Using affect within a gaming context
First Claim
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1. A computer implemented method for gaming comprising:
- collecting mental state data, wherein the mental state data includes facial data and physiological data, captured by a webcam, of an individual while the individual is involved in a game;
analyzing, using a web services server, the mental state data to produce mental state information; and
modifying the game based on the mental state information, wherein the modifying the game includes;
changing tasks with which the individual is presented based on a threshold, wherein the threshold comprises a divider in the mental state information that provides for dividing the respondents into those respondents that had higher reactions from those with lower reactions; and
modifying an avatar that represents the individual, wherein the avatar is animated based on the mental state information.
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Abstract
Mental state data is collected as a person interacts with a game machine. Analysis is performed on this data and mental state information and affect are shared across a social network. The affect of a person can be represented to the social network or gaming community in the form of an avatar. Recommendations can be based on the affect of the person. Mental states can be analyzed by web services which may, in turn, modify the game.
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Citations
29 Claims
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1. A computer implemented method for gaming comprising:
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collecting mental state data, wherein the mental state data includes facial data and physiological data, captured by a webcam, of an individual while the individual is involved in a game; analyzing, using a web services server, the mental state data to produce mental state information; and modifying the game based on the mental state information, wherein the modifying the game includes; changing tasks with which the individual is presented based on a threshold, wherein the threshold comprises a divider in the mental state information that provides for dividing the respondents into those respondents that had higher reactions from those with lower reactions; and modifying an avatar that represents the individual, wherein the avatar is animated based on the mental state information. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 22, 23, 24, 25, 26, 27, 28, 29)
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20. A computer program product stored on a non-transitory computer-readable medium for gaming, the computer program product comprising:
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code for collecting facial data and physiological data using a webcam; code for collecting mental state data, wherein the mental state data includes the facial data of an individual while the individual is involved in a game; code for analyzing, using a web services server, the mental state data to produce mental state information; and code for modifying the game based on the mental state information, wherein the modifying the game includes; changing tasks with which the individual is presented based on a threshold, wherein the threshold comprises a divider in the mental state information that provides for dividing the respondents into those respondents that had higher reactions from those with lower reactions; and modifying an avatar that represents the individual, wherein the avatar is animated based on the mental state information.
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21. A computer system for gaming comprising:
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a memory for storing instructions; one or more processors attached to the memory wherein the one or more processors are configured to; collect facial data and physiological data using a webcam; collect mental state data, wherein the mental state data includes the facial data of an individual while the individual is involved in a game; analyze, using a web services server, the mental state data to produce mental state information; and modify the game based on the mental state information;
wherein modification of the game includes;changing tasks with which the individual is presented based on a threshold, wherein the threshold comprises a divider in the mental state information that provides for dividing the respondents into those respondents that had higher reactions from those with lower reactions; and modifying an avatar that represents the individual, wherein the avatar is animated based on the mental state information.
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Specification