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    • 1. 发明申请
    • Online Gaming with Real-World Data
    • 在线游戏与现实世界的数据
    • US20130196777A1
    • 2013-08-01
    • US13807815
    • 2011-02-18
    • Otho Dale Hill
    • Otho Dale Hill
    • A63F13/12
    • G07F17/32A63F3/00643A63F3/08A63F13/12A63F2003/088
    • Online gaming integrating sensory data and/or gameplay data from a real-world environment is provided within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment delayed or in real-time. Data from a live card game in a real-world environment can be recorded for delayed playback or streamed live and a remote player can participate on-line in the game as if the remote player had been present at the original, live card game. The remote player may play in the online game at the position/seat occupied by areal-world player. In games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position/seat and may make strategic decisions during gameplay that differ from those of the original, real-world player.
    • 在包括在延迟或实时的现实世界环境中播放的原始,实时卡游戏的记录实例的回放的环境中提供集成来自真实世界环境的感觉数据和/或游戏数据的在线游戏。 来自真实世界环境中的活动纸牌游戏的数据可以被记录以用于延迟播放或流式播放,并且远程玩家可以在游戏中在线参与,如同远程玩家已经存在于原始的活动卡游戏一样。 远程玩家可以在地球世界玩家占据的位置/座位上玩在线游戏。 在一个玩家被自己的手牌交付的游戏中,远程玩家将收到卡片,因为他们被处理到原始的,现实世界的玩家,占据相同的位置/座位,并可能在游戏中做出战略决定,不同于 那些原创,真实世界的玩家。
    • 2. 发明申请
    • ON LINE GAMING WITH REAL-WORLD DATA
    • 在线游戏与真实的世界数据
    • US20120004037A1
    • 2012-01-05
    • US12945693
    • 2010-11-12
    • Otho Dale Hill
    • Otho Dale Hill
    • A63F9/24
    • G07F17/32G07F17/3272
    • In one aspect, a method, systems, and apparatuses provide for online gaming that integrates sensory data and/or gameplay data from a real-world environment, and in particular, interactive online gaming within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment, wherein the online game may be provided in a delayed manner or in real-time. In one aspect, sensory data and/or gameplay data from a live card game in a real-world environment are recorded for delayed playback or streamed live in real-time, and a remote player is able to access the game online and participate in the game as if the remote player had been present at the original, live card game in the real-world environment. In one aspect, the remote player may play in the online game at the position/seat occupied by one or more of the original, real-world players in the original, real-world game. In one aspect, in games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position/seat in the original, real-world game. In one aspect, the remote player may able to make strategic decisions during gameplay that differ from those of the original, real-world player, wherein such strategic decisions may affect the outcome of the game for that player. In one aspect, the real-world environment is a gaming area at a casino.
    • 在一个方面,一种方法,系统和装置提供在线游戏,该在线游戏将来自真实世界环境的感官数据和/或游戏数据进行整合,特别是在包含原始记录的实例的回放的环境中的交互式在线游戏 在现实环境中玩的实况卡游戏,其中可以以延迟的方式或实时地提供在线游戏。 在一个方面,记录来自现实世界环境中的活动纸牌游戏的感觉数据和/或游戏数据用于实时延迟播放或流式传输,并且远程玩家能够在线访问游戏并参与 游戏就像远程玩家在现实环境中一直存在于原始的活纸牌游戏一样。 在一方面,远程玩家可以在原始的真实世界游戏中的一个或多个原始,真实世界的玩家占据的位置/座位上玩在线游戏。 一方面,在玩家被自己发行的牌的游戏中,远程玩家将被接收到被处理在原始的实时玩家中的原始的真实世界的玩家, 世界游戏。 在一个方面,远程玩家可能能够在游戏过程中做出与原始的真实世界玩家不同的战略决策,其中这样的战略决策可能会影响该玩家的游戏结果。 一方面,现实环境是娱乐场的游戏区。
    • 3. 发明申请
    • ON LINE GAMING WITH REAL-WORLD DATA
    • 在线游戏与真实的世界数据
    • US20110300917A1
    • 2011-12-08
    • US13015800
    • 2011-01-28
    • Otho Dale Hill
    • Otho Dale Hill
    • A63F9/24
    • G07F17/32G07F17/3272
    • In one aspect, a method, systems, and apparatuses provide for online gaming that integrates sensory data and/or gameplay data from a real-world environment, and in particular, interactive online gaming within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment, wherein the online game may be provided in a delayed manner or in real-time. In one aspect, sensory data and/or gameplay data from a live card game in a real-world environment are recorded for delayed playback or streamed live in real-time, and a remote player is able to access the game online and participate in the game as if the remote player had been present at the original, live card game in the real-world environment. In one aspect, the remote player may play in the online game at the position/seat occupied by one or more of the original, real-world players in the original, real-world game. In one aspect, in games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position/seat in the original, real-world game. In one aspect, the remote player may able to make strategic decisions during gameplay that differ from those of the original, real-world player, wherein such strategic decisions may affect the outcome of the game for that player. In one aspect, the real-world environment is a gaming area at a casino.
    • 在一个方面,一种方法,系统和装置提供在线游戏,该在线游戏将来自真实世界环境的感官数据和/或游戏数据进行整合,特别是在包含原始记录的实例的回放的环境中的交互式在线游戏 在现实环境中玩的实况卡游戏,其中可以以延迟的方式或实时地提供在线游戏。 在一个方面,记录来自现实世界环境中的活动纸牌游戏的感觉数据和/或游戏数据用于实时延迟播放或流式传输,并且远程玩家能够在线访问游戏并参与 游戏就像远程玩家在现实环境中一直存在于原始的活纸牌游戏一样。 在一方面,远程玩家可以在原始的真实世界游戏中的一个或多个原始,真实世界的玩家占据的位置/座位上玩在线游戏。 一方面,在玩家被自己发行的牌的游戏中,远程玩家将被接收到被处理在原始的实时玩家中的原始的真实世界的玩家, 世界游戏。 在一个方面,远程玩家可能能够在游戏过程中做出与原始的真实世界玩家不同的战略决策,其中这样的战略决策可能会影响该玩家的游戏结果。 一方面,现实环境是娱乐场的游戏区。