Sony Interactive Entertainment LLC patent applications published on November 30th, 2023

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Contents

Patent applications for Sony Interactive Entertainment LLC on November 30th, 2023

Cloud Gaming Device Handover (18446196)

Main Inventor

Roelof Roderick Colenbrander


Brief explanation

The patent application describes methods and systems for identifying secondary client devices for a device handover during game play. Here is a simplified explanation of the abstract:
  • The invention allows game play on a primary client device by streaming video frames from a server.
  • Profiles are created for secondary client devices that are located near the primary client device.
  • During game play, the primary client device is given the option to hand over the game to one or more secondary client devices, based on their profiles.
  • If a secondary client device is selected, the streaming of video frames to the primary client device is paused.
  • The game state is accessed and game play is resumed on the selected secondary client device.

Bullet points explaining the patent/innovation:

  • The invention enables seamless handover of game play from one device to another.
  • It allows game play to be streamed from a server to a primary client device.
  • Profiles are generated for secondary client devices that are in close proximity to the primary client device.
  • The primary client device is given the option to hand over the game to one or more secondary client devices.
  • The selection of a secondary client device pauses the streaming of video frames to the primary client device.
  • The game state is accessed and game play is resumed on the selected secondary client device.

Abstract

Methods and systems to identify options of secondary client devices for a device handover of game play include establishing a session of game play of a game for a primary client device by executing the game on a server and streaming video frames to the primary client device. A profile is generated for each secondary client device that is identified to be local to the primary client device. A handover option is provided to the primary client device during game play, identifying one or more of the secondary client devices, based on the profile. A selection of a secondary client device from the handover option causes pausing of the streaming of video frames to the primary client device, accessing the game state for the game, and resuming game play using the secondary client device.

Methods Implementing Doorbell Register/File Identification Table with High-Speed Data Communication Fabric for Cloud Gaming Data Storage and Retrieval (18449699)

Main Inventor

Roelof Roderick Colenbrander


Brief explanation

The patent application describes a method for requesting data in a cloud gaming system that consists of a cloud storage system and a cloud compute system, both with PCIe interfaces and computer memory.
  • The cloud gaming system includes a PCIe switch that connects the PCIe interfaces of the cloud storage system and the cloud compute system.
  • The PCIe switch has a doorbell register that is monitored by the cloud storage system.
  • When the cloud compute system writes to the doorbell register, it triggers an interrupt on the cloud storage system.
  • The cloud storage system handles the interrupt and reads a message from a specified computer memory location.
  • The message instructs the cloud storage system to read the requested data from a storage device accessible by the cloud storage system.

Abstract

A method is disclosed for requesting data in a cloud gaming system that includes a cloud storage system and a cloud compute system, each of which has a respective peripheral component interconnect express (PCIe) interface and a respective computer memory. The cloud gaming system includes a PCIe switch connected to both the PCIe interface of the cloud storage system and the PCIe interface of the cloud compute system. The PCIe switch exposes a doorbell register that is monitored by the cloud storage system. The cloud compute system writes to the doorbell register, which causes an interrupt to fire on the cloud storage system. The cloud storage system handles the interrupt, which directs the cloud storage system to read a message from a specified computer memory location. The message directs the cloud storage system to read requested data from a storage device accessible by the cloud storage system.

METHOD AND SYSTEM FOR PROCESSING GENDER VOICE COMPENSATION (17826935)

Main Inventor

Sarah Karp


Brief explanation

The patent application describes a method for controlling video game play using audio commands from a player.
  • The method involves receiving audio commands from the player.
  • An artificial intelligence (AI) model is used to normalize the player's sounds to expected sounds of the game.
  • The audio commands are then normalized using the AI model to control the game play.

Abstract

A method for gaming. The method includes receiving an audio command used for controlling game play of a video game for a player, wherein the audio command originates from the player. The method includes providing the audio command to an artificial intelligence (AI) model trained to normalize one or more sounds of the player to one or more expected sounds of the video game. The method includes normalizing the audio command using the AI model to control the game play.

METHODS AND SYSTEMS TO ACTIVATE SELECTIVE NAVIGATION OR MAGNIFICATION OF SCREEN CONTENT (17827475)

Main Inventor

Victoria Dorn


Brief explanation

The patent application describes methods and systems for providing navigation assistance using the eye gaze of a user, specifically in the context of a video game.
  • The method involves receiving input from a user device during gameplay.
  • The eye gaze of the user is captured to identify a specific region of the video game scene that the user is looking at.
  • Gaze navigation is then activated automatically, without any input from the user device, to move the focus of the scene to the identified region.
  • This technology aims to assist users in navigating through the video game by using their eye gaze as a control mechanism.

Abstract

Methods and systems are provided for providing navigation assistance using eye gaze of a user. An example method provides assistive navigation in a video game. The method includes receiving input from a user device during a gameplay session of the video game. The method further includes capturing eye gaze of the user during the gameplay to identify a region of a scene of the video game associated with said eye gaze. Then, activating gaze navigation to move a focus of the scene to the region identified using the captured eye gaze. The gaze navigation is triggered automatically without said input from the user device.

METHOD AND SYSTEM FOR AUTOMATICALLY CONTROLLING USER INTERRUPTION DURING GAME PLAY OF A VIDEO GAME (17826983)

Main Inventor

Sarah Karp


Brief explanation

- The patent application describes a method for gaming that involves generating game state data during the execution of a video game for a player.

- The method includes determining the gaming context of the current point in the game play based on the game state data. - An artificial intelligence (AI) model trained to identify levels of user immersion is used to analyze the game state data and gaming context. - The AI model determines the level of user immersion for the current point in the game play, indicating how engaged the player is with the video game. - If the level of immersion exceeds a certain threshold, indicating high engagement, the method automatically generates an indicator. - This indicator is presented to the environment surrounding the player and serves as a notification that the player should not be interrupted.

Abstract

A method for gaming including generating game state data during execution of a video game for a game play of a player. The method includes determining a gaming context of a current point in the game play based on the game state data. The method includes inputting the game state data and the gaming context to an artificial intelligence (AI) model trained to identify one or more levels of user immersion defining user engagement with the video game. The method includes using the AI model to determine a level of user immersion for gaming for the current point in the game play, wherein the level of immersion exceeds a threshold indicating that the player is highly engaged with the video game. The method includes automatically generating an indicator that is presented to an environment surrounding the player, wherein the indicator provides notification that the player should not be interrupted.

GAZE-BASED COORDINATION OF VIRTUAL EFFECTS INDICATORS (17828813)

Main Inventor

Kristie Ramirez


Brief explanation

The patent application describes a method and system for generating virtual effects indicators based on the direction of sounds in a virtual environment, using gaze data from a camera on a client device.
  • Gaze data is tracked using a camera on a client device to determine where the player is looking within a virtual environment.
  • The system identifies a point of focus within the virtual environment, indicating where the player's eyes are focused.
  • When a directional sound is received, the system checks if the point of focus moves towards the source of the sound within the virtual environment.
  • If the point of focus does not move towards the source location, it indicates that a virtual effect indicator associated with the type of sound should be generated.
  • The virtual effect indicator provides visual feedback to the player, enhancing their immersive experience in the virtual environment.

Abstract

A method and system for providing gaze-based generation of virtual effects indicators correlated with directional sounds is disclosed. Gaze data is tracked via a camera associated with a client device to identify a point of focus within a three-dimensional virtual environment towards which one or both eyes of the player are focused. When the point of focus indicated by the gaze data when the point of focus does not move towards the source location within the three-dimensional virtual environment when the directional sound is received indicates that a virtual effect indicator associated with the directional sound type of the indicated directional sound is should be generated.

COOPERATIVE AND COACHED GAMEPLAY (17828861)

Main Inventor

Olga Rudi


Brief explanation

- This patent application describes methods and systems for cooperative or coached gameplay in virtual environments.

- The system includes a memory that stores a content control profile, which contains information about control inputs associated with actions in a virtual environment. - Users can request to play the digital content title cooperatively, using different source devices. - In response to the request, the system generates at least one virtual avatar for an interactive session of the game. - The system receives control inputs from the different source devices and combines them into a combination set of control inputs. - The combination set of control inputs is generated based on the content control profile stored in the memory. - The system then controls virtual actions associated with the virtual avatar within the virtual environment, using the combination set of control inputs.

Abstract

Methods and systems for cooperative or coached gameplay in virtual environments are disclosed. Memory may store a content control profile regarding a set of control input associated with an action in a virtual environment of a digital content title. A request may be received from a set of one or more users associated with different source devices regarding cooperative gameplay of the digital content title. At least one virtual avatar may be generated for an interactive session of the digital content title in response to the request. A plurality of control inputs may be received from the plurality of different source devices and combined into a combination set of control inputs. Generating the combination set of control input may be based on the content control profile. Virtual actions associated with the virtual avatar may be controlled within the virtual environment in accordance with the combination set of control inputs.

SYSTEMS AND METHODS FOR ENABLING INTERACTIVE GAME ASSISTANCE DURING GAMEPLAY (17827335)

Main Inventor

Katie Egeland


Brief explanation

- This patent application describes a method for providing adaptive game assistance during gameplay.

- The method involves allowing a user to play a game using a game controller and accessing a profile model of the user during the game session. - The profile model is a machine learning model that predicts the user's gaming skills based on specific game contexts. - The method also includes detecting a context in the game where the profile model predicts that the user lacks a gaming skill to progress further. - When such a context is detected, a haptic cue is activated on the game controller. - The haptic cue is a vibration that occurs in a specific region of the game controller. - The vibration in the specific region of the game controller suggests a type of input that the user should make to advance in the game.

Abstract

A method for providing adaptive game assistance during gameplay is described. The method includes providing access to play a game for a game session by a user via a game controller and accessing a profile model of the user during the game session. The profile model is a machine learning model used for predicting gaming skills from select game contexts in games. The method further includes detecting a context in the game during the game session where the profile model predicts that the user lacks a gaming skill to advance in the game and activating a haptic cue to the game controller, wherein the haptic cue is a vibration to a specific region of the game controller. The vibration to the specific region is suggestive of a type of input to be made using the game controller to advance in the game.

ADAPTIVE DIFFICULTY CALIBRATION FOR SKILLS-BASED ACTIVITIES IN VIRTUAL ENVIRONMENTS (17828707)

Main Inventor

Victoria Dorn


Brief explanation

- This patent application describes methods for collecting data on a user's gaming performance in different types of games.

- The collected data is used to determine if the difficulty of a game should be changed. - If the user's performance level does not match the expected level, parameters that affect game difficulty can be automatically adjusted. - Parameters that can be changed include movement speed, delay or hesitation, character strengths, number of competitors, and other metrics. - The adjustments are made incrementally until the user's performance matches the expected level. - Once the user's performance matches the expected level, the user expectation level can be changed and the process can be repeated as the user's skills improve over time.

Abstract

Methods of the present disclosure may collect data when a user plays one or more different types of games when determinations are made as to whether the difficulty of a game should be changed. The collected data maybe evaluated to identify whether a user gaming performance level corresponds to an expected level of performance. When the user gaming performance level does not correspond to an expected level of performance, parameters that change the difficultly of the game may be changed automatically. Parameters that relate to movement speed, delay or hesitation, character strengths, numbers of competitors, or other metrics may be changed incrementally until a current user performance level corresponds to an expectation level of a particular user currently playing the game. At this time, the user expectation level may be changed, and the process may be repeated as skills of the user are developed over time.

eSPORTS SPECTATOR ONBOARDING (17828971)

Main Inventor

Mahdi Azmandian


Brief explanation

The patent application is about a system for educating and engaging spectators of electronic sports (eSports) events.
  • The system aims to provide virtual education and onboarding activities for spectators of eSports events.
  • The onboarding activities are designed to enhance the spectators' engagement with the eSports event and the game being played.
  • The system can customize the onboarding activities based on factors such as the type of game, the user's experience with the game, and user preferences.

Abstract

The present disclosure generally relates to providing virtual education and education to a user. More specifically, the present system relates to educating and onboarding spectators of electronic sports (eSports) events. The onboarding activities are used to further engage the spectators with the eSports event in general, as well as the game played during the eSports event. In other aspects, the eSports onboarding activity may be modified based on the type of game being played, the user's experience with the specific game or game genre, and other user preferences.

TRIGGERING VIRTUAL HELP OR HINDRANCE BASED ON AUDIENCE PARTICIPATION TIERS (17828974)

Main Inventor

Lachmin Singh


Brief explanation

- This patent application is about systems and methods for encouraging spectator participation in eSports.

- Spectators can provide different types of in-game help or hindrance to players or teams when certain levels of spectator engagement are reached. - For example, a player's fanbase can cheer by pressing a button or providing other input/feedback. - When a specific number of spectators or a level of participation is reached, the player may receive a helpful object, power-up, or other in-game advantage. - Conversely, the player may receive a harmful item, loss of an object, or other in-game hindrance if certain conditions are met. - The goal is to enhance the spectator experience and make it more interactive and engaging. - This innovation aims to create a dynamic and immersive environment for both players and spectators in the world of eSports.

Abstract

The present disclosure generally relates to systems and methods to for encouraging spectator participation by permitting audience participation to provide different types of in-game help or hindrance to eSport players or teams when certain tiers or thresholds of spectator engagement are reached. In one example, a player's fanbase may cheer by pressing a button or providing other input/feedback. When a specific number of spectators or a level of participation is reached, a helpful object, power-up, or other in-game advantage may be given to the player. Conversely, a harmful item, loss of an object, or other in-game hindrance may be given to the player.

IN-GAME LOCATION BASED GAME PLAY COMPANION APPLICATION WITH TRIGGERED MESSAGE FROM FRIEND (18450339)

Main Inventor

Warren Benedetto


Brief explanation

This patent application describes a method for enhancing gaming experiences by providing contextually relevant information to users while they play a game on their first computing device. Here are the key points:
  • The method involves receiving location-based information of a user playing a gaming application on their first computing device.
  • This location-based information is related to the location of a character in the game world.
  • The method then aggregates location-based information from multiple users playing the same game.
  • Based on this aggregated information, contextually relevant information is generated for the location of the user's character.
  • A companion interface is created with this contextually relevant information.
  • The companion interface is sent to a second computing device associated with the user.
  • The companion interface is displayed on the second device simultaneously with the user's gameplay.

Overall, this method aims to provide users with additional information that enhances their gaming experience by utilizing location-based data from multiple players.

Abstract

A method for gaming. The method including receiving location based information of game play of a user playing a gaming application as displayed on a first computing device, wherein the location based information is made with reference to a location of a character in the game play of the user in a gaming world associated with the gaming application. The method including aggregating location based information of a plurality of game plays of a plurality of users playing the gaming application. The method including generating contextually relevant information for the location of the character based on the location based information of the plurality of game plays. The method including generating a companion interface including the contextually relevant information. The method including sending the companion interface to a second computing device associated with the user for display concurrent with the game play of the user.

METHODS AND SYSTEMS FOR ADDING REAL-WORLD SOUNDS TO VIRTUAL REALITY SCENES (17827462)

Main Inventor

Victoria Dorn


Brief explanation

- This patent application describes a method and system for integrating media cues into virtual reality scenes presented on a head mounted display (HMD).

- The method involves presenting a virtual reality scene on the display of the HMD. - Sensor data from one or more sensors in the real-world space where the HMD is located is received. - The method then identifies the location of an object in the real-world space that produces a sound. - A media cue is generated in the virtual reality scene presented on the HMD. - The media cue is presented in a virtual location that corresponds to the location of the object in the real-world space.

Abstract

Methods and systems are provided for integrating media cues into virtual reality scenes presented on a head mounted display (HMD) is disclosed. The method includes presenting a virtual reality scene on a display of an HMD. The method further includes receiving sensor data from one or more sensors in a real-world space in which the HMD is located. Then, identifying an object location of an object in the real-world space that produces a sound. The method includes generating a media cue in the virtual reality scene presented in the HMD. The media cue is presented in a virtual location that is correlated to the object location of the object in the real-world space.

SECURE MATCHMAKING, ASSET TRANSFER, AND USABILITY RECONFIGURATION PLATFORM (17828653)

Main Inventor

Philip Rosenberg


Brief explanation

This patent application describes systems and methods for reconfiguring authorization for digital assets in order to enhance their usability. Here are the key points:
  • The invention focuses on an asset management system that deals with digital assets associated with video games.
  • Initially, a first user device is authorized to use a specific asset, and this device belongs to a first user.
  • The asset management system identifies a second user who shares a characteristic with the first user.
  • However, the second user device does not have authorization to use the asset.
  • The asset management system can receive an indication of a transfer of usability for the asset, such as payment from the second user or the fulfillment of conditions in a smart contract.
  • Upon receiving this indication, the asset management system automatically disables authorization for the first user device to use the asset.
  • Simultaneously, the system enables authorization for the second user device to use the asset.

Overall, this patent application introduces a method for transferring authorization of digital assets between users, allowing for increased usability and potentially creating new opportunities for asset ownership and trading within video games.

Abstract

Systems and methods for authorization reconfiguration for digital asset usability are described. An asset management system identifies an asset associated with a video game. A first user device is authorized to use the asset. The first user device is associated with a first user. The asset management system identifies a second user, for instance through a shared characteristic with the first user. A second user device associated with the second user lacks authorization to use the asset. The asset management system receives an indication of a transfer of usability of the asset, such as an indication that the second user has paid for the transfer, or that the conditions of a smart contract have been met. In response to receiving the indication, the asset management system automatically disables authorization for the first user device to use the asset and enables authorization for the second user device to use the asset.

AUTOMATED VISUAL TRIGGER PROFILING AND DETECTION (17828775)

Main Inventor

Celeste Bean


Brief explanation

- This patent application describes a system and method for automatically detecting and modifying visual triggers in virtual environments.

- A visual trigger profile is created and stored in memory, which includes characteristics associated with a specific type of visual sensitivity. - Buffered frames of an audiovisual stream that have not yet been displayed are monitored to identify when they contain a certain level of visual trigger characteristics. - If a frame is identified as containing the visual trigger characteristics, a modification is applied to decrease the level of these characteristics. - The modified frames are then presented during the audiovisual stream instead of the original frames.

Abstract

Systems and methods for automated visual trigger profiling and detection within virtual environments are provided. A visual trigger profile may be stored in memory that includes a set of visual trigger characteristics associated with a type of visual sensitivity. Buffered frames of an audiovisual stream that have not yet been displayed may be monitored to identify when a buffered frame includes a threshold level of the visual trigger characteristics associated with the visual sensitivity. A frame modification that decreases the level of the detected visual trigger characteristics associated with the visual sensitivity may be identified and applied to the identified frames. The modified frames may thereafter be presented during the audiovisual stream in place of the original (unmodified) identified frames.

DYNAMIC AUDIO OPTIMIZATION (17828668)

Main Inventor

Bethany Tinklenberg


Brief explanation

This patent application describes a system and method for optimizing audio in digital content based on the user's audio output devices and real-world audio environment.
  • Audio profiles with settings for audio output devices are stored in memory.
  • The system monitors the incoming audio stream and real-world audio in the user's location.
  • It detects any deviations between the incoming audio and real-world audio.
  • The system automatically adjusts the audio profile for the current session to modify the audio settings.
  • The modified audio settings are then used by the audio output device to process the incoming audio stream.

Abstract

Systems and methods for dynamic audio optimization associated with digital content are provided. One or more audio profiles including one or more audio settings for one or more audio output devices available to a user may be stored in memory. An incoming audio stream associated with a current interactive session of the user and real-world audio within an identified real-world space where the user is located may be monitored. One or more audio deviations may be detected based on a comparison of the incoming audio stream and the real-world audio within the identified real-world space. An audio profile associated with the current interactive session may be automatically recalibrated to modify at least one of the audio settings. The audio output device may then process audio of the incoming audio stream in accordance with the at least one modified audio setting.

METHODS AND SYSTEMS FOR BALANCING AUDIO DIRECTED TO EACH EAR OF USER (17827566)

Main Inventor

Bethany Tinklenberg


Brief explanation

The patent application describes methods and systems for providing audio to a user by analyzing the aural attributes of the user and detecting any aural imbalance between their ears. 
  • The aural attributes of the user are retrieved and analyzed to detect any aural imbalance between their ears.
  • An audio generated by an interactive application is dynamically calibrated based on the detected aural imbalance.
  • The calibrated audio is then provided to the user through a headphone, with different audio being directed to each ear to compensate for the aural imbalance.
  • This technology aims to improve the audio experience for users with aural imbalances by providing customized audio based on their specific needs.

Abstract

Methods and systems for providing audio to a user include retrieving aural attributes of the user and analyzing the aural attributes to detect any aural imbalance between two ears of the user. An audio generated by an interactive application is dynamically calibrated, in accordance to aural imbalance detected between the two ears of the user, to generate a calibrated audio. The audio of the interactive application is forwarded to a first side of a headphone directed toward a first ear of the user and the calibrated audio to second side of the headphone directed toward a second ear. The different audio provided via different sides of the headphone compensate for the aural imbalance detected in the user.