EP2235619A1 - Procédé de contrôle de représentations d'utilisateurs, dispositif, et produit programme d'ordinateur correspondant - Google Patents
Procédé de contrôle de représentations d'utilisateurs, dispositif, et produit programme d'ordinateur correspondantInfo
- Publication number
- EP2235619A1 EP2235619A1 EP08866985A EP08866985A EP2235619A1 EP 2235619 A1 EP2235619 A1 EP 2235619A1 EP 08866985 A EP08866985 A EP 08866985A EP 08866985 A EP08866985 A EP 08866985A EP 2235619 A1 EP2235619 A1 EP 2235619A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- representation
- user
- data transfer
- representations
- behavior
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
-
- A63F13/12—
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04815—Interaction with a metaphor-based environment or interaction object displayed as three-dimensional [3D], e.g. changing the user viewpoint with respect to the environment or object
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06N—COMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
- G06N3/00—Computing arrangements based on biological models
- G06N3/004—Artificial life, i.e. computing arrangements simulating life
- G06N3/006—Artificial life, i.e. computing arrangements simulating life based on simulated virtual individual or collective life forms, e.g. social simulations or particle swarm optimisation [PSO]
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/532—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing using secure communication, e.g. by encryption, authentication
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/646—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car for calculating the trajectory of an object
Definitions
- the present invention relates to the computer management of virtual environments, such as "virtual worlds", for example enabling users to meet each other virtually, via their respective terminals and communication networks.
- virtual environments such as "virtual worlds”
- a virtual environment can be seen as a representation of a particular universe in which real-world users are present, in the form of avatars.
- An avatar is a representation, using a set of parameters, of a user.
- Such a representation can be in the form of an image or an animated object.
- Such a representation generally corresponds to the result of calculations, sometimes complex, made from different parameters specific to a user.
- Such a representation can be in two or three dimensions and evolve in real time as well according to parameters and / or actions performed by the user in the virtual world as a function of actions performed by other users (or by their respective avatars) evolving within the same virtual world.
- a virtual world is said to be “immersive” when the user is immersed in it by means of a representation of a space and users, for example in three dimensions. We are talking about immersion of the user.
- the present invention relates more particularly to the management of disconnections and reconnections of users of communication networks and therefore to the management of representations of these users within the virtual worlds during disconnection and reconnection phases.
- each user has a representation (for example in the form of an avatar) that he controls in an immersive situation.
- a representation for example in the form of an avatar
- Each of the body movements and movements of a representation in the virtual world is reflected in the view of other users in the world. The sight of these movements must be fluid in order to arouse the desire to continue the immersive situation.
- the operation is generally based on common equipment (called servers) to which the equipment (called clients) of each user connects via a communication network.
- the user station of the user no longer has the updates of movements and displacements (ie behaviors) other users. Indeed, the interruption of the data transfer that results from this break or this stop no longer allows the client station to receive update information.
- the immersive world is frozen until communication is restored. In other words, nothing happens in the virtual world, which is like "blocked". Recovery then provides the information needed to reposition the representations of other users in the user's field of view in the immersive world.
- This operation related to the state of the data transfer (interrupted, in progress) has the disadvantage of suppressing the impression of immersion, particularly when an error message appears to indicate what the user has already found (ie the interruption).
- the abrupt displacement of the representations of the other users, who join their good position in the restoration of the link also harms the impression of immersion.
- the interest in the pursuit of the immersive experience decreases to possibly cause the exit of the user.
- such a method comprises: a step of continuous supervision of a data transfer state between a terminal of said user and a management entity of said virtual environment; a step of adapting a behavior of said consecutive representation to a modification of said data transfer state.
- the invention overcomes the disadvantages associated with untimely cuts and recoveries of communication links and stops and restart hardware equipment.
- the method of the invention makes it possible to take control of the representation of the user, so that, for the other users immersed in the virtual world, the representation of the user who is interrupted does not remain frozen.
- This control of the representation is automatic. This means that no action of any user is necessary for its implementation.
- the method of the invention makes it possible to take control of the representations of the users who were in his field of vision so that they do not remain frozen. This control is also automatic.
- the entity for managing the representation of the users transmits data for moving representations (previously received) to the users' terminals in order to update the virtual world and the movements on the latter. / interactions of representations.
- the update data of the virtual world can not be transmitted from the management entity to the terminal in case of inadvertent disconnection of the network or the connection, the invention makes it possible to hide this from the other users.
- the invention thus solves the problem of maintaining the immersive effect both for the user who experiences the interruption and for those who do not experience it directly.
- the invention can therefore be seen as a determination of a behavior adapted to the representation during a modification of a data transfer state between the user's terminal and the management entity of the virtual environment.
- said control method further comprises a step of modifying a behavioral parameter of said representation as a function of said data transfer state and a topological location of said representation within said virtual world and said adaptation step takes into account said behavioral parameter to define said behavior of said representation.
- the invention makes it possible to consider a behavioral parameter of the representation, that is to say a parameter serving to describe at least a part of the behavior of the representation, which parameter is itself a function of the status of the data transfer. between a client equipment and a server equipment and the location of the representation in the virtual world.
- the invention thus makes it possible to control the behavior of the representation as a function of other information than the mere occurrence of a data transfer interruption or re-establishment and thus greatly reduces the deceptive effect perceived by the user when the method is implemented on its terminal and by the other users, when the method is implemented by the management entity to hide the interruption to other users connected to the virtual environment.
- said behavior is in the form of a displacement along a trajectory computed dynamically from a current point to a predetermined destination point.
- the representation of the user makes a determined displacement which makes it possible to bring the representation into a defined topological position of the virtual world.
- a trajectory calculation is carried out (either by the management entity on the one hand to overcome the interruption to the other users of the virtual world, or by the terminal, on the other hand to overcome interrupting the user who experiences it) to cause the user's representation to move from a current point to a defined point according to the state of the transfer.
- This trajectory makes it possible, for example, to respect trajectories that would naturally be borrowed in real life, by following a sidewalk for example, and avoiding fixed obstacles (such as trees, statues, panels, etc.) or moving obstacles (like the representations of the others). users). It may therefore be necessary to update the calculation of the trajectory during the displacement of the representation.
- fixed obstacles such as trees, statues, panels, etc.
- moving obstacles like the representations of the others. users
- this trajectory is chosen to approach the destination zone out of the visual field of other users.
- the behavior of the representation of the user can also consist in the realization of movements. For example, she waved to greet other users' performances, or she jumped or waved her arms to reach the destination, and so on.
- said data transfer state belongs to the group comprising at least: insufficient transfer rate; interrupted; In progress.
- the data transfer state is set to "in progress”.
- the data transfer state is set to "interrupted”.
- the data transfer state is set to "in progress”.
- the transfer rate (amount to the management entity and / or down to the terminal equipment) may also become insufficient for the representations to continue to be properly animated in the virtual environment.
- the representation of the user despite the presence of a connection, can be animated automatically to ensure consistency of behavior in the virtual environment. It would indeed be surprising for a user to be in the presence of representations whose behavior would be jerky.
- said behavioral parameter of said representation belongs to the group comprising at least: connected; disconnected; disconnecting; - during reconnection.
- the invention makes it possible to take into account several situations to carry out a control of the representation of the user. Indeed, when the state of the representation is "being disconnected", the representation can be controlled to make it follow a specific movement that allows it to join a waiting circuit, namely a circuit to which other representations of other users may already be pending. When the representation has reached this holding pattern and the data transfer state is still interrupted, the behavioral parameter is changed to the "disconnected” state. In this "disconnected" state, the movements and movements of the representations are calculated in order to follow the waiting circuit in which the representations will evolve as long as the interruption persists.
- the behavioral parameter When the data transfer state changes to "restored", the behavioral parameter is initially set to "being reconnected” to allow the representation to leave the holding pattern on which it is located and to join the topological position corresponding to the displacements that the user will have ordered to his representation during the interruption, and that the management entity echoes. Once this topological position is reached, the behavioral parameter is then set to "connected".
- said trajectory is a preprogrammed walk circuit in landscapes of the virtual environment along "b-spline" curves.
- said trajectory is a tangential mathematical curve when said behavioral parameter of said representation is "being disconnected".
- said trajectory is a mathematical curve of the chain type, when said behavioral parameter of said representation is "being reconnected".
- the behavioral parameter also defines a degree of interaction of the representation with its environment.
- the invention allows the representation A of the disconnected user to join a waiting topological circuit.
- the invention makes it possible to take into account this state of continuation, and to speed up the representation A so that its speed is greater than the maximum speed of the "harassing" representation.
- the invention allows to adopt another behavior to this representation A by detecting the attempt to make contact.
- the representation A may "fictitiously” receive a telephone call and enter into a fictitious communication that does not allow the user "stalker” to continue his attempt at contact.
- the invention also relates to a device for controlling a representation of a user in a virtual world.
- such a device comprises: means for continuously monitoring a data transfer state between a terminal of said user and a management entity of said virtual environment; means for adapting a behavior of said representation consecutive to a modification of said data transfer state.
- Such a device may be in the form of a management entity or be integrated therewith.
- This device can also be in the form of a terminal of a user or be integrated with it.
- the invention also relates to a computer program product downloadable from a communication network and / or stored on a computer-readable medium and / or executable by a microprocessor, and comprising program code instructions for the computer. execution of the control method as described above. 4 LIST OF FIGURES
- FIG. 1 shows the process of the invention
- FIG. 2 illustrates an example of a general system for implementing the method of the invention
- Figure 3 shows the main steps of the method according to one embodiment of the invention, in a system such as that shown in Figure 2
- FIG. 4 shows the structure of a transfer device implementing the transfer method according to a particular embodiment of the invention.
- the invention makes it possible to maintain the immersive effect of a virtual environment even when the physical devices involved in the implementation of the virtual environment undergo untimely interruptions or significant decreases in transfer rates.
- the invention thus provides a solution to the problem of the deceptive aspect that can cause untimely interruptions of the data transfer.
- the invention solves this problem in a natural way.
- the invention also offers the advantage of continuing the natural rendering of the virtual environment, even in the event of data transfer interruption, between a user's terminal and the environmental management entity. virtual.
- the general principle of the invention relies on the determination of a behavior adapted representations during a change of a data transfer state between user terminals and management entities of the virtual environment. This general principle is presented in relation with FIG.
- the proposed solution thus consists in monitoring (1000) the communications between the common equipment (users' terminals 100 and the virtual environment management entity 102) through the network 101.
- the behavior of the user representations is defined. by the "connected” behavioral parameter.
- this parameter behavioral value "connected"
- the movements and movements of a user representation on a terminal 100 of a user are controlled by the information that comes from the terminal 100 of the user who has the user representation .
- an interruption occurs (1001) for a terminal (for example
- a waiting circuit is a trajectory calculated or programmed topologically, equivalent to a circle in the virtual world.
- the behavioral parameter of the user representation changes from the state "being disconnected” to the "disconnected” state.
- the movements and movements of the user representations are calculated (1003) in order to follow the waiting circuit.
- the waiting circuit can for example be a topological circle, the user representations can remain indefinitely on this path.
- the behavioral parameter of the user representations changes from the "disconnected” state to the "reconnecting” state.
- the movements and movements of the user representations are calculated (1004) in order to cause them to move automatically to reach the position controlled by the information coming from the terminals of the users. users who have the representations for which the data transfer interrupt is terminating.
- the behavioral parameter of the user representation changes from the "being reconnected” state to the "connected” state.
- the method of the invention can also be implemented within the management entity (102) in order to proceed with the animation of the representation of the user whose terminal is interrupted.
- This interruption may be total or partial and result in a total absence of data transfer or a decrease in the available bit rate.
- the junctions can follow particular paths. For example, to enter a waiting topological circle, it is more natural for the representation to enter through a tangent of the topological circle rather than perpendicular to the circle.
- the waiting circuits can follow particular trajectories, such as walking paths in the virtual environment.
- Such particular trajectories are sequences of locations that define where users' representations must go and what positions they must take (arms, head, etc.).
- the immersion program interpolates the values between these points to fluidly display the movements and movements of the representations.
- trajectories can be envisaged according to the topology of the virtual environment: pre-programmed circuits in the virtual world landscapes according to b-spline curves; tangential mathematical curves for use when the behavioral parameter has the value "being disconnected”; - Mathematical curves chains use when the parameter behavioral value is "being reconnected”.
- the chain type curve also applies particularly well when the destination moves, in fact a destination that moves at a constant speed, for example if it is another representation of another user to reach). To join "naturally" a representation in motion we use this curve.
- the behavior of the representations of users who can no longer receive data can be related to their previous activities. For example, if a first user was in contact (for a communication for example) with a second user, the behavior of these two representations, for a third user experiencing a data transfer interruption, may not change. In other words, for this third user, the other two representations "fictitiously" pursue the actions they were conducting together. Subsequently, the case of an implementation of the method of the invention is presented in particular with the setting in motion of the representations towards a topological circle of waiting. It is clear, however, that the invention is not limited to this particular application.
- each user 12 accesses a virtual world 20, via an immersion terminal 11 (such as a computer, but any other immersion system is of course conceivable, for example a phone, a PDA, a three-dimensional display headset, ...);
- an immersion terminal 11 such as a computer, but any other immersion system is of course conceivable, for example a phone, a PDA, a three-dimensional display headset, ...;
- Each virtual world 20 comprises: one or more virtual spaces 21; user representations (or avatars), 22 representing the real-world users 12; a communication network 30 enabling the immersion terminals 11 to communicate with each other as well as with servers 40; servers or control entities on servers, ensuring a coordinating, broadcasting and memorizing role.
- a user 12 of the real world 10 is represented by his avatar 22.
- the user 12 controls his user representation 22 and sees the visual field seen by this representation 22 to the using the immersion terminal 11.
- an embodiment of the method of the invention is presented for setting the representations in motion towards a waiting topological circle.
- a representation of a user 200 performs the movements and movements that a user orders him.
- a receiving device 100 receives common equipment (management entities of the virtual world for example) the information 301 of movement and displacement of the avatars (in the form of data transferred in real time between the equipment) . It also incorporates a data transfer monitoring system and provides the module 105 signal 302 for interrupting the reception of information.
- the module 101 determines the trajectory according to the information 301 received from the common equipment which echoes the movements and displacements of the representations of users. This is the module acting when the behavioral parameter has the value "connected".
- the module 102 determines the trajectory according to the latest information 301 received just before the transfer interruption to join the holding circuit. This is the module acting when the behavioral parameter has the value "being disconnected”.
- the module 103 determines the trajectory of the representations on the holding circuit. This is the module acting when the behavioral parameter has the value "disconnected”.
- the module 104 determines the path to reach the position indicated by the information 301 received from the common equipment which echoes the movements and displacements of the user representations. This is the module acting when the behavioral parameter is set to "being reconnected".
- the module 105 selects, according to the interrupt signal 302 and the current behavioral parameter, the position 303 that it receives from the modules 101 to 104. It transmits the selected position information 304 to the module 106.
- the controlled interface 106 controls the position of movements and displacements of the user representation 200 in the virtual world 20.
- Such control equipment comprises a memory 41 consisting of a buffer memory, a processing unit 42, equipped for example with a microprocessor P, and driven by the computer program 43, implementing the control method according to the invention. 'invention.
- the code instructions of the computer program 43 are for example loaded into a RAM before being executed by the processor of the processing unit 42.
- the processing unit 42 receives as input at least a characteristic of the data transfer state.
- the microprocessor of the processing unit 43 implements the steps of the control method described above, according to the instructions of the computer program 43, to decide whether the representation of a user must join a holding circuit.
- the management device comprises, in addition to the buffer memory 41, means for obtaining a behavioral parameter of the representation, means for modification of this behavioral parameter according to the state of data transfer, trajectory calculation means of the different user representations. These means are controlled by the microprocessor of the processing unit 42.
- Such a device is in particular a centralized server managing the different servers and control entities of the servers in a system comprising a plurality of virtual worlds.
- Such a device can also be integrated into a terminal of a user to allow the latter to continue to benefit from the immersive effect of the virtual environment even in the event of data transfer interruption.
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- Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- General Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Artificial Intelligence (AREA)
- Computing Systems (AREA)
- Computational Linguistics (AREA)
- Data Mining & Analysis (AREA)
- Evolutionary Computation (AREA)
- General Health & Medical Sciences (AREA)
- Molecular Biology (AREA)
- Biophysics (AREA)
- Biomedical Technology (AREA)
- Life Sciences & Earth Sciences (AREA)
- Mathematical Physics (AREA)
- Software Systems (AREA)
- Health & Medical Sciences (AREA)
- Human Computer Interaction (AREA)
- Information Transfer Between Computers (AREA)
Abstract
Description
Claims
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| FR0759887 | 2007-12-17 | ||
| PCT/FR2008/052297 WO2009083681A1 (fr) | 2007-12-17 | 2008-12-12 | Procédé de contrôle de représentations d'utilisateurs, dispositif, et produit programme d'ordinateur correspondant |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| EP2235619A1 true EP2235619A1 (fr) | 2010-10-06 |
Family
ID=39665961
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| EP08866985A Ceased EP2235619A1 (fr) | 2007-12-17 | 2008-12-12 | Procédé de contrôle de représentations d'utilisateurs, dispositif, et produit programme d'ordinateur correspondant |
Country Status (4)
| Country | Link |
|---|---|
| US (1) | US20100281396A1 (fr) |
| EP (1) | EP2235619A1 (fr) |
| CA (1) | CA2708401A1 (fr) |
| WO (1) | WO2009083681A1 (fr) |
Families Citing this family (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP6212666B1 (ja) * | 2017-03-02 | 2017-10-11 | 株式会社コロプラ | 情報処理方法、プログラム、仮想空間配信システム及び装置 |
| US10438394B2 (en) | 2017-03-02 | 2019-10-08 | Colopl, Inc. | Information processing method, virtual space delivering system and apparatus therefor |
| JP6738308B2 (ja) * | 2017-08-01 | 2020-08-12 | 株式会社コロプラ | 情報処理方法、プログラム、仮想空間配信システム及び装置 |
Family Cites Families (8)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US6356288B1 (en) * | 1997-12-22 | 2002-03-12 | U.S. Philips Corporation | Diversion agent uses cinematographic techniques to mask latency |
| US7269632B2 (en) * | 2001-06-05 | 2007-09-11 | Xdyne, Inc. | Networked computer system for communicating and operating in a virtual reality environment |
| US20040143852A1 (en) * | 2003-01-08 | 2004-07-22 | Meyers Philip G. | Systems and methods for massively multi-player online role playing games |
| JP2004275412A (ja) * | 2003-03-14 | 2004-10-07 | Mitsumi Electric Co Ltd | 通信ゲームシステム及び通信システム及び通信装置並びに通信状態表示方法 |
| US20050086301A1 (en) * | 2003-10-17 | 2005-04-21 | Eichler Allen J. | Systems and methods for facilitating multi-user interaction over a network |
| JP4625968B2 (ja) * | 2004-11-10 | 2011-02-02 | 株式会社セガ | ネットワークゲームシステム、及びゲーム装置 |
| US7965294B1 (en) * | 2006-06-09 | 2011-06-21 | Pixar | Key frame animation with path-based motion |
| EP1927954B1 (fr) * | 2006-12-01 | 2019-05-15 | Harman Becker Automotive Systems GmbH | Modélisation de terrain basée sur une zone de surface courbe |
-
2008
- 2008-12-12 EP EP08866985A patent/EP2235619A1/fr not_active Ceased
- 2008-12-12 US US12/808,955 patent/US20100281396A1/en not_active Abandoned
- 2008-12-12 WO PCT/FR2008/052297 patent/WO2009083681A1/fr not_active Ceased
- 2008-12-12 CA CA2708401A patent/CA2708401A1/fr not_active Abandoned
Non-Patent Citations (1)
| Title |
|---|
| See references of WO2009083681A1 * |
Also Published As
| Publication number | Publication date |
|---|---|
| US20100281396A1 (en) | 2010-11-04 |
| CA2708401A1 (fr) | 2009-07-09 |
| WO2009083681A1 (fr) | 2009-07-09 |
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