Gesture to button sequence as macro
US-2024424390-A1 · Dec 26, 2024 · US
US9827498B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-9827498-B2 |
| Application number | US-201414408768-A |
| Country | US |
| Kind code | B2 |
| Filing date | Jan 3, 2014 |
| Priority date | Jan 3, 2014 |
| Publication date | Nov 28, 2017 |
| Grant date | Nov 28, 2017 |
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Technologies are generally described to dynamically alter a game while a gamer is playing the game so as to affect the gaming experience experienced by the gamer. According to some examples, one or more physiological signals may be collected from a gamer as the gamer is playing a game. Based on the collected physiological signals, a Quality of Experience (QoE) vector that indicates the gaming experience of the gamer may be generated. The QoE vector may then be compared with a corresponding value of a predetermined QoE function, and the game may be altered based on the comparison.
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We claim: 1. A method to adjust gaming experience of a game, the method comprising: collecting one or more physiological signals from a gamer as the gamer is playing the game; receiving personal information from the gamer; selecting a Quality of Experience (QoE) function from one or more specific QoE functions based on the personal information, wherein the QoE function is indicative of a target emotion of the gamer while playing the game; generating, based on the one or more physiological signals, a QoE vector that indicates a gaming experience of the gamer; comparing the generated QoE vector with a corresponding value of the selected QoE function, wherein the comparison of the generated QoE vector with the corresponding value of the selected QoE function is based on one or more adjustable parameters, and wherein each of the one or more adjustable parameters is customized based on importance of a type of particular physiological signal of the one or more physiological signals; and altering the game based on the comparison. 2. The method of claim 1 , wherein the altering includes altering the game, responsive to a determination that the generated QoE vector is greater than the corresponding value of the selected QoE function. 3. The method of claim 1 , wherein the altering includes altering the game, responsive to a determination that the generated QoE vector is less than the corresponding value of the selected QoE function. 4. The method of claim 1 , wherein the collecting the one or more physiological signals include collecting at least one of blood pressure, breath frequency, pulse, voice, facial expression, or brain activities. 5. The method of claim 1 , wherein the generating the QoE vector includes generating the QoE vector that includes one or more elements, and wherein each element of the one or more elements represents one of the one or more physiological signals. 6. The method of claim 1 , wherein the corresponding value of the selected QoE function varies in accordance with a time value. 7. The method of claim 2 , wherein the altering the game, responsive to the determination that the generated QoE vector is greater than the corresponding value of the selected QoE function, comprises at least one of: increasing a delay of a gaming device in response to the gamer's operations; increasing a difficulty level of the game; modifying a scene of the game; and repeating a game task. 8. The method of claim 3 , wherein the altering the game, responsive to the determination that the generated QoE vector is less than the corresponding value of the selected QoE function, comprises at least one of: playing a predetermined music selection; decreasing a difficulty level of the game; offering one or more rewards to the gamer; and modifying a scene of the game. 9. The method of claim 1 , wherein the personal information includes one or more of gender, age, physical condition, and medical history. 10. A system, comprising: a signal collector configured to: collect one or more physiological signals from a gamer as the gamer is playing a game hosted on a gaming device, receive personal information from the gamer, and generate, based on the one or more physiological signals, a Quality of Experience (QoE) vector that indicates gaming experience of the gamer; and a control module, communicatively coupled to the signal collector, wherein the control module is configured to: select a QoE function from one or more specific QoE functions based on the personal information, wherein the QoE function is indicative of a target emotion of the gamer while playing the game, compare the generated QoE vector with a corresponding value of the selected QoE function, wherein the comparison of the generated QoE vector with the corresponding value of the selected QoE function is based on one or more adjustable parameters, and wherein each of the one or more adjustable parameters is customized based on importance of a type of particular physiological signal of the one or more physiological signals, and alter the game, responsive to a determination that the generated QoE vector is greater or less than the corresponding value of the selected QoE function. 11. The system of claim 10 , wherein the one or more physiological signals include at least one of blood pressure, breath frequency, pulse, voice, facial expression, or brain activities. 12. The system of claim 9 , wherein the generated QoE vector includes one or more elements, and wherein each element of the one or more elements represents one of the one or more physiological signals. 13. The system of claim 10 , wherein the corresponding value of the selected QoE function varies in accordance with a time value. 14. The system of claim 10 , wherein the control module is configured to alter the game, responsive to the determination that the generated QoE vector is greater than the corresponding value of the selected QoE function, by at least one of: increasing a delay of the gaming device in response to the gamer's operations; increasing a difficulty level of the game; modifying a scene of the game; and repeating a game task. 15. The system of claim 10 , wherein the control module is configured to alter the game, responsive to the determination that the generated QoE vector is less than the corresponding value of the selected QoE function, by at least one of: playing a predetermined music selection; decreasing a difficulty level of the game; offering one or more rewards to the gamer; and modifying a scene of the game. 16. The system of claim 10 , wherein the personal information includes one or more of gender, age, physical condition, and medical history. 17. A non-transitory medium that stores executable-instructions that, when executed, cause one or more processors to perform operations that comprise: receive one or more physiological signals of a gamer from a signal collector when the gamer is experiencing a game; receive personal information from the gamer; select a Quality of Experience (QoE) function from one or more specific QoE functions based on the personal information, wherein the QoE function is indicative of a target emotion of the gamer while playing the game; receive, from the signal collector, a QoE vector generated based on the one or more physiological signals to indicate gaming experience of the gamer; compare the generated QoE vector with a corresponding value of the selected QoE function, wherein the comparison of the generated QoE vector with the corresponding value of the selected QoE function is based on one or more adjustable parameters, and wherein each of the one or more adjustable parameters is customized based on importance of a type of particular physiological signal of the one or more physiological signals; and alter the game, responsive to a determination that the generated QoE vector is not equal to the corresponding value of the selected QoE function. 18. The non-transitory medium of claim 17 , wherein the one or more physiological signals include at least one of blood pressure, breath frequency, pulse, voice, facial expression, or brain activities. 19. The non-transitory medium of claim 15 , wherein the generated QoE vector includes one or more elements, and wherein each element of the one or more elements represents one of the one or more physiological signals. 20. The non-transitory medium of claim 17 , wherein the corresponding value of the selected QoE function varies in accordance with a time value.
adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use · CPC title
using sensors worn by the player, e.g. for measuring heart beat or leg activity · CPC title
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