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U.S. Patent No. 7,693,306: System and method for capturing images from mobile devices for use with patron tracking system
Issued April 6, 2010, to Konami


Summary:

The ‘306 patent describes a method for tracking a player during an online game. The invention can distinguish between existing and new patrons and tracks their gaming activity while they play. An electronic database is used to store the existing player’s information. Whenever a new player enters the game, a file is electronically created for him and all game updates are stored in the folder whenever a player plays any game.

Abstract:

A system and method of tracking a patron in a gaming environment uses a database that stores known images and known text descriptions of existing patrons. An image of a patron is captured by an image capture device, and a text description of the patron is obtained. The image and the text description are transmitted to the database. A comparator compares the image or the text description to those on the database. The image is stored in a patron folder if the image or the text description is found to match an existing patron. The image is stored in a temporary folder if the image or the text description fails to match one of the existing patrons, and once the patron has been identified, the image is transferred from the temporary folder to the patron folder.

Illustrative Claim:

1. A method of tracking a patron in a gaming environment to distinguish between existing patrons and new patrons to track their gaming activities, said method utilizing at least one database having a patron folder and a temporary folder with a plurality of known images and known text descriptions stored in the patron folder, said method comprising the steps of: photographing the patron to create an image, obtaining a text description of the patron, linking the image and the text description together into an electronic communication, transmitting the electronic communication to the database, comparing at least one of the image and the text description to determine if the at least one of the image and the text description is equivalent to one of the plurality of known images and known text descriptions stored in the database, and storing at least one of the image and the text description in the temporary folder if at least one of the image is different than the known images and the text description is different than the known text descriptions stored in the database to distinguish an existing patron from a new patron and to track the gaming activities of the patron.


U.S. Patent No. 7,695,356: Game program, game device, and game method
Issued April 13, 2010, to Konami


Summary:

The ‘356 patent describes a hand-held baseball game with interactive fielding and throwing options. In past baseball games, whenever a fielder caught the ball, the player had to press a button corresponding to the base he wished to throw the ball. Users were apt to make errors and press the wrong button in their haste. The ‘356 patent aims to reduce this error by allowing a player to press a button which corresponds to a relay player. This character will catch the ball after it is released incorrectly. Once the relay character has the ball, the user can choose the correct base to throw the ball.

Abstract:

With a game implemented by the present game program, ball dispatch origin characters will be displayed on a monitor. In addition, characters corresponding to ball dispatch destinations will be displayed on the monitor. A ball dispatch destination character will be identified when the command means is placed into contact with one of the characters corresponding to the dispatch destinations. If this occurs, a ball character will be dispatched from one of the ball dispatch origin characters to one of the ball dispatch destination characters.

Illustrative Claim:

1. A computer readable medium storing a game program for causing a computer to implement a game in which a moving object is dispatched from a character displayed on a touch panel type of monitor, the game program comprising: code for displaying a dispatch origin character which is a dispatch origin of the moving object; code for displaying at least one mark corresponding to a dispatch destination of the moving object on the monitor; code for identifying a dispatch destination character of the dispatch destination corresponding to the mark by allowing a control unit to recognize a coordinate of the dispatch destination character when input means is placed into contact on the monitor with the mark, and allowing the control unit to recognize the dispatch destination character on the basis of the coordinate, the dispatch destination character being set on a position which is different from the position of the mark; and code for displaying the moving object which moves from the dispatch origin character to the dispatch destination character identified, by allowing the control unit to issue signal to dispatch the moving object.


U.S. Patent No. 7,695,368: Game program, game device, and game method
Issued April 13, 2010, to Konami


Summary:

The ‘368 patent describes a method for playing a baseball game on a hand-held game system where the player has control over the swing of the character. The player can rotate their character to produce a swing and, if the timing is right, to produce a hit on the ball. The speed of the bat is determined by the rotational speed the player inputs into the character.

Abstract:

With a game implemented by the present game program, a touch panel type of monitor will be used, and a bat character displayed on the touch panel type of monitor will be rotated by a command means from a first position to a second position while the command means is in contact with the bat character. Then, the bat character will be rotated in reverse from the second position to the first position based upon the characteristics set in the bat character in response to the amount of rotation.

Illustrative Claim:

1. A computer readable medium storing a game program for causing a computer to implement a game in which a rotatable bat character is displayed on a touch panel type of monitor, comprising: code for allowing control unit to recognize a first coordinate of input means which is placed into contact with the monitor, and allowing the control unit to recognize a position of the bat character as a frist position in case that the control unit identifies the first coordinate with at least any one of coordinates in the bat character; code for allowing the control unit to recognize a second coordinate of the input means after movement when the input means has moved in contact with the monitor, displaying the bat character, which is rotated from the first coordinate to the second coordinate around a coordinate of a predetermined point, on the monitor, and allowing the control unit to recognize a position of the bat character after rotation as a second position; code for allowing the control unit to calculate rotation between the first position and the second position when the bat character has rotated from the first coordinate to the second coordinate and allowing the control unit to set the rotational speed of the bat character in response to the amount of the rotation; code for allowing the control unit to issue command to rotate the bat character in reverse from the second position to the first position based upon the rotational speed set in the bat character when the recognition of the second coordinate has stopped; and code for displaying the reverse rotation state of the character on the monitor when the command is issued by the control unit.


U.S. Patent No. 7,697,015: Storage medium and game device storing image generating program
Issued April 13, 2010, to Nintendo


Summary:

The ‘015 patent attempts to fix a common problem experienced by most gamers. In past games when the camera is placed directly behind a character, the player had a hard time seeing friends or enemy players unless they were in front of the character. The current invention describes a method that allows a player to spot other players or enemies with greater ease. The system gives weight to each character in a game and then attempts to balance out the weights so that all characters can be shown on the screen. The user-controlled character is given the most weight and the camera will attempt to place him in the center of the screen when possible. Friendly characters (controlled by other users) are given the second most weight and the camera angle will attempt to fit them into the screen at all times as well. Lastly, enemy (computer-controlled) characters are given the least amount of weight and the camera will place them in the view if possible, but will not drastically change the angle to accommodate them. Under this invention the camera should make playing with friends easier and should help make them game more enjoyable.

Abstract:

In accordance with a level of importance of a character, a weight is provided for the character. For example, a character operated by a player is provided with a weight heavier than those provided for other characters, and other characters are provided with the respective weights lighter than that provided for the character operated by the player. Based on the weights and positions of the characters placed in a predetermined area, a position of a sight point of a virtual camera is determined. Thus, it is possible to generate a display image in which a plurality of characters in a virtual space are placed on a screen in a balanced manner.

Illustrative Claim:

1. A storage medium for storing an image generating program which causes a computer to generate a display image used for displaying a plurality of objects placed in a two-dimensional or three-dimensional virtual space, wherein the image generating program causes the computer to perform: storing weighted values of the objects; storing positions of the objects in the virtual space; determining a barycenter of the objects based on the weighted values and the positions of the objects; and generating a display image in which the barycenter lies in approximately a center of the display image, wherein a heaviest weighted value is assigned to a player character which is operable by a player, and wherein a weighted value equal to or greater than a sum of weighted values of objects other than the player character is dynamically assigned to the player character.


U.S. Patent No. 7,698,238: Emotion controlled system for processing multimedia data
Issued April 13, 2010, to Sony Deutschland GmbH


Summary:

The ‘238 patent provides for an emotion controlled system which monitors the user’s physical parameters and changes the content of the games based on the information gathered. The game measures at least one of the following: heart rate, blood pressure, or temperature. The environment of the game changes depending on the level of interest and the emotional state of the user.

Abstract:

The present invention relates to an emotion controlled system for processing multimedia data comprising a multimedia system for presenting multimedia content to a user an emotion model means for determining the emotional state of the user during the presentation of the multimedia content and an editing unit for changing said multimedia content in accordance with the emotional state of the user in order to present the changed multimedia content by the multimedia system.The present invention further relates to a method for executing the steps on this system.

Illustrative Claim:

1. A method for an emotion controlled system for processing multimedia data, comprising: presenting multimedia content to a user using a multimedia system; determining physical parameters of the user during the presentation of the multimedia content using an acquisition unit, said physical parameters including at least one of heart rate, blood pressure, and temperature; changing the multimedia content relative the determined physical parameters using an editing unit, the changed multimedia content created in real time while the multimedia content is being presented; presenting the changed multimedia content using the multimedia system, said changed multimedia content having a transmission bandwidth different than a transmission bandwidth of the multimedia content, and the transmission bandwidth of the changed multimedia content depending on a level of interest of the user; and controlling an environmental device relative the determined physical parameters to intensify an emotional state of the user.


U.S. Patent No. 7,704,146: Multiply interconnectable environmentally interactive character simulation module method and system
Issued April 27, 2010, to Mattel, Inc.


Summary:

The ‘146 patent describes a hand held game much like the Tamagotchi toys that were popular over the past ten years. The system described here involves two systems which can be electrically connected to each other. The first character has different traits than the second one. The two characters have their own screens (operated by different players), but when the two systems are connected both characters appear and interact on the same screen.

Abstract: 

The present invention relates to a game, including a first module having a housing, a processor, a display operably coupled to the processor and an electrical contact positioned such that access is available to the electrical contact of the first module through the first module housing, and a second module having a housing, a processor, a display operably coupled to the processor and an electrical contact positioned such that access is available to the electrical contact of the second module through the second module housing, the electrical contact of the second module configured to contact the electrical contact of the first module, allowing the processor of the first module to communicate with the processor of the second module. Wherein when the processor of the second module is in communication with the processor of the first module, the first module display and the second module display are configured to each display a portion of a the game, each such portion configured to not overlap each other such portion.

Illustrative Claim:

1. A game, comprising: a first module having a first electrical contact, a first processor and a first display, the processor configured to display a first character on the display, the character having a first set of traits; and a second module having a second electrical contact, a second processor and a second display, the processor configured to display a second character on the display, the character having a second set of traits; wherein the first electrical contact and second electrical contact are configured to electrically couple in two or more interconnection configurations, each interconnection configuration allowing the first and second processors to communicate, wherein the processor is programmed to display a first animation sequence if the first module and the second module are arranged in a first interconnection configuration, and wherein the processor is programmed to display a second animation sequence if the module and the second module are arranged in a second interconnection configuration, the second interconnection configuration being different from the first interconnection configuration, the second animation sequence being different from the second animation sequence.


U.S. Patent No. 7,713,116: Inventory management of virtual items in computer games
Issued May 11, 2010, to Microsoft


Summary:

The ‘116 patent provides an inventory management system to manage the display of inventory items during a computer game. In many games, a player’s inventory is vital to his success or failure in a game. The method described here allows a player to have a limited number of items he has collected to be displayed and be easily accessible. The method also allows the player to categorize his inventory as he wants. The player also has the ability to use pre-set inventory categorizations (by the developer) if he would rather use those.

Abstract:

Within a game, a filter is applied to a game inventory based on an attribute of each one of a plurality of virtual items. The filter can be player defined, game developer defined, system programmer defined, or a combination thereof. In certain versions, the virtual items that satisfy the query provided by the filter are displayed to the player. The player can thereupon access any one of the virtual items that are represented by the icons that satisfy the filtering query. In one version, the attributes of the virtual items can be changed using the filtering game inventory system.

Illustrative Claim:

1. A method comprising: operating, on a computing device comprising an electronic display, a computer game inventory management system to manage display of a game inventory of a plurality of virtual objects acquired during computer game play on the computing device as a function of computer-executable instructions that configure a processor to perform operations comprising: indicating to a game player, on the electronic display during computer game play, the plurality of computer generated virtual objects in a graphical scene describer of a game display, the graphical scene describer used to illustrate a computer generated representation of a player character that is interacting with one or more characters within a virtual world in the computer game play, the player character controlled by the game player, wherein the plurality of virtual objects are configured in the computer game play: to be obtained as possessions by the computer generated representation of the player character; and to comprise one or more attributes; collecting, in the graphical scene describer of the game display, the plurality of virtual objects using the computer generated representation of the player character; indicating, on the game display, at least a portion of the collected plurality of virtual objects as being possessed with the computer generated representation of the player character; displaying, on the game display, an inventory management describer in addition to the graphical scene describer of the game display, the inventory management describer comprising: one or more filter icons that represent one or more filters; and an inventory display that is used to display the filtered plurality of virtual objects; receiving, in the computer game play, an input via an input device from the game player, the input used to activate a filter of the one or more filters, the activation comprising selecting, in the inventory management describer, a filter icon that represents the filter; filtering, upon receiving the input from the game play to activate the filter, the collected plurality of virtual objects based on their respective attributes that are assigned during the computer game play, the filtering comprising filtering the collected plurality of virtual objects that match the filter that is activated by the game player; and displaying, upon activation of the filter, a filtered portion of the collected plurality of virtual objects in the inventory display, wherein each of the filtered portion of the plurality of virtual objects in the inventory display includes at least an attribute that matches the filter, and wherein display of the filtered portion of the plurality of virtual objects based on the filter activated by the game player facilitates the game player to determine which of the plurality of virtual objects to be disposed of or used in the computer game play as the computer generated representation of the player character interacts with the one or more characters in the virtual world in the graphical scene describer of the game display.


U.S. Patent No. 7,713,126: Video game control program and video game device
Issued May 11, 2010, to Sega


Summary:

The ‘126 patent allows a player, while playing a video game, to choose between a plurality of paths. The player may select a path in advance, but he has the ability to change the path before the character gets to the selected path. The game described also includes a feature which allows the player to travel forward or backward; this prevents the game from feeling like a linear path where the player has no control

Abstract:

In a video game device which performs a video game wherein a game character or unit moves through a plurality of paths including a plurality of branch points according to an instruction of a player, a first movement control unit displays branch-direction indications enabling the player to select one of a plurality of first branch directions at a branch point on a path in the video game, so that a selected one of the plurality of first branch directions is received from the player. A second movement control unit displays preceding-branch-direction indications enabling the player to select, in advance, one of a plurality of second branch directions at a branch point on a following path in the selected first branch direction, so that a selected one of the plurality of second branch directions is received from the player.

Illustrative Claim:

1. A computer program computer-readably stored in a memory unit which, when executed by a computer having a processing unit, causes the computer having the processing unit to perform a video game control process of a video game wherein a game object moves through a plurality of paths in response to instructions by a player operating an input unit connected to the computer having the processing unit, the video game control process comprising: allowing the player to designate a destination which the player intends to cause the game object to reach; detecting a path from a current location of the game object to the designated destination and controlling the game object to move from the current location of the game object toward the designated destination; if the path detected from the current location of the game object includes a branch, displaying preceding-branch-direction indications in advance before the game object reaches a branch point, and enabling the player to select, in advance before the game object reaches the branch point, one of the preceding-branch directions for the branch point; and when the game object has reached the branch point, controlling the game object to move along the selected branch direction unless an instruction for selecting a branch direction different from the selected branch direction is given by the player for the branch point.


U.S. Patent No. 7,717,781: Apparatus and method for controlling clearing in a falling object game with a sequence bar
Issued May 18, 2010, to Bandai Co. Ltd.


Summary:

The ‘781 describes a computer game similar to other “falling block games” like Tetris or Columns, in which the player operates a falling object that falls in a predetermined area. The ‘781 patent differs from previous falling block games in that, unlike previous games, the blocks do not disappear immediately after a predetermined condition is met. Here, the objects are cleared after a sequence bar has passed. The sequence bar moves vertically or horizontally in sync with a music output to make the game more enjoyable for the player. The game described under the ‘781 patent also allows for unusual patterns to meet the clearing requirement. For example, if the blocks for the shape of a dog, that will be an acceptable pattern which will be cleared whenever the sequence bar moves past it. By adding these new patterns for clearing, the makers hope to keep the player entertained in new and exciting ways.

Abstract:

A computer game which makes the player operate a falling object that falls in a predetermined display area, and clears the falling object and falling stop objects by combining the falling object and falling stop objects under a predetermined condition. If falling stop objects including blocks that stop falling include a group of blocks which meet a predetermined clear condition, the group of blocks are registered as blocks to be cleared, and the control waits for a clear waiting state. Even in this waiting state, the next falling object begins to fall. After that, when a sequence bar (701) which moves vertically or horizontally in synchronism with a music output along with the progress of the game has passed the blocks to be cleared, these blocks are cleared.

Illustrative Claim:

1. A computer system comprising: a processor; an operation unit that makes an operation input to a game, by which a player controls a falling object that falls within a predetermined display area, and clears the falling object and falling stop objects by combining the falling object and the falling stop objects under a predetermined condition, a display unit which displays information associated with the game, a computer-readable storage unit which stores data required to execute the game and program instructions, and an audio output unit which outputs music along with progress of the game based on the stored data, wherein execution of the program instructions by the processor controls the computer system to: display the falling object at a falling start position by setting display position data of the falling object at the falling start position in the predetermined display area of the display unit; change the display position data of the falling object to move the falling object displayed on the display unit in a lower direction of the display area independently of an operation input from the operation unit; change the display position data of the falling object to move the falling object in the lower or horizontal direction of the display area in accordance with an operation input from the operation unit to the falling object; stop, when the falling object reaches a falling stop position of the display area and satisfies a falling stop condition, falling of the falling object, and displaying the falling object as a falling stop object; determine if the display position data of the falling stop object and display position data of other falling stop objects which are arranged around the falling stop object in advance satisfy clear conditions; generate, when the clear conditions are satisfied, clear object data used to register a portion of the falling stop object which satisfies the clear conditions as an object to be cleared, and storing the generated data in the storage unit; highlight the registered portion of the falling stop which satisfies the clear conditions; display a sequence bar which moves in the display area in a direction which is different from the lower direction in synchronism with the music data which is read out from the storage unit and is output from the audio output unit along with progress of the game; determine, on the basis of display position data of the sequence bar, if the sequence bar has moved past the portion of the falling stop object corresponding to the clear object data stored in the storage unit; and clear, when it is determined that the sequence bar has moved past the highlighted portion of the falling stop object corresponding to the stored clear object data, the display of the highlighted portion corresponding to said stored clear object data while maintaining the display of other portions of the falling stop object that have not been determined to satisfy the clear conditions.


U.S. Patent No. 7,717,782: Helpfulness in a virtual environment
Issued May 18, 2010, to Leviathan Entertainment, LLC


Summary:

The ‘782 patent describes a video game environment where players interact with one another and progress through the game by receiving help from other players. Players can post a request for help which can be accepted by other players. A player cannot complete the game without receiving help from other players. By requiring the players to cooperate, the makers are hoping to create a strong player community. This reminds me of a Foxtrot comic strip from a few years back mocking Grand Theft Auto: Vice City with the less-violent Nice City:


 Abstract:

A virtual game environment in which characters are allowed to give help to one another and in which the game tracks the amount of helpfulness of each character is provided. Characters may be rewarded or paid for giving help to each other. In some embodiments, help may be given in the form of advice.

Illustrative Claim:

1. A method performed by a computer, the method comprising: communicating, by the computer, with a plurality of game devices to provide a virtual video game environment, wherein each game device allows at least one respective player to access the computer, wherein each of the players controls at least one player character; wherein the plurality of player characters interact with one another and wherein the virtual video game environment includes a plurality of game parameters that are completed by the player characters as the player characters progress through the game; identifying, by the computer, game parameters which can be completed by receiving help from another player character; permitting, by the computer, a first player character of the plurality of player characters to post a request for help for the other players to view; permitting, by the computer, a second player character of the plurality of player characters to accept the request for help; permitting, by the computer, the second player character to provide help to the first player character; determining, by the computer, whether the first player character successfully completes a first game parameter; providing, by the computer, a benefit to the second player character based on whether the first player character successfully completes a first game parameter; and receiving, by the computer, from the first player character a rating of the help given by the second player ch

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