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1. WO2017189321 - CLOUD GAMING DEVICE HANDOVER

Publication Number WO/2017/189321
Publication Date 02.11.2017
International Application No. PCT/US2017/028571
International Filing Date 20.04.2017
IPC
A63F 13/355 2014.01
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
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
A63F 13/35 2014.01
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
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
A63F 13/48 2014.01
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
45Controlling the progress of the video game
48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A63F 13/493 2014.01
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
45Controlling the progress of the video game
49Saving the game status; Pausing or ending the game
493Resuming a game, e.g. after pausing, malfunction or power failure
H04L 29/06 2006.01
HELECTRICITY
04ELECTRIC COMMUNICATION TECHNIQUE
LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
29Arrangements, apparatus, circuits or systems, not covered by a single one of groups H04L1/-H04L27/136
02Communication control; Communication processing
06characterised by a protocol
CPC
A63F 13/35
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
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
A63F 13/355
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
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
35Details of game servers
355Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
A63F 13/48
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
48Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A63F 13/493
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
49Saving the game status; Pausing or ending the game
493Resuming a game, e.g. after pausing, malfunction or power failure
H04L 65/1086
HELECTRICITY
04ELECTRIC COMMUNICATION TECHNIQUE
LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
65Network arrangements or protocols for real-time communications
10Signalling, control or architecture
1066Session control
1083In-session procedures
1086session scope modification
H04L 67/10
HELECTRICITY
04ELECTRIC COMMUNICATION TECHNIQUE
LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
67Network-specific arrangements or communication protocols supporting networked applications
10in which an application is distributed across nodes in the network
Applicants
  • SONY INTERACTIVE ENTERTAINMENT AMERICA LLC [US]/[US]
Inventors
  • COLENBRANDER, Roelof, Roderick
Agents
  • MINISANDRAM, Jayanthi
Priority Data
15/141,79928.04.2016US
Publication Language English (EN)
Filing Language English (EN)
Designated States
Title
(EN) CLOUD GAMING DEVICE HANDOVER
(FR) TRANSFERT DE DISPOSITIF DE JEU DANS LE CLOUD
Abstract
(EN)
Methods and systems to identify options of secondary client devices for a device handover of game play include establishing a session of game play of a game for a primary client device by executing the game on a server for streaming video frames to the primary client device. A request is received to generate a profile of one or more secondary client devices that are identified to be local to the primary client device. The profile is configured to identify device attributes for the secondary client devices. A handover option is provided to the primary client device during game play, identifying one or more of the secondary client devices, based on the profile. A selection of a secondary client device identified by the handover option received from the primary client device causes pausing of the streaming of video frames to the primary client device, saving a game state for the game and providing an option to resume play of the game on the secondary client device. A resume request received from the secondary client device causes the game state for the game to be accessed and game play resumed so as to continue streaming video frames to the secondary client device.
(FR)
L'invention concerne des procédés et des systèmes permettant d'identifier des options de dispositifs client secondaires pour un transfert de dispositif de lecture de jeu et qui comprennent l'établissement d'une session de participation de lecture de jeu d'un jeu pour un dispositif client primaire en exécutant le jeu sur un serveur permettant de diffuser en continu des trames vidéo sur le dispositif client primaire. Une requête est reçue afin de générer un profil d'un ou de plusieurs dispositifs client secondaires qui sont identifiés comme étant locaux par rapport au dispositif client primaire. Le profil est configuré pour identifier des attributs de dispositif pour les dispositifs clients secondaires. Une option de transfert est fournie au dispositif client primaire durant une lecture de jeu, identifiant un ou plusieurs des dispositifs client secondaires, sur la base du profil. Une sélection d'un dispositif client secondaire identifié par l'option de transfert reçue en provenance du dispositif client primaire provoque la mise en pause de la diffusion en continu de trames vidéo sur le dispositif client primaire, la sauvegarde d'un état de jeu pour le jeu et la fourniture d'une option pour reprendre la lecture du jeu sur le dispositif client secondaire. Une requête de reprise reçue en provenance du dispositif client secondaire permet d'accéder à l'état de jeu pour le jeu et une lecture de jeu reprend de façon à continuer à diffuser en continu des trames vidéo sur le dispositif client secondaire.
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