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US 12,728,353 B2Granted
Adaptive game adjustments
AssigneeSony Interactive Entertainment Inc.
InventorAlex Benbassat
Life of this patent
Estimating the term…
Abstract
A biometric sensor such as a heart rate sensor sends signals representative of a video gamer's physical state, e.g., heart rate, to a computer game system for use of the physical state in developing future games or improving the current game.
Claims20
A method comprising:
- receiving, from at least one biometric sensor, a first signal representing a physical state of at least one player playing a first computer simulation during a time period, wherein the first computer simulation includes a plurality of scenes that are configured to be executed in a first sequential order;
- identifying a first scene of the plurality of scenes that is outputted to the at least one player during a portion of the time period, wherein a first physical state of the at least one player is associated with the first scene for the portion of the time period;
- and
- generating, responsive to receiving the first signal, a second computer simulation including the plurality of scenes in a second sequential order, wherein the first scene in the second sequential order is temporally shifted relative to other scenes of the plurality of scenes compared to the first scene relative to other scenes in the first sequential order, and wherein a position of the first scene in the second sequential order is based at least in part on the first physical state.
1 more element
A system comprising:
- one or more storage media storing instructions;
- and
- one or more processors configured to execute the instructions to cause the system to:
- receive, from at least one biometric sensor, a first signal representing a physical state of at least one player playing a first computer simulation during a time period, wherein the first computer simulation includes a plurality of scenes that are configured to be executed in a first sequential order;
- identify a first scene of the plurality of scenes that is outputted to the at least one player during a portion of the time period, wherein a first physical state of the at least one player is associated with the first scene for the portion of the time period;
- and
- generate, responsive to receiving the first signal, a second computer simulation including the plurality of scenes in a second sequential order, wherein the first scene in the second sequential order is temporally shifted relative to other scenes of the plurality of scenes compared to the first scene relative to other scenes in the first sequential order, and wherein a position of the first scene in the second sequential order is based at least in part on the first physical state.
4 more elements
One or more non-transitory computer-readable storage media storing instructions that, upon execution by one or more processors of a system, cause the system to perform operations comprising:
- receiving, from at least one biometric sensor, a first signal representing a physical state of at least one player playing a first computer simulation during a time period, wherein the first computer simulation includes a plurality of scenes that are configured to be executed in a first sequential order;
- identifying a first scene of the plurality of scenes that is outputted to the at least one player during a portion of the time period, wherein a first physical state of the at least one player is associated with the first scene for the portion of the time period;
- and
- generating, responsive to receiving the first signal, a second computer simulation including the plurality of scenes in a second sequential order, wherein the first scene in the second sequential order is temporally shifted relative to other scenes of the plurality of scenes compared to the first scene relative to other scenes in the first sequential order, and wherein a position of the first scene in the second sequential order is based at least in part on the first physical state.
1 more element
Dependencies are inferred from the claim text.