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1. US20210406481 - AUTOMATIC LOCALIZATION OF DYNAMIC CONTENT

Office
United States of America
Application Number 16916869
Application Date 30.06.2020
Publication Number 20210406481
Publication Date 30.12.2021
Publication Kind A1
IPC
G06F 40/58
GPHYSICS
06COMPUTING; CALCULATING OR COUNTING
FELECTRIC DIGITAL DATA PROCESSING
40Handling natural language data
40Processing or translation of natural language
58Use of machine translation, e.g. for multi-lingual retrieval, for server-side translation for client devices or for real-time translation
A63F 13/87
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
85Providing additional services to players
87Communicating with other players during game play, e.g. by e-mail or chat
G06F 40/263
GPHYSICS
06COMPUTING; CALCULATING OR COUNTING
FELECTRIC DIGITAL DATA PROCESSING
40Handling natural language data
20Natural language analysis
263Language identification
G06F 40/30
GPHYSICS
06COMPUTING; CALCULATING OR COUNTING
FELECTRIC DIGITAL DATA PROCESSING
40Handling natural language data
30Semantic analysis
A63F 13/79
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
70Game security or game management aspects
79involving player-related data, e.g. identities, accounts, preferences or play histories
CPC
A63F 13/87
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
85Providing additional services to players
87Communicating with other players during game play, e.g. by e-mail or chat
G06F 40/58
GPHYSICS
06COMPUTING; CALCULATING; COUNTING
FELECTRIC DIGITAL DATA PROCESSING
40Handling natural language data
40Processing or translation of natural language
58Use of machine translation, e.g. for multi-lingual retrieval, for server-side translation for client devices or for real-time translation
A63F 13/79
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
70Game security or game management aspects
79involving player-related data, e.g. identities, accounts, preferences or play histories
G06F 40/30
GPHYSICS
06COMPUTING; CALCULATING; COUNTING
FELECTRIC DIGITAL DATA PROCESSING
40Handling natural language data
30Semantic analysis
G06F 40/263
GPHYSICS
06COMPUTING; CALCULATING; COUNTING
FELECTRIC DIGITAL DATA PROCESSING
40Handling natural language data
20Natural language analysis
263Language identification
Applicants Roblox Corporation
Inventors Kyle Spence
Peter John Phillips
Craig Collins
Pengfei Gao
Xiaochen Xu
Alex Quartulli
Andrew Li
Andrew Gilmore Francis
Jovanni Antonio Cutigni
Shreya Ramamurthy
Title
(EN) AUTOMATIC LOCALIZATION OF DYNAMIC CONTENT
Abstract
(EN)

Implementations described herein relate to methods, systems, and computer-readable media to localize dynamic content. In some implementations, a computer-implemented method includes receiving visual content associated with a game from a first client locale, the visual content including text being represented at the first client locale by a first language, converting the text to generate translated text in at least a second language associated with a second client locale, and storing the translated text in a database in association with the visual content.


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