDTH CONTROL - Data transfer over a computer network relating to a data object of a multiple user network application, from a network user who owns the data object to an updating user, is achieved by transfer of a subset of data fields that define the data object, such that the subset of data fields is specified by the updating user and is less than a full update transfer comprising updated values for all the data fields that define the data object. Each data object is defined by multiple data fields, such that the transfer of a subset of the data object data fields ensures that the network bandwidth utilized for data updates will be reduced from the situation in which all the defining data fields for an object being updated are transferred over the network. | 11-24-2011 |
20110274409 | ADVERTISEMENT SCHEME FOR USE WITH INTERACTIVE CONTENT - A method for use in advertising includes initiating playing of interactive content, suspending playing of the interactive content, displaying an advertisement, and resuming playing of the interactive content. A computer program product includes a medium embodying a computer program for causing a computer to perform these operations, and a system for use in advertising includes a display and a processing system configured to perform these operations. | 11-10-2011 |
20110269528 | METHOD AND APPARATUS FOR ADJUSTMENT OF GAME PARAMETERS BASED ON MEASUREMENT OF USER PERFORMANCE - Methods, apparatuses, and techniques for adjustment of game parameters based on users' performance are described. During play of a game a user's performance is monitored. It is then determined if the player's performance is within a desired range of performance, and game parameters are adjusted if the user's performance is outside the desired range. In a multi-player game, parameters can be adjusted differently for each of the players to make the overall game play more competitive. | 11-03-2011 |
20110216060 | Maintaining Multiple Views on a Shared Stable Virtual Space - Methods, apparatus, and computer programs for controlling a view of a virtual scene with a portable device are presented. In one method, a signal is received and the portable device is synchronized to make the location of the portable device a reference point in a three-dimensional (3D) space. A virtual scene, which includes virtual reality elements, is generated in the 3D space around the reference point. Further, the method determines the current position in the 3D space of the portable device with respect to the reference point and creates a view of the virtual scene. The view represents the virtual scene as seen from the current position of the portable device and with a viewing angle based on the current position of the portable device. Additionally, the created view is displayed in the portable device, and the view of the virtual scene is changed as the portable device is moved by the user within the 3D space. In another method, multiple players shared the virtual reality and interact among each other view the objects in the virtual reality. | 09-08-2011 |
20110216002 | Calibration of Portable Devices in a Shared Virtual Space - Methods, systems, and computer programs for generating an interactive space viewable through at least a first and a second device are presented. The method includes an operation for detecting from the first device a location of the second device or vice versa. Further, synchronization information data is exchanged between the first and the second device to identify a reference point in a three-dimensional (3D) space relative to the physical location of the devices in the 3D space. The devices establish the physical location in the 3D space of the other device when setting the reference point. The method further includes an operation for generating views of an interactive scene in the displays of the first and second devices. The interactive scene is tied to the reference point and includes virtual objects. The view in the display shows the interactive scene as observed from the current location of the corresponding device. Moving the device in the 3D space causes the view to change according to the perspective from the current location. | 09-08-2011 |
20110118031 | CONTROLLER FOR PROVIDING INPUTS TO CONTROL EXECUTION OF A PROGRAM WHEN INPUTS ARE COMBINED - A controller provides inputs to control execution of a program by combining controller input information and supplementary information indicating a three-dimensional motion of the controller. The combined input can be obtained by assigning the value of the controller input information as coarse control information and assigning the value of the supplementary input information as fine control information or vice versa. | 05-19-2011 |
20110118021 | SCHEME FOR TRANSLATING MOVEMENTS OF A HAND-HELD CONTROLLER INTO INPUTS FOR A SYSTEM - One embodiment provides a method for use in providing input to a system that includes the steps of determining position information for a controller for the system, comparing the determined position information for the controller with predetermined position information associated with commands, and providing a command to the system if the determined position information matches predetermined position information for the command. | 05-19-2011 |
20110099204 | FILE INPUT/OUTPUT SCHEDULER USING IMMEDIATE DATA CHUNKING - An input/output (I/O) method, system, and computer program product are disclosed. An incoming I/O request is received from an application running on a processor. A tree structure including processor-executable instructions defines one or more layers of processing associated with the I/O request. The instructions divide the data in the I/O request into one or more chunks at each of the one or more layers of processing. Each instruction has an associated data dependency to one or more corresponding instructions in a previous layer. The instructions are sorted into an order of processing by determining a location of each chunk and data dependencies between chunks of different layers of processing. One or more instructions are inserted into a schedule that depends at least partly on the order of processing. The I/O request is serviced by executing the instructions according to the schedule with the processor according to the order of processing. | 04-28-2011 |
20110086708 | SYSTEM FOR TRACKING USER MANIPULATIONS WITHIN AN ENVIRONMENT - Systems, methods and for analyzing game control input data are disclosed. A machine-readable medium having embodied thereon instructions for analyzing game control input data is also disclosed. | 04-14-2011 |
20110064082 | CHANNEL HOPPING SCHEME FOR UPDATE OF DATA FOR MULTIPLE SERVICES ACROSS MULTIPLE DIGITAL BROADCAST CHANNELS - Data broadcast over different channels may be updated in a digital broadcast receiving device. The device may include a receiver unit, a processor, memory instructions embodied in the memory for execution on the processor. The instructions may be configured to implement the method for updating data broadcast over different channels. A first digital broadcast signal may be received over a first channel. The receiving device may be tuned to a second channel at a predetermined time to receive a second digital broadcast signal. Selected data may be extracted from the second digital broadcast signal and stored or utilized with the receiving device. An update schedule may be generated for data transmitted with a digital broadcast signal. A broadcast time for an update packet may be determined from a packet header. A schedule packet may be generated containing the broadcast time and broadcast before the update packet. | 03-17-2011 |
20110045907 | SCHEME FOR PROVIDING AUDIO EFFECTS FOR A MUSICAL INSTRUMENT AND FOR CONTROLLING IMAGES WITH SAME - A method for use with a musical instrument includes receiving a signal representative of a sound produced by the musical instrument, receiving a selection of an audio effect from a wireless controller, applying the audio effect to the signal representative of a sound produced by the musical instrument, and providing an output signal representative of the audio effect applied to the sound produced by the musical instrument. Other methods include causing an image to be responsive to a signal representative of motions of the musical instrument, and causing an image to be responsive to a signal representative of sound produced by the musical instrument. A computer readable storage medium may store a computer program adapted to cause a processor based system to execute the steps of any one or more of these methods. | 02-24-2011 |
20100277485 | SYSTEM AND METHOD OF DISPLAYING MULTIPLE VIDEO FEEDS - Respective video feeds are provided to at least two viewers using a common display. The display is controlled to simultaneously display an image from a first video feed and an image from a second video feed. The image from the first video feed is displayed within a first wavelength band and the image from the second video feed is displayed within a second wavelength band, and the first and second wavelength bands are distinct. A first filter is selective for transmitting the first wavelength band and not transmitting the second wavelength band. A second filter is selective for transmitting the second wavelength band and not transmitting the first wavelength band. Only the first video feed image is provided to a first viewer using the first filter, and only the second video feed image is provided to a second viewer using the second filter. | 11-04-2010 |