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    • 144. 发明公开
    • Game system, server and game processing method
    • Spielsystem,Server,und Methode zur Spielablaufsteuerung
    • EP1625881A1
    • 2006-02-15
    • EP05017518.1
    • 2005-08-11
    • Aruze Corp.
    • Kobayashi, TakahikoKogo, Junichi
    • A63F13/12
    • A63F13/79A63F13/12A63F13/35A63F13/58A63F13/95A63F2300/206A63F2300/407A63F2300/50A63F2300/5533A63F2300/5546A63F2300/65
    • The invention provides a game system in which both a collection nature of a game using objects to be read (e.g., cards or action figures) and amusement of the game itself are realized. This game system includes a reading unit that reads character ID data peculiar to the characters, which are displayed by the objects to be read, from the objects to be read; a storing unit that stores the character ID data peculiar to the characters and character information of the characters associated with player ID data allocated to the players; and a character information updating unit that performs processing for updating character information of a character stored in the storing unit associated with one player ID data on the basis of character information of a character stored in the storing unit associated with another player ID data.
    • 本发明提供一种游戏系统,其中实现了使用要读取的对象(例如,卡或动作图)的游戏的收集性质以及游戏本身的娱乐。 该游戏系统包括:读取单元,从要读取的对象读取由要读取的对象显示的字符特有的字符ID数据; 存储单元,其存储与分配给玩家的玩家ID数据相关联的角色的字符和字符信息特有的字符ID数据; 以及字符信息更新单元,其基于与存储在与另一播放器ID数据相关联的存储单元中的字符的字符信息,执行用于更新存储在与一个播放器ID数据相关联的存储单元中的字符的字符信息的处理。
    • 146. 发明公开
    • Share-memory networked motion simulation system
    • Vernetztes Bewegungssimulationssystem mit geteiltem Speicher
    • EP1617615A1
    • 2006-01-18
    • EP04016513.6
    • 2004-07-14
    • Lai, Yin-Liang
    • Chiang, Johnson
    • H04L29/06A63F13/12G09B9/02G09B9/30A63F13/10
    • A63F13/843A63F13/10A63F13/12A63F13/57A63F2300/1062A63F2300/50
    • An interactive share-memory networked simulation system is designed to provide a variety of simulation, supervisory training, and viewer purposes; the system has share-memory architecture that assigns different priority to different attendees. According to the priority of the memory access authorities, attendees may read, write, and overwrite the data from the common memory shared by different memory users. Such a memory is maintained through network to yield consistent and transparent data to all users. Among the networked computers one computer is used as the server (13) of the entire simulation process, which controls the states as well as the sequence of the simulation game, and rest computers are called the clients (11). Each of the individual clients controls at most one simulator unit (12), and each simulator unit is preferable mounted on a motion platform to provide the attendee, with the motion cue consistent with the motion in the simulation game.
    • 交互式共享内存联网仿真系统旨在提供各种仿真,监督培训和观众目的; 该系统具有共享内存架构,为不同的与会者分配不同的优先级。 根据内存访问权限的优先级,与会者可以从不同的内存用户共享的公共内存中读取,写入和覆盖数据。 这样的存储器通过网络来维护,以向所有用户提供一致且透明的数据。 在联网的计算机中,一台计算机被用作整个模拟过程的服务器(13),它控制模拟游戏的状态以及序列,其余的计算机称为客户机(11)。 每个个体客户端至少控制一个模拟器单元(12),并且每个模拟器单元优选地安装在运动平台上以向参加者提供运动线索与模拟游戏中的运动一致。
    • 150. 发明公开
    • DYNAMIC PLAYER MANAGEMENT
    • DYNAMISCHEABSPIELGERÄTEVERWALTUNG
    • EP1506491A4
    • 2005-08-17
    • EP03721413
    • 2003-03-18
    • SONY COMP EMTERTAINMENT US
    • CHATANI MASAYUKIVAN DATTA GLEN
    • A63F13/12G06F15/00H04L12/18H04L29/06H04L29/08G06F15/16A63F9/24G06F15/173G06F15/177
    • H04L65/403A63F13/12A63F13/335A63F13/34A63F13/35A63F13/45A63F2300/408A63F2300/50A63F2300/535A63F2300/5533A63F2300/5546A63F2300/556H04L12/185H04L67/104H04L67/1048H04L67/1051H04L67/14H04L67/24H04L67/38H04L69/329
    • The present invention relates to a 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.
    • 本发明涉及被配置为在计算机网络上的多参与者环境中操作的应用。 应用程序管理多用户应用程序的在线会话中的参与者,以便如果其中一个参与者退出会话,则会话可以不间断地继续。 应用程序启动多用户应用程序的在线会话,其中在线会话包括由通信地链接到计算机网络的网络计算机组成的两个或更多个参与者。 如果应用程序检测到第一参与者已经与在线会话断开连接,其中第一参与者负责管理与多用户应用程序的运行相关联的某些管理功能,则应用程序向在线会话的现有参与者广播通知 通过通信网络,从而通知现有参与者第一参与者已经脱离了在线会话。 然后,发起应用程序将与第一参与者相关联的功能重新分配给在线会话的现有参与者。 参与者可以在对等安排中进行通信,或者可以在客户端 - 服务器安排中执行服务器任务。