Abstract: An augmented reality, mixed reality, virtual reality, and/or metaverse teaching, training, and analytical system for contact sports, such as American football, which (a) provides realistic interaction and physical engagement resistance with virtual opponents and objects in simulated game and practice settings, or with a virtual image of an actual opponent, but (b) eliminates the types of accidental or over-aggressive impacts and collisions which can cause ligament and joint damage, or produce concussions or other traumatic head injuries which can lead to conditions such as CTE (Chronic Traumatic Encephalopathy), dementia, and Alzheimer's.
Abstract: A board game apparatus is described that includes a square playing board, and a first set and a second set of game coins. The square playing board includes a playing surface and two opposite playing sides, namely, attacking side (A) and defending side (D). The first set of game coins (f) are marked with indicia, such as I, II, III, IV, V, VII, and XI. The second set of game coins (s) consist of indicia Hash (#). The attacking side (A) is allotted with the first set of game coins (f) and the defending side (D) is allotted with the second set of game coins (s). The board game apparatus is designed to play games employing mathematical skills which provide amusement and educational stimulation to both adults and children.
Abstract: The present concepts relate to devices that can employ graspable controllers that can be employed in various scenarios, such as virtual reality scenarios and augmented reality scenarios. One example device can include multiple expansion assemblies having independently adjustable girths. The multiple expansion assemblies can be stacked adjacent to one another along an axis. A controller can be configured to expand or contract the girths of the expansion assemblies to collectively approximate girths of an object.
Type:
Grant
Filed:
January 11, 2021
Date of Patent:
January 17, 2023
Assignee:
Microsoft Technology Licensing, LLC
Inventors:
Mar Gonzalez Franco, Michael Jack Sinclair, Eyal Ofek, Eric Jordan Gonzalez
Abstract: A computer for executing progress of a game by using a game content, the computer including memory and circuitry, the memory configured to store information corresponding to each of a plurality of game contents classified into a plurality of groups associated with an attribute, the circuitry configured to select a first game content from among game contents belonging to a first group among the plurality of groups based on a selection instruction from a player, identify the attribute associated with the selected first game content, select a second game content from among game contents belonging to a second group of the plurality of groups based on the identified attribute, and associate a game content group at least including the selected first game content and the selected second game content with a player and stores the resultant game content group to the memory.
Abstract: In an information processing apparatus of a guest user, an image data acquisition unit acquires content image data from a host user, and a reproduction processing unit reproduces the content image data and outputs the content image data from an outputting apparatus. An information acquisition unit acquires information for specifying a sharing mode of a content image, and a notification unit notifies the user of the information indicative of the mode of the sharing process in an associated relationship with the reproduced content image. Further, if the information acquisition unit acquires information indicating that the content is within a sharing restriction period, then the notification unit notifies the user of the information indicating that the content is within the sharing restriction period.