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    • 1. 发明授权
    • Method of causing object to take motion using motion data
    • 使用运动数据使对象进行运动的方法
    • US07868889B2
    • 2011-01-11
    • US11538592
    • 2006-10-04
    • Shin Azuma
    • Shin Azuma
    • G06T13/00G06T15/70
    • A63F13/426A63F13/10A63F13/2145A63F13/26A63F13/525A63F13/812A63F2300/1075A63F2300/204A63F2300/301A63F2300/6045A63F2300/8011G06T13/40
    • A first display displays a game image which is generated by perspective transformation of a virtual three-dimensional space. A second display is provided under a touch panel to display an image of a two-dimensional plane excluding a height direction with a player character always placed in a center position. Multiple specific coordinate positions are set at predetermined positions on the touch panel, and plural pieces of motion data are prestored in association with the respective specific coordinate positions. When a player touches the touch panel, specific coordinate positions whose associated motion data is to be blended are selected according to the coordinates of the touched position. Motion data associated with selected specific coordinate positions are blended by blend ratios according to the distances from the touched position to the respective specific coordinate positions, thereby generating motion data for causing a character to take a motion.
    • 第一显示器显示通过虚拟三维空间的透视变换产生的游戏图像。 第二显示器设置在触摸面板下方以显示除了高度方向之外的二维平面的图像,其中玩家角色总是位于中心位置。 多个特定坐标位置被设置在触摸面板上的预定位置,并且与各个特定坐标位置相关联地预先存储多个运动数据。 当玩家触摸触摸面板时,根据触摸位置的坐标来选择要相关联的运动数据要混合的特定坐标位置。 与所选择的特定坐标位置相关联的运动数据根据从触摸位置到相应特定坐标位置的距离的混合比进行混合,由此产生用于使角色进行运动的运动数据。
    • 2. 发明申请
    • METHOD OF CAUSING OBJECT TO TAKE MOTION USING MOTION DATA
    • 使用运动数据引起运动的对象的方法
    • US20070139416A1
    • 2007-06-21
    • US11538592
    • 2006-10-04
    • Shin Azuma
    • Shin Azuma
    • G06T15/70
    • A63F13/426A63F13/10A63F13/2145A63F13/26A63F13/525A63F13/812A63F2300/1075A63F2300/204A63F2300/301A63F2300/6045A63F2300/8011G06T13/40
    • A first display displays a game image which is generated by perspective transformation of a virtual three-dimensional space. A second display is provided under a touch panel to display an image of a two-dimensional plane excluding a height direction with a player character always placed in a center position. Multiple specific coordinate positions are set at predetermined positions on the touch panel, and plural pieces of motion data are prestored in association with the respective specific coordinate positions. When a player touches the touch panel, specific coordinate positions whose associated motion data is to be blended are selected according to the coordinates of the touched position. Motion data associated with selected specific coordinate positions are blended by blend ratios according to the distances from the touched position to the respective specific coordinate positions, thereby generating motion data for causing a character to take a motion,
    • 第一显示器显示通过虚拟三维空间的透视变换产生的游戏图像。 第二显示器设置在触摸面板下方以显示除了高度方向之外的二维平面的图像,其中玩家角色总是位于中心位置。 多个特定坐标位置被设置在触摸面板上的预定位置,并且与各个特定坐标位置相关联地预先存储多个运动数据。 当玩家触摸触摸面板时,根据触摸位置的坐标来选择要相关联的运动数据要混合的特定坐标位置。 与所选择的特定坐标位置相关联的运动数据根据从触摸位置到各个特定坐标位置的距离的混合比进行混合,由此产生用于使角色进行运动的运动数据,
    • 5. 发明授权
    • Creation of ranking table for competitive game
    • 创建竞争对手排名表
    • US07731590B2
    • 2010-06-08
    • US11624555
    • 2007-01-18
    • Shin Azuma
    • Shin Azuma
    • A63F9/24A63F13/00G06F19/00A63F13/12
    • A63F13/798A63F13/12A63F13/34A63F13/795A63F2300/558A63F2300/61
    • Game apparatuses connected in a peer-to-peer manner play a competitive game with each other. Each of the game apparatuses stores a ranking table ranking points of multiple users based on past games of the users. When finishing playing the game, the game apparatuses respectively calculate points obtained by the respective users based on the result of the game, and update the ranking tables based on the newly calculated points. The game apparatuses transmit and receive information on the updated ranking table to and from each other. Each game apparatus integrates the ranking table locally stored with the ranking table transmitted from the other game apparatus to generate a new ranking table, and displays the new ranking table on a display device.
    • 以点对点方式连接的游戏装置相互竞争。 每个游戏装置存储基于用户的过去游戏的多个用户的排名表排序点。 当游戏完成时,游戏装置分别基于游戏结果计算各个用户获得的点数,并且基于新计算的点更新排名表。 游戏装置将更新的排序表的信息彼此发送和接收。 每个游戏装置将本地存储的排名表与从其他游戏装置发送的排名表集成,生成新的排名表,并在显示装置上显示新的排名表。
    • 6. 发明申请
    • CREATION OF RANKING TABLE FOR COMPETITIVE GAME
    • 竞争游戏排名表的创建
    • US20070191105A1
    • 2007-08-16
    • US11624555
    • 2007-01-18
    • Shin Azuma
    • Shin Azuma
    • A63F9/24
    • A63F13/798A63F13/12A63F13/34A63F13/795A63F2300/558A63F2300/61
    • Game apparatuses connected in a peer-to-peer manner play a competitive game with each other. Each of the game apparatuses stores a ranking table ranking points of multiple users based on past games of the users. When finishing playing the game, the game apparatuses respectively calculate points obtained by the respective users based on the result of the game, and update the ranking tables based on the newly calculated points. The game apparatuses transmit and receive information on the updated ranking table to and from each other. Each game apparatus integrates the ranking table locally stored with the ranking table transmitted from the other game apparatus to generate a new ranking table, and displays the new ranking table on a display device.
    • 以点对点方式连接的游戏装置相互竞争。 每个游戏装置存储基于用户的过去游戏的多个用户的排名表排序点。 当游戏完成时,游戏装置分别基于游戏结果计算各个用户获得的点数,并且基于新计算的点更新排名表。 游戏装置将更新的排序表的信息彼此发送和接收。 每个游戏装置将本地存储的排名表与从其他游戏装置发送的排名表集成,生成新的排名表,并在显示装置上显示新的排名表。