Patents by Inventor Naoki Nishikawa

Naoki Nishikawa 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).

  • Publication number: 20100134834
    Abstract: An image processing apparatus includes: an image processing unit that executes an image process in accordance with an instruction by a user; an accumulating unit that accumulates electric energy consumed in a preparation process of the image processing unit for each user; and a control unit which, if the image processing unit is made usable by the preparation process and executes image processes in accordance with a plurality of instructions by a plurality of users, controls the accumulating unit to allot and accumulate the electric energy for each of the plurality of users.
    Type: Application
    Filed: November 24, 2009
    Publication date: June 3, 2010
    Applicant: BROTHER KOGYO KABUSHIKI KAISHA
    Inventor: Naoki NISHIKAWA
  • Patent number: 7704134
    Abstract: With a game implemented by the present game program, an expected pass display area of a ball will be displayed on a monitor between a dispatch position of the ball and a arrival position of the ball. When a dispatch operation of a pitcher character is initiated, the contact position of a command means in the expected pass display area will be identified if the command means is placed into contact with the expected pass display area. If the contact position is moved in the expected pass display area by the command means before a character has dispatched a moving object, the contact position after movement will be identified as the final contact position. When this occurs, a ball character will be dispatched from the pitcher character to the final contact position.
    Type: Grant
    Filed: March 14, 2007
    Date of Patent: April 27, 2010
    Assignee: Konami Digital Entertainment Co., Ltd.
    Inventors: Kenji Fujioka, Naoki Nishikawa
  • Patent number: 7695356
    Abstract: With a game implemented by the present game program, ball dispatch origin characters will be displayed on a monitor. In addition, characters corresponding to ball dispatch destinations will be displayed on the monitor. A ball dispatch destination character will be identified when the command means is placed into contact with one of the characters corresponding to the dispatch destinations. If this occurs, a ball character will be dispatched from one of the ball dispatch origin characters to one of the ball dispatch destination characters.
    Type: Grant
    Filed: March 14, 2007
    Date of Patent: April 13, 2010
    Assignee: Konami Digital Entertainment Co., Ltd.
    Inventors: Kenji Fujioka, Naoki Nishikawa
  • Publication number: 20100054764
    Abstract: In a printer, the image-forming unit performs an image-forming operation in one of a non-saving mode and a saving mode. An amount of the printing agent used in the saving mode is less than an amount of the printing agent used in the non-saving mode. The determining unit determines, based on the remaining amount of the printing agent in the accommodating unit and the remaining times the image-forming unit can perform the image-forming operation, whether the image-forming unit should perform the image-forming operation in the non-saving mode or the saving mode. The controlling unit controls the image-forming unit to perform the image-forming operation in the mode determined by the determining unit.
    Type: Application
    Filed: June 29, 2009
    Publication date: March 4, 2010
    Applicant: BROTHER KOGYO KABUSHIKI KAISHA
    Inventor: Naoki NISHIKAWA
  • Patent number: 7300344
    Abstract: A character training control includes setting a character to be trained and its training initial values when a training mode is instructed; obtaining training values to be added to the training initial values of the character by causing the set character to take actions on a monitor in line with a training purpose according to the operation of a plurality of operable buttons; giving a plurality of kinds of items to the character which are prepared in advance and influential to sums of the training values in relation to at least one of the trained state of the character and action instructing operations given to the character by the operable buttons; judging whether training has been successful; and transferring the data of the successfully trained character to the external side together with the training initial values and the given items when a transfer mode is instructed. The control enables realization of an interesting and ingenious game.
    Type: Grant
    Filed: December 13, 2000
    Date of Patent: November 27, 2007
    Assignee: KCEO Inc.
    Inventors: Kenji Fujioka, Hideto Inoue, Naoki Nishikawa, Hiroshi Miyaoka
  • Publication number: 20070197284
    Abstract: In a game that is implemented by the present game program, the contact position of a command means on a monitor will be identified when a player places the command means in contact with the monitor. Then, the contact position will be moved in an expected pass display area with the command means. When this occurs, the moved contact position will be identified as a final contact position from the point in time at which the contact position was identified, to the point in time at which a thrown ball character has arrived at the expected pass position. Then, the positional relationship between the final contact position and the pass position of the ball character that will pass through the expected pass display area will be identified.
    Type: Application
    Filed: March 14, 2007
    Publication date: August 23, 2007
    Applicant: KONAMI DIGITAL ENTERTAINMENT CO., LTD.
    Inventors: Kenji FUJIOKA, Naoki NISHIKAWA
  • Publication number: 20070155453
    Abstract: With a game implemented by the present game program, ball dispatch origin characters will be displayed on a monitor. Then, at least one of ball dispatch destination characters will be displayed on the monitor. Next, it will be determined whether or not a predetermined button of an operation means has been operated. The dispatch destination characters will be identified when a command means has been placed into contact with the dispatch destination character after it has been determined that the predetermined button of the operation means 4 has been operated. If this occurs, a moving object can be dispatched from the ball dispatch origin characters to the ball dispatch destination characters.
    Type: Application
    Filed: March 15, 2007
    Publication date: July 5, 2007
    Applicant: KONAMI DIGITAL ENTERTAINMENT CO., LTD.
    Inventors: Kenji FUJIOKA, Naoki NISHIKAWA
  • Publication number: 20070155455
    Abstract: With a game implemented by the present game program, characters will be selected when a command means is placed into contact with a character. In addition, the movement direction of the command means will be identified when moved on the monitor. Then, the characters selected by the selection means will be moved in the movement direction of the command means. When this occurs, the movement state of the characters will be displayed on a monitor.
    Type: Application
    Filed: March 14, 2007
    Publication date: July 5, 2007
    Applicant: KONAMI DIGITAL ENTERTAINMENT CO., LTD.
    Inventors: Kenji FUJIOKA, Naoki NISHIKAWA
  • Publication number: 20070155452
    Abstract: With a game implemented by the present game program, ball dispatch origin characters will be displayed on a monitor. In addition, characters corresponding to ball dispatch destinations will be displayed on the monitor. A ball dispatch destination character will be identified when the command means is placed into contact with one of the characters corresponding to the dispatch destinations. If this occurs, a ball character will be dispatched from one of the ball dispatch origin characters to one of the ball dispatch destination characters.
    Type: Application
    Filed: March 14, 2007
    Publication date: July 5, 2007
    Applicant: KONAMI DIGITAL ENTERTAINMENT CO., LTD.
    Inventors: Kenji FUJIOKA, Naoki NISHIKAWA
  • Publication number: 20070155456
    Abstract: With a game implemented by this program, a first character positioned in a first position and a second character positioned in a second position will be displayed on a monitor. In addition, a moving character that can be moved between the first character and the second character will be displayed on the monitor. Then, if the moving character is selected by placing a command means into contact with the moving character, the moving character will be moved in the direction of the first character or the second character in response to the number of times that the command means has been placed into contact with the moving character.
    Type: Application
    Filed: March 14, 2007
    Publication date: July 5, 2007
    Applicant: KONAMI DIGITAL ENTERTAINMENT CO., LTD.
    Inventors: Kenji FUJIOKA, Naoki NISHIKAWA
  • Publication number: 20070155457
    Abstract: With a game implemented by the present game program, an expected pass display area of a ball will be displayed on a monitor between a dispatch position of the ball and a arrival position of the ball. When a dispatch operation of a pitcher character is initiated, the contact position of a command means in the expected pass display area will be identified if the command means is placed into contact with the expected pass display area. If the contact position is moved in the expected pass display area by the command means before a character has dispatched a moving object, the contact position after movement will be identified as the final contact position. When this occurs, a ball character will be dispatched from the pitcher character to the final contact position.
    Type: Application
    Filed: March 14, 2007
    Publication date: July 5, 2007
    Applicant: KONAMI DIGITAL ENTERTAINMENT CO., LTD.
    Inventors: Kenji FUJIOKA, Naoki NISHIKAWA
  • Publication number: 20040069477
    Abstract: A heat exchanger tube (1), wherein a plurality of refrigerant passages (5) extending in the longitudinal direction of the tube are formed in a flat tube body (2) with a specified length parallel with each other in the lateral direction of the tube and, where the overall cross sectional area of the tube body (2) is (At), the overall cross sectional area of the refrigerant passage (5) is (Ac), the outer peripheral length of the tube body (2) is (L), and the overall inner peripheral length of the refrigerant passage (5) is (P), set so that the relation of Ac/At×100=30 to 55 and P/L×100=150 to 325 can be established, whereby a heat exchanging performance can be increased.
    Type: Application
    Filed: October 29, 2003
    Publication date: April 15, 2004
    Inventors: Naoki Nishikawa, Koichiro Take, Noboru Ogasawara
  • Patent number: 6688974
    Abstract: Erroneous input is prevented on the event of input of instructions by a game player, which instructions are likely to change according to the state of a game character's abilities, while providing the player with a firm grasp of the state of abilities of the character. In a competitive action game which mimics baseball, among the players operating two connected portable game devices, the player engaged in defense is prompted to select a pitch type for pitching from a pitcher character 450 to a batter character 460. Here pitching ability data is set such that the pitcher character 450 can pitch, as breaking pitches, a sinker, curveball, or slider, with a curve width of 3, 1 and 5, respectively; based on this pitching ability data, the icons 403, 404, 405 are displayed in the vicinity of the strike zone display 410.
    Type: Grant
    Filed: December 27, 2001
    Date of Patent: February 10, 2004
    Assignee: Konami Computer Entertainment Osaka, Inc.
    Inventors: Kenji Fujioka, Naoki Nishikawa, Hideto Inoue, Hiroshi Miyaoka
  • Patent number: 6679774
    Abstract: A character is trained to have abilities and characteristics desired by the player, on a probability basis, without significantly reflecting the level of game playing skill of the player. A main character and game images are displayed on a monitor, and a main character is caused to move to various battle fronts by commands from an operating section. Training for increasing various ability values is performed by executing prescribed tasks. A ROM cassette stores scene images, actions for each scene, and abilities, in accordance with the success or failure of action results. The character can implement actions with a prescribed success probability, according to one specified scene. Plus or minus points are applied to the corresponding ability values in accordance with the success or failure of the action result, and actions are implemented at each one of successively selected scenes until a game time period has been cleared.
    Type: Grant
    Filed: March 7, 2001
    Date of Patent: January 20, 2004
    Assignee: KCEO Inc.
    Inventors: Kenji Fujioka, Hideto Inoue, Naoki Nishikawa, Hiroshi Miyaoka
  • Patent number: 6527637
    Abstract: A game image representing an infield as a specific game image in a game space of a baseball game is displayed on a display surface of a monitor 5 as a reference game image. According to the position of a game medium character, for example, representing a baseball which serves as a game situation, the display of the reference game is switched to that of a combined game image. For example, if the ball flies in a direction toward an outfield (outfield direction), the outfield neighboring a partial game image displayed in the half of the display surface in the outfield direction within the reference game image is displayed as an adjacent game image instead of the partial game image. Accordingly, a game situation and a game progress can be easily grasped and a game operation can be more smoothly performed.
    Type: Grant
    Filed: December 13, 2000
    Date of Patent: March 4, 2003
    Assignee: Kceo Inc.
    Inventors: Kenji Fujioka, Hideto Inoue, Naoki Nishikawa, Hiroshi Miyaoka
  • Publication number: 20020160835
    Abstract: A character is trained to have abilities and characteristics desired by the player, on a probability basis, without significantly reflecting the level of game playing skill of the player. A main character and game images are displayed on a monitor 5, a main character is caused to move to various battle fronts by commands from an operating section 4, and training for increasing various ability values is performed by executing prescribed tasks.
    Type: Application
    Filed: March 7, 2001
    Publication date: October 31, 2002
    Inventors: Kenji Fujioka, Hideto Inoue, Naoki Nishikawa, Hiroshi Miyaoka
  • Publication number: 20020094852
    Abstract: Erroneous input is prevented on the event of input of instructions by a game player, which instructions are likely to change according to the state of a game character's abilities, while providing the player with a firm grasp of the state of abilities of the character. In a competitive action game which mimics baseball, among the players operating two connected portable game devices, the player engaged in defense is prompted to select a pitch type for pitching from a pitcher character 450 to a batter character 460. Here pitching ability data is set such that the pitcher character 450 can pitch, as breaking pitches, a sinker, curveball, or slider, with a curve width of 3, 1 and 5, respectively; based on this pitching ability data, the icons 403, 404, 405 are displayed in the vicinity of the strike zone display 410.
    Type: Application
    Filed: December 27, 2001
    Publication date: July 18, 2002
    Applicant: Konami Computer Entertainment Osaka, Inc.
    Inventors: Kenji Fujioka, Naoki Nishikawa, Hideto Inoue, Hiroshi Miyaoka
  • Patent number: 6311996
    Abstract: This invention relates to a suspension arm comprised of a bent arm member, and a pair of bearing members joined to end portion thereof. The arm member of the conventional suspension is made of the aluminium alloy and manufactured by the forging. So, the arm member of hollow construction and has a bent portion is hardly manufactured by the forging. In view of this, in the present invention, the arm member 1 made of the aluminium alloy and has hollow construction is manufactured by the extrusion, and bent before a pair of bearing members 2,3 are joined to each of end portions.
    Type: Grant
    Filed: November 2, 1999
    Date of Patent: November 6, 2001
    Assignees: Tokai Rubber Industries, Ltd., Showa Denko K.K.
    Inventors: Rentaro Kato, Masaharu Tochigi, Naoyuki Kawata, Naoki Nishikawa
  • Patent number: 6298962
    Abstract: There is disclosed a member for use with an arm that is used as an automobile suspension arm, for example. The member comprises a rodlike body and bushing-mounting portions formed at both ends of the rodlike body. The rodlike body consists of a hollow tube fabricated by extruding an aluminum material into a circular cross section. The bushing-mounting portions are formed by welding bushing-mounting members to both ends of the rodlike body. Each bushing-mounting member has a hole in which a bushing is mounted with a press fit. The curved wall of the rodlike body is recessed at the longitudinal center of the rodlike body. When an automobile having the aforementioned member collides, an axial compressive load is applied to the rodlike body. The rodlike body buckles at the recessed portion. This mitigates the impact in the collision.
    Type: Grant
    Filed: March 12, 1999
    Date of Patent: October 9, 2001
    Assignee: Showa Denko K.K.
    Inventors: Rentaro Kato, Koji Uchino, Yuichi Ogawa, Masaharu Tochigi, Masatoshi Enomoto, Naoki Nishikawa, Noriyuki Iwameji, Naoyuki Kawata
  • Patent number: 6270402
    Abstract: A ROM is provided, storing a game space having a plurality of places, a main character belonging to a sport team, and a plurality of other characters provided with different capabilities regarding the sport. A wandering processing means causes the main character displayed on a monitor to move to desired places in the game space according to operation of operating keys, executing conversation processing regarding the above solicitation between the displayed main character and other characters, and in the event that the result of the conversation is success in solicitation, the other character is registered to the member registering means. Thus, a game with a high gaming nature and absorbing interest can be provided, wherein the relation between the character of the player and a specific character can be influenced via a main character, and this influence can be reflected on the game story.
    Type: Grant
    Filed: December 9, 1999
    Date of Patent: August 7, 2001
    Assignee: Kabushiki Kaisha Konami Computer Entertainment Osaka
    Inventors: Kenji Fujioka, Hideto Inoue, Naoki Nishikawa, Keiichi Maekawa