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1. WO1997012350 - METHOD AND APPARATUS FOR EMOTIONAL MODULATION

Publication Number WO/1997/012350
Publication Date 03.04.1997
International Application No. PCT/US1996/013811
International Filing Date 28.08.1996
Chapter 2 Demand Filed 21.04.1997
IPC
A63F 13/00 2006.01
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
G09B 5/06 2006.01
GPHYSICS
09EDUCATING; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
5Electrically-operated educational appliances
06with both visual and audible presentation of the material to be studied
G09B 7/04 2006.01
GPHYSICS
09EDUCATING; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
BEDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
7Electrically-operated teaching apparatus or devices working with questions and answers
02of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by the student
04characterised by modifying the teaching programme in response to a wrong answer, e.g. repeating the question, supplying a further explanation
CPC
A63F 13/005
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
005characterised by the type of game, e.g. ball games, fighting games
A63F 13/47
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
45Controlling the progress of the video game
47involving branching, e.g. choosing one of several possible scenarios at a given point in time
A63F 2300/63
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
2300Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
60Methods for processing data by generating or executing the game program
63for controlling the execution of the game in time
A63F 2300/632
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
2300Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
60Methods for processing data by generating or executing the game program
63for controlling the execution of the game in time
632by branching, e.g. choosing one of several possible story developments at a given point in time
A63F 2300/65
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
2300Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
60Methods for processing data by generating or executing the game program
65for computing the condition of a game character
A63F 9/18
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
9Games not otherwise provided for
18Question-and-answer games
Applicants
  • ALL OF THE ABOVE [US]/[US]
Inventors
  • KNIGHT, Kirk
  • MACCABEE, John
  • SOKOL, Daniel
Agents
  • GLENN, Michael, A.
Priority Data
08/534,63627.09.1995US
Publication Language English (EN)
Filing Language English (EN)
Designated States
Title
(EN) METHOD AND APPARATUS FOR EMOTIONAL MODULATION
(FR) PROCEDE ET APPAREIL DE MODULATION EMOTIONNELLE
Abstract
(EN)
An interactive presentation and/or entertainment system, such as interactive personal computer software and/or interactive television, allows a participant to modulate the emotions of a character or personality (720), thereby influencing the branches (750) to an interpersonal relationship over time. As a result, a broad range of computerized dramatic situations or stories are presented that closely resemble human interpersonal relationships. Source image/sound data may include prerecorded video, prerecorded audio, computer based audio, computer based imagery, computer generated dialogue, and/or computer general characters. The range of emotional choices made by a participant may include all emotions that human beings can experience and, in turn, represent by thought, word, or action. Emotions that indicate personality rather than mood are presented, such that the ebb and flow of a character's emotional states are exhibited over an extended period in the course of many situations and activities, instead of as mere ephemeral reactions to isolated incidents.
(FR)
Système interactif de présentation et/ou de loisir, tel qu'un logiciel d'ordinateur personnel interactif et/ou une télévision interactive, qui permet à un participant de moduler les émotions d'un personnage ou d'une personnalité (720), influençant ainsi avec le temps les ramifications (750) relatives à une relation entre personnes. Il en résulte la présentation d'une large gamme de situations ou d'histoires dramatiques informatisées qui ressemblent étroitement aux relations humaines. Les données sources, sonores ou d'images, peuvent être du type vidéo préenregistrées, audio préenregistrées, audio informatiques, images informatiques, dialogue produit par ordinateur et/ou des personnages informatiques généraux. La gamme des choix émotionnels faits par un participant peut comporter toutes les émotions éprouvées par les êtres humains et être à son tour représentée par la pensée, la parole ou l'action. Les émotions présentées indiquent une personnalité plutôt qu'une humeur si bien que les hauts et les bas des états émotionnels d'un personnage sont présentés sur une période prolongée dans le contexte de nombreuses situations et activités, au lieu de simples réactions éphémères à des incidents isolés.
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