Gesture translation with modification based on game context

US12569752B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-12569752-B2
Application numberUS-202318296091-A
CountryUS
Kind codeB2
Filing dateApr 5, 2023
Priority dateApr 5, 2023
Publication dateMar 10, 2026
Grant dateMar 10, 2026

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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 is provided for facilitating communication between players in a video game, including the following operations: receiving video of a first player during gameplay of the video game; analyzing the video to identify gestures made by the first player; responsive to identifying the gestures, then translating the gestures into a text communication, wherein translating the gestures uses a context of the video game to determine content of the text communication; presenting the text communication through an in-game chat of the video game, for viewing by a second player during the gameplay of the video game.

First claim

Opening claim text (preview).

The invention claimed is: 1 . A computer-implemented method comprising: receiving video of a first player during gameplay of a video game; analyzing the video to identify one or more gestures made by the first player during the gameplay of the video game; generating a base textual transcription of the one or more gestures made by the first player during the gameplay of the video game; determining a current game state of the video game, wherein determining the current game state comprises analyzing in-game chat text using a natural language processor; selecting a communication modification template that is associated with the current game state of the video game; generating a modified textual transcription of the one or more gestures made by the first player during the gameplay of the video game using the selected communication modification template that is associated with the current game state; and providing the modified textual transcription to an in-game chat logic of the video game. 2 . The method of claim 1 , wherein the base textual transcription is generated by one or more machine learning models that are trained using a dataset of known gestures and corresponding text transcriptions. 3 . The method of claim 1 , wherein determining the current game state comprises determining that the current game state reflects a tense in-game situation. 4 . The method of claim 1 , wherein determining the current game state comprises determining that the current game state reflects an in-game combat situation. 5 . The method of claim 1 , wherein determining the current game state comprises determining that the current game state reflects a relaxing in-game situation. 6 . The method of claim 1 , wherein determining the current game state comprises determining current game scores for different players. 7 . The method of claim 1 , wherein determining the current game state comprises determining whether the current game state reflects adversarial or cooperative in-game states. 8 . The method of claim 1 , wherein the communication modification template is selected from among multiple candidate communication modification templates that a developer of the video game has customized for different game states of the video game. 9 . The method of claim 1 , wherein the communication modification template is selected from among multiple candidate communication modification templates for different game states that have been customized by the first player. 10 . The method of claim 1 , wherein the communication modification template is implemented as part of a software development kit (SDK) of a game engine platform associated with the video game. 11 . The method of claim 1 , wherein the communication modification template specifies different modifications that are associated with different current game states. 12 . The method of claim 1 , wherein the current game state comprises a characteristic of the video game that varies based on game intensity throughout the gameplay. 13 . One or more non-transitory computer-readable medium that store instructions which, when executed by one or more computer processors, cause the one or more computer processors to perform operations comprising: receiving video of a first player during gameplay of a video game; analyzing the video to identify one or more gestures made by the first player during the gameplay of the video game; generating a base textual transcription of the one or more gestures made by the first player during the gameplay of the video game; determining a current game state of the video game, wherein determining the current game state comprises analyzing in-game chat text using a natural language processor; selecting a communication modification template that is associated with the current game state of the video game; generating a modified textual transcription of the one or more gestures made by the first player during the gameplay of the video game using the selected communication modification template that is associated with the current game state; and providing the modified textual transcription to an in-game chat logic of the video game. 14 . The medium of claim 13 , wherein the base textual transcription is generated by one or more machine learning models that are trained using a dataset of known gestures and corresponding text transcriptions. 15 . The medium of claim 13 , wherein determining the current game state comprises determining that the current game state reflects a tense in-game situation. 16 . The medium of claim 13 , wherein determining the current game state comprises determining that the current game state reflects an in-game combat situation. 17 . The medium of claim 13 , wherein determining the current game state comprises determining that the current game state reflects a relaxing in-game situation. 18 . A system comprising: one or more computer processors; and one or more non-transitory computer-readable medium that store instructions which, when executed by the one or more computer processors, cause the one or more computer processors to perform operations comprising: receiving video of a first player during gameplay of a video game; analyzing the video to identify one or more gestures made by the first player during the gameplay of the video game; generating a base textual transcription of the one or more gestures made by the first player during the gameplay of the video game; determining a current game state of the video game, wherein determining the current game state comprises analyzing in-game chat text using a natural language processor; selecting a communication modification template that is associated with the current game state of the video game; generating a modified textual transcription of the one or more gestures made by the first player during the gameplay of the video game using the selected communication modification template that is associated with the current game state; and providing the modified textual transcription to an in-game chat logic of the video game.

Assignees

Inventors

Classifications

  • adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title

  • A63F13/87Primary

    Communicating with other players during game play, e.g. by e-mail or chat · CPC title

  • specially adapted to a particular type of game, e.g. steering wheels · CPC title

  • A63F13/212Primary

    using sensors worn by the player, e.g. for measuring heart beat or leg activity · CPC title

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What does patent US12569752B2 cover?
A method is provided for facilitating communication between players in a video game, including the following operations: receiving video of a first player during gameplay of the video game; analyzing the video to identify gestures made by the first player; responsive to identifying the gestures, then translating the gestures into a text communication, wherein translating the gestures uses a con…
Who is the assignee on this patent?
Sony Interactive Entertainment Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/87. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Mar 10 2026 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 12 related publications on this page (citations in our corpus or others sharing the same primary CPC).