Abstract: An example computer readable storage medium having stored thereon an information processing program executable by a computer of an information processing device which presents information corresponding to a biological signal acquired from a user, is provided. The information processing program causes the computer to function as biological signal acquiring means, motion/attitude information acquiring means, and presentation means. The biological signal acquiring means acquires the biological signal from the user. The motion/attitude information acquiring means acquires information about a motion or an attitude of the user from detecting means, in association with the biological signal acquired by the biological signal acquiring means. The presentation means performs predetermined presentation based on both the biological signal acquired by the biological signal acquiring means and the information acquired by the motion/attitude information acquiring means.
Abstract: On the basis of operation data acquired from an operation device including an inertial sensor, whether or not a swing input to the operation device has been performed is determined. A learned model generated on the basis of a plurality of teacher data each associated with one of a plurality of swing directions, the learned model being for determining which swing direction out of the plurality of swing directions the operation device has been swung in, is managed. The operation data acquired in a period in which the swing input has been performed is inputted to the learned model, and a swing direction in which the operation device has been swung is determined on the basis of an output from the learned model corresponding to the input. Game processing is executed on the basis of the swing direction.
Abstract: When a game object is located in an end range in a virtual space relating to a first end portion of a display range of a display image, the end range being in the display range, end control that causes the game object to remain in the end range is performed while a range of view is being moved in a first direction in the virtual space that is a direction perpendicular to the first end portion and aimed at inside of the display range and/or while the game object is performing an action of moving in a second direction opposite to the first direction. When the end control has continued for at least a waiting period, the game object is moved to a location other than the end range in a range in the virtual space relating to the display range.
Abstract: In a first mode, an aiming direction in a virtual space is determined based on a second operation input, and a player character is caused to launch, in the aiming direction, an item that affects a field character disposed on a field in the virtual space, based on a third operation input. In a second mode, the aiming direction is determined, based on the second operation input, and the player character is caused to launch, in the aiming direction, a fighting character that fights, based on the third operation input.
Type:
Grant
Filed:
July 18, 2024
Date of Patent:
February 11, 2025
Assignees:
NINTENDO CO., LTD., THE POKÉMON COMPANY
Abstract: An electronic device includes: a housing; a display provided at a front side thereof; and a stand provided at a back side thereof. The housing has a transition wall between back and bottom walls, which extends further to the front as further downwardly separated from the back wall. The transition wall has a recessed part and a ventilation hole communicated with the recessed part. The stand is attached to the housing so that the stand can move between a closed state where the stand approaches the back wall and an open state where a bottom end part of the stand is separated away from the back wall so that the stand can support the housing at an angle from a placement surface. The stand is configured so that the bottom end part of the stand covers part of the recessed part when the stand is in the closed state.
Abstract: An automatic placement mode is switched between ON and OFF in accordance with a setting parameter value set by a user. The setting parameter value and at least one in-game object is stored in association with each other. When the automatic placement mode is switched to be ON, the in-game object owned by the user, among the in-game objects associated with the setting parameter value, is automatically placed in a virtual space. Then, while the automatic placement mode is ON, if the user newly acquires the in-game object associated with the setting parameter value, this in-game object is automatically placed in the virtual space.
Abstract: During execution of a game, first-type processing is executed if it is determined that an input device has been moved in a first direction at a timing when a predetermined condition is satisfied during execution of the game, on the basis of operation data including at least data based on an output of an inertial sensor. In a case where, on the basis of the operation data, it is determined that the input device has been moved in a second direction at a timing when the predetermined condition is satisfied, if it is further determined that the input device has been moved in the first direction during a predetermined suspension period, the first-type processing is executed. If it is determined that the input device has not been moved in the first direction during the predetermined suspension period, second-type processing is executed after the predetermined suspension period has elapsed.
Abstract: A place designated by a player on a user interface is set according to an operation input. An item or character that the player is to transmit to another information processing apparatus for exchange is designated according to an operation input. In the exchange, information about the place and information about the item or character are transmitted as information about a thing to be exchanged to the another information processing apparatus. Information about the place designated by an exchanging partner and information about the item or character designated by the exchanging partner are received as information about a thing to be exchanged from the another information processing apparatus. The item or character that has been obtained as the thing to be exchanged from the exchanging partner by the exchange, is displayed on the user interface at the place designated by the exchanging partner.
Type:
Grant
Filed:
August 8, 2022
Date of Patent:
January 14, 2025
Assignees:
Nintendo Co., Ltd., The Pokémon Company
Abstract: In an example of an information processing system, in a case where a user character is present on an area in a first state on a wall surface, and while an input to an operation button is continued, the user character is caused to perform a preliminary action, and if at least the input to the operation button ends, the user character is moved to a boundary between the area in the first state and another area on the wall surface. If the user character reaches the boundary, the user character is caused to jump from the boundary.
Abstract: A competitive game in which a user and an opponent participate is executed, and a rating based on a match record of the competitive game is stored. When an update condition that, after last update, the user wins the competitive game a predetermined number of times that is two or more or the user loses the competitive game a predetermined number of times that is two or more, is satisfied, a temporary change amount of a rating parameter is calculated on the basis of a match record of each competitive game until the update condition is satisfied this time after the last update. If the temporary change amount is equal to or larger than a predetermined threshold, the temporary change amount is determined as a change amount of the rating parameter, and if the temporary change amount is less than the predetermined threshold, the threshold is determined as a change amount of the rating parameter, and the rating is updated.
Abstract: In a first mode, an aiming direction in a virtual space is determined based on a second operation input, and a player character is caused to launch, in the aiming direction, an item that affects a field character disposed on a field in the virtual space, based on a third operation input. In a second mode, the aiming direction is determined, based on the second operation input, and the player character is caused to launch, in the aiming direction, a fighting character that fights, based on the third operation input.
Type:
Grant
Filed:
May 2, 2024
Date of Patent:
December 31, 2024
Assignees:
NINTENDO CO., LTD., THE POKÉMON COMPANY
Abstract: A first game which advances independently of a plurality of opponent's game processes is started at the same start timings as the opponents. In the first game, a player object is controlled, a time limit is decreased with elapse of time, a time limit is increased if the player object has successfully performed a predetermined action, and advancement of the first game is ended when the time limit reaches zero. In addition, first game state data is transmitted to second information processing apparatuses, and second game state data is acquired from the second information processing apparatuses. Then, a display image including a first image based on the first game state data and a second image based on the second game state data is sequentially generated. If the first game is ended, evaluation relative to the opponents is performed in accordance with elapsed time since the start of the first game.
Abstract: A computer system is provided for converting images through use of a trained neural network. A source image is divided into blocks and context data is added to each pixel block. The context blocks are split into channels and each channel from the same context block is added to the same activation matrix. The action matrix is then executed against a trained neural network to produce a changed activation matrix. The changed activation matrix is then used to generate a converted image.
Abstract: When a first condition related to a change in a position of a virtual microphone in a virtual space is satisfied, a residual virtual microphone is placed at a position of the virtual microphone before the change in the position, and residual virtual microphone acquisition sound data whose volume is set on the basis of a distance between the residual virtual microphone and a virtual sound source and current virtual microphone acquisition sound data whose volume is set on the basis of a distance between the virtual microphone after the change in the position and the virtual sound source are outputted to a speaker such that an output level of the residual virtual microphone acquisition sound data is gradually decreased and an output level of the current virtual microphone acquisition sound data is gradually increased.
Abstract: A connection structure includes a first apparatus and a second apparatus. The first apparatus includes a first contact portion and a surrounding wall surface. The second apparatus includes a second contact portion and a hollow projection. The first apparatus and the second apparatus are connected as being rotatable relatively to each other around a magnetic force direction and attachable to and detachable from each other, as a result of attraction by magnetic force. The projection is located with a clearance being interposed between the wall surface and the first contact portion, where the projection can be tilted in accordance with pulling including a direction component perpendicular to the magnetic force direction. In the first apparatus, a clearance between a top portion and the projection in a first direction is larger than a clearance between the top portion and the projection in a second direction different from the first direction.
Abstract: An example of an information processing system determines a usage character to be operated by a player from among a plurality of characters whose operation methods are different from each other. The information processing system executes a game by controlling a motion of the usage character in a virtual space, based on an operation by the player. The information processing system, during execution of the game, changes the usage character to a different character among the plurality of characters. Thus, the game operation during the game can be varied, thereby increasing the variations of game operations.
Abstract: An information processing apparatus includes controlling movement of any of first objects arranged on a field, controlling movement of a second object fed to any of the first objects, and carrying out control such that a first object satisfying prescribed proximity relation with the second object among the first objects acquires the second object. The controlling movement of a second object includes ejecting the second object to the field from a prescribed position in a direction determined based on an accepted first user operation input and moving the second object over the field in accordance with an accepted second user operation input. The controlling movement of any of the first objects moves any of the first objects toward the second object ejected to the field and moves any of the first objects toward the second object that moves over the field.
Abstract: This information processing system includes: a controller including an operation element, a restriction member, a resistance section using a magnetorheological fluid whose viscosity changes with an applied-magnetic-field intensity and which serves as a resistance corresponding to the viscosity when the position of the operation element is displaced, and a magnetic field generation section to provide the magnetic field; and a circuit capable of controlling the magnetic field generation section. In a first state, a movable area of a position of the operation element is restricted to a basic movable area. In a second state, the magnetic field generation section is controlled so that the viscosity becomes a first viscosity, when the operation element is in a first area, and so that the viscosity becomes a second viscosity when the operation element is in a second area.