Away from keyboard (AFK) helper for game players

    公开(公告)号:US12128302B2

    公开(公告)日:2024-10-29

    申请号:US17816969

    申请日:2022-08-02

    CPC classification number: A63F13/49

    Abstract: A player who is interrupted during play of a computer simulation such as a computer game and must attend to other matters (colloquially referred to herein as being “away from keyboard” or “AFK”) is assisted in three phases. A first type of assistance is rendered when entering AFK, as in, at the start of the interruption. A second type of assistance is rendered during AFK, while the player is away. A third type of assistance is rendered when the player returns from AFK to the computer simulation.

    METHODS FOR EXAMINING GAME CONTEXT FOR DETERMINING A USER'S VOICE COMMANDS

    公开(公告)号:US20230386452A1

    公开(公告)日:2023-11-30

    申请号:US17827680

    申请日:2022-05-28

    Inventor: Mahdi Azmandian

    CPC classification number: G10L15/08 A63F13/40 A63F2300/1081

    Abstract: A method for executing a session of a video game is provided, including the following operations: recording speech of a player engaged in gameplay of the session of the video game; analyzing a game state generated by the execution of the session of the video game, wherein analyzing the game state identifies a context of the gameplay; analyzing the recorded speech using the identified context of the gameplay and a speech recognition model, to identify textual content of the recorded speech; applying the identified textual content as a gameplay input for the session of the video game.

    CLUSTERING AUDIENCE BASED ON EXPRESSIONS CAPTURED FROM DIFFERENT SPECTATORS OF THE AUDIENCE

    公开(公告)号:US20220168644A1

    公开(公告)日:2022-06-02

    申请号:US17220709

    申请日:2021-04-01

    Abstract: Methods and systems for representing emotions of an audience of spectators viewing online gaming of a video game include capturing interaction data from spectators in an audience engaged in watching gameplay of the video game. The captured interaction data is aggregated by clustering the spectators into different groups in accordance to emotions detected from the spectators in the audience. An avatar is generated to represent emotion of each group and expressions of the avatar are dynamically adjusted to match changes in the expressions of the spectators of the respective group. The avatars representing distinct emotions of different group of spectators is presented alongside content of the video game. A size of the avatar for each distinct emotion is influenced by the confidence score associated with the respective group of spectators.

Patent Agency Ranking