U.S. Pat. No. 12,220,645

METHODS AND SYSTEMS FOR FACILITATING INTRA-GAME COMMUNICATIONS IN A VIDEO GAME ENVIRONMENT

AssigneeAdeia Guides Inc.

Issue DateJanuary 11, 2024

Illustrative Figure

Abstract

Methods and systems for facilitating intra-game communication in video game environments featuring first-person or third-person perspectives by generating an on-screen graphic that includes the communication and a pointer towards a location of another user within the video game environment.

Description

DETAILED DESCRIPTION OF DRAWINGS Methods and systems are described herein for a video game application that facilitates intra-game communication in video game environments featuring first-person or third-person perspectives by rendering visual cues to a user about the positions of avatars associated with other users that are currently communicating with them.FIG.1shows an illustrative example of a video game application that displays an on-screen graphic in a first-person perspective in order to cue the user to the position of avatars associated with other users that are currently communicating. For example, in order to generate on-screen graphic102, the video game application determines a first location of a first user within a video game environment (e.g., the location of the avatar of the first user within the boundaries of the video game environment) and determines a second location of a second user within the video game environment (e.g., the location of the avatar of the second user within the boundaries of the video game environment). The video game application then detects a user interaction of the second user (e.g., the user expressing an audio communication) with the video game environment, and determines a trajectory from the first location to the second location within the video game environment. The video game application then generates an on-screen graphic associated with the user interaction, wherein the on-screen graphic (e.g., on-screen graphic102) points (e.g., via pointer106) along the trajectory. For example, inFIG.1, the video game application facilitates intra-game communication in video game environments featuring first-person or third-person perspectives by generating on-screen graphic102. As shown inFIG.1, the video game environment is displayed to a user in a first-person perspective. However, the video game application may also render video game environments in a third-person perspective (e.g., as shown inFIG.5) or through the use of virtual reality or augmented reality hardware ...

DETAILED DESCRIPTION OF DRAWINGS

Methods and systems are described herein for a video game application that facilitates intra-game communication in video game environments featuring first-person or third-person perspectives by rendering visual cues to a user about the positions of avatars associated with other users that are currently communicating with them.FIG.1shows an illustrative example of a video game application that displays an on-screen graphic in a first-person perspective in order to cue the user to the position of avatars associated with other users that are currently communicating. For example, in order to generate on-screen graphic102, the video game application determines a first location of a first user within a video game environment (e.g., the location of the avatar of the first user within the boundaries of the video game environment) and determines a second location of a second user within the video game environment (e.g., the location of the avatar of the second user within the boundaries of the video game environment). The video game application then detects a user interaction of the second user (e.g., the user expressing an audio communication) with the video game environment, and determines a trajectory from the first location to the second location within the video game environment. The video game application then generates an on-screen graphic associated with the user interaction, wherein the on-screen graphic (e.g., on-screen graphic102) points (e.g., via pointer106) along the trajectory.

For example, inFIG.1, the video game application facilitates intra-game communication in video game environments featuring first-person or third-person perspectives by generating on-screen graphic102. As shown inFIG.1, the video game environment is displayed to a user in a first-person perspective. However, the video game application may also render video game environments in a third-person perspective (e.g., as shown inFIG.5) or through the use of virtual reality or augmented reality hardware and/or applications (e.g., as discussed inFIG.7below). As referred to herein, “a video game environment” may include any surroundings or conditions in which a video game occurs. For example, an environment may be a three-dimensional environment (e.g., featuring three-dimensional models and/or textures) or the video game environment may be a virtual or augmented reality environment (e.g., featuring a virtual world or a view in which computer-generated images are superimposed on a user's view of the real world). As referred to herein, “a video game” may include any electronic presentation that involves interaction with a user interface to generate audio/visual feedback on a video device such as a TV screen, wearable electronic device, and/or computer monitor.

InFIG.1, the video game application may determine, using control circuitry (e.g., control circuitry304(FIG.3) as discussed below) upon which the video game application is implemented, a first location of a first user within a video game environment and a second location of a second user within the video game environment. The video game application may determine this location based on x, y, z coordinates of each avatar in the video game environment relative to the x, y, z coordinates defining the video game environment (and objects within the video game environment). For example, boundary104may be defined in the video game environment through a series of x, y, z coordinates that define a rectangular space (e.g., a wall) in the video game environment. Likewise, the location of the users may correspond to the locations of the respective avatars (e.g., a center point of the avatar, a three-dimensional space of the video game environment that is currently occupied by the avatar, or a point, e.g., corresponding to a line of sight, within the three-dimensional space of the video game environment that is currently occupied by the avatar, and/or any other area within the video game environment occupied by an avatar of the first user) of the users. As referred to herein, an “avatar” may be any graphical representation of a user or the user's alter ego or character. The avatar may be a three-dimensional avatar (e.g., modeled through the use of a series of polygons) or a two-dimensional avatar. By determining the locations of the users, the video game application can establish a trajectory between the two users that can be used when facilitating audio communications between the users.

InFIG.1, the video game application has detected, using the control circuitry, a user interaction of the second user with the video game environment. For example, a user interaction includes an audio communication (e.g., “John, I'm behind this wall”) and/or other actions performed by the user in the video game environment (e.g., knocking on boundary104). By detecting the user interaction, the video game application is triggered to generate the hybrid audio/video approach to communicating the user interaction within the video game environment. As referred to herein, a “user interaction” may be any action caused by, or in response to (directly or indirectly) a user (and/or an avatar of a user) that influences or causes a reaction in the video game environment or the video game. For example, the user interaction may include an audio communication (e.g., spoken into a microphone of one user at one real-world location that is remote to a second real-world location of a second user) that is heard by the second user through a speaker at the second real-world location. As referred to herein, “the real world” may correspond to the non-video game environment in which users of the video game exist. In another example, a user interaction may include in-game actions that result in an audio communication (e.g., an avatar of a user moves an in-game object, the movement of which is heard by the second user through a speaker at the second real-world location).

InFIG.1, the video game application determines, using the control circuitry, an on-screen graphic location for on-screen graphic102corresponding to the user interaction. The video game application determines this location based on a plurality of factors in order to reflect the conditions and positions of objects in the video game environment. For example, the video game application may key the location of the on-screen graphic to the line of sight of the first user. For example, in a video game environment having a first-person perspective, the line of sight of the first user may correspond to the eye level of the avatar of the first user. As referred to herein, “a line of sight” may refer to a straight line along which an observer (e.g., the first user) has unobstructed vision. The line of sight may include a range as indicated by a particular angle (e.g., mimicking the wide angle that a person in the real world may see). The video game application may determine the line of sight of a user based on a predetermined angle (or angles in multiple orientations) as well as the presence of in-game objects that may obstruct the line of sight (e.g., the second user is behind boundary104and thus not in the user's line of sight).

For example, the video game application may determine the location of on-screen graphic102by determining line-of-sight boundaries, within the video game environment, from a perspective of the first user at the first location (e.g, determining the x, y, z coordinates that define the surfaces of objects and boundaries in the video game environment). The video game application may determine a first trajectory from the first location to the second location within the video game environment. For example, by determining the trajectory from the first location to the second location, the video game application may determine both the trajectory of pointer106of the on-screen graphic, line-of-sight boundaries between the user and an object, and/or a distance between the first and second location.

The video game application may determine a line-of-sight boundary (e.g., boundary104), of the line-of sight boundaries, intersected by the first trajectory. For example, the video game application may determine a plane in the three-dimensional boundaries of the video game environment that is intersected by the trajectory. InFIG.1, the video game application has determined point108in the boundary104that is intersected by the first trajectory. For example, point108may correspond to point108at which the plane in the three-dimensional boundaries of the video game environment is intersected by the trajectory. The video game application may then determine a plane that includes point108and is perpendicular to a line of sight of the first user and select the on-screen graphic location within the plane. By determining the plane that includes point108and is perpendicular to a line of sight of the first user and locating on-screen graphic102within that plane, on-screen graphic102may appear to the first user in a two-dimensional form, which can easily be read. Furthermore, by locating on-screen graphic102within that plane, the first user is intuitively cued to the location of the second user without the need for pointer106. However, to give a more precise location of the second user, the video game application has included pointer106.

InFIG.1, the video game application has determined, using the control circuitry, a second trajectory from the on-screen graphic location to the point108and has generated on-screen graphic102at the on-screen graphic location, wherein the on-screen graphic includes pointer106along the second trajectory. For example, the on-screen graphic may appear as a text box with a transcription, emoji, etc., corresponding to the user interaction. Pointer106may point from on-screen graphic102to the location of the second user. The point may further provide the first user with an intuitive cue to the location of the second user. It should be noted that point106may take any form that further indicates the location of the second user.

FIG.2shows another illustrative example of a video game application that displays an on-screen graphic that points to an on-screen map in a first-person perspective. InFIG.2, the video game application further determines whether or not to present an on-screen graphic (e.g., despite receiving a user interaction) based on the distance between the first and second user. For example, the video game application may determine a distance, within the video game environment, between first location208and second location210. The distance between the two locations can be determine based on the absolute length between first location208and second location210(e.g., as the crow flies) in the video game environment. Alternatively or additionally, the number of, and composition of, objects between first location208and second location210may affect the determined distance. For example, the relative distance between two locations in the video game environment may be determined to be greater if multiple objects (e.g., walls) are situated between first location208and second location210. InFIG.2, the video game application compares the distance between first location208and second location210to a threshold distance. For example, the threshold distance may correspond to a minimum distance in which on-screen graphics (e.g., on-screen graphic204) are generated relative to a trajectory between the locations of the first and second user (e.g., first location208and second location210).

In response to the video game application determining that the distance is within the threshold distance, the video game application may determine to generate for display on-screen graphic204relative to a trajectory between the locations of the first and second user (e.g., as shown inFIG.1). Alternatively, in response to the video game application determining that the distance is equal to or exceeds the threshold distance, the video game application may determine not to generate for display on-screen graphic202. By performing this determination, the video game application mimics real-world environments, in which a person may hear only user interactions that occur in close proximity to his location. InFIG.2, in response to the video game application determining that the distance is equal to or exceeds the threshold distance, the video game application identifies a second point based on a position of the second user on on-screen map204, determines a third trajectory from the on-screen graphic location to the second point, and generates on-screen graphic202at the on-screen graphic location, wherein the on-screen graphic includes a pointer along the third trajectory. For example, if the video game application determines that the second user is not within a threshold proximity such that generating the on-screen graphic pointing to the user effectively indicates the location of the second user, the video game application may instead point to the second user's location in a map of the video game environment.

Users may access the video game environment and the video game application from one or more of their user equipment devices.FIG.3shows a generalized embodiment of illustrative user equipment device300, which may in some embodiments constitute a device capable of presenting a video game environment and/or implementing the video game application. More specific implementations of user equipment devices are discussed below in connection withFIG.4. User equipment device300may receive content and data via input/output (hereinafter “I/O”) path302. I/O path302may provide content (e.g., broadcast programming, on-demand programming, Internet content, content available over a local area network (LAN) or wide area network (WAN), and/or other content) and data to control circuitry304, which includes processing circuitry306and storage308. Control circuitry304may be used to send and receive commands, requests, and other suitable data using I/O path302. I/O path302may connect control circuitry304(and specifically processing circuitry306) to one or more communications paths (described below). I/O functions may be provided by one or more of these communications paths, but are shown as a single path inFIG.3to avoid overcomplicating the drawing.

Control circuitry304may be based on any suitable processing circuitry such as processing circuitry306. As referred to herein, processing circuitry should be understood to mean circuitry based on one or more microprocessors, microcontrollers, digital signal processors, programmable logic devices, field-programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), etc., and may include a multi-core processor (e.g., dual-core, quad-core, hexa-core, or any suitable number of cores) or supercomputer. In some embodiments, processing circuitry may be distributed across multiple separate processors or processing units, for example, multiple of the same type of processing units (e.g., two Intel Core i7 processors) or multiple different processors (e.g., an Intel Core i5 processor and an Intel Core i7 processor). In some embodiments, control circuitry304executes instructions for a video game application stored in memory (i.e., storage308). Specifically, control circuitry304may be instructed by the video game application to perform the functions discussed above and below. For example, the video game application may provide instructions to control circuitry304to generate the video game displays. In some implementations, any action performed by control circuitry304may be based on instructions received from the video game application.

In client-server based embodiments, control circuitry304may include communications circuitry suitable for communicating with a guidance application server or other networks or servers. The instructions for carrying out the above-mentioned functionality may be stored on the guidance application server. Communications circuitry may include a cable modem, an integrated services digital network (ISDN) modem, a digital subscriber line (DSL) modem, a telephone modem, Ethernet card, or a wireless modem for communications with other equipment, or any other suitable communications circuitry. Such communications may involve the Internet or any other suitable communications networks or paths (which is described in more detail in connection withFIG.4). In addition, communications circuitry may include circuitry that enables peer-to-peer communication of user equipment devices, or communication of user equipment devices in locations remote from each other (described in more detail below).

Control circuitry304may also perform multiple computations in order to determine a trajectory as described herein and/or to determine one or more locations. For example, using standard mathematical calculations the video game application may determine the direction and distance between two locations.

Memory may be an electronic storage device provided as storage308that is part of control circuitry304. As referred to herein, the phrase “electronic storage device” or “storage device” should be understood to mean any device for storing electronic data, computer software, or firmware, such as random-access memory, read-only memory, hard drives, optical drives, digital video disc (DVD) recorders, compact disc (CD) recorders, BLU-RAY disc (BD) recorders, BLU-RAY 3D disc recorders, digital video recorders (DVR, sometimes called a personal video recorder, or PVR), solid state devices, quantum storage devices, gaming consoles, gaming media, or any other suitable fixed or removable storage devices, and/or any combination of the same. Storage308may be used to store various types of content described herein as well as video game information, described above, and guidance application data, described above. Storage308may be used to store various types of content described herein as well as video game data and guidance application data that are described above. Nonvolatile memory may also be used (e.g., to launch a boot-up routine and other instructions). Cloud-based storage, described in relation toFIG.4, may be used to supplement storage308or instead of storage308.

In some embodiments, storage308may include coordinates of one or more locations and/or display devices. For example, the video game application may access storage308when determining where a display device for presenting a selected media asset is located. In another example, storage308may indicate what display devices are available at a particular location (e.g., when the video game application is selecting among a plurality of display devices.

Control circuitry304may include video generating circuitry and tuning circuitry, such as one or more analog tuners, one or more MPEG-2 decoders or other digital decoding circuitry, high-definition tuners, or any other suitable tuning or video circuits or combinations of such circuits. Encoding circuitry (e.g., for converting over-the-air, analog, or digital signals to MPEG signals for storage) may also be provided. Control circuitry304may also include scaler circuitry for upconverting and downconverting content into the preferred output format of the user equipment300. Circuitry304may also include digital-to-analog converter circuitry and analog-to-digital converter circuitry for converting between digital and analog signals. The tuning and encoding circuitry may be used by the user equipment device to receive and to display, to play, or to record content. The tuning and encoding circuitry may also be used to receive guidance data. The circuitry described herein, including for example, the tuning, video generating, encoding, decoding, encrypting, decrypting, scaler, and analog/digital circuitry, may be implemented using software running on one or more general purpose or specialized processors. Multiple tuners may be provided to handle simultaneous tuning functions (e.g., watch and record functions, picture-in-picture (PIP) functions, multiple-tuner recording, etc.). If storage308is provided as a separate device from user equipment300, the tuning and encoding circuitry (including multiple tuners) may be associated with storage308.

A user may send instructions to control circuitry304using user input interface310. User input interface310may be any suitable user interface, such as a remote control, mouse, trackball, keypad, keyboard, touch screen, touchpad, stylus input, joystick, voice recognition interface, or other user input interfaces.

In some embodiments, user input interface may be incorporated into user equipment device300or may be incorporated into another device accessible by user equipment device300. For example, if user equipment device300is a user optical device, surface space limitation may prevent user input interface from recognizing one or more input types. In such case, user input interface310may be implemented on a separate device that is accessible to control circuitry304(FIG.3)).

Display312may be provided as heads-up display for user equipment device300. In some embodiments, if user equipment device300is a user optical device configured as headwear, display312may constitute a lens or similar feature of the headwear. In some embodiments, display312may be one or more of a monitor, a television, a liquid crystal display (LCD) for a mobile device, or any other suitable equipment for displaying visual images generated by the video game application while also allowing a user to see physically existing objects within his/her field of vision. In some embodiments, display312may be HDTV-capable. In some embodiments, display312may include video game and/or 3D display properties, and the interactive video game application and any suitable content may be displayed in holograms and/or 3D. A video card or graphics card may generate the output to the display312. The video card may offer various functions such as accelerated rendering of 3D scenes and 2D graphics, MPEG-2/MPEG-4 decoding, TV output, or the ability to connect multiple monitors. The video card may be any processing circuitry described above in relation to control circuitry304. The video card may be integrated with the control circuitry304. Speakers314may be provided as integrated with other elements of user equipment device300or may be stand-alone units. The audio component of videos and other content displayed on display312may be played through speakers314. In some embodiments, the audio may be distributed to a receiver (not shown), which processes and outputs the audio via speakers314.

Display312may be provided as a stand-alone device or integrated with other elements of user equipment device300. For example, display312may be a touchscreen or touch-sensitive display. In such circumstances, user input interface310may be integrated with or combined with display312. Display312may be one or more of a monitor, a television, a liquid crystal display (LCD) for a mobile device, amorphous silicon display, low temperature poly silicon display, electronic ink display, electrophoretic display, active matrix display, electro-wetting display, electrofluidic display, cathode ray tube display, light-emitting diode display, electroluminescent display, plasma display panel, high-performance addressing display, thin-film transistor display, organic light-emitting diode display, surface-conduction electron-emitter display (SED), laser television, carbon nanotubes, quantum dot display, interferometric modulator display, or any other suitable equipment for displaying visual images.

User equipment device300may also incorporate or be accessible to detection module316. Detection module316may further include various components (e.g., a video detection component, an audio detection component, object recognition component, etc.). In some embodiments, detection module316may include components that are specialized to generate particular information (e.g., determining whether or not an in-game user interaction is occurring).

In some embodiments, detection module316may include a content recognition component. The content recognition component may use object recognition techniques such as edge detection, pattern recognition, including, but not limited to, self-learning systems (e.g., neural networks), optical character recognition, on-line character recognition (including but not limited to dynamic character recognition, real-time character recognition, intelligent character recognition), and/or any other suitable technique or method to identify objects.

The video game application may receive data in the form of a video from detection module316. The video may correspond to the direction that a user optical device is currently pointed. Furthermore, the video may cover the entire field of vision of the user. The video may include a series of frames. For each frame of the video, the video game application may use a content recognition module or algorithm to determine the objects (e.g., hands of a user) in the frame. Detection module316may also determine the bounds of each detected object and describe those bounds in terms of global positioning coordinates retrieved from the global positioning module. The detected objects and the coordinates for those objects may then be sent to control circuitry304to determine whether or not those bounds correspond to the bounds of video game content.

The video game application may then match the coordinates defining the bounds of the video game media content that is presented to the coordinates of the bounds of the object. Furthermore, the video game application may determine a position of the user and/or avatar of the user and adjust the video game content based on the position of the user (e.g., ensuring that the video game content reacts appropriately to user interactions).

In some embodiments, detection module316may include an eye contact detection component, which determines or receives a location upon which one or both of a user's eyes are focused (e.g., as discussed below in relation toFIG.7). The location upon which a user's eyes are focused is referred to herein as the user's “gaze point.” In some embodiments, the eye contact detection component may monitor one or both eyes of a user of user equipment300to identify a gaze point at a position on display312for the user as well as a line-of-sight of the user. The eye contact detection component may additionally or alternatively determine whether one or both eyes of the user are focused on a position associated video game environment (e.g., indicating that a user is focusing on a particular portion of the video game). In some embodiments, the eye contact detection component includes one or more sensors that transmit data to processing circuitry306, which determines a user's gaze point. The eye contact detection component may be integrated with other elements of user equipment device300, or the eye contact detection component, or any other component of detection module316, and may be a separate device or system in communication with user equipment device300.

The guidance application may be implemented using any suitable architecture. For example, it may be a stand-alone application wholly implemented on user equipment device300. In such an approach, instructions of the application are stored locally (e.g., in storage308), and data for use by the application is downloaded on a periodic basis (e.g., from an out-of-band feed, from an Internet resource, or using another suitable approach). Control circuitry304may retrieve instructions of the application from storage308and process the instructions to generate any of the displays discussed herein. Based on the processed instructions, control circuitry304may determine what action to perform when input is received from input interface310. For example, movement of a cursor on a display up/down may be indicated by the processed instructions when input interface310indicates that an up/down button was selected.

In some embodiments, the video game application is a client-server based application. Data for use by a thick or thin client implemented on user equipment device300is retrieved on-demand by issuing requests to a server remote to the user equipment device300. In one example of a client-server based guidance application, control circuitry304runs a web browser that interprets web pages provided by a remote server. For example, the remote server may store the instructions for the application in a storage device. The remote server may process the stored instructions using circuitry (e.g., control circuitry304) and generate the displays discussed above and below. The client device may receive the displays generated by the remote server and may display the content of the displays locally on equipment device300. This way, the processing of the instructions is performed remotely by the server while the resulting displays are provided locally on equipment device300. Equipment device300may receive inputs from the user via input interface310and transmit those inputs to the remote server for processing and generating the corresponding displays. For example, equipment device300may transmit a communication to the remote server indicating that an up/down button was selected via input interface310. The remote server may process instructions in accordance with that input and generate a display of the application corresponding to the input (e.g., a display that moves a cursor up/down). The generated display is then transmitted to equipment device300for presentation to the user.

In some embodiments, the video game application is downloaded and interpreted or otherwise run by an interpreter or virtual machine (run by control circuitry304). In some embodiments, the guidance application may be encoded in the ETV Binary Interchange Format (EBIF), received by control circuitry304as part of a suitable feed, and interpreted by a user agent running on control circuitry304. For example, the guidance application may be an EBIF application. In some embodiments, the guidance application may be defined by a series of JAVA-based files that are received and run by a local virtual machine or other suitable middleware executed by control circuitry304. In some of such embodiments (e.g., those employing MPEG-2 or other digital media encoding schemes), the guidance application may be, for example, encoded and transmitted in an MPEG-2 object carousel with the MPEG audio and video packets of a program.

User equipment device300ofFIG.3can be implemented in system400ofFIG.4as user equipment402, first video game interface404, second video game interface406, or any other type of user equipment suitable for presenting/accessing video game media content, such as a non-portable gaming machine. For simplicity, these devices may be referred to herein collectively as user equipment or user equipment devices, and may be substantially similar to user equipment devices described above. User equipment devices, on which a video game application may be implemented, may function as a stand-alone device or may be part of a network of devices. Various network configurations of devices may be implemented and are discussed in more detail below.

In some embodiments, user equipment402device and first video game interface404or second video game interface406utilizing at least some of the system features described above in connection withFIG.3may not be classified solely as user equipment or user optical devices. For example, in some embodiments, user equipment or video game interfaces may act like television equipment (e.g., include a tuner allowing for access to television programming) and user computer equipment (e.g., be Internet-enabled allowing for access to Internet content). The video game application may have the same layout on various different types of user equipment or may be tailored to the display capabilities of the user equipment. For example, on user computer equipment, the guidance application may be provided as a web site accessed by a web browser. In another example, the guidance application may be scaled down for wireless user communications devices (e.g., smartphones). If a user device is not capable of presenting video game media content, the video game application may present substitute content instead. Additionally or alternatively, if a user device is capable of presenting video game media content, the video game application may present video game media content as a default.

In system400, there is typically more than one of each type of user equipment device but only one of each is shown inFIG.4to avoid overcomplicating the drawing. In addition, each user may utilize more than one type of user equipment device and also more than one of each type of user equipment device.

In some embodiments, a user equipment device (e.g., user equipment402, first video game interface404, second video game interface406) may be referred to as a “second screen device.” For example, a second screen device may supplement content presented on a first user equipment device. The content presented on the second screen device may be any suitable content that supplements the content presented on the first device. In some embodiments, the second screen device provides an interface for adjusting settings and display preferences of the first device. In some embodiments, the second screen device is configured for interacting with other second screen devices or for interacting with a social network. The second screen device can be located in the same room as the first device, a different room from the first device but in the same house or building, or in a different building from the first device.

The user may also set various settings to maintain consistent video game application settings across in-home devices and remote devices. Settings include those described herein, as well as channel and program favorites, programming preferences that the guidance application utilizes to make programming recommendations, display preferences, and other desirable guidance settings. For example, if a user sets a channel as a favorite on, for example, the web site www.allrovi.com on their personal computer at their office, the same channel would appear as a favorite on the user's in-home devices (e.g., user television equipment and user computer equipment) as well as the user's mobile devices, if desired. Therefore, changes made on one user equipment device can change the guidance experience on another user equipment device, regardless of whether they are the same or a different type of user equipment device. In addition, the changes made may be based on settings input by a user, as well as user activity monitored by the guidance application.

The user equipment devices may be coupled to communications network414. Namely, user equipment402, first video game interface404, and second video game interface406are coupled to communications network414via communications paths408,410, and412, respectively. Communications network414may be one or more networks including the Internet, a mobile phone network, mobile voice or data network (e.g., a 4G or LTE network), cable network, public switched telephone network, or other types of communications network or combinations of communications networks. Paths408,410, and412may separately or together include one or more communications paths, such as, a satellite path, a fiber-optic path, a cable path, a path that supports Internet communications (e.g., IPTV), free-space connections (e.g., for broadcast or other wireless signals), or any other suitable wired or wireless communications path or combination of such paths. Path412is drawn with dotted lines to indicate that in the exemplary embodiment shown inFIG.4it is a wireless path and paths408and410are drawn as solid lines to indicate they are wired paths (although these paths may be wireless paths, if desired). Communications with the user equipment devices may be provided by one or more of these communications paths, but are shown as a single path inFIG.4to avoid overcomplicating the drawing.

Although communications paths are not drawn between user equipment devices, these devices may communicate directly with each other via communication paths, such as those described above in connection with paths408,410, and412, as well as other short-range point-to-point communication paths, such as USB cables, IEEE 1394 cables, wireless paths (e.g., Bluetooth, infrared, IEEE 802-11x, etc.), or other short-range communication via wired or wireless paths. BLUETOOTH is a certification mark owned by Bluetooth SIG, INC. The user equipment devices may also communicate with each other directly through an indirect path via communications network414.

System400includes content source416and video game data source418coupled to communications network414via communication paths420and422, respectively. Paths420and422may include any of the communication paths described above in connection with paths408,410, and412. Communications with the content source416and video game data source418may be exchanged over one or more communications paths, but are shown as a single path inFIG.4to avoid overcomplicating the drawing. In addition, there may be more than one of each of content source416and video game data source418, but only one of each is shown inFIG.4to avoid overcomplicating the drawing. (The different types of each of these sources are discussed below.) If desired, content source416and video game data source418may be integrated as one source device. Although communications between sources416and418with user equipment402, first video game interface404, and second video game interface406are shown as through communications network414, in some embodiments, sources416and418may communicate directly with user equipment402, first video game interface404, and second video game interface406via communication paths (not shown) such as those described above in connection with paths408,410, and412.

Content source416may include one or more types of content distribution equipment including a television distribution facility, cable system headend, satellite distribution facility, programming sources (e.g., television broadcasters, such as NBC, ABC, HBO, etc.), intermediate distribution facilities and/or servers, Internet providers, on-demand media servers, and other content providers. NBC is a trademark owned by the National Broadcasting Company, Inc., ABC is a trademark owned by the American Broadcasting Company, Inc., and HBO is a trademark owned by the Home Box Office, Inc. Content source416may be the originator of content (e.g., a television broadcaster, a Webcast provider, etc.) or may not be the originator of content (e.g., an on-demand content provider, an Internet provider of content of broadcast programs for downloading, etc.). Content source416may include cable sources, satellite providers, on-demand providers, Internet providers, over-the-top content providers, or other providers of content. Content source416may also include a remote media server used to store different types of content (including video content selected by a user), in a location remote from any of the user equipment devices. Systems and methods for remote storage of content, and providing remotely stored content to user equipment are discussed in greater detail in connection with Ellis et al., U.S. Pat. No. 7,761,892, issued Jul. 20, 2010, which is hereby incorporated by reference herein in its entirety.

Video game data source418may provide video game data, such as the video game data described above. Video game application data may be provided to the user equipment devices using any suitable approach. In some embodiments, the guidance application may be a stand-alone interactive television program guide that receives program guide data via a data feed (e.g., a continuous feed or trickle feed).

Program schedule data and other guidance data may be provided to the user equipment on a television channel sideband, using an in-band digital signal, using an out-of-band digital signal, or by any other suitable data transmission technique. Program schedule data and other video game data may be provided to user equipment on multiple analog or digital television channels.

In some embodiments, guidance data from video game data source418may be provided to users' equipment using a client-server approach. For example, a user equipment device may pull video game data from a server, or a server may push video game data to a user equipment device. In some embodiments, a guidance application client residing on the user's equipment may initiate sessions with source418to obtain guidance data when needed, e.g., when the guidance data is out of date or when the user equipment device receives a request from the user to receive data. Video game may be provided to the user equipment with any suitable frequency (e.g., continuously, daily, a user-specified period of time, a system-specified period of time, in response to a request from user equipment, etc.). Video game data source418may provide user equipment402, first video game interface404, and second video game interface406the video game application itself or software updates for the video game application.

Video game applications may be, for example, stand-alone applications implemented on user equipment devices. For example, the video game application may be implemented as software or a set of executable instructions which may be stored in storage308, and executed by control circuitry304of a user equipment device300. In some embodiments, video game applications may be client-server applications where only a client application resides on the user equipment device, and server application resides on a remote server. For example, video game applications may be implemented partially as a client application on control circuitry304of user equipment device300and partially on a remote server as a server application (e.g., video game data source418) running on control circuitry of the remote server. When executed by control circuitry of the remote server (such as video game data source418), the video game application may instruct the control circuitry to generate the guidance application displays and transmit the generated displays to the user equipment devices. The server application may instruct the control circuitry of the video game data source418to transmit data for storage on the user equipment. The client application may instruct control circuitry of the receiving user equipment to generate the guidance application displays.

Content and/or video game data delivered to user equipment402, first video game interface404, and second video game interface406may be over-the-top (OTT) content. OTT content delivery allows Internet-enabled user devices, including any user equipment device described above, to receive content that is transferred over the Internet, including any content described above, in addition to content received over cable or satellite connections. OTT content is delivered via an Internet connection provided by an Internet service provider (ISP), but a third party distributes the content. The ISP may not be responsible for the viewing abilities, copyrights, or redistribution of the content, and may only transfer IP packets provided by the OTT content provider. Examples of OTT content providers include YOUTUBE, NETFLIX, and HULU, which provide audio and video via IP packets. Youtube is a trademark owned by Google Inc., Netflix is a trademark owned by Netflix Inc., and Hulu is a trademark owned by Hulu, LLC. OTT content providers may additionally or alternatively provide video game data described above. In addition to content and/or video game data, providers of OTT content can distribute video game applications (e.g., web-based applications or cloud-based applications), or the content can be displayed by video game applications stored on the user equipment device.

Video game system400is intended to illustrate a number of approaches, or network configurations, by which user equipment devices and sources of content and guidance data may communicate with each other for the purpose of accessing content and providing video game. The embodiments described herein may be applied in any one or a subset of these approaches, or in a system employing other approaches for delivering content and providing video game. The following four approaches provide specific illustrations of the generalized example ofFIG.4.

In one approach, user equipment devices may communicate with each other within a home network. User equipment devices can communicate with each other directly via short-range point-to-point communication schemes described above, via indirect paths through a hub or other similar device provided on a home network, or via communications network414. Each of the multiple individuals in a single home may operate different user equipment devices on the home network. As a result, it may be desirable for various video game information or settings to be communicated between the different user equipment devices. For example, it may be desirable for users to maintain consistent video game application settings on different user equipment devices within a home network, as described in greater detail in Ellis et al., U.S. patent application Ser. No. 11/179,410, filed Jul. 11, 2005. Different types of user equipment devices in a home network may also communicate with each other to transmit content. For example, a user may transmit content from user computer equipment to a portable video player or portable music player.

In a second approach, users may have multiple types of user equipment by which they access content and obtain video game. For example, some users may have home networks that are accessed by in-home and mobile devices. Users may control in-home devices via a video game application implemented on a remote device. For example, users may access an online video game application on a website via a personal computer at their office, or a mobile device such as a PDA or web-enabled mobile telephone. The user may set various settings (e.g., recordings, reminders, or other settings) on the online guidance application to control the user's in-home equipment. The online guide may control the user's equipment directly, or by communicating with a video game application on the user's in-home equipment. Various systems and methods for user equipment devices communicating, where the user equipment devices are in locations remote from each other, is discussed in, for example, Ellis et al., U.S. Pat. No. 8,046,801, issued Oct. 25, 2011, which is hereby incorporated by reference herein in its entirety.

In a third approach, users of user equipment devices inside and outside a home can use their video game application to communicate directly with content source416to access content. Specifically, within a home, users of user equipment402, first video game interface404, and second video game interface406may access the video game application to navigate among and locate desirable content. Users may also access the video game application outside of the home using first video game interface404, and they may also use second video game interface406to navigate among and locate desirable content.

In a fourth approach, user equipment devices may operate in a cloud computing environment to access cloud services. In a cloud computing environment, various types of computing services for content sharing, storage or distribution (e.g., video sharing sites or social networking sites) are provided by a collection of network-accessible computing and storage resources, referred to as “the cloud.” For example, the cloud can include a collection of server computing devices, which may be located centrally or at distributed locations, that provide cloud-based services to various types of users and devices connected via a network such as the Internet via communications network414. These cloud resources may include one or more content sources416and one or more video game data sources418. In addition or in the alternative, the remote computing sites may include other user equipment devices, such as user equipment402, first video game interface404, and second video game interface406. For example, the other user equipment devices may provide access to a stored copy of a video or a streamed video. In such embodiments, user equipment devices may operate in a peer-to-peer manner without communicating with a central server.

The cloud provides access to services, such as content storage, content sharing, or social networking services, among other examples, as well as access to any content described above, for user equipment devices. Services can be provided in the cloud through cloud computing service providers, or through other providers of online services. For example, the cloud-based services can include a content storage service, a content sharing site, a social networking site, or other services via which user-sourced content is distributed for viewing by others on connected devices. These cloud-based services may allow a user equipment device to store content to the cloud and to receive content from the cloud rather than storing content locally and accessing locally stored content.

A user may use various content capture devices, such as camcorders, microphones, digital cameras with video mode, audio recorders, mobile phones, and handheld computing devices, to record content. The user can upload content to a content storage service in the cloud either directly, for example, from user equipment402, first video game interface404, or second video game interface406, or, alternatively, the user can first transfer the content to a user equipment device, such as user equipment402, first video game interface404, or second video game interface406. The user equipment device storing the content uploads the content to the cloud using a data transmission service on communications network414. In some embodiments, the user equipment device itself is a cloud resource, and other user equipment devices can access the content directly from the user equipment device on which the user stored the content.

Cloud resources may be accessed by a user equipment device using, for example, a web browser, a video game application, a desktop application, a mobile application, and/or any combination of access applications of the same. The user equipment device may be a cloud client that relies on cloud computing for application delivery, or the user equipment device may have some functionality without access to cloud resources. For example, some applications running on the user equipment device may be cloud applications, i.e., applications delivered as a service over the Internet, while other applications may be stored and run on the user equipment device. In some embodiments, a user device may receive content from multiple cloud resources simultaneously. For example, a user device can stream audio from one cloud resource while downloading content from a second cloud resource. Or a user device can download content from multiple cloud resources for more efficient downloading. In some embodiments, user equipment devices can use cloud resources for processing operations such as the processing operations performed by processing circuitry described in relation toFIG.3.

FIG.5shows an illustrative example of a video game application that displays an on-screen graphic in a third-person perspective. For example, video game environment500includes multiple objects (e.g., in-game object508) and boundaries in which avatar502of a first user may interact. Additionally, video game environment500includes on-screen graphic506. InFIG.5, on-screen graphic506represents graphical element510. Graphical element510may be a non-textual, graphical element (e.g., a small digital image or icon used to express an idea, emotion, etc., in electronic communication). InFIG.5, graphical element510is in the form of a tree. The video game application may modify the size of on-screen graphic506to further provide intuitive cues to the location of the second user. For example, inFIG.5, the video game application determines a size of on-screen graphic506based on distance512, within the video game environment, between a first location (e.g., a location of avatar502) and the second location (e.g., a location the avatar of the user whose interaction triggered the display of on-screen graphic506. In such cases, user interactions from users closer to the first user may appear bigger (e.g., imitating the real-world condition that sounds are heard as louder the closer the user is to the source of the sound) than similar user interactions from users farther away. Alternatively or additionally, the video game application may determine a size of on-screen graphic506based on a ratio between a first distance and a second distance, wherein the first distance equals a distance, within the video game environment, between the first location and the first point along the first trajectory, and wherein the second distance equals a distance, within the video game environment, between the first point and the second location along the first trajectory. In such cases, user interactions from users at a short distance behind a wall, in the video game environment, that is a long distance from the first user, would appear differently than users at a long distance behind a wall, in the video game environment, that is a short distance from the first user, even though the total distance is the same in each case (e.g., imitating the real-world condition that sound may be prevented by a solid object, but quickly disperse after penetrating the solid object).

FIG.6is an illustrative example of a user interaction selecting a portion of video game media content. In some embodiments, the video game application may select the portion of a video game structure (e.g., video game structure506(FIG.5)) based on a user input defining geometric bounds of the portion of the video game structure. For example, the video game application may receive a hand motion from a user virtually tracing a portion of the video game structure as it is presented by a video game interface (e.g., first video game interface404(FIG.4)) or as it appears through a user optical device.

FIG.6shows an illustrative example of a user interaction. For example, in some embodiments, the video game application may compare the user interaction to a database listing presentation formats associated with different user interactions to determine a presentation format of an on-screen graphic associated with the user interaction. For example, the video game application may have presentation formats that are specific to particular user interactions (e.g., red boxes for audio communications, custom designs for specific in-game actions, etc.). By providing the different presentation formats, the intuitiveness of the cues is further increased. As referred to herein, “a presentation format” may include the shape, size arrangement, medium and/or any other audio/visual characteristic in which a user communication is communicated in the video game environment.

InFIG.6, user606(or an avatar corresponding to user606) touches in-game object604, which results with a user interaction with object604. For example, as user606moves about video game environment600, user606may interact with objects or boundaries (e.g., boundary602). For example, a video game application may incorporate and/or have access to a detection module (e.g., detection module316(FIG.3)) that may determine coordinates (e.g., x, y, and z spatial coordinates and/or any other suitable coordinate system) associated with a user interaction. The coordinates may then be used by the video game application (e.g., processed by processing circuitry306(FIG.3)) to determine the bounds of the video game environment and/or objects within the video game environment that were interacted with by the user.

For example, in response to a determining a set of coordinates, the video game application may generate a set of connections between the coordinates that form the borders of the video game media content. In some embodiments, the connections may take the form of straight lines, curves, etc., between the points. Alternatively or additionally, the connections may be adjusted based on the video game content (e.g., in-game objects) near the connection. For example, if an object is near a boundary (e.g., boundary602) of a video game environment, the video game application may adjust the curvature of the connection between points corresponding to the object as the object interacts with the boundary (i.e., simulating object being pushed together against the boundary). For example, if object604corresponds to x, y coordinates of (0, 4), (4, 0), (4, 8) and a user interacts with corresponding to (0, 4) and (4, 8), the video game application may automatically determine (e.g., via processing circuitry306(FIG.3)), point (4, 0) as a boundary to the portion of the video game object being interacted with by the user.

After the video game application determines one or more portions of a video game object or environment have been interacted with, the video game application may determine a video game function to perform with respect to the user interaction. For example, the video game application may detect an avatar interacts with a wall in the video game environment. In response, the video game application may generate an on-screen graphic indicating that the user “bumped” into the wall. For example, the video game application may execute commands (e.g., related to video game functions) in response to user interactions detected (e.g., via detection module316(FIG.3)) near one or more objects or may execute commands in response to user inputs received via a user device that are not video game interfaces (e.g., an audio communication).

In some embodiments, the video game application may detect a trajectory associated with a user interaction (e.g., performed by user606) by monitoring the path and velocity associated with the user interaction (e.g., the movement of a user while the user is within a predetermined proximity to a video game object (e.g., object604). Based on the trajectory and the user interaction, the video game application may select components of a video game animation associated with the selection or other video game functions. For example, the video game application may cross-reference the detected user interaction (e.g., detected via detection module316(FIG.3)) with a database listing video game functions associated with different user interactions. For example, in response to detecting a user bumping a wall at a low speed, the video game application may not trigger an on-screen graphic. However, if the user is moving at a high speed, the video game application may generate an on-screen graphic. Additionally or alternatively, in response to a throwing, sliding, pushing, flicking, etc., motion relative to an in-game object, the video game application may determine to generate for display a video game animation for the object along with an on-screen graphic. Furthermore, the components (e.g., velocity, direction, etc.) of the user interaction may influence the video game animation.

Additionally or alternatively, if the video game application determines that the user interaction (e.g., as it passes near video game structure602) had a high velocity (e.g., associated with a forceful user interaction), the video game application may select a size or presentation format associated with the high velocity. In contrast, if the video game application determines that the user interaction (e.g., as it passes near the object) had a low velocity (e.g., associated with a weak user interaction), the video game application may select a smaller size.

In some embodiments, the trajectory of a user interaction may also affect the trajectory of a pointer for an on-screen graphic. For example, when the video game application determines (e.g., via processing circuitry306(FIG.3)) a trajectory associated with a user interaction, the video game application may determine one or more components of the trajectory. For example, the video game application may determine a direction, distance, speed, etc., associated with the user interaction. The video game application may then generate a pointer that indicates one or more components of the user interaction.

FIG.7is an illustrative example of a component used to determine a location at which a user is focusing in an augmented reality or virtual reality embodiment.FIG.7shows eye contact detection component700, which may be used to identify the gaze point of a user of user equipment300(FIG.3), in order to determine whether or not a user is focusing on a particular portion of a video game environment and/or determine a line of sight of a user and/or avatar. For example, the location upon which a user's eyes are focused may determine whether or not the video game application selects one object over another. For example, eye contact detection component700may determine whether one or both eyes of the user are focused on a position relative to a video game environment.

Eye contact detection component700includes processor702, light source704, and optical sensor706. Light source704transmits light that reaches at least one eye of a user, and optical sensor706is directed at the user to sense reflected light. Optical sensor706transmits collected data to processor702, and based on the data received from optical sensor706, processor702determines a user's gaze point.

In some embodiments, eye contact detection component700is configured for determining a gaze point of a single user. In other embodiments, eye contact detection component700may determine gaze points for a plurality of users. Eye contact detection component700may also identify multiple users of user devices (e.g., user equipment device300(FIG.3)). For example, eye contact detection component700may determine the one or more portions upon which a plurality of users in a video game environment are focusing on a line of sight of a user.

Processor702may be integrated with one or more light sources704and one or more optical sensors706in a single device. Additionally or alternatively, one or more light sources704and one or more optical sensors706may be housed separately from processor702and in wireless or wired communication with processor702. One or more of processors702, light sources704, and optical sensors706may be integrated into a user device (e.g., user equipment device300(FIG.3).

Processor702may be similar to processing circuitry306(FIG.3) described above. In some embodiments, processor702may be processing circuitry306(FIG.3), with processing circuitry306in communication with light source704and optical sensor706. In other embodiments, processor702may be separate from but optionally in communication with processing circuitry306.

Light source704transmits light to one or both eyes of one or more users. Light source704may emit, for example, infrared (IR) light, near infrared light, or visible light. The light emitted by light source704may be collimated or non-collimated. The light is reflected in a user's eye, forming, for example, the reflection from the outer surface of the cornea (i.e., a first Purkinje image), the reflection from the inner surface of the cornea (i.e., a second Purkinje image), the reflection from the outer (anterior) surface of the lens (i.e., a third Purkinje image), and/or the reflection from the inner (posterior) surface of the lens (i.e., a fourth Purkinje image).

Optical sensor706collects visual information, such as an image or series of images, of one or both of one or more users' eyes. Optical sensor706transmits the collected image(s) to processor702, which processes the received image(s) to identify a glint (i.e., corneal reflection) and/or other reflection in one or both eyes of one or more users. Processor702may also determine the location of the center of the pupil of one or both eyes of one or more users. For each eye, processor702may compare the location of the pupil to the location of the glint and/or other reflection to estimate the gaze point. Processor702may also store or obtain information describing the location of one or more light sources704and/or the location of one or more optical sensors706relative to a video game environment. Using this information, processor702may determine a user's gaze point or line of sight.

In some embodiments, eye contact detection component700performs best if the position of a user's head is fixed or relatively stable. In other embodiments, eye contact detection component700is configured to account for a user's head movement, which allows the user a more natural viewing experience than if the user's head were fixed in a particular position.

In some embodiments accounting for a user's head movement, eye contact detection component700includes two or more optical sensors706. For example, two cameras may be arranged to form a stereo vision system for obtaining a 3D position of the user's eye or eyes; this allows processor702to compensate for head movement when determining the user's gaze point. The two or more optical sensors706may be part of a single unit or may be separate units. For example, a user device (e.g., user equipment device300(FIG.3)) may include two cameras used as optical sensors706, or eye contact detection component700in communication with the user device (e.g., user equipment device300(FIG.3)) may include two optical sensors706. In other embodiments, each of the user device (e.g., user equipment device300(FIG.3)) and eye contact detection component700may include an optical sensor, and processor702receives image data from the optical sensor of the user device and the optical sensor of eye contact detection component700. Processor702may receive data identifying the location of optical sensor706relative to a video game environment.

In other embodiments accounting for a user's head movement, eye contact detection component700includes two or more light sources for generating multiple glints. For example, two light sources704may create glints at different locations of an eye; having information on the two glints allows the processor to determine a 3D position of the user's eye or eyes, allowing processor702to compensate for head movement. Processor702may also receive data identifying the location of light sources704relative to the video game environment.

In some embodiments, other types of eye contact detection components that do not utilize a light source may be used. For example, optical sensor706and processor702may track other features of a user's eye, such as the retinal blood vessels or other features inside or on the surface of the user's eye, and follow these features as the eye rotates. Any other equipment or method for determining one or more users' gaze points not discussed above may be used in addition to or instead of the above-described embodiments of eye contact detection component700.

It should be noted that eye contact detection component700is but one type of component that may be incorporated into or accessible by detection module316(FIG.3) or the video game application. Other types of components, which may generate other types of data (e.g., video, audio, textual, etc.) are fully within the bounds of this disclosure.

FIG.8is a flowchart of illustrative steps for instructing a second video game interface to generate for display a portion of the video game media content. It should be noted that process800or any step thereof could be performed on, or provided by, any of the devices shown inFIGS.3-4. For example, process800may be executed by control circuitry304(FIG.3) as instructed by a video game application implemented on user equipment402in order to present on-screen graphics. In addition, one or more steps of process800may be incorporated into or combined with one or more steps of any other process or embodiment (e.g., process900(FIG.9)).

At step802, the video game application determines, using control circuitry (e.g., control circuitry304(FIG.3)), upon which the video game application is implemented, a first location of a first user within a video game environment. At step804, the video game application determines (e.g., via control circuitry304(FIG.3)) a second location of a second user within the video game environment. The video game application may determine (e.g., via control circuitry304(FIG.3)) this location based on x, y, z coordinates of each avatar in the video game environment relative to the x, y, z coordinates defining the video game environment (and objects within the video game environment). For example, the location of the users may correspond to the locations of the respective avatars (e.g., a center point of the avatar, a three-dimensional space of the video game environment that is currently occupied by the avatar, or a point, e.g., corresponding to a line of sight, within the three-dimensional space of the video game environment that is currently occupied by the avatar, and/or any other area within the video game environment occupied by an avatar of the first user) of the users. By determining the locations of the users, the video game application can establish a trajectory between the two users that can be used when facilitating audio communications between the users.

At step806, the video game application detects, using the control circuitry (e.g., control circuitry304(FIG.3)), a user interaction of the second user with the video game environment. For example, a user interaction may include an audio communication (e.g., directed at one or more other users) or other action performed by the user in the video game environment that corresponds to an in-game sound (e.g., walking, opening a door, firing a gun, etc.). By detecting (e.g., control circuitry304(FIG.3)) the user interaction, the video game application is triggered (e.g., control circuitry304(FIG.3)) to generate the hybrid audio/video approach to communicating the user interaction within the video game environment.

At step808, the video game application determines, using the control circuitry (e.g., control circuitry304(FIG.3)), an on-screen graphic location for an on-screen graphic corresponding to the user interaction. The video game application may determine (e.g., control circuitry304(FIG.3)) this location based on a plurality of factors in order to reflect the conditions and positions of objects in the video game environment. For example, the video game application may key the location of the on-screen graphic to the line of sight of the first user. By doing so, the video game application provides an intuitive pointer to the second user. Moreover, if the second user is not within the line of sight of the first user (e.g., the second user is behind an object in the video game environment), the video game application may present the on-screen graphic within the line of sight of the user with a point through the object. By doing so, the video game application indicates to the first user that the second user is behind the object.

For example, the video game application may determine (e.g., via control circuitry304(FIG.3)) the location of the on-screen graphic by determining line-of-sight boundaries, within the video game environment, from a perspective of the first user at the first location (e.g., determining the x, y, z coordinates that define the surfaces of objects and boundaries in the video game environment). The video game application may determine a first trajectory from the first location to the second location within the video game environment. For example, by determining the trajectory from the first location to the second location, the video game application may determine (e.g., via control circuitry304(FIG.3)) both the trajectory of a pointer of the on-screen graphic, line-of-sight boundaries between the user, and/or a distance between the first and second location. The video game application may determine (e.g., via control circuitry304(FIG.3)) a line-of-sight boundary, of the line-of sight boundaries, intersected by the first trajectory. For example, the video game application may determine a plane in the three-dimensional boundaries of the video game environment that is intersected by the trajectory. The video game application may determine (e.g., via control circuitry304(FIG.3)) a first point in the line-of-sight boundary that is intersected by the first trajectory. For example, the point may correspond to the point at which the plane in the three-dimensional boundaries of the video game environment is intersected by the trajectory. The video game application may then determine (e.g., via control circuitry304(FIG.3)) a plane that includes the first point and is perpendicular to a line of sight of the first user and select the on-screen graphic location within the plane. By determining the plane that includes the first point and is perpendicular to a line of sight of the first user and locating the on-screen graphic within that plane, the on-screen graphic may appear to the first user in a two-dimensional form, which can easily be read. Furthermore, by locating the on-screen graphic within that plane, the first user is intuitively cued to the location of the second user without the need for the pointer.

At step810, the video game application determines, using the control circuitry (e.g., via control circuitry304(FIG.3)), a second trajectory from the on-screen graphic location to the first point. For example, the video game application may determine (e.g., via control circuitry304(FIG.3)) the different components of the direction towards the first point.

At step812, the video game application generates (e.g., via control circuitry304(FIG.3)) the on-screen graphic at the on-screen graphic location, wherein the on-screen graphic includes a pointer along the second trajectory. For example, the on-screen graphic may appear as a text box with a transcription, emoji, etc., corresponding to the user interaction. The pointer may point from this graphic to the location of the second user. The point may further provide the first user with an intuitive cue to the location of the second user.

It is contemplated that the steps or descriptions ofFIG.8may be used with any other embodiment of this disclosure. In addition, the steps and descriptions described in relation toFIG.8may be done in alternative orders or in parallel to further the purposes of this disclosure. For example, each of these steps may be performed in any order or in parallel or substantially simultaneously to reduce lag or increase the speed of the system or method. Furthermore, it should be noted that any of the devices or equipment discussed in relation toFIGS.3-6Bcould be used to perform one of more of the steps inFIG.8.

FIG.9is a flowchart of illustrative steps for generating an on-screen graphic with a pointer. It should be noted that process900or any step thereof could be performed on, or provided by, any of the devices shown inFIGS.3-4. For example, process900may be executed by control circuitry304(FIG.3) as instructed by a video game application implemented on user equipment402in order to generate a pointer. In addition, one or more steps of process900may be incorporated into or combined with one or more steps of any other process or embodiment (e.g., process800(FIG.8)).

At step902, the video game application monitors a video game environment for user interactions. For example, the video game application implemented on a user device (e.g., first video game interface404(FIG.4)) may monitor for one or more user interactions via a detection module (e.g., detection module316(FIG.3)). For example, a detection module incorporated into a user device (e.g., user equipment device300(FIG.3)) and/or accessible by a video game application may monitor for all user interactions within the video game environment.

At step904, the video game application determines whether or not a user interaction associated with performing a video game function is detected. For example, the video game application may determine (e.g., via processing circuitry306(FIG.3)) whether or not an object (e.g., a hand of a user and/or avatar) virtually touched video game media content (e.g., object604(FIG.6)). In some embodiments, determining whether or not a user “touched” the video game media content may include determining whether or not the position of an object (e.g., the hand) overlapped the coordinates associated with the object.

For example, the video game application may determine (e.g., via control circuitry304(FIG.3)) whether or not a second user issued a verbal communication from a microphone. In another example, the video game application may determine (e.g., via detection module316(FIG.3)) the bounds or spatial coordinates associated with a user (or part of a user). The video game application may also determine (e.g., via detection module316(FIG.3) and/or processing circuitry306(FIG.3)) the bounds or spatial coordinates associated with an object (e.g., object604(FIG.6)). The video game application may then determine (e.g., via processing circuitry306(FIG.3)) whether or not spatial coordinates associated with the user and the video game object (e.g., indicating that the user is “touching” the video game media content). If the video game application does not detect a user interaction, the video game application returns to step902. Alternatively, in response to determining that the spatial coordinates overlap (e.g., corresponding to a user action associated with performing a function), the video game application may proceed to step906.

At step906, the video game application determines whether or not an on-screen graphic is associated with the user interaction. For example, the video game application may classify different user interactions and determine particular video game functions to perform based on the classification. In such cases, not all user interactions may be associated with an on-screen graphic. For example, a user interaction issuing a verbal communication may be classified as a user interaction (e.g., in a database) that corresponds to an on-screen graphic and/or a particular presentation format. In another example, the movement (e.g., approaching, but not passing through, an object associated with a video game object) of the user may not be associated with an on-screen graphic.

If the video game application determines that the user interaction is not associated with a on-screen graphic, the video game application proceeds to step910. If the video game application determines that the user interaction is associated with a on-screen graphic, the video game application proceeds to step908. At step908, the video game application determines (e.g., via control circuitry304(FIG.3) a trajectory associated with the user interaction. In some embodiments, the video game application may determine (e.g., via control circuitry304(FIG.3)) one or more components associated with the trajectory. For example, the video game application may determine (e.g., via detection module316(FIG.3)) a direction (e.g., separated into vertical and/or horizontal components) associated with a user interaction.

At step910, the video game application determines a presentation format associated with the user interaction. For example, the video game application may input the type of user interaction into a database listing presentation formats for different types of user interactions to receive an output of a particular presentation format. For example, the video game application may select a particular presentation format for the various types of user interactions. In some embodiments, a user may be able to customize the presentation formats through the video game application.

At step912, the video game application generates (e.g., via control circuitry304(FIG.3)) an on-screen graphic in the presentation format with a pointer based on the trajectory. For example, in response to a user interaction with a particular trajectory, the video game application may select (e.g., via processing circuitry306(FIG.3)) a configuration of the pointer. For example, the video game application may determine the coordinates of a point. Based on the coordinates, the video game application may determine (e.g., via processing circuitry306(FIG.3)) the trajectory needed to reach that point.

It is contemplated that the steps or descriptions ofFIG.8may be used with any other embodiment of this disclosure. In addition, the steps and descriptions described in relation toFIG.8may be done in alternative orders or in parallel to further the purposes of this disclosure. For example, each of these steps may be performed in any order or in parallel or substantially simultaneously to reduce lag or increase the speed of the system or method. Furthermore, it should be noted that any of the devices or equipment discussed in relation toFIGS.3-4could be used to perform one of more of the steps inFIG.8.

The above-described embodiments of the present disclosure are presented for purposes of illustration and not of limitation, and the present disclosure is limited only by the claims that follow. Furthermore, it should be noted that the features and limitations described in any one embodiment may be applied to any other embodiment herein, and flowcharts or examples relating to one embodiment may be combined with any other embodiment in a suitable manner, done in different order, or done in parallel. In addition, the systems and methods described herein may be performed in real-time. It should also be noted, the systems and/or methods described above may be applied to, or used in accordance with, other systems and/or methods.

Claims

  1. A method comprising: determining, using control circuitry, a first location within a video game environment of a first object;determining, using the control circuitry, a second location within the video game environment of a first avatar, wherein the first avatar corresponds to a user;determining, using the control circuitry, a first action corresponding to the first object;receiving, using the control circuitry, eye detection data related to the user;determining, using the control circuitry, a line of sight of the user based on the received eye detection data;detecting, using the control circuitry, that the line of sight of the user is directed to the first location and that a second object is located between the avatar and the first object;and in response to detecting that the line of sight of the user is directed to the first location and that a second object is located between the avatar and the first object, generating for display, using the control circuitry, a graphic wherein the graphic includes a pointer along the line of sight of the user.
  1. The method of claim 1, further comprising determining a size of the graphic based on a distance, within the video game environment, between the first location and the second location.
  2. The method of claim 1, further comprising determining a size of the graphic based on a size of the second object, within the video game environment.
  3. The method of claim 1, further comprising determining a size of the graphic based on a ratio between a first distance and a second distance, wherein the first distance equals a distance, within the video game environment, between the first location and a third location within the video game environment of the second object, and wherein the second distance equals a distance, within the video game environment, between the third location and the second location.
  4. The method of claim 1, further comprising determining a presentation format of the graphic by comparing the action to a database listing presentation formats associated with different types of actions.
  5. The method of claim 1, further comprising: determining that the line of sight of the user is intersected by the second object;determining a plane associated with the second object, wherein the plane is perpendicular to the line of sight of the user;and generating for display, using the control circuitry, the graphic within the plane.
  6. The method of claim 1, wherein the second object is a second avatar.
  7. The method of claim 1, further comprising: determining a first position of a first pupil of the user using the eye detection data;determining a second position of a second pupil of the user using the eye detection data;and determining the line of sight of the user based on the first position of the first pupil and the second position of the second pupil.
  8. The method of claim 8, further comprising: determining a first corneal reflection of a first eye of the user using the eye detection data;determining a second corneal reflection of a second eye of the user using the eye detection data;and determining the line of sight of the user based on the first position of the first pupil, the second position of the second pupil, the first corneal reflection of the first eye, and the second corneal reflection of the second eye.
  9. An apparatus, comprising: control circuitry;and at least one memory including computer program code for one or more programs, the at least one memory and the computer program code configured to, with the control circuitry, cause the apparatus to perform at least the following: determine a first location within a video game environment of a first object;determine a second location within the video game environment of a first avatar, wherein the first avatar corresponds to a user;determine a first action corresponding to the first object;receive eye detection data related to the user;determine a line of sight of the user based on the received eye detection data;detect that the line of sight of the user is directed to the first location and that a second object is located between the avatar and the first object;and in response to detecting that the line of sight of the user is directed to the first location and that a second object is located between the avatar and the first object, generate for display, a graphic wherein the graphic includes a pointer along the line of sight of the user.
  10. The apparatus of claim 10, wherein the apparatus is further caused to determine a size of the graphic based on a distance, within the video game environment, between the first location and the second location.
  11. The apparatus of claim 10, wherein the apparatus is further caused to determine a size of the graphic based on a size of the second object, within the video game environment.
  12. The apparatus of claim 10, wherein the apparatus is further caused to determine a size of the graphic based on a ratio between a first distance and a second distance, wherein the first distance equals a distance, within the video game environment, between the first location and a third location within the video game environment of the second object, and wherein the second distance equals a distance, within the video game environment, between the third location and the second location.
  13. The apparatus of claim 10, wherein the apparatus is further caused to determine a presentation format of the graphic by comparing the action to a database listing presentation formats associated with different types of actions.
  14. The apparatus of claim 10, wherein the apparatus is further caused to: determine that the line of sight of the user is intersected by the second object;determine a plane associated with the second object, wherein the plane is perpendicular to the line of sight of the user;and generate for display, using the control circuitry, the graphic within the plane.
  15. The apparatus of claim 10, wherein the second object is a second avatar.
  16. The apparatus of claim 10, wherein the apparatus is further caused to: determine a first position of a first pupil of the user using the eye detection data;determine a second position of a second pupil of the user using the eye detection data;and determine the line of sight of the user based on the first position of the first pupil and the second position of the second pupil.
  17. The apparatus of claim 17, wherein the apparatus is further caused to: determine a first corneal reflection of a first eye of the user using the eye detection data;determine a second corneal reflection of a second eye of the user using the eye detection data;and determine the line of sight of the user based on the first position of the first pupil, the second position of the second pupil, the first corneal reflection of the first eye, and the second corneal reflection of the second eye.

Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.