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    • 1. 发明公开
    • ASYNCHRONOUS AUDIO FOR NETWORKED GAMES
    • ASYNCHRONER TONFÜRVERNETZTE SPIELE
    • EP3081272A1
    • 2016-10-19
    • EP16170015.8
    • 2008-12-18
    • Dolby Laboratories Licensing Corporation
    • Dickins, Glenn N.Griffin, John J.Itokawa, AyaKondo, HiroakiSolomon, Lori L.Tullis, Mathew A.
    • A63F13/215
    • A63F13/34A63F13/10A63F13/12A63F13/215A63F13/424A63F2300/5533A63F2300/6072
    • The present invention relates to a method performed by a computing device used by a first player in a network whereby computing devices of a plurality of players of a game are communicatively coupled, comprising the steps of monitoring a progression of one or more game states of the game, wherein the one or more game states relate to a situation of players related to one or more events that occur during the game, capturing a first vociferation upon reaching a first game state wherein the first game state is a game state in which the first player is expected to utter the first vociferation based on the situation of the first player related to the first game state, determining a characterization of a first player emotional state that corresponds to the first vociferation based on the situation of the first player related to the first game state, and transmitting to computing devices of other players the first vociferation together with the determined characterization of the first player emotional state.
    • 本发明涉及由网络中的第一玩家使用的计算设备执行的方法,由此游戏的多个玩家的计算设备被通信地耦合,包括以下步骤:监视游戏状态的一个或多个游戏状态的进展 游戏,其中所述一个或多个游戏状态涉及与所述游戏期间发生的一个或多个事件有关的玩家的情况,在达到第一游戏状态时捕获第一扩散,其中所述第一游戏状态是游戏状态,其中所述第一 根据与第一游戏状态有关的第一玩家的情况,玩家预计会发出第一个扩散,根据与第一游戏者相关的第一玩家的情况,确定与第一玩家对应的第一玩家情绪状态的表征 游戏状态,以及将所述第一播放器与所确定的所述第一玩家的特征一起发送到其他玩家的计算设备 情绪状态。