Patent application number | Description | Published |
20100048271 | DRIVING GAME STEERING WHEEL SIMULATION METHOD AND APPARATUS - A vehicle simulation such as for example a driving game can be provided by displaying an image of a steering wheel on a touch sensitive screen. Touch inputs are used to control the rotational orientation of displayed steering wheel. The rotational orientation of the displayed steering wheel is used to apply course correction effects to a simulated vehicle. Selective application of driver assist and different scaling of touch inputs may be provided. | 02-25-2010 |
20100115449 | System and method for controlling animation by tagging objects within a game environment - A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest. | 05-06-2010 |
20110181607 | System and method for controlling animation by tagging objects within a game environment - A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest. | 07-28-2011 |
20120231861 | DRIVING GAME STEERING WHEEL SIMULATION METHOD AND APPARATUS - A vehicle simulation such as for example a driving game can be provided by displaying an image of a steering wheel on a touch sensitive screen. Touch inputs are used to control the rotational orientation of displayed steering wheel. The rotational orientation of the displayed steering wheel is used to apply course correction effects to a simulated vehicle. Selective application of driver assist and different scaling of touch inputs may be provided. | 09-13-2012 |
20120309518 | APPARATUS AND METHOD FOR GYRO-CONTROLLED GAMING VIEWPOINT WITH AUTO-CENTERING - An apparatus and method is provided for gyro-controlled gaming viewpoint with auto-centering. A virtual camera is positioned at a first position while the virtual camera views a first object at a first direction. Once the system moves, the virtual camera moves to a second position based on a measurement by an angular velocity sensor. While the virtual camera moves to the second position, the viewing direction of the virtual camera simultaneously so as to keep the first object positioned in a same position of a viewing direction of the virtual camera. The apparatus and method allow the system to move a virtual camera based on a measurement of a gyroscope while keeping an object of importance in the center of the field-of-view of the virtual camera. | 12-06-2012 |
20120309519 | APPARATUS AND METHOD FOR REPOSITIONING A VIRTUAL CAMERA BASED ON A CHANGED GAME STATE - An apparatus and method is provided for controlling a virtual camera. The virtual camera is positioned in a first position and a first direction while an object is in a first state and the virtual camera is moved to a second position and second direction when the object transitions from a first state to a second state. The virtual camera is held in the second position and second direction while the object is in the second state and then moves back to the first position and first direction when the object transitions from the second state back to the first state. While the virtual camera is in the second position and second direction, the lowest part of the object is made more easily viewable. | 12-06-2012 |
20130044116 | SYSTEM AND METHOD FOR CONTROLLING ANIMATION BY TAGGING OBJECTS WITHIN A GAME ENVIRONMENT - A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest. | 02-21-2013 |
20130072298 | HAND-HELD GAME APPARATUS AND GAME PROGRAM - A hand-held game apparatus and a game program are provided which allow a user to play a game while going back and forth between two kinds of maps, namely, a narrow-range map and a broad-range map game, and arbitrarily change the displayed state of at least one of the broad-range map and the narrow-range map by manipulating a touch panel which is mounted on a liquid crystal display section for displaying the broad-range map. If the player manipulates the touch panel to point to a coordinate position on the broad-range map, thus designating coordinates for a narrow-range map to display, an image of the narrow-range map, which is changed as desired, is displayed. If the player indicates a moving direction on the broad-range map, thus designating a scroll direction, the broad-range map is moved (scrolled). | 03-21-2013 |
20130131180 | N-HYDROXYFORMAMIDE DERIVATIVE AND MEDICAMENT CONTAINING SAME - A compound represented by the following general formula (I) which has ADAM17 inhibitory activity, or a salt thereof, or a solvate thereof: | 05-23-2013 |
20140004946 | GAME OBJECT CONTROL USING POINTING INPUTS TO ROTATE A DISPLAYED VIRTUAL OBJECT CONTROL DEVICE | 01-02-2014 |
20140035932 | SYSTEM AND METHOD FOR CONTROLLING ANIMATION BY TAGGING OBJECTS WITHIN A GAME ENVIRONMENT - A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest. | 02-06-2014 |
20140241586 | INFORMATION RETAINING MEDIUM AND INFORMATION PROCESSING SYSTEM - A prepaid card | 08-28-2014 |