Quality of experience reverse control for electronic games
First Claim
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1. A method to manage an experience during play of an interactive electronic game, wherein the interactive electronic game comprises an interactive electronic game experience management module, the method comprising:
- monitoring, by the interactive electronic game experience management module, a quality of experience (QoE) of the interactive electronic game, the QoE based at least in part on sensor readings from a physiological sensor that is configured to periodically monitor one or more physiological state(s) of a user while the user plays the interactive electronic game, and wherein the physiological sensor is communicatively coupled to the interactive electronic game;
determining, by the interactive electronic game experience management module, when the QoE exceeds a first value;
applying, by the interactive electronic game experience management module, a control action to the interactive electronic game in response to the determination that the QoE exceeds the first value, wherein applying the control action reduces the QoE of the interactive electronic game;
determining, by the interactive electronic game experience management module, when the QoE falls below a second value; and
terminating, by the interactive electronic game experience management module, the control action to the interactive electronic game in response to the determination that the QoE falls below the second value.
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Abstract
Technologies and implementations for managing an experience during play of an interactive electronic game are generally disclosed.
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Citations
18 Claims
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1. A method to manage an experience during play of an interactive electronic game, wherein the interactive electronic game comprises an interactive electronic game experience management module, the method comprising:
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monitoring, by the interactive electronic game experience management module, a quality of experience (QoE) of the interactive electronic game, the QoE based at least in part on sensor readings from a physiological sensor that is configured to periodically monitor one or more physiological state(s) of a user while the user plays the interactive electronic game, and wherein the physiological sensor is communicatively coupled to the interactive electronic game; determining, by the interactive electronic game experience management module, when the QoE exceeds a first value; applying, by the interactive electronic game experience management module, a control action to the interactive electronic game in response to the determination that the QoE exceeds the first value, wherein applying the control action reduces the QoE of the interactive electronic game; determining, by the interactive electronic game experience management module, when the QoE falls below a second value; and terminating, by the interactive electronic game experience management module, the control action to the interactive electronic game in response to the determination that the QoE falls below the second value. - View Dependent Claims (2, 3, 4, 5, 6)
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7. A machine readable non-transitory medium having stored therein instructions that, when executed by one or more processors, operatively enable an interactive electronic game experience management module to:
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monitor a quality of experience (QoE) during play of an interactive electronic game, wherein the QoE is based at least in part on sensor readings from a physiological sensor that is configured to periodically monitor one or more physiological state(s) of a user while the user plays the interactive electronic game, and wherein the physiological sensor is communicatively coupled to the interactive electronic game; determine when the QoE exceeds a first value; apply a control action to the interactive electronic game in response to the determination that the QoE exceeds the first value, wherein the application of the control action reduces the QoE of the interactive electronic game; determine when the QoE falls below a second value; and terminate the control action to the interactive electronic game in response to the determination that the QoE falls below the second value. - View Dependent Claims (8, 9, 10, 11, 12)
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13. A system to manage an experience during play of an interactive electronic game, the system comprising:
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a processor; a physiological sensor; and an interactive electronic game experience management module communicatively coupled to the processor and to the physiological sensor, wherein the interactive electronic game experience management module is configured to; monitor a quality of experience (QoE) of the interactive electronic game, the QoE based at least in part on sensor readings from the physiological sensor that is configured to periodically monitor one or more physiological state(s) of a user while the user plays the interactive electronic game, and wherein the physiological sensor is communicatively coupled to the interactive electronic game; determine when the QoE exceeds a first value; apply a control action to the interactive electronic game in response to the determination that the QoE exceeds the first value, wherein the application of the control action reduces the QoE of the interactive electronic game; determine when the QoE falls below a second value; and terminate the control action to the interactive electronic game in response to the determination that the QoE falls below the second value. - View Dependent Claims (14, 15, 16, 17, 18)
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Specification