Dynamic gaming experience adjustments

US9827498B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-9827498-B2
Application numberUS-201414408768-A
CountryUS
Kind codeB2
Filing dateJan 3, 2014
Priority dateJan 3, 2014
Publication dateNov 28, 2017
Grant dateNov 28, 2017

How to read this patent

A practical reading order for non-experts. Skip the full description unless you need deep technical detail.

  1. Title

    What the patent document calls the invention.

  2. Abstract

    A short plain-language summary of the technical disclosure.

  3. Assignees and inventors

    Who owns or filed the patent and who is credited as inventor.

  4. Key dates

    Filing, priority, publication, and grant dates set the timeline.

  5. First independent claim

    The legal scope of protection — read this for what is actually claimed.

  6. CPC / IPC classifications

    Technology tags used to group this patent with similar filings.

  7. Citations and related patents

    Prior art links and similar publications in this corpus.

Abstract

Official abstract text for this publication.

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.

First claim

Opening claim text (preview).

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.

Assignees

Inventors

Classifications

  • A63F13/67Primary

    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

Patent family

Related publications grouped by family.

External sources

Frequently asked questions

Answers are generated from the same data shown on this page.

What does patent US9827498B2 cover?
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 e…
Who is the assignee on this patent?
Empire Technology Dev Llc
What technology area does this patent fall under?
Primary CPC classification A63F13/67. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Nov 28 2017 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 8 related publications on this page (citations in our corpus or others sharing the same primary CPC).