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    • 23. 发明申请
    • Methods for interactive communications with real time effects and avatar environment interaction
    • 用于与实时效果和头像环境交互的交互式通信的方法
    • US20070260984A1
    • 2007-11-08
    • US11800843
    • 2007-05-07
    • Richard MarksGary Zalewski
    • Richard MarksGary Zalewski
    • A63F13/00G06F3/048
    • A63F13/65A63F13/06A63F13/213A63F13/215A63F13/79A63F13/87A63F2300/1087A63F2300/5553A63F2300/6045A63F2300/65A63F2300/69G06F3/011
    • Computer implemented method for interactively animating an avatar in response to real world input are provided. The avatar can be transmitted between a first user and a second user using a computer program that is executed on at least one computer in a computer network. Additionally, the first user and the second user each interact using a respective computing system that is at least partially executing the computer program. The method is initiated by identifying components of the avatar representing the first user that can be modified using real-time effects. The method continues by the computing system identifying controller input from either the first user or the second user. The identification of the controller input is used to determine which of the identified components of the avatar representing the first user will be modified. In response to the identified controller input the real-time effects are applied to the identified components of the avatar that represent the first user. The avatar of the first user augmented to reflect the application of the real-time effects. In another operation, the method displays the augmented avatar of the first user on a screen connected to the computing system of one or both of the first and second users.
    • 提供了用于响应于真实世界输入来交互地动画化身化身的计算机实现的方法。 可以使用在计算机网络中的至少一台计算机上执行的计算机程序在第一用户和第二用户之间传送化身。 另外,第一用户和第二用户每个使用至少部分地执行计算机程序的相应的计算系统进行交互。 通过识别代表可以使用实时效果来修改的第一用户的化身的组件来启动该方法。 该方法由计算系统继续识别来自第一用户或第二用户的控制器输入。 控制器输入的识别用于确定代表第一用户的化身的识别组件中的哪一个将被修改。 响应于所识别的控制器输入,实时效果被应用于表示第一用户的化身的识别组件。 第一个用户的化身被增加以反映实时效果的应用。 在另一操作中,该方法在连接到第一和第二用户中的一个或两个的计算系统的屏幕上显示第一用户的增强头像。
    • 29. 发明申请
    • METHOD AND SYSTEM FOR APPLYING GEARING EFFECTS TO VISUAL TRACKING
    • 将视力跟踪应用于齿轮效应的方法和系统
    • US20060252541A1
    • 2006-11-09
    • US11382036
    • 2006-05-06
    • Gary ZalewskiRichard MarksXiadong Mao
    • Gary ZalewskiRichard MarksXiadong Mao
    • A63F9/24
    • A63F13/42A63F13/02A63F13/06A63F13/211A63F13/213A63F13/215A63F2300/105A63F2300/1062A63F2300/1093A63F2300/308A63F2300/6045
    • Methods and systems for interactive interfacing with a computer gaming system are provided. The computer gaming system includes a video capture device for capturing image data. One method includes displaying an input device to the video capture device, where the input device has a plurality of lights that are modulated so as to convey positioning of the input device and communication data that is to be interpreted by the computer gaming system based on analysis of the captured image data and a state of the plurality of lights. This method also includes defining movement of an object of a computer game that is to be executed by the computer gaming system, such that the movement of the object may be mapped to movements in position of the input device as detected in the captured image data. The method then establishes a gearing between the movement of the object of the computer game verses the movements in position of the input device. The gearing defines a ratio between movements in position of the input device and movements of the object. The gearing can be set dynamically by the game, by the user, or can be preset by software or user configured in accordance with a gearing algorithm.
    • 提供了与计算机游戏系统进行交互式接口的方法和系统。 计算机游戏系统包括用于捕获图像数据的视频捕获装置。 一种方法包括向视频捕获设备显示输入设备,其中输入设备具有被调制的多个光,以便基于分析来传达输入设备的定位和要由计算机游戏系统解释的通信数据 的拍摄图像数据和多个灯的状态。 该方法还包括定义要由计算机游戏系统执行的计算机游戏的对象的移动,使得对象的移动可以被映射到在捕获的图像数据中检测到的输入设备的位置的移动。 该方法然后在计算机游戏的对象的运动与输入设备的位置的运动之间建立齿轮传动。 传动装置定义了输入装置位置的运动与物体运动之间的比例。 齿轮传动可以由游戏由用户动态地设置,或者可以由根据传动算法配置的软件或用户来预设。
    • 30. 发明申请
    • COMBINER METHOD FOR ALTERING GAME GEARING
    • 用于改变游戏装置的组合方法
    • US20080009348A1
    • 2008-01-10
    • US11768108
    • 2007-06-25
    • Gary ZalewskiRichard MarksXiadong Mao
    • Gary ZalewskiRichard MarksXiadong Mao
    • G05D7/00
    • A63F13/424A63F13/10A63F13/211A63F13/213A63F2300/1018A63F2300/105A63F2300/1087A63F2300/6045G06F3/005G06F3/0304G06F3/0325G06F3/0346G06F3/038G06F3/04847
    • Computer implemented methods, apparatus and systems for enabling interactive interfacing with a computer game program are provided. One method provides an input device to accept and transmit user input to the computer game program. The input device enables activation of one or more gearing parameters associated with interactive components of the computer game program. In another operation, the method identifies an interactive component of the computer game program. The interactive component used to receive the transmitted user input to enable the interactive interfacing. In yet another operation the method detects user input to apply one of the gearing parameters to the interactive component if so dictated by the transmitted user input. The applied gearing parameter used to define a scaling ratio between the user input and a rate at which the interactive component reacts during execution of the computer game program.
    • 提供了用于实现与计算机游戏程序的交互式接口的计算机实现的方法,装置和系统。 一种方法提供输入设备来接收和传送用户输入到计算机游戏程序。 该输入装置使能激活与计算机游戏程序的交互式组件相关联的一个或多个传动参数。 在另一操作中,该方法识别计算机游戏程序的交互式组件。 交互式组件用于接收传输的用户输入以实现交互式接口。 在另一操作中,该方法检测用户输入以将传动参数中的一个应用于交互式组件,如果由发送的用户输入指示的话。 应用的齿轮参数用于定义用户输入与交互组件在执行计算机游戏程序期间作出反应的速率之间的缩放比例。