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    • 73. 发明授权
    • Commutator
    • 换向器
    • US5266860A
    • 1993-11-30
    • US852579
    • 1992-03-17
    • Akio ChibaMasahisa SobueKazuo TaharaNobuyuki YamashitaShun Suzuki
    • Akio ChibaMasahisa SobueKazuo TaharaNobuyuki YamashitaShun Suzuki
    • H01R39/04H01R39/46H01R43/06H02K13/00H02K13/10
    • H02K13/105H01R39/46H01R43/06
    • A commutator has a central support supporting a plurality of conductive segments separated by a plurality of insulative segments. In addition to providing an insulative function between the conductive segments, the dielectric constant, the area, and the thickness of the insulative segments are chosen so that they provide a capacitive effect, which capacitive effect suppresses current peaks during operation of the commutator. Preferably, the dielectric constant is greater than 10. The central support may include a metal shaft and an insulating ring, which insulating ring is preferably of material with a lower dielectric constant thereby to suppress-shorting between the shaft and the conductive segments. It is particularly advantageous if the conductive and insulative segments are of ceramics material since this provides good wear resistance. In further alternatives, capacitors are formed between the conductive segments by rings or other bodies of insulative materials of a suitably high dielectric constant.
    • 换向器具有支撑由多个绝缘段分隔开的多个导电段的中心支撑。 除了在导电段之间提供绝缘功能之外,选择绝缘段的介电常数,面积和厚度,使得它们提供电容效应,该电容效应抑制换向器操作期间的电流峰值。 优选地,介电常数大于10.中心支撑件可以包括金属轴和绝缘环,该绝缘环优选地具有较低介电常数的材料,从而抑制在轴和导电段之间的短路。 导电和绝缘段是陶瓷材料是特别有利的,因为这提供了良好的耐磨性。 在另外的替代方案中,通过具有适当高介电常数的绝缘材料的环或其它体形成导电段之间的电容器。
    • 78. 发明授权
    • Control program for action game
    • 动作游戏控制程序
    • US08251812B2
    • 2012-08-28
    • US12234775
    • 2008-09-22
    • Yoshifumi IshihataNobuyuki Yamashita
    • Yoshifumi IshihataNobuyuki Yamashita
    • A63F13/04
    • A63F13/56A63F13/10A63F13/52A63F2300/638A63F2300/64
    • A control program for an action game according to the present invention in which one of a plurality of characters moving in a game space is selected to be an attack target, in response to an operation of a game player, comprises: a selectable candidate object judging step of judging each of said plurality of characters as to whether or not it is a selectable candidate object which is qualified to be an attack target and which is in position relationship which could be selected as an attack target, a selection order deciding step of deciding an order of selecting those of said plurality of selectable candidate objects, which have been judged by the selectable candidate object judging step; and an attack target changing step of selecting, based on the selection order decided by the selection order deciding step, one of said plurality of characters as an attack target and sequentially changing the attack target in response to an attack target changing operation by the game player. The control program permits one of a plurality of characters contained in a game space to be efficiently selected as a game target.
    • 根据本发明的动作游戏的控制程序,其中响应于游戏者的操作,在游戏空间中移动的多个角色中的一个被选择为攻击目标,包括:可选候选对象判断 判断所述多个字符中的每一个是否是作为攻击目标有资格的可选择候选对象,并且处于能够被选择为攻击目标的位置关系中的步骤;选择顺序决定步骤, 通过可选择的候选对象判断步骤判断的所述多个可选候选对象的选择顺序; 以及攻击目标改变步骤,基于由所述选择顺序决定步骤决定的选择顺序,将所述多个角色中的一个作为攻击目标进行选择,并且响应于游戏者的攻击目标改变操作顺序地改变攻击目标 。 控制程序允许有效地选择包含在游戏空间中的多个字符中的一个作为游戏目标。
    • 79. 发明授权
    • Control program for action game
    • 动作游戏控制程序
    • US07931534B2
    • 2011-04-26
    • US10721150
    • 2003-11-26
    • Yoshifumi IshihataNobuyuki Yamashita
    • Yoshifumi IshihataNobuyuki Yamashita
    • A63F13/04
    • A63F13/56A63F13/10A63F13/52A63F2300/638A63F2300/64
    • A control program for an action game according to the present invention in which one of a plurality of characters moving in a game space is selected to be an attack target, in response to an operation of a game player, comprises: a selectable candidate object judging step of judging each of said plurality of characters as to whether or not it is a selectable candidate object which is qualified to be an attack target and which is in position relationship which could be selected as an attack target, a selection order deciding step of deciding an order of selecting those of said plurality of selectable candidate objects, which have been judged by the selectable candidate object judging step; and an attack target changing step of selecting, based on the selection order decided by the selection order deciding step, one of said plurality of characters as an attack target and sequentially changing the attack target in response to an attack target changing operation by the game player. The control program permits one of a plurality of characters contained in a game space to be efficiently selected as a game target.
    • 根据本发明的动作游戏的控制程序,其中响应于游戏者的操作,在游戏空间中移动的多个角色中的一个被选择为攻击目标,包括:可选候选对象判断 判断所述多个字符中的每一个是否是作为攻击目标有资格的可选择候选对象,并且处于能够被选择为攻击目标的位置关系中的步骤;选择顺序决定步骤, 通过可选择的候选对象判断步骤判断的所述多个可选候选对象的选择顺序; 以及攻击目标改变步骤,基于由所述选择顺序决定步骤决定的选择顺序,将所述多个角色中的一个作为攻击目标进行选择,并且响应于游戏者的攻击目标改变操作顺序地改变攻击目标 。 控制程序允许有效地选择包含在游戏空间中的多个字符中的一个作为游戏目标。