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What if ?? V.E.M. was disabled?

Tue, Apr 15 2014 1:05 PM (60 replies)
  • YankeeJim
    25,827 Posts
    Fri, Apr 11 2014 4:25 PM

    Jerm65:
    For what it's worth, I think most folks confuse VEM with the deviation that's inherent in their clubs (forgiveness and precision...or rather, the lack of it).

    ^^^ QFT. 

    Jerm65:
    Interesting to read Sam's thoughts on it though.

    Astounded, myself. Although, if you give thought to that possibility, that would make the built in deviation in a club the variable. Interesting angle. 

  • renniw52
    5,385 Posts
    Fri, Apr 11 2014 4:26 PM

    Nothing is perfect, this game is fun and has created many friendships. Some folks on here have figured it out to the point of ridiculous, many more of us have not. I personally don't have the time to become a student of the game. That is my issue alone, I have no angst against those who can. VEM, Deviations will continue, let the great rounds you shoot cancel out the bad ones. 

  • CerinoDevoti
    3,232 Posts
    Fri, Apr 11 2014 5:33 PM
    IMO... if VEM was disabled, the majority wouldn't even know it. A few would score just a little better and the lot of us would score no better but still use VEM as our excuse for poor rounds. ;)
  • josephk2317
    873 Posts
    Fri, Apr 11 2014 5:51 PM
    Publication type Grant
    Application number US 11/407,163
    Publication date Oct 5, 2010
    Filing date Apr 18, 2006
    Priority date Apr 18, 2006
    Fee status Paid
    Also published as CA2649696A1, CN101466444A, EP2012892A2, US20070243926, WO2007121372A2, WO2007121372A3, Less «5 More »
    Publication number 11407163, 407163, US 7806777 B2, US 7806777B2, US-B2-7806777, US7806777 B2, US7806777B2
    Inventors Yuchiang Cheng
    Original Assignee World Golf Tour, Inc.
    Export Citation BiBTeX, EndNote, RefMan
    External Links: USPTO, USPTO Assignment, Espacenet

     

    Claims(26)
    1. A computer-implemented method, comprising:
    receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;
    determining a change in a user's skill level for interaction with the virtual equipment in response to the received user input; and
    adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:
    if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and
    if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,
    where the sweet spot is an area of a curve for the variable where the area is based on a degree of deviation from an ideal value for the variable.
    2. The computer-implemented method of claim 1, where values above a threshold for the variable have a great probability of causing a successful game outcome than values below the threshold.
    3. The computer-implemented method of claim 1, where increasing the sweet spot increases accuracy of the virtual equipment and decreasing the sweet spot decreases the accuracy.
    4. The computer-implemented method of claim 1, where the adapting includes changing an input model or the associated representation.
    5. The computer-implemented method of claim 1, where: the adapting is based on a state of a virtual universe.
    6. The computer-implemented method of claim 1, where adapting occurs during game play.
    7. The computer-implemented method of claim 1, where: the representation includes one or more of: graphical rendering, sound, or haptic feedback.
    8. The computer-implemented method of claim 1, where the adapting further includes: changing one or more relationships between a plurality variables in the user interaction model.
    9. The computer-implemented method of claim 1, where: the virtual equipment is one of: a golf club, a weapon, an automobile, a racket, a ping pong paddle, or a baseball bat.
    10. The computer-implemented method of claim 1, where determining the change occurs during game play.
    11. A computer-implemented method, comprising:
    receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;
    determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and
    adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,
    where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.
    12. The computer-implemented method of claim 11, where: the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.
    13. The computer-implemented method of claim 11, where: the adapting includes changing an input model or the associated representation.
    14. The computer-implemented method of claim 11, where the adapting occurs during game play.
    15. The computer-implemented method of claim 11, where determining the change occurs during game play.
    16. A non-transitory computer-readable medium having computer-readable instructions thereon, operable to cause data processing apparatus to perform operations comprising:
    receiving input from a user, the input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;
    determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and
    adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:
    if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and
    if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,
    where the sweet spot is an area of a curve for the variable where the area is specified by a degree of deviation from an ideal value for the variable.
    17. The non-transitory computer-readable medium of claim 16, where values above a threshold for the variable have a greater probability of causing a successful game outcome than values below the threshold.
    18. The non-transitory computer-readable medium of claim 16, where increasing the sweet spot increases accuracy of the virtual equipment and decreasing the sweet spot decreases the accuracy.
    19. The non-transitory computer-readable medium of claim 16, further operable to cause the data processing apparatus to perform operations comprising: changing an input model or the associated representation.
    20. The non-transitory computer-readable medium of claim 16, where: the determining is in response to detecting an improvement or a decline in the user skill level.
    21. A non-transitory computer-readable medium having computer-readable instructions thereon, operable to cause data processing apparatus to perform operations comprising:
    receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;
    determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and
    adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,
    where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.
    22. The non-transitory computer-readable medium of claim 21, where the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.
    23. The non-transitory computer-readable medium of claim 21, where the adapting includes changing an input model or the associated representation.
    24. A system comprising:
    a display device;
    machine-readable storage device including a program product; and
    one or more processors operable to execute the program product, interact with the display device, and perform operations comprising:
    receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;
    determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and
    adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,
    where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.
    25. The system of claim 24, where: the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.
    26. The system of claim 24, where: the adapting includes changing an input model or the associated representation.

    It's REAL!   But without it, this game would not be so realistic.......BE THE BALL!...:)

  • Dubfore
    4,350 Posts
    Fri, Apr 11 2014 6:06 PM

    PaulTon:

    WGT must have some real fancy lawyers. Getting a full patent on a myth, now that's clever.

    You are a sad little think your smart lying little b******d

  • opyeuclid
    6,709 Posts
    Fri, Apr 11 2014 6:12 PM

    Dubfore:
    sad

    iaaVR ( R ) ft 

  • Dougie4042
    4,410 Posts
    Fri, Apr 11 2014 9:19 PM

    Jerm65:
    For what it's worth, I think most folks confuse VEM with the deviation that's inherent in their clubs (forgiveness and precision...or rather, the lack of it).

    Agreed.

  • Dougie4042
    4,410 Posts
    Fri, Apr 11 2014 9:23 PM

    josephk2317:

    Claims(26)
    1. A computer-implemented method, comprising:
    receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;
    determining a change in a user's skill level for interaction with the virtual equipment in response to the received user input; and
    adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:
    if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and
    if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,
    where the sweet spot is an area of a curve for the variable where the area is based on a degree of deviation from an ideal value for the variable.
    2. The computer-implemented method of claim 1, where values above a threshold for the variable have a great probability of causing a successful game outcome than values below the threshold.
    3. The computer-implemented method of claim 1, where increasing the sweet spot increases accuracy of the virtual equipment and decreasing the sweet spot decreases the accuracy.
    4. The computer-implemented method of claim 1, where the adapting includes changing an input model or the associated representation.
    5. The computer-implemented method of claim 1, where: the adapting is based on a state of a virtual universe.
    6. The computer-implemented method of claim 1, where adapting occurs during game play.
    7. The computer-implemented method of claim 1, where: the representation includes one or more of: graphical rendering, sound, or haptic feedback.
    8. The computer-implemented method of claim 1, where the adapting further includes: changing one or more relationships between a plurality variables in the user interaction model.
    9. The computer-implemented method of claim 1, where: the virtual equipment is one of: a golf club, a weapon, an automobile, a racket, a ping pong paddle, or a baseball bat.
    10. The computer-implemented method of claim 1, where determining the change occurs during game play.
    11. A computer-implemented method, comprising:
    receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;
    determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and
    adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,
    where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.
    12. The computer-implemented method of claim 11, where: the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.
    13. The computer-implemented method of claim 11, where: the adapting includes changing an input model or the associated representation.
    14. The computer-implemented method of claim 11, where the adapting occurs during game play.
    15. The computer-implemented method of claim 11, where determining the change occurs during game play.
    16. A non-transitory computer-readable medium having computer-readable instructions thereon, operable to cause data processing apparatus to perform operations comprising:
    receiving input from a user, the input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;
    determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and
    adapting a virtual equipment model having one or more variables associated with the virtual equipment to reflect the determined change in user skill level, the virtual equipment model governing how the virtual equipment behaves in response to the user's interaction with the representation, and where the adapting comprises:
    if the change indicates that the user's skill level has increased, decreasing a sweet spot for a variable of the virtual equipment model; and
    if the change indicates that the user's skill level has decreased, increasing the sweet spot for the variable of the virtual equipment model,
    where the sweet spot is an area of a curve for the variable where the area is specified by a degree of deviation from an ideal value for the variable.
    17. The non-transitory computer-readable medium of claim 16, where values above a threshold for the variable have a greater probability of causing a successful game outcome than values below the threshold.
    18. The non-transitory computer-readable medium of claim 16, where increasing the sweet spot increases accuracy of the virtual equipment and decreasing the sweet spot decreases the accuracy.
    19. The non-transitory computer-readable medium of claim 16, further operable to cause the data processing apparatus to perform operations comprising: changing an input model or the associated representation.
    20. The non-transitory computer-readable medium of claim 16, where: the determining is in response to detecting an improvement or a decline in the user skill level.
    21. A non-transitory computer-readable medium having computer-readable instructions thereon, operable to cause data processing apparatus to perform operations comprising:
    receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;
    determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and
    adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,
    where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.
    22. The non-transitory computer-readable medium of claim 21, where the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.
    23. The non-transitory computer-readable medium of claim 21, where the adapting includes changing an input model or the associated representation.
    24. A system comprising:
    a display device;
    machine-readable storage device including a program product; and
    one or more processors operable to execute the program product, interact with the display device, and perform operations comprising:
    receiving user input directed to manipulation of virtual equipment in an interactive computer game, the virtual equipment being manipulated through the user's interaction with an associated representation;
    determining a change in the user's skill level for interaction with the virtual equipment in response to the received user input; and
    adapting a sweet spot associated with the virtual equipment based on and in response to the determined user skill level, the sweet spot governing how the virtual equipment behaves in response to user interaction with the representation,
    where the sweet spot is an area of a distribution curve for a variable associated with the virtual equipment.
    25. The system of claim 24, where: the sweet spot is related to one or more of: accuracy of the user interaction and precision of the user interaction.
    26. The system of claim 24, where: the adapting includes changing an input model or the associated representation.

    Damn, bro.  Can I at least smoke a joint first?  All this patent stuff might make better sense then.  ;)

  • courteneyfish
    15,796 Posts
    Fri, Apr 11 2014 10:30 PM
    I treat VEM the same way that I treat cheats. I ignore them.
  • Dubfore
    4,350 Posts
    Fri, Apr 11 2014 11:07 PM

    This man knows what he's talking about.

     

    dedBuNNy:

    WGT took on a pretty industrious thing trying to create an online version of the game of golf, make it work, playable, fun, challenging and make money from it obviously is the goal. I have no axe to grind with them, I hate VEM for sure, but they have to use it.

    I don't know what the rationale is for using this type of swing meter, as I said it's the weakest part of the game by far and if they didn't have deviation and VEM running then Perfect Meter would have killed the game a long time ago because it did what it was designed to do as well, manipulate a game asset.


    230517.aspx

     

     

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