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    • 13. 发明授权
    • Storage medium storing musical piece correction program and musical piece correction apparatus
    • 存储音乐作品校正程序和音乐作品校正装置的存储介质
    • US07781663B2
    • 2010-08-24
    • US12076806
    • 2008-03-24
    • Kazumi TotakaYuichiro Okamura
    • Kazumi TotakaYuichiro Okamura
    • G10H1/00
    • G10H1/40G10H2210/076G10H2210/091G10H2220/135G10H2240/131
    • A musical piece correction apparatus corrects a sounding timing (note-on timings) of a sound constituting apart of a musical piece. First, the musical piece correction apparatus reads, from storage means, music performance data indicating sounding timings in the musical piece. Next, the musical piece correction apparatus sets a plurality of reference timings (grids) in a performance period of the musical piece, and sets, for each reference timing, a reference period (area) including said each reference timing. At this point, from among sounding timings included in the reference period, a nearest sounding timing to said each reference timing is selected, and the selected sounding timing is corrected so as to coincide with said each reference timing.
    • 音乐作品校正装置校正构成音乐作品的声音的声音定时(音符时刻)。 首先,音乐作品校正装置从存储装置读取表示音乐作品中的声音定时的音乐演奏数据。 接下来,乐曲校正装置在乐曲的演奏期间设定多个基准定时(网格),并且对于每个基准定时,设定包括所述每个基准定时的基准周期(区域)。 此时,从包括在基准期间的探测定时中,选择与所述各基准定时相对应的最近的探测定时,对所选择的探测定时进行校正,使其与所述各参考定时一致。
    • 14. 发明授权
    • Image generation system, program, and information storage medium
    • 图像生成系统,程序和信息存储介质
    • US07164421B2
    • 2007-01-16
    • US10841602
    • 2004-05-10
    • Kouichi MiuraYuichiro Okamura
    • Kouichi MiuraYuichiro Okamura
    • G06T15/50G06T15/60
    • G06T15/503G06T15/506
    • An image generation system, program, and information storage medium can realistically represent reflection of light on a given object or topographic surface with a reduced computation load. The image generation system includes a section which assigns, to a given object or topographic surface disposed in a virtual three-dimensional space, a virtual object which has at least one of nonuniform brightness or color and is used for representing a light reflection effect on the object or topographic surface; a section which determines a position of the virtual object so that the virtual object moves to follow a virtual camera or player's character, and disposes the virtual object at the determined position; and a section which generates an image of the virtual three-dimensional space viewed from the virtual camera by performing translucent blending processing of the object or topographic surface and the virtual object assigned to the object or topographic surface.
    • 图像生成系统,程序和信息存储介质可以用减少的计算负荷实际地表示给定对象或地形表面上的光的反射。 图像生成系统包括对设置在虚拟三维空间中的给定对象或地形表面分配具有不均匀亮度或颜色中的至少一个的虚拟对象并用于表示对该虚拟三维空间中的光反射效果的部分 物体或地形表面; 确定虚拟对象的位置使得虚拟对象移动以跟随虚拟相机或玩家角色的部分,并将虚拟对象放置在所确定的位置; 以及通过对对象或地形表面和分配给对象或地形表面的虚拟对象进行半透明混合处理来生成从虚拟相机观察的虚拟三维空间的图像的部分。
    • 16. 发明授权
    • Storage medium storing a game program, game apparatus, and game controlling method
    • 存储游戏程序,游戏装置和游戏控制方法的存储介质
    • US07412348B2
    • 2008-08-12
    • US11701359
    • 2007-02-02
    • Yuichiro Okamura
    • Yuichiro Okamura
    • A63F9/22
    • A63F13/428A63F13/10A63F13/211A63F13/833A63F2300/105A63F2300/8029
    • A game system includes a game apparatus and a controller. The controller is furnished with an acceleration sensor for detecting accelerations in at least two axis directions. Game processing corresponding to the kind of an acceleration input by means of the controller is executed. For determining the kind, reference timing when acceleration in a first-axis direction is below a threshold value to take on a minimum value is detected. Then, it is determined whether or not an angle between acceleration change vectors before and after the reference timing is equal to or more than a predetermined angle. When the angle is not equal to or more than the predetermined angle, it is determined that the acceleration input is an acceleration input in any one of the two-axis directions, and when the angle is equal to or more than the predetermined angle, it is determined that the acceleration input is an acceleration input in a direction including the two-axis directions as components.
    • 游戏系统包括游戏装置和控制器。 控制器配备有加速度传感器,用于检测至少两个轴向的加速度。 执行与通过控制器的加速度输入的种类对应的游戏处理。 为了确定该种类,检测第一轴方向上的加速度低于阈值以获得最小值的参考定时。 然后,确定基准定时前后的加速度变化矢量之间的角度是否等于或大于预定角度。 当角度不等于或大于预定角度时,确定加速度输入是在两个轴方向中的任一个方向上的加速度输入,并且当角度等于或大于预定角度时 确定加速度输入是包括两轴方向的方向作为分量的加速度输入。
    • 17. 发明申请
    • Game apparatus and storage medium storing game program
    • 存储游戏程序的游戏装置和存储介质
    • US20080076565A1
    • 2008-03-27
    • US11600837
    • 2006-11-17
    • Yuichiro Okamura
    • Yuichiro Okamura
    • A63F13/00
    • A63F13/211A63F13/10A63F13/428A63F13/44A63F2300/1006A63F2300/105A63F2300/6045A63F2300/638A63F2300/8011
    • Operation data is obtained from an input device and is stored into a memory, and initial state data indicating an attitude or a position of an object in a virtual game world is calculated with predetermined start timing using acceleration data included in the obtained operation data. Depending on acceleration data included in operation data sequentially obtained on and after the start timing, change amount data for sequentially changing the attitude or position of the object over time is calculated. Thereafter, the attitude or position of the object disposed in the virtual game world, depending on the initial state data, is changed, depending on the change amount data, to perform a game process of controlling a motion of the object.
    • 操作数据从输入装置获得并存储到存储器中,并且使用包括在所获得的操作数据中的加速度数据,使用预定的开始定时来计算指示虚拟游戏世界中的对象的态度或位置的初始状态数据。 根据包括在开始时刻之后及之后顺序获得的运转数据中的加速度数据,计算用于随着时间的顺序改变物体的姿态或位置的变化量数据。 此后,根据初始状态数据,设置在虚拟游戏世界中的对象的姿态或位置根据变化量数据而改变,以执行控制对象的运动的游戏过程。