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    • 2. 发明申请
    • GAME MACHINE MANAGEMENT DEVICE HAVING PENALTY FUNCTION, GAME DEVICE, OPERATION PROGRAM THEREOF AND PENALTY SETTING SERVER
    • 具有惩罚功能的游戏机管理设备,游戏设备,其操作程序和罚款设置服务器
    • US20090298581A1
    • 2009-12-03
    • US11721805
    • 2005-12-12
    • Shinichi FuruhashiJiro YoshidaYutaka Okunoki
    • Shinichi FuruhashiJiro YoshidaYutaka Okunoki
    • A63F9/24
    • G07F17/3232
    • The present invention provides a game machine authentication management device and a game device for transmitting an authentication request and ID data to an authentication server through first communication means, waiting for a response including the authentication result data in a reception-enabled state, acquiring authentication level data capable of indicating any one of the events of authentication OK, authentication NG and timeout, transmitting electronic money terminal setting data and an electronic money operation instruction according to the authentication level data to an electronic money terminal through second communication means or third communication means, and suspending the electronic money terminal setting data and the electronic money operation instruction in at least one of the cases. The electronic money terminal setting data may be stored in a penalty setting server or the like.
    • 本发明提供了一种游戏机认证管理装置和游戏装置,用于通过第一通信装置将认证请求和ID数据发送到认证服务器,等待包括认证结果数据在内的接收状态的响应,获取认证级别 能够通过第二通信装置或第三通信装置向电子货币终端指示认证OK的任何一个,认证NG和超时,根据认证级别数据发送电子货币终端设置数据和电子货币操作指令的数据, 并且将电子货币终端设置数据和电子货币操作指令暂停在至少一个情况下。 电子货币终端设定数据可以存储在惩罚设定服务器等中。
    • 3. 发明授权
    • Image display apparatus and image display method
    • 图像显示装置和图像显示方法
    • US06411294B1
    • 2002-06-25
    • US09265888
    • 1999-03-11
    • Shinichi FuruhashiToshiyuki Kaji
    • Shinichi FuruhashiToshiyuki Kaji
    • G06T1540
    • G06T15/503G06T15/405
    • The image display apparatus of the present invention examines the transparency of a pixel to determine whether the Z coordinate of the pixel should be written in the depth buffer. Therefore, when the objects which are constituted by polygons, wherein opaque pixels and translucent pixels coexist, intersect each other, the variation in the display of image patterns which are to be displayed is increased. Since the writing control is performed under simple conditions, i.e., in accordance with the transparency of a pixel, an image closer to the ideal one can be selected without substantially increasing the load imposed on the rendering circuit.
    • 本发明的图像显示装置检查像素的透明度,以确定像素的Z坐标是否应写入深度缓冲器。 因此,当由不透明像素和半透明像素共存的由多边形构成的物体相互交叉时,增加了要显示的图像图案的显示的变化。 由于在简单的条件下执行写入控制,即根据像素的透明度,可以选择更接近理想图像的图像,而基本上不增加施加在渲染电路上的负载。
    • 4. 发明授权
    • Polygon data generation method and image display apparatus using same
    • 多边形数据生成方法和使用其的图像显示装置
    • US06600485B1
    • 2003-07-29
    • US09508048
    • 2000-03-03
    • Jiro YoshidaShinichi FuruhashiToshihiro NakaneNaoki Nakamura
    • Jiro YoshidaShinichi FuruhashiToshihiro NakaneNaoki Nakamura
    • G06T1500
    • G06T17/30
    • A method for generating polygon data from NURBS (non-uniform rational B-spline) data representing a parametric surface and an image display apparatus using that method are disclosed. In the method for generating polygon data, NURBS object data are coordinate-converted to coordinates having the viewing point as the origin, in correspondence with the advance of a program. Furthermore, the level of detail wherewith the object is drawn on the display is determined, the number of divisions into polygons when converting NURBS object data to objects configured by polygons is found, according to the determined level of detail wherewith objects are drawn, and vertices of polygons converted to according to that number of divisions are computed. Furthermore, polygons for which all vertices among the computed vertices are off the display screen displayed on the display, and all polygons which are front/back-determined to be backward and which do not have a front-and-back display attribute are deleted, and the vertex attributes are computed for the vertices of the remaining polygons. Rendering processing is also performed on the remaining polygons.
    • 公开了一种用于从表示参数表面的NURBS(非均匀有理B样条)数据和使用该方法的图像显示装置产生多边形数据的方法。 在用于生成多边形数据的方法中,NURBS对象数据被以坐标转换为与视点相对应的坐标作为原点。 此外,确定了在显示器上绘制对象的细节级别,根据确定的绘制对象的细节水平和顶点,找到将NURBS对象数据转换为由多边形配置的对象时分割为多边形的数量 根据该分割数转换为多边形。 此外,计算出的顶点中的所有顶点离开显示在显示器上的显示屏幕的所有多边形以及前/后确定为向后并且没有前后显示属性的所有多边形都被删除, 并且为剩余多边形的顶点计算顶点属性。 还对剩余的多边形执行渲染处理。
    • 6. 发明申请
    • Game device, and fraud detecting method for the game device
    • 游戏装置和游戏装置的欺诈检测方法
    • US20080096672A1
    • 2008-04-24
    • US11904994
    • 2007-09-28
    • Shigeru MototaniShinichi FuruhashiYusuke Shimizu
    • Shigeru MototaniShinichi FuruhashiYusuke Shimizu
    • A63F9/24
    • A63F13/75A63F13/12A63F13/48A63F2300/5586A63F2300/636
    • A game machine can detect the reasons of restart and switch the maintenance level of player information based on the reasons. The game machine has first and second control units respectively controlling the execution of a game program and continuing incrementing a count value in a progressing process of the game program; first and second nonvolatile memory areas storing the count value incremented by the second control unit as a life count and a count value acquired by the first control unit based on the life count as a copy count, respectively, wherein the life count stored in the first nonvolatile memory area and the copy count stored in the second nonvolatile memory area are compared at restart, and judgment is made that the power is shut OFF due to an irregular action of a player before the restart if the life count and the copy count are not in a predetermined relationship.
    • 游戏机可以根据原因检测重启的原因,切换玩家信息的维护等级。 游戏机具有分别控制游戏程序的执行的第一和第二控制单元,并且在游戏程序的进行过程中继续增加计数值; 第一和第二非易失性存储区,分别存储由第二控制单元增加的计数值作为寿命计数和由第一控制单元基于作为复印计数的寿命计数获得的计数值,其中存储在第一个 非易失性存储器区域和存储在第二非易失性存储器区域中的复制计数在重新启动时被比较,并且如果寿命计数和复印计数不是,则由重新启动之前的玩家的不规则动作来判断电源是否关闭 以预定的关系。