The patent badge is an abbreviated version of the USPTO patent document. The patent badge does contain a link to the full patent document.

The patent badge is an abbreviated version of the USPTO patent document. The patent badge covers the following: Patent number, Date patent was issued, Date patent was filed, Title of the patent, Applicant, Inventor, Assignee, Attorney firm, Primary examiner, Assistant examiner, CPCs, and Abstract. The patent badge does contain a link to the full patent document (in Adobe Acrobat format, aka pdf). To download or print any patent click here.

Date of Patent:
Jun. 15, 2021

Filed:

Nov. 26, 2019
Applicant:

Sony Interactive Entertainment Inc., Tokyo, JP;

Inventor:

Xiaodong Mao, San Mateo, CA (US);

Attorney:
Primary Examiner:
Assistant Examiner:
Int. Cl.
CPC ...
G06T 19/00 (2011.01); G02B 27/01 (2006.01); G06F 3/048 (2013.01); A63F 13/355 (2014.01); A63F 13/67 (2014.01); A63F 13/825 (2014.01); A63F 13/213 (2014.01); A63F 13/211 (2014.01); A63F 13/49 (2014.01); A63F 13/822 (2014.01); A63F 13/53 (2014.01);
U.S. Cl.
CPC ...
G06T 19/006 (2013.01); A63F 13/211 (2014.09); A63F 13/213 (2014.09); A63F 13/355 (2014.09); A63F 13/49 (2014.09); A63F 13/53 (2014.09); A63F 13/67 (2014.09); A63F 13/822 (2014.09); A63F 13/825 (2014.09); G02B 27/0172 (2013.01); G06F 3/048 (2013.01); G02B 2027/0178 (2013.01);
Abstract

Methods, systems, and computer programs are presented for managing the sensory stimulus generated by a head mounted display (HMD). One method includes identifying a game state of a game being executed for a current session by a computer for display on a head mounted display (HMD) for a user. Then, determining a game intensity value for said game state based on user intensity feedback received from one or more prior gaming sessions by users. The user intensity feedback describes levels of sensory stimulus obtained from the users during user play of the game via an HMD of the respective users, and the determined game intensity value is calculated by analysis of the levels of sensory stimulus received from the users. Processing the game intensity value to cause a higher rendering priority to a viewpoint of the user's gaze than regions outside of the viewpoint. The viewpoint is a portion of the display of the HMD. The regions outside of the viewport are caused to include a reduction in interactive content presented during execution of the current session of the game.


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