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    • 3. 发明申请
    • INTERACTIVE ACTION FIGURES FOR GAMING SYSTEMS
    • 游戏系统的互动动作
    • US20160346698A1
    • 2016-12-01
    • US15235762
    • 2016-08-12
    • GANZ
    • Michael D. Borge
    • A63F13/73A63F13/65A63F13/69A63F13/335
    • A63F13/00A63F13/02A63F13/12A63F13/335A63F13/49A63F13/58A63F13/65A63F13/69A63F13/73A63F13/80A63F2300/206A63F2300/5513A63F2300/5526A63F2300/609A63H13/02
    • An action figure is provided with a serial number that provides an access code which allows owners to engage in enjoyable games or other activities via the Internet or other gaming systems. The interactive action figure system comprises a toy, statue, or other three-dimensional figurine with a serial number, and preferably a computer network accessible over the internet and a particular gaming framework managed by a network device. Owners of action figure toys may “log onto” the network using the action figure serial number as an access code to activate a particular computer character identity and participate in games such as hand-to-hand combat games, action-adventure series, or learning games. The action figure may be, for example, a warrior, sports figure, doll or teddy bear to appeal to a wide range of users. Once a particular character is activated, game play proceeds according to preset rules. The game character's traits, powers, and other features may be enhanced or otherwise modified by purchasing preferably-three-dimensional accessories and inputting serial numbers into the gaming system that are also supplied with the accessories.
    • 提供了一个序列号的序列号,其提供访问代码,其允许所有者通过因特网或其他游戏系统进行愉快的游戏或其他活动。 互动动作图系统包括具有序列号的玩具,雕像或其他三维雕像,并且优选地可以通过互联网访问的计算机网络以及由网络设备管理的特定游戏框架。 动作人物玩具的所有者可以使用动作图序列号作为访问代码来“登录”网络,以激活特定的计算机角色身份并参与诸如手到号战斗游戏,动作冒险系列或学习的游戏 游戏 动作人物可以是例如战士,运动人物,娃娃或玩具熊来吸引广泛的用户。 一旦特定的角色被激活,游戏按照预设的规则进行。 游戏角色的特征,权力和其他特征可以通过购买优选地三维附件并将序列号输入到也随附附件提供的游戏系统中而得到增强或改变。
    • 4. 发明授权
    • Apparatus, method, and computer readable media to perform transactions in association with participants interacting in a synthetic environment
    • 用于执行与在合成环境中交互的参与者相关联的交易的装置,方法和计算机可读介质
    • US08898325B2
    • 2014-11-25
    • US12504625
    • 2009-07-16
    • Robert Ernest LeeDavid M. Aldridge
    • Robert Ernest LeeDavid M. Aldridge
    • G06F15/16
    • A63F13/60A63F13/12A63F13/352A63F13/77A63F2300/513A63F2300/5526A63F2300/6009G06F17/5009G06F2217/04G06N3/004
    • Embodiments of the invention relate generally to computer-based simulations and synthetic environment generation, and more particularly, to a system, a computer-readable medium, a method and an apparatus for generating synthetic environments in a distributed architecture to, among other things, introduce dynamic content. In some embodiments, computer readable medium facilitates transactions in massively multiplayer online games. The computer readable medium can include executable instructions for execution by one or more processors to receive data to perform a transaction between participants associated with the synthetic environment. The executable instructions also can be configured to transact an exchange of a first subset of game data for the first participant and a second subset of the game data for a second participant. The exchange of subsets of the game data between the first participant and the second participant can occur in the common process.
    • 本发明的实施例一般涉及基于计算机的模拟和合成环境生成,更具体地,涉及一种用于在分布式架构中生成合成环境的系统,计算机可读介质,方法和装置,其中包括引入 动态内容。 在一些实施例中,计算机可读介质便于在大型多人在线游戏中进行交易。 计算机可读介质可以包括用于由一个或多个处理器执行以接收数据以执行与合成环境相关联的参与者之间的交易的可执行指令。 可执行指令还可以被配置为对第一参与者的第一子游戏数据的交换和第二参与者的游戏数据的第二子集进行交易。 第一参与者和第二参与者之间的游戏数据子集的交换可以在共同的过程中发生。
    • 7. 发明申请
    • GAME SUPPORT SERVER, GAME APPARATUS, GAME SUPPORT SYSTEM, AND GAME SUPPORT METHOD FOR SUPPORTING USER OF GAME APPARATUS
    • 游戏支持服务器,游戏装置,游戏支持系统和支持游戏装置用户的游戏支持方法
    • US20130005452A1
    • 2013-01-03
    • US13609501
    • 2012-09-11
    • Masayuki Chatani
    • Masayuki Chatani
    • A63F9/24
    • A63F13/79A63F13/35A63F13/77A63F2300/552A63F2300/5526A63F2300/638
    • A game support server comprises: a skill level acquisition unit which acquires a skill level indicating the user's game skill degree; a game database which stores standard times required for game play on the game apparatus; a recommendation request receiving unit which acquires, from the game apparatus, desired time which the user wishes to spend playing a game, and receives a request to recommend games matching the desired time; a recommended candidate extraction unit which modifies the standard time according to the acquired user's skill level to calculate estimated time required for user game play, and extracts, as recommended candidates from the game database, games if the difference between the estimated time and the desired time is a predetermined value or less; and a recommended candidate presenting unit which presents the extracted games to the game apparatus.
    • 游戏支持服务器包括:技能等级获取单元,其获取指示用户的游戏技能等级的技能等级; 游戏数据库,其存储游戏装置上游戏所需的标准时间; 推荐请求接收单元,其从游戏装置获取用户希望花费游戏的期望时间,并且接收推荐与期望时间匹配的游戏的请求; 推荐的候选提取单元,其根据所获取的用户的技能水平来修改标准时间以计算用户游戏所需的估计时间,并且如果估计时间和期望时间之间的差异从游戏数据库中提取游戏的推荐候选者 是预定值以下; 以及将提取的游戏呈现给游戏装置的推荐的候选呈现单元。
    • 8. 发明申请
    • ENTERTAINMENT SYSTEM FOR PERFORMING HUMAN INTELLIGENCE TASKS
    • 执行人员智能任务的娱乐系统
    • US20120330445A1
    • 2012-12-27
    • US13532675
    • 2012-06-25
    • Gary Stephen Shuster
    • Gary Stephen Shuster
    • G06F19/00
    • A63F13/216A63F13/12A63F13/30A63F13/46A63F13/63A63F13/655A63F13/822A63F13/837A63F2300/5526A63F2300/6009A63F2300/69
    • A game engine is configured to accept human intelligence tasks as in-game content and present the in-game content to the game player. Human intelligence tasks, such as visual discrimination, are thus enabled in a video game context. The game engine may receive a definition of human intelligence tasks from one or more remote sources present the human intelligence tasks to multiple video game participants as in-game content. The game engine defines and enables game play rules for the in-game content. The game play rules set parameters for the multiple video game participants to perform the human intelligence tasks to achieve desired results. The game engine may award each of the multiple video game participants an improved game score upon successful performance of the human intelligence tasks in accordance with the game play rules. The game engine may measure success by consistency in responses between different participants or trials.
    • 游戏引擎被配置为接受作为游戏内容的人类智能任务,并将游戏内容呈现给玩家。 因此,在视频游戏环境中启用人类智能任务,例如视觉辨别。 游戏引擎可以从一个或多个远程源接收人类智能任务的定义,将人类智能任务呈现给多个视频游戏参与者作为游戏内容。 游戏引擎定义和启用游戏内容的游戏规则。 游戏规则为多个视频游戏参与者设置参数,以执行人类智能任务以获得期望的结果。 根据游戏规则,游戏引擎可以根据人类智能任务的成功执行,授予多个视频游戏参与者中的每一个改进的游戏分数。 游戏引擎可以通过不同参与者或试验之间的响应的一致性衡量成功。