WO2023182876A1 - Procédé pour fournir un accompagnement de jeu personnalisé et système associé - Google Patents

Procédé pour fournir un accompagnement de jeu personnalisé et système associé Download PDF

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Publication number
WO2023182876A1
WO2023182876A1 PCT/KR2023/004049 KR2023004049W WO2023182876A1 WO 2023182876 A1 WO2023182876 A1 WO 2023182876A1 KR 2023004049 W KR2023004049 W KR 2023004049W WO 2023182876 A1 WO2023182876 A1 WO 2023182876A1
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WO
WIPO (PCT)
Prior art keywords
game
coaching
video
user terminal
played
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Application number
PCT/KR2023/004049
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English (en)
Korean (ko)
Inventor
김민서
이용수
Original Assignee
주식회사 지지큐컴퍼니
Priority date (The priority date 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 date listed.)
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Priority claimed from KR1020230039789A external-priority patent/KR20230139358A/ko
Publication of WO2023182876A1 publication Critical patent/WO2023182876A1/fr

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06NCOMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N3/00Computing arrangements based on biological models
    • G06N3/02Neural networks
    • G06N3/08Learning methods
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q10/00Administration; Management
    • G06Q10/06Resources, workflows, human or project management; Enterprise or organisation planning; Enterprise or organisation modelling
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Systems or methods specially adapted for specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • G06Q50/20Education

Definitions

  • the present invention relates to a method and system for providing customized game coaching, and more specifically, to a method for providing personalized game coaching that can provide personalized game coaching using a scientific data-driven approach by analyzing the player's game video based on artificial intelligence, and It's about the system.
  • methods for coaching games include recorded video lectures, simple API (Application Programming Interface)-based game guides, or 1:1 coaching sessions taught by actual people. Recorded video lectures do not provide evaluation or diagnosis and are not personalized, and API-based game guides do not provide coaching and only provide simple statistical-based numerical information. And 1:1 coaching taught by real people is expensive, is not immediately available when coaching is needed, and often fails to provide accurate coaching due to unscientific methods.
  • API Application Programming Interface
  • the purpose of the present invention is to provide a method and system for providing customized game coaching that can analyze the player's game video based on artificial intelligence and provide personalized game coaching in a scientific data-centered approach.
  • a method of providing customized game coaching by a game coaching providing system including a user terminal and a coaching providing server on which the coaching application of the present invention is installed is (a) a predetermined online game provided from an external game server; being played on the user terminal; (b) extracting first game data at a preset analysis point from the play results of the online game at the user terminal and transmitting it to the coaching providing server; (c) comparing and analyzing second game data extracted at the analysis point with the first game data from results previously played for the same online game as the online game on the coaching providing server; and (d) generating a coaching feedback video in the coaching providing server according to a comparative analysis result of the first game data and the second game data and transmitting it to the user terminal.
  • step (b) the first game data is extracted by performing object detection based on the image displayed on the screen of the user terminal, and a method is extracted by utilizing API (Application Programming Interface) information about the online game. It is characterized in that it is extracted by any one of the methods.
  • API Application Programming Interface
  • the step (c) includes comparing and analyzing the second game data extracted at the analysis point from the results of the online game played by the highest ranked player among the accumulated data for the online game with the first game data. It is characterized by being.
  • step (c) a point where the similarity between the first game data and the second game data is lower than a preset standard is set as a problem point requiring coaching.
  • the step (d) is characterized in that the game video played at the problem point among the game videos played on the user terminal is generated as the coaching feedback video.
  • the step (d) is characterized in that the game video played at the problem point among the game videos played by the top player is generated as the coaching feedback video by the coaching providing server.
  • step (d) the game video played at the problem point among the game videos played on the user terminal and the game video played at the problem point among the game videos played by the top player are displayed on one screen. It is characterized in that the feedback video for coaching is generated in the coaching providing server.
  • the method of providing customized game coaching of the present invention may further include the step of (e) generating a training game video of the problem point in the coaching providing server and transmitting it to the user terminal.
  • the method of providing customized game coaching of the present invention further includes providing additional information for playing the online game before step (a), wherein the additional information includes information related to the online game and the application. It includes user information and information about other users.
  • the method of providing customized game coaching of the present invention analyzes the first game data in the coaching provision server and highlights one of the points that contributed decisively to winning the online game and the point where an action that is statistically difficult to achieve was performed. setting to a point; And generating the game video at the highlight point as a highlight game video at the user terminal.
  • a game coaching providing system that performs a customized game coaching providing method includes a user terminal that extracts first game data at a preset analysis point from the results of playing a predetermined online game provided by an external game server; And a coaching providing server that sets problem points requiring coaching by comparing and analyzing the second game data extracted from the analysis point from the results of previously played online games identical to the online game with the first game data. And, either the user terminal or the coaching providing server generates a feedback image for coaching at the problem point.
  • the user terminal is characterized in that it generates a game video played at the problem point among the played game videos as a feedback video for coaching.
  • the coaching providing server is characterized in that it generates a game video played at the problem point among game videos played by a top player as a feedback video for coaching.
  • points where a user's skills are lacking in an online game played can be extracted and the user can receive coaching at a low cost, and game skills can be improved through training.
  • FIG. 1 is a block diagram showing the schematic configuration of a customized game coaching provision system according to an embodiment of the present invention
  • Figure 2 is a diagram illustrating the process of generating a feedback video for coaching in a customized game coaching provision system according to an embodiment of the present invention
  • 3A to 5B are diagrams showing the UI/UX of an application installed on a user terminal included in a customized coaching provision system according to an embodiment of the present invention.
  • Figure 6 is a flowchart illustrating a method of providing customized game coaching according to an embodiment of the present invention.
  • ' ⁇ part' is not limited to software or hardware, and ' ⁇ part' may be configured to reside in an addressable storage medium or may be configured to reproduce one or more processors. Therefore, as an example, ' ⁇ part' refers to components such as software components, object-oriented software components, class components, and task components, processes, functions, properties, and procedures. , subroutines, segments of program code, drivers, firmware, microcode, circuits, data, databases, data structures, tables, arrays, and variables. The functions provided within the components and 'parts' may be combined into a smaller number of components and 'parts' or may be further separated into additional components and 'parts'. Additionally, components and 'parts' may be implemented to regenerate one or more CPUs within a device or a secure multimedia card.
  • some of the operations or functions described as being performed by a terminal, apparatus, or device may instead be performed on a server connected to the terminal, apparatus, or device.
  • some of the operations or functions described as being performed by the server may also be performed in a terminal, apparatus, or device connected to the server.
  • Some of the operations or functions described as Mapping or Matching with the terminal can be interpreted to mean mapping or matching the terminal's unique number or personal identification information, which is the identifying data of the terminal. .
  • 'first' and 'second' may be used to describe various components, but the components should not be limited by the terms. The above terms are used only for the purpose of distinguishing one component from another.
  • a first component may be referred to as a second component, and similarly, the second component may also be referred to as a first component without departing from the scope of the present invention.
  • 'at least one or more' is defined as a term that includes singular and plural, and even if the term 'at least one or more' does not exist, each component may exist in singular or plural, and may mean singular or plural. This can be said to be self-evident. In addition, whether each component is provided in singular or plural form may be changed depending on the embodiment.
  • a customized game coaching providing method and system (hereinafter referred to as a game coaching providing method and a game coaching providing system) according to a preferred embodiment of the present invention will be described in detail with reference to the accompanying drawings.
  • Figure 1 is a block diagram showing the schematic configuration of a game coaching provision system according to an embodiment of the present invention.
  • the game coaching providing system of the present invention includes a game server 10, a user terminal 100, and a coaching providing server 200 connected through a wired/wireless network.
  • a wired/wireless network refers to a communication network that supports various communication standards or protocols for data transmission and reception, and includes all communication networks that are currently or will be supported by the standards in the future, and one or more All communication protocols are supported.
  • the game server 10 may be an official server or a private server that provides online games, and the game server 10 may provide various information necessary for playing online games.
  • one game server 10 is shown, but there may be a plurality of game servers 10, and the user connects to the wired/wireless network through the user terminal 100 to play the desired online game through the game server 10. You can play by receiving it from .
  • the user terminal 100 is a device that plays online games provided by the game server 10 and is a mobile terminal such as a smart phone, tablet PC, ultrabook, or a personal computer (PC). , including fixed devices such as microprocessors, mainframe computers, and digital processors.
  • a mobile terminal such as a smart phone, tablet PC, ultrabook, or a personal computer (PC).
  • PC personal computer
  • fixed devices such as microprocessors, mainframe computers, and digital processors.
  • a coaching application 300 stored in a computer-readable medium is installed in the user terminal 100 for game coaching provided by the coaching providing server 200.
  • Computer-readable media includes computer-readable storage media and computer-readable communication media, and in one embodiment of the present invention, computer-readable communication media is used, but is not limited thereto.
  • Computer-readable communication media includes those implemented in the form of carrier waves, such as transmission over the Internet, and such media may be distributed in systems connected to wired/wireless networks and store computer-readable codes or instructions in a distributed manner. .
  • the user terminal 100 records online game play video, transmits it to the coaching providing server 200, and analyzes the played online game. That is, the original data of the online game played on the user terminal 200 is collected through the coaching application 300 running on the user terminal 100, and the first game data is extracted from the played online game and then compressed to provide coaching. It is transmitted to the provision server (200).
  • the user terminal 200 extracts first game data by performing object detection based on the image displayed on the screen, or extracts API (Application Programming Interface) information or client API information provided by the game server 10 for the online game. Extract the first game data using .
  • the analysis point from which the first game data is extracted is set in the coaching provision server 200, and the replay files played by top players such as professional coaches or game instructors are classified using the answer key, and an artificial intelligence classification algorithm is used. Through this, detailed indicators are extracted and importance and difficulty are established.
  • the additional information required to play the game is displayed so that the user can play the online game more easily.
  • the additional information provided at this time includes information related to online games, user information using the coaching application 300, and information about other users.
  • the highlight game video, coaching feedback video, and training game video of the online game played on the user terminal 100 are provided through the coaching application 300.
  • Highlight game video is a game video of a point that contributed decisively to winning the game or a highlight point where an action that is statistically difficult to achieve was performed.
  • the highlight point is set by analyzing the first game data in the coaching providing server 200, and the user terminal 100 generates and displays the game video at the set highlight point as a highlight game video.
  • the coaching feedback video is a game video created based on the user video played on the user terminal 100. That is, the video of the game played by the user at the problem point requiring coaching set in the coaching providing server 200 is generated and displayed as a feedback video for coaching in the user terminal 100.
  • feedback videos for coaching may be created based on videos played by top players, such as professional coaches or game instructors. That is, the video of the game played by the top player at the problem point is generated as a feedback video for coaching in the coaching providing server 200, and is transmitted to the user terminal 100 and displayed.
  • the coaching providing server 200 may generate a feedback video for coaching by displaying the game video played by the top player and the game video played by the user at the problem point on one screen.
  • the coaching providing server 200 analyzes the first game data transmitted from the user terminal 100 and sets highlight points and problem points.
  • the coaching providing server 200 analyzes the first game data and sets as a highlight point a point that contributed decisively to victory or a point where an action that is statistically difficult to achieve was performed.
  • the coaching providing server 200 sets problem points by comparing and analyzing the second game data extracted from the results of previously played online games for the same online game played on the user terminal 100 with the first game data. do.
  • the second game data is preferably extracted from the results of the highest ranked player playing the online game among the data accumulated to date for the played online game.
  • the coaching providing server 200 selects a point where the similarity between the first game data and the second game data is lower than a preset standard as a problem point requiring coaching.
  • the game video at problem points is transmitted to the user terminal 100 as a feedback video for coaching.
  • a feedback video for coaching may be generated so that among the online game videos played by the user, game videos at problem points are displayed on one screen. Users can check the moments when their play went wrong by watching the coaching feedback video and comparing what they played with what the top players played.
  • the coaching providing server 200 generates a training game video to train problem points requiring coaching and transmits it to the user terminal 100.
  • training game video training missions are presented to minimize repeated user mistakes or misjudgments by analyzing the first game data, and users can supplement their insufficient playing skills by performing training missions while playing the training game. do.
  • the user's strengths or weaknesses according to the training results obtained through the training game video are transmitted to the coaching providing server 200 as user information.
  • the coaching providing server 200 generates additional information for online game play and transmits it to the user terminal 100.
  • Additional information includes information related to online games, user information using the coaching application 300, and information about other users, and the user sets the online game by checking the user's strengths or weaknesses included in the user information. can do.
  • This additional information is provided to the user through the UI/UX of the application 300 installed on the user terminal 100.
  • Figure 2 is a diagram for explaining the process of generating a feedback video for coaching in a customized game coaching provision system according to an embodiment of the present invention.
  • First game data 410 is extracted from the analysis point set by the coaching providing server 200 from the entire game video 400 played on the user terminal 100.
  • the first game data 410 is extracted based on the image displayed on the screen through the coaching application 300, or is extracted using API (Application Programming Interface) information or client API provided by the game server 10 for online games. .
  • API Application Programming Interface
  • the coaching providing server 200 compares and analyzes the second game data 420 and the first game data 410 extracted from the same analysis point from the results of the top player playing the same online game. At this time, a point where the similarity between the first game data 410 and the second game data 420 is lower than a preset standard is set as a problem point requiring coaching.
  • an action image 430 which is an image of a game played by the user at a problem point
  • the correct answer video 440 which is a game video at a problem point among online game videos created in advance by a top player, is generated as a feedback video for coaching in the coaching providing server 200 and transmitted to the user terminal 100.
  • the coaching providing server 200 may generate the correct answer video 440 and the action video 430 provided from the user terminal 100 together as a feedback video for coaching and transmit it to the user terminal 100.
  • FIGS. 3A to 5B are diagrams illustrating the UI/UX (User Interface/User eXperience) of the application installed on the user terminal shown in FIG. 1.
  • UI/UX User Interface/User eXperience
  • FIGS. 3A and 3B are diagrams illustrating UI/UX in which additional information required to play an online game is displayed. Additional information about the online game is collected from the coaching providing server 200, transmitted to the user terminal 100, and provided to the user through the UI/UX of the application, as illustrated in FIGS. 3A and 3B. Additional information includes user information using the coaching application (300), information about professional gamers or game craftsmen collected by crawling from external web or video platforms, and official API information or client provided by the game server (10). This includes information collected using the API, performance of game characters, and information generated through the internal simulator, such as changes by patch.
  • Additional information shown in FIG. 3A includes information 301 related to the online game itself, such as updates or events of the online game, user information 302 using the coaching application 300, such as the user's game record or tendency, and statistics of other users. It includes third-party user information (303), such as analysis results, and information (304) related to the performance of characters playing in online games.
  • third-party user information 303
  • information 305 on recommended items for the selected character setting information 306 according to the combination of the opposing team and the friendly team, etc. are provided as additional information.
  • Figure 4a is a diagram illustrating UI/UX in which a highlight game video is displayed.
  • Highlight game video is a game video of a point that contributed decisively to winning the game or a highlight point where an action that is statistically difficult to achieve was performed.
  • the coaching feedback video (308-1) is a video showing how the user played the game at a problem point requiring coaching, and is provided for each scene depending on the time zone.
  • a feedback video (308-1) for coaching at that point is displayed.
  • Scores by time zone (308-3) displays a graph that allows you to check the scores of users and team members by time zone.
  • the coaching feedback video 308-1 is a game video at a problem point where the similarity between the first game data and the second game data is lower than a preset standard.
  • An action video played by the user at a problem point is generated as a feedback video for coaching in the user terminal 100, or a video of the correct answer played at a problem point by a top-level player such as a professional coach or game instructor is generated by the coaching providing server 200. It is created as a feedback video for coaching.
  • the coaching providing server 200 may generate a feedback video for coaching so that the action video at the problem point and the correct answer video are displayed on one screen.
  • the user selects challenge points and challenges for training problem spots that require coaching.
  • the training game video 309-1 shown in the UI/UX of FIG. 5B is provided, and the user can compensate for insufficient playing skills by performing the training mission 309-2 while playing the training game.
  • Figure 6 is a flowchart illustrating a method of providing customized game coaching according to an embodiment of the present invention.
  • the user terminal 100 extracts first game data at a preset analysis point from the online game play results and transmits it to the coaching providing server 200 (S520). That is, the original data of the online game played on the user terminal 200 is collected through the coaching application 300 running on the user terminal 100, and the first game data is extracted from the played online game and then compressed to provide coaching. It is transmitted to the provision server (200).
  • the user terminal 200 extracts first game data by performing object detection based on the image displayed on the screen, or extracts the API (Application Programming Interface) information or client API provided by the game server 10 for the online game. Use this to extract the first game data.
  • the analysis point from which the first game data is extracted is set in the coaching provision server 200, and the replay files played by top players such as professional coaches or game instructors are classified using the answer key, and an artificial intelligence classification algorithm is used. Through this, detailed indicators are extracted and importance and difficulty are established.
  • a problem point is established by comparing and analyzing the second game data extracted from the same analysis point from the results of previously played games for the same online game with the first game data (S530).
  • a point where the similarity between the first game data and the second game data is lower than a preset standard is set as a problem point.
  • the second game data is preferably extracted from the results of the highest ranked player playing the online game among the data accumulated to date regarding the played online game.
  • a feedback video for coaching at a problem point is generated and displayed on the user terminal 100 (S540).
  • an action image 430 at a problem point is generated and displayed as a feedback image for coaching.
  • the coaching providing server 200 generates the correct answer video 440 at the problem point as a feedback video for coaching and transmits it to the user terminal 100.
  • the coaching providing server 200 may generate the correct answer video 440 and the action video 430 provided from the user terminal 100 together as a feedback video for coaching and transmit it to the user terminal 100.
  • the coaching providing server 200 If there is a user's training request (S550-Y), the coaching providing server 200 generates a training game video of a problem point requiring coaching and transmits it to the user terminal 100 (S560).
  • the coaching providing server 200 may analyze the first game data to set a highlight point, and the user terminal 100 may generate and display the game video at the set highlight point as a highlight game video.
  • Highlight game video is a game video of a point that contributed decisively to winning the game or a highlight point where an action that is statistically difficult to achieve was performed.

Abstract

Sont divulgués un procédé pour fournir un accompagnement de jeu personnalisé et un système associé. À cette fin, le procédé comprend : une étape dans laquelle un jeu en ligne prescrit fourni par un serveur de jeu externe est joué dans un terminal utilisateur ; une étape dans laquelle un terminal utilisateur extrait des premières données de jeu au niveau d'un point d'analyse prédéfini des résultats de jeu du jeu en ligne et transmet les premières données de jeu à un serveur de fourniture d'accompagnement ; une étape dans laquelle le serveur de fourniture d'accompagnement compare les premières données de jeu avec des secondes données de jeu extraites au niveau du point d'analyse des résultats de jeu du même jeu en ligne dans le passé, et analyse le résultat de comparaison ; et une étape dans laquelle le serveur de fourniture d'accompagnement génère une vidéo de retour d'accompagnement en fonction du résultat de l'analyse comparative des premières données de jeu et des secondes données, et transmet la vidéo de retour d'accompagnement au terminal utilisateur.
PCT/KR2023/004049 2022-03-25 2023-03-27 Procédé pour fournir un accompagnement de jeu personnalisé et système associé WO2023182876A1 (fr)

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
KR20220037231 2022-03-25
KR10-2022-0037231 2022-03-25
KR10-2023-0039789 2023-03-27
KR1020230039789A KR20230139358A (ko) 2022-03-25 2023-03-27 맞춤형 게임 코칭 제공방법 및 그 시스템

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KR20120077538A (ko) * 2010-12-30 2012-07-10 (주)네오위즈게임즈 스포츠 게임에서 수석코치서비스를 제공하는 게임 서버, 방법, 기록매체 및 게임 장치
KR101580629B1 (ko) * 2014-12-30 2015-12-28 네이버 주식회사 게임 관리 시스템 및 방법
US20170228600A1 (en) * 2014-11-14 2017-08-10 Clipmine, Inc. Analysis of video game videos for information extraction, content labeling, smart video editing/creation and highlights generation
KR20210062403A (ko) * 2019-11-21 2021-05-31 김도현 영상 분석 및 빅데이터 분석을 통한 온라인 게임 플레이 성향 분석 및 코칭 시스템
KR20210064391A (ko) * 2018-03-23 2021-06-02 소니 인터랙티브 엔터테인먼트 엘엘씨 게이밍 애플리케이션의 게임 플레이 동안 플레이어를 실시간으로 전문가 도움과 연결

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20120077538A (ko) * 2010-12-30 2012-07-10 (주)네오위즈게임즈 스포츠 게임에서 수석코치서비스를 제공하는 게임 서버, 방법, 기록매체 및 게임 장치
US20170228600A1 (en) * 2014-11-14 2017-08-10 Clipmine, Inc. Analysis of video game videos for information extraction, content labeling, smart video editing/creation and highlights generation
KR101580629B1 (ko) * 2014-12-30 2015-12-28 네이버 주식회사 게임 관리 시스템 및 방법
KR20210064391A (ko) * 2018-03-23 2021-06-02 소니 인터랙티브 엔터테인먼트 엘엘씨 게이밍 애플리케이션의 게임 플레이 동안 플레이어를 실시간으로 전문가 도움과 연결
KR20210062403A (ko) * 2019-11-21 2021-05-31 김도현 영상 분석 및 빅데이터 분석을 통한 온라인 게임 플레이 성향 분석 및 코칭 시스템

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