Virtual Reality Presentation of Real World Space
US-2021346811-A1 · Nov 11, 2021 · US
US12330070B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-12330070-B2 |
| Application number | US-202217870021-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jul 21, 2022 |
| Priority date | Jul 21, 2022 |
| Publication date | Jun 17, 2025 |
| Grant date | Jun 17, 2025 |
A practical reading order for non-experts. Skip the full description unless you need deep technical detail.
What the patent document calls the invention.
A short plain-language summary of the technical disclosure.
Who owns or filed the patent and who is credited as inventor.
Filing, priority, publication, and grant dates set the timeline.
The legal scope of protection — read this for what is actually claimed.
Technology tags used to group this patent with similar filings.
Prior art links and similar publications in this corpus.
Official abstract text for this publication.
The present technology provides solutions for spectator-based interactions in a virtual esports environment. A method can include establishing an interactive session associated with the virtual esports environment, the interactive session including a plurality of user devices, wherein a subset of the user devices is associated with designated players, and another subset of the user devices is associated with designated spectators; receiving data from one of the user devices over a communication network, the data indicating a spectator action performed by a spectator associated with the user device; identifying that the spectator action is associated with one of the players in the virtual esports environment; and modifying the virtual esports environment based on the spectator action and the association with the identified player.
Opening claim text (preview).
What is claimed is: 1. A computer-implemented method for spectator-based interactions in virtual esports environments, the method comprising: establishing an interactive session at one or more gaming servers associated with rendering, on a display, a virtual esports environment for a plurality of user devices each connected to the one or more gaming servers via a communication network, wherein a first subset of the user devices is associated with one or more designated players, and a second subset of the user devices is associated with one or more designated spectators associated with respective spectator avatars within the virtual esports environment; receiving data from one user device of the second subset of the user devices over the communication network, the data indicating input received by the one user device; identifying a spectator action based at least in part on the data; identifying the spectator action is associated with an avatar associated with one of the designated players determined to have met a condition in the same interactive session as a spectator avatar of the respective spectator avatars; and modifying the display of the virtual esports environment based on the spectator action, wherein modifying the display of the virtual esports environment includes providing a virtual action to the spectator avatar, wherein the virtual action is limited until the modification is made to the virtual esports environment. 2. The computer-implemented method of claim 1 , wherein modifying the display of the virtual esports environment further comprises: receiving second data from the plurality of the user devices indicative of a plurality of spectator actions associated with the avatar associated with the one of the designated players; and determining that a threshold number of spectator actions is met by the second data, wherein modifying the display of the virtual esports environment is further based on the determination that the threshold number is met. 3. The computer-implemented method of claim 1 , wherein the data further includes an intensity parameter associated with the spectator action. 4. The computer-implemented method of claim 1 , wherein the data is captured by one or more sensors of the one user device associated with the spectator avatar. 5. The computer-implemented method of claim 1 , wherein modifying the display of the virtual esports environment is further based on an avatar of one of the players in the virtual esports environment meeting a conditional requirement. 6. The computer-implemented method of claim 1 , wherein modifying the display of the virtual esports environment further comprises: receiving data from a plurality of the user devices indicative of a plurality of spectator actions associated with the avatar associated with the one of the designated players; and determining an intensity for each of the spectator actions, wherein modifying the display of the virtual esports environment is based on at least one of the intensities of at least one of the spectator actions. 7. The computer-implemented method of claim 1 , wherein modifying the display of the virtual esports environment further includes generating the virtual action by the one user device associated with the spectator avatar. 8. The computer-implemented method of claim 1 , wherein modifying the display of the virtual esports environment further includes limiting a second virtual action of the spectator avatar. 9. The computer-implemented method of claim 1 , wherein modifying the display of the virtual esports environment further includes generating a visual indicator of the spectator avatar. 10. A system for spectator-based interactions in virtual esports environments, the system comprising: a communication interface that communicates over a communication network, wherein the communication interface: establishes a connection to an interactive session at one or more gaming servers associated with rendering, on a display, a virtual esports environment for a plurality of user devices each connected to the one or more gaming servers via the communication network, wherein a first subset of the user devices is associated with one or more designated players, a second subset of the user devices is associated with one or more designated spectators associated with respective spectator avatars within the virtual esports environment; and receives data from one user device of the second subset of the user devices over the communication network, the data indicating input received by the one user device; and identifies a spectator action based at least in part on the data; a processor that executes instructions stored in memory, wherein the processor executes the instructions to: identify the spectator action is associated with an avatar associated with one of the designated players determined to have met a condition in the same interactive session as a spectator avatar of the respective spectator avatars; and modify the display of the virtual esports environment based on the spectator action, wherein modifying the display of the virtual esports environment includes providing a virtual action to the spectator avatar, wherein the virtual action is limited until the modification is made to the virtual esports environment. 11. The system of claim 10 , wherein the processor modifies the virtual esports environment by: receiving second data from the plurality of the user devices indicative of a plurality of spectator actions associated with the avatar associated with the one of the designated players; and determining that a threshold number of spectator actions is met by the second data, wherein modifying the display of the virtual esports environment is further based on the determination that the threshold number is met. 12. The system of claim 10 , wherein the data further includes an intensity parameter associated with the spectator action. 13. The system of claim 10 , wherein the data is captured by one or more sensors of the one user device associated with the spectator avatar. 14. The system of claim 10 , wherein the processor modifies the virtual esports environment further based on an avatar of one of the players in the virtual esports environment meeting a conditional requirement. 15. The system of claim 10 , wherein the processor further modifies the virtual esports environment by: receiving data from a plurality of the user devices indicative of a plurality of spectator actions associated with the avatar associated with the one of the designated players; and determining an intensity for each of the spectator actions, wherein modifying the display of the virtual esports environment is based on at least one of the intensities of at least one of the spectator actions. 16. The system of claim 10 , wherein the processor further modifies the display of the virtual esports environment by generating the virtual action by the avatar associated with the one user device associated with the spectator avatar. 17. The system of claim 10 , wherein the processor further modifies the virtual esports environment by limiting a second virtual action of the spectator avatar. 18. A non-transitory computer-readable medium storing instructions thereon, wherein the instructions are effective to cause a processor to perform a method for spectator-based interactions in virtual esports environments, the method comprising: establishing an interactive session at one or more gaming servers associated with rendering, on a display, a virtual esports environment for a plurality of user de
for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters · CPC title
Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client · CPC title
Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal · CPC title
for watching a game played by other players · CPC title
Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients · CPC title
Related publications grouped by family.
Answers are generated from the same data shown on this page.