US2017326453A1PendingUtilityA1

Quality of experience reverse control for electronic games

Assignee: EMPIRE TECHNOLOGY DEV LLCPriority: Mar 6, 2013Filed: Jul 31, 2017Published: Nov 16, 2017
Est. expiryMar 6, 2033(~6.6 yrs left)· nominal 20-yr term from priority
Inventors:Daqi LiJun Fang
A63F 13/12A63F 13/10G07F 17/3206A63F 2300/535A63F 13/40A63F 13/53G07F 17/3237A63F 13/65A63F 2300/6045A63F 2300/1012A63F 13/533A63F 13/50A63F 13/45A63F 13/30
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Claims

Abstract

Technologies and implementations for managing an experience during play of an interactive electronic game are generally disclosed.

Claims

exact text as granted — not AI-modified
What is claimed is: 
     
         1 . A method to manage a quality of experience (QoE) for a user during play of an interactive electronic game, wherein the interactive electronic game comprises an interactive electronic game experience management module, the method comprising:
 identifying the user based on one or more user identification details;   enabling a specific treatment mode that corresponds to the identified user based on the one or more user identification details, wherein enabling the specific treatment mode includes applying a control action to the interactive electronic game, and wherein the control action is configured to reduce the QoE of the interactive electronic game, the QoE being determined based, at least in part, on physiological state of the user while the user plays the interactive electronic game; and   terminating, via the interactive electronic game experience management module, the control action applied to the interactive electronic game, in response to a determination that the QoE falls below a particular value.   
     
     
         2 . The method of  claim 1 , wherein the one or more user identification details comprise login details that correspond to a user account of the user for the interactive electronic game. 
     
     
         3 . The method of  claim 1 , wherein the one or more user identification details comprise details of a computing device used by the user to play the interactive electronic game, and wherein the details include at least one of a device identification, a media access control (MAC) address, and an internet protocol (IP) address. 
     
     
         4 . The method of  claim 1 , wherein the QoE is determined based, at least in part, on sensor readings from a physiological sensor in communication with the interactive electronic game experience management module. 
     
     
         5 . The method of  claim 4 , wherein the physiological sensor is configured to be attached to a feedback device used by the identified user. 
     
     
         6 . The method of  claim 5 , wherein the feedback device is configured to be in communication with the interactive electronic game experience management module to provide a feedback from the interactive electronic game and receive a control input from the interactive electronic game. 
     
     
         7 . The method of  claim 1 , further comprising determining a rate at which the QoE is reduced. 
     
     
         8 . The method of  claim 1 , wherein the application of the control action comprises at least one of:
 delay of a response time by the interactive electronic game, increase in a difficulty level of the interactive electronic game, adjustment of image quality of the interactive electronic game, or introduction of a random pause in the interactive electronic game.   
     
     
         9 . The method of  claim 4 , wherein the physiological sensor is further configured to monitor one or more of facial expressions and blood pressure of the user. 
     
     
         10 . The method of  claim 4 , wherein the interactive electronic game experience management module further comprises:
 a monitor module configured to receive one or more physiological measurements from the physiological sensor; and   a calculator module in communication with the monitor module, wherein the calculator module is configured to determine the QoE based, at least in part, upon the received physiological measurements.   
     
     
         11 . A non-transitory machine readable medium having stored therein instructions that, when executed by one or more processors, operatively enable an interactive electronic game experience management module to:
 receive one or more physiological measurements from a physiological sensor in communication with the interactive electronic game experience management module via a monitor module;   determine a quality of experience (QoE), wherein the QoE is based, at least in part, on the received one or more physiological measurements;   apply a control action to an interactive electronic game, in response to a determination that the QoE exceeds a first value, wherein the control action is configured to reduce the QoE of the interactive electronic game; and   terminate the control action applied to the interactive electronic game, in response to another determination that the QoE falls below a second value.   
     
     
         12 . The non-transitory machine readable medium of  claim 11 , wherein the stored instructions, when executed by the one or more processors, enable the interactive electronic game experience management module to determine a rate at which the QoE is reduced, and terminate the control action, if the determined rate exceeds a particular value. 
     
     
         13 . The non-transitory machine readable medium of  claim 11 , wherein the stored instructions, when executed by the one or more processors, enable the interactive electronic game experience management module to perform at least one of:
 delay a response time by the interactive electronic game, increase a difficulty level of the interactive electronic game, adjust image quality of the interactive electronic game, or introduce a random pause in the interactive electronic game.   
     
     
         14 . The non-transitory machine readable medium of  claim 11 , wherein the stored instructions, when executed by the one or more processors, further enable the interactive electronic game experience management module to receive sensor readings from the physiological sensor, wherein the physiological sensor is configured to monitor one or more of facial expressions and blood pressure of the user. 
     
     
         15 . A system for managing a user's experience during play of an interactive electronic game, the system comprising:
 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, wherein the interactive electronic game experience management module is further configured to:
 identify a type of the interactive electronic game that the user is currently playing; 
 apply a control action to the interactive electronic game based on the identified type of the interactive electronic game, wherein the control action is configured to reduce the QoE of the interactive electronic game, the QoE being determined based, at least in part, on physiological state of the user while the user plays the interactive electronic game; and 
 terminate the control action to the interactive electronic game, in response to a determination that the QoE falls below a particular value. 
   
     
     
         16 . The system of  claim 15 , wherein the type of the interactive electronic game comprises a single user game, and wherein the interactive electronic game experience management module is configured to apply the control action by addition of a delay or mixture of control parameters of the interactive electronic game. 
     
     
         17 . The system of  claim 15 , wherein the interactive electronic game experience management module is configured to receive one or more physiological measurements from the physiological sensor. 
     
     
         18 . The system of  claim 17 , wherein the interactive electronic game experience management module is configured to determine the QoE based, at least in part, upon the received physiological measurements. 
     
     
         19 . The system of  claim 15 , wherein the interactive electronic game experience management module is configured to receive baseline physiological data from the physiological sensor within a specified period after a start of the interactive electronic game. 
     
     
         20 . The system of  claim 19 , wherein the interactive electronic game experience management module is configured to:
 receive current physiological data, at various intervals, from the physiological sensor; and determine the QoE based on the baseline physiological data and the current physiological data.   
     
     
         21 . The system of  claim 15 , wherein a type of the control action is based, at least in part, on an objective of the interactive electronic game.

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