Patents by Inventor Tetsuya Akatsuka

Tetsuya Akatsuka 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).

  • Patent number: 6947046
    Abstract: Motion data of a model object is blended based on individual blend ratios ?A and ?B that are set for each bone of a skeleton. The individual blend ratios ?B for bones at end portions of the skeleton (weapons, hands, and feet) are high whereas those for main structural components (pelvis and chest) are low. A general blend ratio ? that is set uniformly for all the bones of the skeleton is also used. A plurality of motion control sections are made to operate simultaneously in parallel to select the motion data, based on motion scripts in which motion data to be selected and motion script switching conditions are defined, and the selected motion data is blended. A group of transitional motion scripts and a group of attack motion scripts are allocated to the first and second motion control sections, and transitional motions and attack motions are blended.
    Type: Grant
    Filed: August 19, 2002
    Date of Patent: September 20, 2005
    Assignee: Namco Ltd.
    Inventors: Shinobu Nimura, Takashi Koshigoe, Tetsuya Akatsuka
  • Patent number: 6882975
    Abstract: A method for expressing a feeling and so on included in a speech of a player, more plainly, when the player has a chat through a network. The method for providing an electronic chat between a first apparatus controlling a first own player character and a second apparatus controlling a second own player character, through a network, comprises: inputting a speech data to the first apparatus; inputting a motion pattern of the first own player character to the first apparatus; sending a chat data including the speech data and the motion pattern to the second apparatus; receiving a chat data sent from the second apparatus; outputting a speech data included in the chat data received from the second apparatus; and moving and displaying the second own player character on the basis of a motion pattern included in the chat data received from the second apparatus.
    Type: Grant
    Filed: May 28, 2002
    Date of Patent: April 19, 2005
    Assignee: Namco Ltd.
    Inventors: Hiroaki Yotoriyama, Tetsuya Akatsuka
  • Patent number: 6764401
    Abstract: An objective is to provide a game system and program which can simply and easily execute a game operation command having a complicated operation procedure. A command list (14) showing techniques each of which is executed normally by manipulating buttons of a game controller with a given operation procedure, is displayed to a player. When a player selects a technique and presses a button B, a key record of that technique is assigned to a game button L. By pressing the button L, the technique of the assigned key record can be performed by a game character (20). The assignment information of key-record is stored in a memory card, enabling the assignment to be effective when the game system is powered on next time. By reading data of a command list externally through an information storage medium or communication line, a secret technique can be obtained. During a game, a command list (14) is displayed and a key record can be assigned to the button L.
    Type: Grant
    Filed: April 12, 2001
    Date of Patent: July 20, 2004
    Assignee: Namco, Ltd.
    Inventor: Tetsuya Akatsuka
  • Publication number: 20030043154
    Abstract: Motion data of a model object is blended based on individual blend ratios &bgr;A and &bgr;B that are set for each bone of a skeleton. The individual blend ratios &bgr;B for bones at end portions of the skeleton (weapons, hands, and feet) are high whereas those for main structural components (pelvis and chest) are low. A general blend ratio &agr; that is set uniformly for all the bones of the skeleton is also used. A plurality of motion control sections are made to operate simultaneously in parallel to select the motion data, based on motion scripts in which motion data to be selected and motion script switching conditions are defined, and the selected motion data is blended. A group of transitional motion scripts and a group of attack motion scripts are allocated to the first and second motion control sections, and transitional motions and attack motions are blended.
    Type: Application
    Filed: August 19, 2002
    Publication date: March 6, 2003
    Applicant: NAMCO LTD
    Inventors: Shinobu Nimura, Takashi Koshigoe, Tetsuya Akatsuka
  • Publication number: 20020178011
    Abstract: A method for expressing a feeling and so on included in a speech of a player, more plainly, when the player has a chat through a network. The method for providing an electronic chat between a first apparatus controlling a first own player character and a second apparatus controlling a second own player character, through a network, comprises: inputting a speech data to the first apparatus; inputting a motion pattern of the first own player character to the first apparatus; sending a chat data including the speech data and the motion pattern to the second apparatus; receiving a chat data sent from the second apparatus; outputting a speech data included in the chat data received from the second apparatus; and moving and displaying the second own player character on the basis of a motion pattern included in the chat data received from the second apparatus.
    Type: Application
    Filed: May 28, 2002
    Publication date: November 28, 2002
    Applicant: NAMCO LTD.
    Inventors: Hiroaki Yotoriyama, Tetsuya Akatsuka