Class / Patent application number | Description | Number of patent applications / Date published |
463008000 | Martial-art type (e.g., boxing, fencing, wrestling, etc.) | 27 |
20080200226 | GAME DEVICE, GAME ADVANCING METHOD, PROGRAM, AND RECORDING MEDIUM - Fun of a game is increased by causing decision when a player selects an attack technique of a player character against an enemy character to influence the progress of the game and a wasted time is not generated when there is a person waiting for a turn of the game. In an attack turn of a player, a selection screen for selecting an attack technique of a player character is displayed. The player selects any kind of attack technique by an operation of an operation button, and a courage gauge decreases with an elapsed time from the start of display of the selection screen and a point corresponding to the length of the courage gauge at the time of selection of the attack technique is added to a courage point. In the case when the courage point reaches a predetermined value in the attack turn of the player, a sword rises upward. If the player pushes the sword that has risen upward, it is possible to perform a ‘finishing blow’ that gives a significant damage to the enemy character. | 08-21-2008 |
20090117958 | BOXING GAME PROCESSING METHOD, DISPLAY CONTROL METHOD, POSITION DETECTION METHOD, CURSOR CONTROL METHOD, ENERGY CONSUMPTION CALCULATING METHOD AND EXERCISE SYSTEM - Glove type input articles | 05-07-2009 |
20090163262 | SCHEME FOR INSERTING A MIMICKED PERFORMANCE INTO A SCENE AND PROVIDING AN EVALUATION OF SAME - A method for use in relation to a performance includes receiving a selection of a reference video segment, capturing a performance with a camera, generating a new video segment that is representative of the reference video segment having a portion thereof that is replaced with at least a portion of the captured performance, and displaying the new video segment on a display. Another method includes displaying a representation of a new video segment in the online community and providing feedback relating to the captured performance. And another method includes comparing one or more aspects of a performance with corresponding aspects of a reference performance, and providing an indication of how closely the performance matches the reference performance. A storage medium stores a computer program adapted to cause a processor based system to execute the steps of any one or more of these methods. | 06-25-2009 |
20090312081 | Entertainment System and Method of Operation Thereof - An entertainment system ( | 12-17-2009 |
20100137050 | VIDEO GAME PROCESSING APPARATUS, METHOD AND COMPUTER PROGRAM PRODUCT OF PROCESSING VIDEO GAME - A video game, in which a player character operated by a player fights against an enemy character and one character wins by lowering a life parameter for the other character by means of an attack to a battle impossible value at which the other character cannot fight, is controlled. First and second courage points are respectively applied to the player character and the enemy character in accordance with battle content. When a predetermined operation is received from the player, it is determined whether or not each of accumulated values of the first and second courage points is a predetermined value or more. Special fighting between the player character and the enemy character is controlled in the case where it is determined that both the accumulated values are the predetermined value or more. The special fighting is different from a battle for lowering the life parameter. | 06-03-2010 |
20100144414 | SYSTEM AND METHOD FOR GATHERING AND ANALYZING OBJECTIVE MOTION DATA - The systems and methods described herein attempt to provide data capture and analysis in a non-intrusive fashion. The captured data can be analyzed for qualitative conclusions regarding an object's actions. For example, a system for analyzing activity of an athlete to permit qualitative assessments of that activity comprises a first processor to receive activity-related data from sensors on the athlete. A first database stores the activity-related data. A second database contains pre-identified motion rules. A second processor compares the received activity-related data to the pre-identified motion rules, wherein the second processor identifies a pre-identified motion from the pre-identified motion rules that corresponds to the received activity-related data. A memory stores the identified pre-selected motion. | 06-10-2010 |
20100184498 | VIDEO GAME PROCESSING APPARATUS, METHOD AND COMPUTER PROGRAM PRODUCT OF PROCESSING VIDEO GAME - A video game processing apparatus for controlling progress of a video game is provided. The video game includes a battle against an enemy character. A basic character that becomes a basis for the enemy character is determined when the battle is started. Additional data on items are determined. The items are allowed to set up to the determined basic character. The items include at least one of an equipping ability, an equipped item, and an equipped accessory in addition to a strength level on the battle and a level on the video game. The enemy character is then generated by setting up the determined additional data to the determined basic character. Basic character data in which the basic character to become the basis for the enemy character is associated with the items of the additional data are stored in a basic data memory. | 07-22-2010 |
20100267436 | METHOD AND SYSTEM FOR OPERATING ONLINE 8-DIRECTION BATTLE GAME USING PERSONAL COMPUTER - A method and system for operating an online 8-direction battle game using a personal computer (PC) are provided. The system operates the 8-direction battle game through interfacing with a game providing module to provide the 8-direction battle game in an online mode with a PC. The system includes an auto-targeting unit to automatically target an object to perform a battle against a character designated by a user of the PC in the 8-direction battle game, the object being within a predetermined range from a position of the character, and a game controller to automatically control a direction in which the character faces the object based on a distance between the object and the character. | 10-21-2010 |
20100304813 | Protocol And Format For Communicating An Image From A Camera To A Computing Environment - A media feed interface may be provided that may be used to extract a media frame from a media feed. The media feed interface may access a capture device, a file, and/or a network resource. Upon accessing the capture device, file, and/or network resource, the media feed interface may populate buffers with data and then may create a media feed from the buffers. Upon request, the media feed interface may isolate a media frame within the media feed. For example, the media feed interface analyze media frames in the media feed to determine whether a media frame includes information associated with, for example, the request. If the media frame includes the requested information, the media feed interface may isolate the media frame associated with the information and may provide access to the isolated media frame. | 12-02-2010 |
20110098094 | ELECTRONIC SCORING SYSTEM, METHOD AND ARMOR FOR USE IN MARTIAL ARTS - An electronic scoring system for use in a variety of martial arts (including traditional styles of martial arts, mixed martial arts, weapons based martial arts or the fighting arts generally). The scoring system allows an objective determination of the force, location and effectiveness of forces applied during competition, without the need for electric weaponry. | 04-28-2011 |
20110111815 | SYSTEM AND METHOD FOR FANTASY MIXED MARTIAL ARTS GAME - Embodiments for a system and method for establishing a plurality of MMA fantasy leagues to a plurality of participants utilizing an automated web-based platform are disclosed. In each embodiment, participants register into the web-based platform in order to create or join a fantasy league organized to play an MMA fantasy fighter game in accordance with game rules, including scoring metrics based on the outcomes of real-world MMA fight events; holding period, transactional (add/drop), or fight quantity restrictions; a predefined course of time; and a predefined method of victory. Participants can draft fighters from real-world MMA fighters to create fantasy teams. Depending on embodiment, league winners may be determined by total points scored throughout the season or just during a final playoff period. | 05-12-2011 |
20110159939 | FIGHT ANALYSIS SYSTEM - A fight analysis system to objectively determine the quality and quantity of strikes in a fight. In one exemplary embodiment, one fighter wears a plurality of passive RFID tags at different locations that are read by a striking module (e.g., a knife) when the striking module lands on, or comes in proximity to, the fighter, to provide the location of a strike. Force sensors in the striking module enable determination of the type and force of a landed strike. In another exemplary embodiment, force sensors (e.g., pressure sensors used with fluid bladders) are used to determine both the location and the force associated with a landed strike. A graphical user interface module displays information gathered by the fight analysis system. | 06-30-2011 |
20110256914 | Interactive games with prediction and plan with assisted learning method - A method for engaging a player or a pair of players in a motion related game including the steps of attaching plural geometrical colored elements onto selected portions of the player(s) garments and processing a video stream of each of the players to separately identify the positions, velocities an accelerations of the colored elements. The method further comprises generation of a combatant competitor image and moving the image in a manor to overcome the player. In a further approach, two players are recorded and their video images are presented one screens frontal to the other of the players. The same colored elements are used to enable controller calculations of fighting proficiency of the players and enable assisted learning. | 10-20-2011 |
20120100900 | Method for operating a mobile device to control a main Unit in playing a video game - A method for operating a mobile device to control a main unit in playing a video game by boosting a predetermined execute program in the main unit and starting up the mobile device for enabling the main unit to search the mobile device and to make a wireless connection so that the user can give an instruction to the main unit through the mobile device by hand gesture, voice or touch control, controlling the main unit to run the boosted game program and to display the video subject to communication between a wireless transmission module of the mobile device and a wireless transmitter and receiver module of the main unit and a recognition step by comparing the inputted signal to multiple 3D space hand gesture signal data in a database by a processing unit of the main unit. | 04-26-2012 |
20120196660 | METHOD AND SYSTEM FOR VISION-BASED INTERACTION IN A VIRTUAL ENVIRONMENT - Method, computer program and system for tracking movement of a subject within a video game. The method includes receiving data from a plurality of fixed position sensors comprising a distributed network of time of flight camera sensors to generate a volumetric three-dimensional representation of the subject, identifying a plurality of clusters within the volumetric three-dimensional representation that correspond to features indicative of movement of the subject relative to the fixed position sensors and the subject, presenting one or more objects as the subject of a video game on one or more three dimensional display screens, and using the plurality of fixed position sensors to track motion of the features of the subject to determine interaction of one or more of the features of the subject and one or more of the one or more objects on one or more of the one or more the three dimensional display screens. | 08-02-2012 |
20120270617 | Man Trouble Gaming Application, System, and Methods - The disclosure describes an application, system and method of a video game that simulates real world human relationships. In one embodiment, the video game first allows a game player to configure at least one target character, a fight situation and an initial level. The video game then generates at least one target character and a fight situation and a plurality of weapons relative to the fight situation. Then the video game displays the at least one target character moving in the fight situation towards a safe zone, a plurality of weapons for use by the game player, and controls at least one of the plurality of weapons based on the controls produced by the game player. The game player chases and attacks the at least one target character, preventing them from reaching the safe zone. The game player wins the game after having earned all required points by attacking the at least one target character. | 10-25-2012 |
20120309480 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - In a video game processing apparatus, it is determined whether a player character encounters an enemy character on a movement field or not in accordance with a predetermined rule. A predetermined event game is provided in a case where the player character encounters the enemy character. One is determined from plural determination results on the basis of the content of an operation of a player in the predetermined event game. A battle start timing setup, in which a battle is started in an advantageous situation of the player character, is selected from plural battle start timing setups in a case where it is determined to be a specific determination result. The battle control information is updated by carrying out the selected battle start timing setup. Progress of the battle is controlled by starting the battle on the basis of the updated battle control information. | 12-06-2012 |
20130005419 | SYSTEM AND METHOD FOR FANTASY MMA PICK 'EM TOURNAMENT GAME - Embodiments for a system and method for establishing a plurality of fantasy MMA tournaments to a plurality of participants utilizing an automated web-based platform are disclosed. In each embodiment, participants register into the web-based platform in order to create or join a tournament organized to play a fantasy MMA pick 'em game in accordance with game rules, including prediction of the outcomes of real-world MMA fights on a pre-defined fight card during which tournament competition is held; head-to-head match ups decided by relative prediction accuracy for specific fights assigned to tournament rounds; and predefined a method of victory. | 01-03-2013 |
20130196728 | GAME SYSTEM - An object of the present invention is to provide a game system in which when data is transmitted to a game apparatus of a receiver side, the influence which the transmitted data has on a game progressing in the game apparatus of the receiver side is diversified and the interest of the game is increased. | 08-01-2013 |
20130288762 | NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM, AND GAME SYSTEM - A non-transitory computer-readable storage medium with a game program stored thereon, the game program instructing a computer to perform the following processes: a reception process to receive an operational input from a player; and a battle process in which a battle between the player and an opposing character starts based on the operational input by consuming a consumption parameter set for the player, a hit point parameter indicative of an amount of damage that the opposing character can withstand changes through the battle, an outcome of the battle between the player and the opposing character is determined, and when a single operational input is received from the player in the reception process, a recovery process and an attack process are collectively performed, the recovery process being a process to recover the consumption parameter, the attack process being a process to attack the opposing character. | 10-31-2013 |
20140004916 | METHOD OF COMBINING FULL CONTACT SPORTS WITH BALL GAMES | 01-02-2014 |
20140106833 | SYSTEM AND METHOD FOR GATHERING AND ANALYZING OBJECTIVE MOTION DATA - The systems and methods described herein attempt to provide data capture and analysis in a non-intrusive fashion. The captured data can be analyzed for qualitative conclusions regarding an object's actions. For example, a system for analyzing activity of an athlete to permit qualitative assessments of that activity comprises a first processor to receive activity-related data from sensors on the athlete. A first database stores the activity-related data. A second database contains pre-identified motion rules. A second processor compares the received activity-related data to the pre-identified motion rules, wherein the second processor identifies a pre-identified motion from the pre-identified motion rules that corresponds to the received activity-related data. A memory stores the identified pre-selected motion. | 04-17-2014 |
20150126260 | SYSTEM AND METHOD FOR PROXIMITY AND MOTION DETECTION FOR INTERACTIVE ACTIVITY - A portable sword-type gaming device and method of using. The device including; a sword blade; a sensor system; a communications system; and a strike determiner receiving input from one or more of the sensor system and communications system to determine when the sword blade has made contact with another item; the strike determiner operable to determine whether the received input regarding blade contact is indicative of contact with another portable sword-type gaming device. | 05-07-2015 |
20150148114 | Contact sensing device and system - A contact sensing device and system includes all the required sensing components, including a capacitive sensor and an elongate portion configured to generate at least one sense signal upon contacting at least one substance. All necessary sensing components are contained in a handheld device and do not require conductive contact surfaces to detect contact with a target area. The sport of fencing benefits in particular from this contact sensing device and system. | 05-28-2015 |
20160089604 | GAME-PROVIDING DEVICE AND SOFTWARE PROGRAM FOR GAME-PROVIDING DEVICE - If a carryover condition has been satisfied such that the attacks against an enemy character, which are carried out by the player character in a first battle scene against the enemy character that appears in said first battle scene, can be extended to other enemy characters, the carryover processing module sequentially executes a process that uses a first attack value generated as a result of the player character's attacks against the enemy character in the first battle scene to offset defeat parameter values required to defeat enemy characters configured in each of the enemy characters appearing in each battle scene provided subsequent to said first battle scene, skips the appearance of the enemy characters whose defeat parameter values have been reduced to zero and, additionally, causes the subsequently appearing enemy character to appear in a state in which the defeat parameter value of said enemy character has been offset. | 03-31-2016 |
20160093173 | GAMING MACHINE FOR EXECUTING A FIGHTING GAME BASED ON A CHOICE SELECTED BY A PLAYER - In a process (1-1), a plurality of choices, in each of which the content of fighting between the first moving body object and the second moving body object is assigned, are displayed on the display so as not to allow a player to recognize the content of the fighting; in a process (1-2), when one choice among the plurality of choices is selected by a player, the content of the fighting assigned in the one choice is displayed so as to allow a player to recognize the content of the fighting; and in a process (1-3), based on the content of the fighting assigned in the one choice, a view in which the first moving body object and the second moving body object fight is displayed. | 03-31-2016 |
20160184713 | SYSTEM AND METHOD FOR GATHERING AND ANALYZING OBJECTIVE MOTION DATA - The systems and methods described herein attempt to provide data capture and analysis in a non-intrusive fashion. The captured data can be analyzed for qualitative conclusions regarding an object's actions. For example, a system for analyzing activity of an athlete to permit qualitative assessments of that activity comprises a first processor to receive activity-related data from sensors on the athlete. A first database stores the activity-related data. A second database contains pre-identified motion rules. A second processor compares the received activity-related data to the pre-identified motion rules, wherein the second processor identifies a pre-identified motion from the pre-identified motion rules that corresponds to the received activity-related data. A memory stores the identified pre-selected motion. | 06-30-2016 |