Meta platforms technologies, llc (20250001294). SYSTEM TO DETERMINE A REAL-TIME USER-ENGAGEMENT STATE DURING IMMERSIVE ELECTRONIC EXPERIENCES: Difference between revisions
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==Inventor(s)== | ==Inventor(s)== | ||
[[:Category:Aaron Koblin of Los Angeles CA | [[:Category:Aaron Koblin of Los Angeles CA US|Aaron Koblin of Los Angeles CA US]][[Category:Aaron Koblin of Los Angeles CA US]] | ||
[[:Category:Chris Milk of Redding CT | [[:Category:Chris Milk of Redding CT US|Chris Milk of Redding CT US]][[Category:Chris Milk of Redding CT US]] | ||
[[:Category:Phillip Williams of Camas WA | [[:Category:Phillip Williams of Camas WA US|Phillip Williams of Camas WA US]][[Category:Phillip Williams of Camas WA US]] | ||
[[:Category:Scott Sullivan of San Francisco CA | [[:Category:Scott Sullivan of San Francisco CA US|Scott Sullivan of San Francisco CA US]][[Category:Scott Sullivan of San Francisco CA US]] | ||
==SYSTEM TO DETERMINE A REAL-TIME USER-ENGAGEMENT STATE DURING IMMERSIVE ELECTRONIC EXPERIENCES== | ==SYSTEM TO DETERMINE A REAL-TIME USER-ENGAGEMENT STATE DURING IMMERSIVE ELECTRONIC EXPERIENCES== | ||
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This abstract first appeared for US patent application 20250001294 titled 'SYSTEM TO DETERMINE A REAL-TIME USER-ENGAGEMENT STATE DURING IMMERSIVE ELECTRONIC EXPERIENCES | This abstract first appeared for US patent application 20250001294 titled 'SYSTEM TO DETERMINE A REAL-TIME USER-ENGAGEMENT STATE DURING IMMERSIVE ELECTRONIC EXPERIENCES | ||
==Original Abstract Submitted== | ==Original Abstract Submitted== |
Latest revision as of 16:42, 24 March 2025
SYSTEM TO DETERMINE A REAL-TIME USER-ENGAGEMENT STATE DURING IMMERSIVE ELECTRONIC EXPERIENCES
Organization Name
meta platforms technologies, llc
Inventor(s)
Aaron Koblin of Los Angeles CA US
Phillip Williams of Camas WA US
Scott Sullivan of San Francisco CA US
SYSTEM TO DETERMINE A REAL-TIME USER-ENGAGEMENT STATE DURING IMMERSIVE ELECTRONIC EXPERIENCES
This abstract first appeared for US patent application 20250001294 titled 'SYSTEM TO DETERMINE A REAL-TIME USER-ENGAGEMENT STATE DURING IMMERSIVE ELECTRONIC EXPERIENCES
Original Abstract Submitted
a computer-implemented method for determining if a player has reached a certain level of gameplay-performance while playing a game within a virtual reality, vr, environment. the player wears a headset having a display for viewing the vr environment and an object tracking system. the headset's object tracking system is capable of tracking movement of a portion of the player in 3-d space to establish an actual-response path by the player during gameplay. the method includes calculating, at a first time, an ideal-response path of gameplay for the tracked portion of the player in 3-d space. the ideal-response path is the path that will achieve the certain level of gameplay performance. the method then compares, at a second time, the actual-response path with the calculated ideal-response path, and finally indicates, in response to a match in the comparing step, that the play has reached a certain level of gameplay performance.
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