Method and apparatus for training a user of a software application

US10957211B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-10957211-B2
Application numberUS-201916540487-A
CountryUS
Kind codeB2
Filing dateAug 14, 2019
Priority dateMar 7, 2013
Publication dateMar 23, 2021
Grant dateMar 23, 2021

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

A method that incorporates teachings of the subject disclosure may include, for example, detecting a game stimulus signal generated by a first gaming accessory device, determining a first game action result based on the game stimulus signal, analyzing the first game action result to provide a first coaching message to achieve a desired result, and presenting the coaching message. Additional embodiments are disclosed.

First claim

Opening claim text (preview).

The invention claimed is: 1. A method, comprising: executing, by a computing device comprising a processing system including a processor, a video game generated by a video game software application; presenting an image representing a game situation of the video game generated by the video game software application; determining, by the computing device, a gaming venue state of the video game by performing image processing on the image representing the game situation of the video game; detecting, by the computing device, a first game stimulus signal from a first gaming accessory device controlled by a first game user and a second game stimulus signal from a second gaming accessory device controlled by a second game user; substituting, by the computing device, a first substitute game stimulation signal for the first game stimulus signal according to the gaming venue state of the video game; generating, by the computing device, a first game action result according to the first substitute game stimulation signal; generating, by the computing device, a second game action result according to the second game stimulus signal; comparing, by the computing device, the first game action result and the second game action result; generating, by the computing device, a first coaching message based on the comparing; and presenting, by the computing device, the first coaching message. 2. The method of claim 1 , wherein the gaming venue state has associated therewith a first desired result. 3. The method of claim 2 , wherein the comparing comprises: determining, by the computing device, whether the first game action result failed to achieve the first desired result; and analyzing, by the computing device, the first game action result responsive to determining that the first game action result failed to achieve the first desired result. 4. The method of claim 2 , wherein the comparing further comprises: determining, by the computing device, whether the second game action result failed to achieve the first desired result; and analyzing, by the computing device, the second game action result responsive to determining that the second game action result failed to achieve the first desired result. 5. The method of claim 1 , further comprising retrieving first data relating to the first game action result and second data relating to a second game action result. 6. The method of claim 1 , wherein the second game user comprises a simulated processing unit, wherein the gaming venue state comprises an encounter between the first game user and the simulated processing unit, and wherein the second game action result is further generated based on an action by the simulated processing unit. 7. The method of claim 1 , wherein the first coaching message is presented to the first game user and further comprising presenting, by the computing device, a second coaching message to the second game user. 8. The method of claim 1 , further comprising retrieving, by the computing device, first data relating to the first game action result, wherein the first data comprises a time of occurrence of the first game stimulus signal, a frequency of use of the first game stimulus signal, a location in the gaming venue state affected by the first substitute game stimulation signal, a trajectory of an object initiated by the first substitute game stimulation signal, or any combination thereof. 9. The method of claim 1 , further comprising: recording at least a first portion of a first session of the video game where the first substitute game stimulation signal did not cause a first desired result; and generating a second portion of a second session of the video game according to a third game stimulus signal which, if generated by the first gaming accessory device, would cause the first desired result, wherein the presenting of the first coaching message further comprises presenting, by the computing device, one of the first portion of the first session of the video game, the second portion of the second session of the video game, or both. 10. The method of claim 9 , further comprising presenting, by the computing device, selectable functions to enable pausing, forwarding, rewinding, skipping, or scene selection of one of the first portion of the first session of the video game, the second portion of the second session of the video game or both, or any combination thereof. 11. A non-transitory, machine-readable storage device comprising instructions, which when executed by a processing system including a processor, cause the processing system to perform operations comprising: executing a video game generated by a video game software application; presenting an image representing a game situation of the video game generated by the video game software application; determining a gaming venue state of the game situation of the video game by performing image processing on the image representing the game situation of the video game; detecting a first game stimulus signal from a first gaming accessory device controlled by a first game user and a second game stimulus signal from a second gaming accessory device controlled by a second game user; substituting a first substitute game stimulation signal for the first game stimulus signal according to the gaming venue state of the game situation of the video game; generating a first game action result according to the first substitute game stimulation signal; generating a second game action result according to the second game stimulus signal; comparing the first game action result and the second game action result; generating a first coaching message based on the comparing; and presenting the first coaching message. 12. The non-transitory, machine-readable storage device of claim 11 , wherein the image comprises a target, wherein the game situation has associated therewith a first desired result corresponding to hitting the target, and wherein the comparing further comprises: determining whether the first game action result failed to achieve the first desired result; and analyzing the first game action result responsive to determining that the first game action result failed to achieve the first desired result. 13. The non-transitory, machine-readable storage device of claim 11 , wherein the operations further comprise: presenting the first coaching message to the first game user if the first game action result failed to achieve a first desired result. 14. The non-transitory, machine-readable storage device of claim 11 wherein the comparing comprises: comparing the first game action result and the second game action result to determine a first missed strategy of the first game user and a second missed strategy of the second game user; and wherein presenting the first coaching message comprises presenting a first game user coaching message to the first game user responsive to the first missed strategy and presenting a second game user coaching message to the second game user responsive to the second missed strategy. 15. The non-transitory, machine-readable storage device of claim 11 wherein presenting the first coaching message comprises presenting a graphical display or a text message, or both, on a display device viewable by the first game user. 16. The non-transitory, machine-readable storage device of claim 11 wherein presenting the first coaching message comprises presenting synthesized audible speech to speakers audible by the first game user or the second game user or both. 17. A computing device, comprising: a memory to store computer instruction

Assignees

Inventors

Classifications

  • G09B5/06Primary

    with both visual and audible presentation of the material to be studied · CPC title

  • Games, e.g. card games · CPC title

  • by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle · CPC title

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What does patent US10957211B2 cover?
A method that incorporates teachings of the subject disclosure may include, for example, detecting a game stimulus signal generated by a first gaming accessory device, determining a first game action result based on the game stimulus signal, analyzing the first game action result to provide a first coaching message to achieve a desired result, and presenting the coaching message. Additional emb…
Who is the assignee on this patent?
Steelseries Aps
What technology area does this patent fall under?
Primary CPC classification G09B5/06. Mapped technology areas include Physics.
When was this patent published?
Publication date Tue Mar 23 2021 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 1 related publication on this page (citations in our corpus or others sharing the same primary CPC).