Patents by Inventor Hironobu Sakaguchi
Hironobu Sakaguchi has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).
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Publication number: 20230010196Abstract: A picking system is provided, which is capable of picking up an object even when the object is not registered in advance. The picking system includes: a picking device holding the object; an RGB-D camera acquiring three-dimensional point cloud data of the object to be picked up by the picking device; and a control device controlling the picking device based on a detection result by the RGB-D camera. The control device generates a geometric model of the object by combining simple geometric primitives while referring to the three-dimensional point cloud data, and calculates a holding position of the object for the picking device based on the geometric model.Type: ApplicationFiled: July 11, 2022Publication date: January 12, 2023Applicant: JOHNAN CorporationInventors: Kozo MORIYAMA, Truong Gia VU, Xiang RUAN, Tomohiro NAKAGAWA, Taro WATASUE, Hironobu SAKAGUCHI
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Patent number: 7980949Abstract: A guard condition system for determining whether to block an attack against a character in a multi-character party within an entertainment game is disclosed. A multi-character party may be divided into multiple lines of battle, such that all characters in more forward lines of battle automatically attempt to block attacks by an enemy against any characters in a more rearward line of battle. Whether a block attempt is successful may depend on a variable referred to as a guard condition value, which may be based on the characters in the multi-character party, the characters in the forward line of battler performing the blocking, and/or other modifiers resulting from the battle itself or from temporary rewards and penalties. When an attack is successful, the attacking character may move to the location of the attacked character such that subsequent attacks are immune from blocking attempts.Type: GrantFiled: September 9, 2005Date of Patent: July 19, 2011Assignee: Microsoft CorporationInventors: Hironobu Sakaguchi, Eiichiro Ishige
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Patent number: 7951000Abstract: A video game system and method is described in which interactive portions of a display screen are displayed with non-interactive portions having cutscenes. The cutscenes may be related to, or developed from, the events transpiring in the interactive portion of the display screen. The non-interactive cutscenes may be converted into interactive areas, and may be enlarged to take the place of the original interactive portion of the display screen. Animation effects may be used for the various transitions.Type: GrantFiled: May 6, 2005Date of Patent: May 31, 2011Assignee: Microsoft CorporationInventors: Hironobu Sakaguchi, Takahiro Kaminagayoshi
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Patent number: 7930366Abstract: An information servicing method for communicating information between a server and a client terminal through a network, comprising: deciding whether a predetermined time period has elapsed without user input; switching a prevailing processing to a background processing when it is decided that the no user input has occurred during the predetermined time period; transmitting to the server personal information comprising user preference data and/or a schedule, registered in advance, each time the prevailing processing becomes background processing; and displaying an answer corresponding to the transmitted personal information when the answer is received from the server, the answer comprising push information correlating to the personal information.Type: GrantFiled: September 8, 2005Date of Patent: April 19, 2011Assignee: Kabushiki Kaisha Square EnixInventors: Hironobu Sakaguchi, Ken Narita, Keizo Kokubo
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Patent number: 7833096Abstract: A video game system and method is described in which map scenes and battle scenes are used. A player character may move through the map scene, and upon encountering enemies to battle, an encounter area may be generated and displayed to show the user which enemies will be included in the subsequent battle scene, and which enemies will not be initially included in the battle scene.Type: GrantFiled: September 9, 2005Date of Patent: November 16, 2010Assignee: Microsoft CorporationInventors: Hironobu Sakaguchi, Takehiro Kaminagayoshi
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Patent number: 7794315Abstract: A video game system and method is described in which a player-controlled icon in a map scene represents a group or party of characters, and in response to the icon entering a location on the map scene, automatically dispersing the icon into multiple icons representing the various characters. Upon dispersing, the various characters may automatically move to different areas of the location based on individual character preferences. The player may choose to control one of the characters in the location and interact with one or more characters/objects in the location. The interaction may be recorded as it occurs, and the player may switch control to a different character and play the same interaction from a second character's point of view. Under the second character's point of view, the original interaction and/or its outcome may be changed.Type: GrantFiled: September 9, 2005Date of Patent: September 14, 2010Assignee: Microsoft CorporationInventors: Hironobu Sakaguchi, Takehiro Kaminagayoshi
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Publication number: 20080125220Abstract: A video game on a computer readable media that has a plurality of team characters under a single control is disclosed. Action Points (an activity parameter) are assigned to each team character. The Action Points can be combined together and can be used by one or more of the team characters. The Action Points will decrease if a team character moves, fights against an enemy character or performs another activity. Following the turn and use of the Action Points by one of the team characters, the remaining Action Points can be passed on to the next team character during their turn for use at that time. After the next team character has completed their turn, then the remaining Action Points can be passed on to the further team character during their turn for use at that time. When the amount of Action Points of the team becomes zero (0), no team character can move any further during their team's turn.Type: ApplicationFiled: November 27, 2006Publication date: May 29, 2008Inventor: Hironobu Sakaguchi
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Publication number: 20070060226Abstract: Methods and systems for affecting a power level of an action performed by a character in a video game are disclosed. In a turn-based video game, a player-character may decide whether to perform the action with a default power level, or to charge the action to a higher predetermined level, and thereby delaying the turn in which the action is performed. The action charges a predetermined amount per turn, and when an action meter is full, the charged action is performed. Actions by other characters, rewards, and penalties in the video game may favorably or adversely affect the rate at which the charge meter charges.Type: ApplicationFiled: September 9, 2005Publication date: March 15, 2007Applicant: Microsoft CorporationInventors: Hironobu Sakaguchi, Eiichiro Ishige
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Publication number: 20070060342Abstract: A video game system and method is described in which map scenes and battle scenes are used. A player character may move through the map scene, and upon encountering enemies to battle, an encounter area may be generated and displayed to show the user which enemies will be included in the subsequent battle scene, and which enemies will not be initially included in the battle scene.Type: ApplicationFiled: September 9, 2005Publication date: March 15, 2007Applicant: Microsoft CorporationInventors: Hironobu Sakaguchi, Takehiro Kaminagayoshi
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Publication number: 20070060232Abstract: A guard condition system for determining whether to block an attack against a character in a multi-character party within an entertainment game is disclosed. A multi-character party may be divided into multiple lines of battle, such that all characters in more forward lines of battle automatically attempt to block attacks by an enemy against any characters in a more rearward line of battle. Whether a block attempt is successful may depend on a variable referred to as a guard condition value, which may be based on the characters in the multi-character party, the characters in the forward line of battler performing the blocking, and/or other modifiers resulting from the battle itself or from temporary rewards and penalties. When an attack is successful, the attacking character may move to the location of the attacked character such that subsequent attacks are immune from blocking attempts.Type: ApplicationFiled: September 9, 2005Publication date: March 15, 2007Applicant: Microsoft CorporationInventors: Hironobu Sakaguchi, Eiichiro Ishige
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Publication number: 20070060335Abstract: Methods and systems for affecting a power level of an action performed by a character in a video game are disclosed. In a tum-based video game, a player-character may decide whether to instantly perform the action with a default power level, or to delay the action until after another character's turn but with an increased or charged power level. A turn sequence may be displayed as part of the graphical user interface of the video game, and the video game may increment an action meter across the turn sequence based on received user input, thereby providing the player an indication of how much delay the increased or charged power level will cause.Type: ApplicationFiled: September 9, 2005Publication date: March 15, 2007Applicant: Microsoft CorporationInventors: Hironobu Sakaguchi, Eiichiro Ishige
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Publication number: 20070060343Abstract: A video game system and method is described in which a player-controlled icon in a map scene represents a group or party of characters, and in response to the icon entering a location on the map scene, automatically dispersing the icon into multiple icons representing the various characters. Upon dispersing, the various characters may automatically move to different areas of the location based on individual character preferences. The player may choose to control one of the characters in the location and interact with one or more characters/objects in the location. The interaction may be recorded as it occurs, and the player may switch control to a different character and play the same interaction from a second character's point of view. Under the second character's point of view, the original interaction and/or its outcome may be changed.Type: ApplicationFiled: September 9, 2005Publication date: March 15, 2007Applicant: Microsoft CorporationInventors: Hironobu Sakaguchi, Takehiro Kaminagayoshi
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Publication number: 20060252533Abstract: A video game system and method is described in which interactive portions of a display screen are displayed with non-interactive portions having cutscenes. The cutscenes may be related to, or developed from, the events transpiring in the interactive portion of the display screen. The non-interactive cutscenes may be converted into interactive areas, and may be enlarged to take the place of the original interactive portion of the display screen. Animation effects may be used for the various transitions.Type: ApplicationFiled: May 6, 2005Publication date: November 9, 2006Inventors: Hironobu Sakaguchi, Takahiro Kaminagayoshi
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Publication number: 20060069748Abstract: An information servicing method for communicating information between a server and a client terminal through a network, comprising: deciding whether a predetermined time period has elapsed without user input; switching a prevailing processing to a background processing when it is decided that the no user input has occurred during the predetermined time period; transmitting to the server personal information comprising user preference data and/or a schedule, registered in advance, each time the prevailing processing becomes background processing; and displaying an answer corresponding to the transmitted personal information when the answer is received from the server, the answer comprising push information correlating to the personal information.Type: ApplicationFiled: September 8, 2005Publication date: March 30, 2006Applicant: Kabushiki Kaisha Square Enix (also Trading as Square Enix Co., Ltd.)Inventors: Hironobu Sakaguchi, Ken Narita, Keizo Kokubo
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Patent number: 7018295Abstract: To make it possible to provide other services even at the time of executing an online game and to communicate with a player receiving the other services in an online game space. Each game terminal receives comics distributions from a comics server and music distributions from a music server, even while executing the online game over its own browser. The game server administers the game participation of each game terminal and the utilization of various services (e.g., comics distributions, music distributions, mails or chats) by using a service utilization database. The game players can communicate with each other in the game space by the knock function in accordance with the service utilizations under the control of the game server.Type: GrantFiled: January 19, 2001Date of Patent: March 28, 2006Assignee: Kabushiki Kaisha Square EnixInventors: Hironobu Sakaguchi, Ken Narita, Keizo Kokubo
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Patent number: 6961747Abstract: To provide information beneficial for a user, with proper contents. Each client starts a screen saver when a user input has been idle for a predetermined time period. Personal information is transmitted at the start to a push server by a push demand program. The push server has an information database with push information of different categories. The push server selects the appropriate push information when it receives personal information in response to the push demand from the client. The selected push information is sent from the push server to the client that demanded the push information, to be displayed on a display device when the screen saver is operating.Type: GrantFiled: January 19, 2001Date of Patent: November 1, 2005Assignee: Kabushiki Kaisha Square EnixInventors: Hironobu Sakaguchi, Ken Narita, Keizo Kokubo
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Publication number: 20020120502Abstract: A network system and home appliance connected to a network effectively utilize data collected from home appliances to achieve more effective advertising and sales promotion using the home appliance. A home appliance (e.g., refrigerator) connects to a service center via a network. Benefit is provided to the consumer by reimbursing the consumer for the power consumed by refrigerator operation. When the consumer places something in the refrigerator, the consumer enters product information using a bar code scanner disposed to the refrigerator, and when removing something from the refrigerator enters the product name and amount used. This information is then sent to the service center, which by collecting information can accurately identify consumer lifestyle preferences. Advertising from a marketing company selected according to the consumer information can then be presented in a timely manner using a display or speakers disposed to the refrigerator.Type: ApplicationFiled: April 6, 2001Publication date: August 29, 2002Applicant: SQUARE CO., LTD.Inventor: Hironobu Sakaguchi
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Publication number: 20020098885Abstract: A network video game pertinently displays information of another character operated by another player without unnecessarily occupying a screen. A player computer capable of connecting to a server via a network displays the other character operated by another computer connected to the server. When a player character operated by the player computer is disposed within a predetermined distance from the other character, information about the other character is displayed near the other character. Because the information of the other character is displayed only when the player character is disposed within a predetermined distance from the other character, the screen is not always occupied by the character information.Type: ApplicationFiled: March 29, 2001Publication date: July 25, 2002Applicant: SQUARE CO.Inventor: Hironobu Sakaguchi
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Publication number: 20020098890Abstract: A network video game for allowing a player to easily grasp a relation between the player's own character and another character. A computer 1a capable of being connected with a server 116 via a network 100 decides whether or not a player's own character 201 manipulated by the computer, and another character 210 manipulated by another computer 1b and connected with the server 116 via the network 100 are in a predetermined relation. If it is decided that the player's own character and another character are in the predetermined relation, another character is displayed in a display mode according to the predetermined relation. The player may thus easily understand the relation between the player's own character and another character by confirming the display on another character.Type: ApplicationFiled: March 27, 2001Publication date: July 25, 2002Applicant: SQUARE CO., LtdInventor: Hironobu Sakaguchi
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Patent number: RE37948Abstract: Disclosed in a video game of enhanced realism in which actual combat is closely simulated. The game is so adapted that an enemy character on a display screen may launch an attack against a player character on the same screen, even while the player character is the process of inputting a command, at elapse of a set time period specific to the enemy character. The attack is made without an interruption in the flow of time of the game.Type: GrantFiled: July 21, 1999Date of Patent: December 31, 2002Assignee: Square Co., Ltd.Inventors: Hironobu Sakaguchi, Hiroyuki Itou