San Mateo, CA, United States of America

Sepideh Karimi

USPTO Granted Patents = 9 

Average Co-Inventor Count = 3.6

ph-index = 1

Forward Citations = 3(Granted Patents)


Company Filing History:


Years Active: 2023-2025

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9 patents (USPTO):Explore Patents

Title: Innovations by Sepideh Karimi

Introduction

Sepideh Karimi is an accomplished inventor based in San Mateo, California. She has made significant contributions to the field of technology, particularly in gaming and virtual reality. With a total of nine patents to her name, her work continues to influence the way users interact with digital environments.

Latest Patents

One of her latest patents is titled "Systems and methods for enabling predictive assistance during gameplay." This innovative method provides assistance to users during gameplay by accessing a profile model associated with the user's account. It generates predictive indicators based on various game contexts, allowing for timely assistance before the user encounters challenges in the game. Another notable patent is "Customizable virtual reality scenes using eye tracking." This invention utilizes eye tracking technology to personalize virtual reality experiences. By analyzing the wearer's gaze direction, the VR scene can adapt to present different elements, enhancing user engagement and companionship.

Career Highlights

Sepideh Karimi is currently employed at Sony Interactive Entertainment Inc., where she continues to develop groundbreaking technologies. Her work has garnered attention for its innovative approach to enhancing user experiences in gaming and virtual reality.

Collaborations

Some of her notable coworkers include Celeste Bean and Elizabeth Ruth Juenger, who contribute to the collaborative environment at Sony Interactive Entertainment Inc.

Conclusion

Sepideh Karimi's contributions to technology, particularly in gaming and virtual reality, showcase her innovative spirit and dedication to enhancing user experiences. Her patents reflect a commitment to pushing the boundaries of what is possible in digital interaction.

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