Office Action 1: Non-Final Rejection (2024-10-01)
Rejection types: 101 - Patent-Eligible Subject Matter, 103 - Obviousness

CLAIMS:
CLAIMS

What is claimed is:

1\. A mark processing method, performed by a computer device, the method comprising:
displaying an aiming prompt mark on a display picture of a virtual environment, the aiming prompt mark being used for indicating a target aimed position at which a target virtual object in the virtual environment aims;
displaying a position prompt mark on the display picture of the virtual environment according to a first transparency, the position prompt mark being used for indicating a target environment position in the virtual environment; and
adjusting the transparency of the position prompt mark in response to a change in relative positions between the aiming prompt mark and the position prompt mark.

2\. The method according to claim 1, wherein the adjusting the transparency of the position prompt mark in response to a change in relative positions between the aiming prompt mark and the position prompt mark comprises:
determining, based on a position of the target virtual object in the virtual environment and the target environment position, a first vector pointing from the position of the target virtual object to the target environment position;
determining, based on the position of the target virtual object in the virtual environment and the target aimed position, a second vector pointing from the position of the target virtual object to the target aimed position;
determining an adjusted second transparency based on the first vector and the second vector; and
displaying the position prompt mark according to the second transparency.

3\. The method according to claim 1, wherein the adjusting the transparency of the position prompt mark in response to a change in relative positions between the aiming prompt mark and the position prompt mark comprises:
acquiring a display distance between the aiming prompt mark and the position prompt mark on a user interface;
determining an adjusted second transparency according to a preset relationship between the display distance and the second transparency; and
displaying the position prompt mark according to the second transparency.

4\. The method according to claim 1, further comprising:
determining whether the target environment position is within a field of view of the target virtual object, the field of view being used for indicating a virtual environment region currently observed by the target virtual object;
displaying the position prompt mark at the target environment position when the target environment position is within the field of view; and
displaying the position prompt mark on an edge of the display picture of the virtual environment when the target environment position is outside the field of view.

5\. The method according to claim 1, wherein the position prompt mark comprises a direction mark, the direction mark pointing to the target environment position.

6\. The method according to claim 1, further comprising:
receiving a transparency setting operation for the position prompt mark, and updating at least one of a maximum rated transparency value of the position prompt mark or a minimum rated transparency value of the position prompt mark.

7\. The method according to claim 1, further comprising:
receiving a size setting operation for the position prompt mark, and updating a size of the position prompt mark.

8\. A computer device, comprising a memory and one or more processors, the memory storing computer-readable instructions, the computer-readable instructions, when executed by the one or more processor, causing the computer device to implement a mark processing method including:
displaying an aiming prompt mark on a display picture of a virtual environment, the aiming prompt mark being used for indicating a target aimed position at which a target virtual object in the virtual environment aims;
displaying a position prompt mark on the display picture of the virtual environment according to a first transparency, the position prompt mark being used for indicating a target environment position in the virtual en ironment: and
adjusting the transparency of the position prompt mark in response to a change in relative positions between the aiming prompt mark and the position prompt mark.

9\. The computer device according to claim 8, Nwherein the adjusting the transparency of the position prompt mark in response to a change in relative positions between the aiming prompt mark and the position prompt mark comprises:
determining, based on a position of the target virtual object in the virtual environment and the target environment position, a first vector pointing from the position of the target virtual object to the target environment position:
determining, based on the position of the target virtual object in the virtual environment and the target aimed position, a second vector pointing from the position of the target virtual object to the target aimed position:
determining an adjusted second transparency based on the first vector and the second vector: and
displaying the position prompt mark according to the second transparency.

10\. The computer device according to claim 8. wherein the adjusting the transparency of the position prompt mark in response to a change in relative positions between the aiming prompt mark and the position prompt mark comprises:
acquiring a display distance between the aiming prompt mark and the position prompt mark on a user interface:
determining an adjusted second transparency according to a preset relationship between the display distance and the second transparency: and
displaying the position prompt mark according to the second transparency.

11\. The computer device according to claim 8, wherein the method further comprises:
determining whether the target environment position is within a field of view of the target virtual object, the field of view being used for indicating a virtual environment region currently observed by the target v irtual object:
displaying the position prompt mark at the target environment position when the target environment position is within the field of \\ ienx: and displaying the position prompt mark on an edge of the display picture of the virtual environment when the target environment position is outside the field of view.

12\. The computer device according to claim 8, wherein the position prompt mark comprises a direction mark, the direction mark pointing to the target environment position.

13\. The computer device according to claim 8, wherein the method further comprises:
receiving a transparency setting operation for the position prompt mark, and updating at least one of a maximum rated transparency value of the position prompt mark or a minimum rated transparency value of the position prompt mark.

14\. The computer device according to claim 8, wherein the method further comprises:
receiving a size setting operation for the position prompt mark, and updating a size of the position prompt mark.

15\. One or more non-transitory computer-readable storage media storing computer- readable instructions, the computer-readable instructions, when executed by one or more processors of a computer device, causing the computer device to implement a mark processing method including:
displaying an aiming prompt mark on a display picture of a virtual environment, the aiming prompt mark being used for indicating a target aimed position at which a target virtual object in the virtual environment aims;
displaying a position prompt mark on the display picture of the virtual environment according to a first transparency, the position prompt mark being used for indicating a target environment position in the virtual environment; and
adjusting the transparency of the position prompt mark in response to a change in relative positions between the aiming prompt mark and the position prompt mark.

16\. The non-transitory computer-readable storage media according to claim 15, wherein the adjusting the transparency of the position prompt mark in response to a change in relative positions between the aiming prompt mark and the position prompt mark comprises:
determining, based on a position of the target virtual object in the virtual environment and the target environment position, a first vector pointing from the position of the target virtual object to the target environment position; determining, based on the position of the target v irtual object in the virtual environment and the target aimed position, a second x ector pointing from the position of the target virtual object to the target aimed position;
determining an adjusted second transparency based on the first vector and the second vector; and
displaying the position prompt mark according to the second transparency.

17\. The non-transitory computer-readable storage media according to claim 15. wherein the adjusting the transparency of the position prompt mark in response to a change in relative positions between the aiming prompt mark and the position prompt mark comprises:
acquiring a display distance bete een the aiming prompt mark and the position prompt mark on a user interface;
determining an adjusted second transparency according to a preset relationship between the display distance and the second transparency; and
displaying the position prompt mark according to the second transparency.

18\. The non-transitory computer-readable storage media according to claim 15. wherein the method further comprises:
determining whether the target environment position is within a field of view of the target virtual object, the field of view being used for indicating a virtual environment region currently observed by the target virtual object;
displaying the position prompt mark at the target environment position when the target environment position is within the field of view: and
displaying the position prompt mark on an edge of the display picture of the virtual environment when the target environment position is outside the field of view.

19\. The non-transitory computer-readable storage media according to claim 15, wherein the position prompt mark comprises a direction mark, the direction mark pointing to the target environment position.

20\. The non-transitory computer-readable storage media according to claim 15, wherein the method further comprises:
receiving a transparency setting operation for the position prompt mark, and updating at least one of a maximum rated transparency value of the position prompt mark or a minimum rated transparency value of the position prompt mark. 031384-7466-US28 031384-7466-US29 031384-7466-US31 031384-7466-US32 031384-7466-US33 031384-7466-US30

OFFICE ACTION:
Notice of Pre-AIA  or AIA  Status
The present application, filed on or after March 16, 2013, is being examined under the first inventor to file provisions of the AIA .
Claim Rejections - 35 USC § 101
35 U.S.C. 101 reads as follows:
Whoever invents or discovers any new and useful process, machine, manufacture, or composition of matter, or any new and useful improvement thereof, may obtain a patent therefor, subject to the conditions and requirements of this title.
Claims 1 to 20 (independent Claims 1, 8, and 15, and their dependent claims) are rejected under 35 U.S.C. 101 because the claimed invention is directed to a judicial exception (i.e., a law of nature, a natural phenomenon, or an abstract idea) without significantly more. The claims are drawn to a method, a device, and a computer-readable medium, and so are statutory classes under 101.  The claim(s) does/do not include additional elements that are sufficient to amount to significantly more than the judicial exception because of the following reasons.  Independent Claim 1 is representative and is reproduced below; the abstract idea is underlined and the structural limitations are not.  The dependent claims have no more structure than the independent claim and fail 101 for similar reasons.
A mark processing method, performed by a computer device, the method comprising: (processing data according to the rules of a game)
displaying an aiming prompt mark on a display picture of a virtual environment, the aiming prompt mark being used for indicating a target aimed position at which a target virtual object in the virtual environment aims; (accepting input from a player, processing data according to the rules of a game, displaying the resulting output to the player)
displaying a position prompt mark on the display picture of the virtual environment according to a first transparency, the position prompt mark being used for indicating a target environment position in the virtual environment; and (accepting input from a player, processing data according to the rules of a game, displaying the resulting output to the player)
adjusting the transparency of the position prompt mark in response to a change in relative positions between the aiming prompt mark and the position prompt mark. (accepting input from a player, processing data according to the rules of a game, displaying the resulting output to the player)
The claims taken together or individually do not represent an improvement to the abstract idea in an ordered combination.  It is unclear what type of game is being played (action, sports, combat, role-playing, board game, etc.).  It is unclear what kind of aming is being done and the nature of the target.  Is the aiming a baseball swing, a golf swing, a basketball throw, a soccer kick, aiming a gun, etc.?  Is the aiming done by a human controlled character, or automatically by the game?  The claims do not cite specific processor or memory structures for processing data in memory according to the rules of a game.  The claims do not cite specific input structures such as touchscreens, touchpads, directional pads, joysticks, trackballs, keyboards, mice, cameras, or microphones.  The claims do not cite specific output structures such as screens, displays, or speakers.  The claims do not represent an improvement in the functioning of a computing device or gaming device since they do not represent an improvement in processor speed, memory management, random number generation, thermal management, ergonomics, network speed and management (such as load balancing or rerouting of packets), bus speed and management, authentication, encryption, graphics rendering, or reduced instruction sets for carrying out complex operations (such as RISC processors).  Applying an abstract idea to a computer is not patent-eligible (Alice, http://www.supremecourt.gov/opinions/13pdf/13-298_7lh8.pdf, page 12).  Electronic recordkeeping, obtaining data, adjusting balances, issuing automated instructions, creating and maintaining accounts are typical computer functions (Alice, page 15).  Requiring the use of a computer to implement the claim does not make it patent-eligible (pages 14 & 15).  Communications controllers, data storage units, and data processing systems are typical computer structures (Alice, page 16).  Calculation, storage, and transmission are basic computer functions (Alice, page 16).  Claims cannot simply be a draftsman’s art (Alice, pages 14 & 16).
Cloud Satchel quoting Bancorp: “To salvage an otherwise patent-ineligible process, a computer must be integral to the claimed invention, facilitating the process in a way that a person making calculations or computations could not.”  In Bancorp, the independent claims did not require a computer (at 1431).  In Bancorp, the system and method claims were equivalent for patentability under 101 (at 1432).  Bancorp’s method claims did not require a computer and were not 101-compliant (at 1433).  A computer must be integral to the claimed invention (Bancorp at 1433).  A computer used in the claim only for its most basic functions does not make the claim 101-eligible (Bancorp at 1433).  Bancorp’s use of computers to track, reconcile, and administer insurance policies only used a computer’s most basic functions, adding nothing to 101 compliance (1434).  Limiting the claims to a particular field of use, such as the insurance market, does not fail to preempt the abstract idea (Bancorp at 1434 & 1435).  In Amdocs (113 USPQ2d 1565) at 1571, the fact that the claims cannot be carried out by a human being alone does not mean that they are not an abstract idea under 101 (citing Alice, 134 S.Ct. at 2359-60 and Digitech, 758 F.3d at 1351).
The examiner points the applicants to Claim 33 of U.S. patent 5,970,479 A which was the representative claim in the Alice decision.  These claim limitations are carried out on presumably a general purpose computer although such is not explicitly cited.  The claims are certainly not carried out by specific hardware.
A method of exchanging obligations as between parties, each party holding a credit record and a debit record with an exchange institution, the credit records and debit records for exchange of predetermined obligations, the method comprising the steps of:
(a) creating a shadow credit record and a shadow debit record for each stakeholder party to be held independently by a supervisory institution from the exchange institutions;
(b) obtaining from each exchange institution a start-of-day balance for each shadow credit record and shadow debit record;
(c) for every transaction resulting in an exchange obligation, the supervisory institution adjusting each respective party’s shadow credit record or shadow debit record, allowing only these transactions that do not result in the value of the shadow debit record being less than the value of the shadow credit record at any time, each said adjustment taking place in chronological order, and
(d) at the end-of-day, the supervisory institution instructing on[e] of the exchange institutions to exchange credits or debits to the credit record and debit record of the respective parties in accordance with the adjustments of the said permitted transactions, the credits and debits being irrevocable, time invariant obligations placed on the exchange institutions.
The examiner points the applicants to representative Claim 19 of U.S. patent 7,818,399 B1 which was at issue in the DDR Holdings case.  This claim in the DDR Holdings case was 101-compliant because it improved the functioning of the computer itself, namely rendering web pages in a web browser.  The claims in DDR Holdings cited what was done, and specific steps for how it was done, thus not invoking a judicial exception by preempting all possible ways of what the claim is trying to do.  The claims met the second step of the Alice analysis by improving on how web page rendering transactions were carried out over a network such as the Internet, versus how such transactions had been done before.
A system useful in an outsource provider serving web pages offering commercial opportunities, the system comprising:
(a) a computer store containing data, for each of a plurality of first web pages, defining a plurality of visually perceptible elements, which visually perceptible elements correspond to the plurality of first web pages;
(i) wherein each of the first web pages belongs to one of a plurality of web page owners;
(ii) wherein each of the first web pages displays at least one active link associated with a commerce object associated with a buying opportunity of a selected one of a plurality of merchants; and
(iii) wherein the selected merchant, the outsource provider, and the owner of the first web page displaying the associated link are each third parties with respect to one other;
(b) a computer server at the outsource provider, which computer server is coupled to the computer store and programmed to:
(i) receive from the web browser of a computer user a signal indicating activation of one of the links displayed by one of the first web pages;
(ii) automatically identify as the source page the one of the first web pages on which the link has been activated;
(iii) in response to identification of the source page, automatically retrieve the stored data corresponding to the source page; and
(iv) using the data retrieved, automatically generate and transmit to the web browser a second web page that displays: (A) information associated with the commerce object associated with the link that has been activated, and (B) the plurality of visually perceptible elements visually corresponding to the source page.
The examiner finds that wagering games are all rather similar: accepting a wager, playing the game according to the rules comprising generating random outcomes according to rules, determining winning outcomes, determining how much is to be paid for a winning outcome, and paying out the winnings.  This breakdown of the wagering claim language is similar to that in precedential case in re Smith (in re Smith (Fed. Cir. 2016), appeal 2015-1664, U.S. patent application 12/912,410).
Claim 1 at hand in in re Smith is as follows:
1. A method of conducting a wagering game comprising:
[a]) a dealer providing at least one deck of physical playing cards and shuffling the physical playing cards to form a random set of physical playing cards;
[b]) the dealer accepting at least one first wager from each participating player on a player game hand against a banker’s/dealer’s hand;
[c]) the dealer dealing only two cards from the random set of physical playing cards to each designated player and two cards to the banker/dealer such that the designated player and the banker/ dealer receive the same number of exactly two random physical playing cards;
[d]) the dealer examining respective hands to determine in any hand has a Natural 0 count from totaling count from cards, defined as the first two random physical playing cards in a hand being a pair of 5’s, 10’s, jacks, queens or kings;
[e]) the dealer resolving any player versus dealer wagers between each individual player hand that has a Natural 0 count and between the dealer hand and all player hands where a Natural 0 is present in the dealer hand, while the dealer exposes only a single card to the players;
[f]) as between each player and the dealer where neither hand has a Natural 0, the dealer allowing each player to elect to take a maximum of one additional card or standing pat on the initial two card player hand, while still having seen only one dealer card;
[g]) the dealer/banker remaining pat within a first certain predetermined total counts and being required to take a single hit within a second predetermined total counts, where the first total counts range does not overlap the second total counts range;
[h]) after all possible additional random physical playing cards have been dealt, the dealer comparing a value of each designated player’s hand to a final value of the banker’s/dealer’s hand wherein said value of the designated player’s hand and the banker’s/dealer’s hand is in a range of zero to nine points based on a pre-established scoring system wherein aces count as one point, tens and face cards count as zero points and all other cards count as their face value and wherein a two-digit hand total is deemed to have a value corresponding to the one’s digit of the two-digit total;
[i]) the dealer resolving the wagers based on whether the designated player’s hand or the banker’s/dealer’s hand is nearest to a value of 0.
Similarly to the present claims, the claim at hand in in re Smith accepted wagers from players (steps a & b), played the game according to the rules of the game comprising generating random outcomes (steps c to g), determining what the winning conditions are and how much to pay out (step h), and making the winning payouts (step i).  The card game of in re Smith would be identical played in a card and table format or in an electronic format.
The examiner points the applicants to the representative claim at hand in non-precedential Planet Bingo.  The hardware limitations of the CPU, memory, I/O terminal, and printer are only cited in clause (a).  The rest of the claim is functional claim language describing a bingo game that would occur identically in paper ticket format or computerized format with the play of the game and the game results being identical in either format.  The court held that the claims in Planet Bingo were ineligible under 101.
A method for playing a game of Bingo which comprises the steps of:
(a) providing a system for managing a game of Bingo which comprises: a computer with a central processing unit (CPU) and with a memory and with a printer connected to the CPU; an input and output terminal connected to the CPU and memory of the computer; and a program in the computer enabling:
(i) input of at least two sets of Bingo numbers which are preselected by a player for repetitive play in games of Bingo over a period of time;
(ii) storage of the sets of Bingo numbers which are preselected by the player as a group in the memory of the computer;
(iii) assignment of a player identifier unique to the player for the group having the sets of Bingo numbers which are preselected by the player wherein the player identifier is assigned to the group for multiple sessions of Bingo;
(iv) retrieval of the group using the player identifier;
(v) selection from the group by the player of at least one of the sets of Bingo numbers preselected by the player and stored in the memory of the computer as the group for play in a selected game of Bingo in a specific session of Bingo wherein a number of sets of Bingo numbers selected for play in the selected game of Bingo is less than a total number of sets of Bingo numbers in the group;
(vi) addition by the computer of a control number for the set of Bingo numbers which is selected by the player for play in the selected game of Bingo;
(vii) output of a receipt with the control number, the set of Bingo numbers which is selected for play in the selected game of Bingo, a price for the set of Bingo numbers which is selected for play in the selected game of Bingo, a date of the selected game of Bingo and optionally a computer identification number; and
(viii) output for verification of a winning set of Bingo numbers by means of the control number which is input into the computer by a manager of the game of Bingo;
(b) playing the game of Bingo using the set of Bingo numbers wherein the player signals a Bingo to indicate the set of Bingo numbers which is selected for play in the selected game of Bingo is the winning set of Bingo numbers; and
(c) verifying the winning set of Bingo numbers with the control number with the program.
The Bascom decision is relevant to the present claims (U.S. CAFC, 2015-1763, decided June 27th, 2016).  The Bascom decision required that the ordered limitations of the claims taken together add something significantly more to the abstract idea even though the individual limitations were known in the prior art.  The claim at hand in Bascom was found to comply with 101 in light of Alice.  Page 15 of Bascom:
“However, we disagree with the district court’s analysis of the ordered combination of limitations. In light of Mayo and Alice, it is of course now standard for a § 101 inquiry to consider whether various claim elements simply recite “well-understood, routine, conventional activit[ies].” Alice, 134 S. Ct. at 2359. The district court’s analysis in this case, however, looks similar to an obviousness analysis under 35 U.S.C. § 103, except lacking an explanation of a reason to combine the limitations as claimed. The inventive concept inquiry requires more than recognizing that each claim element, by itself, was known in the art. As is the case here, an inventive concept can be found in the non-conventional and non-generic arrangement of known, conventional pieces.”  Page 20 of Bascom: “While the claims of the ’606 patent are directed to the abstract idea of filtering content, BASCOM has adequately alleged that the claims pass step two of Alice’s two-part framework. BASCOM has alleged that an inventive concept can be found in the ordered combination of claim limitations that transform the abstract idea of filtering content into a particular, practical application of that abstract idea. We find nothing on this record that refutes those allegations as a matter of law or justifies dismissal under Rule 12(b)(6). We therefore vacate the district court’s order granting AT&T’s motion to dismiss under FRCP 12(b)(6) and remand so that the case may proceed.”
The McRO decision (U.S. CAFC, 2015-1080 to 2015-1101, decided Sept. 13th, 2016) is relevant to the present claims.  The McRO decision stated that an ordered combination of claim limitations can meet the requirements of 101 in light of the Alice decision by improving over what has been already done in the prior art without preempting an abstract idea.  Pages 25 and 26 of McRO: “The limitations in claim 1 prevent preemption of all processes for achieving automated lip-synchronization of 3-D characters. McRO has demonstrated that motion capture animation provides an alternative process for automatically animating lip synchronization and facial expressions. Even so, we have recognized that “the absence of complete preemption does not demonstrate patent eligibility.” Ariosa Diagnostics, Inc. v. Sequenom, Inc., 788 F.3d 1371, 1379 (Fed. Cir. 2015). The narrower concern here is whether the claimed genus of rules preempts all techniques for automating 3-D animation that rely on rules. Claim 1 requires that the rules be rendered in a specific way: as a relationship between subsequences of phonemes, timing, and the weight to which each phoneme is expressed visually at a particular timing (as represented by the morph weight set). The specific structure of the claimed rules would prevent broad preemption of all rules-based means of automating lip synchronization, unless the limits of the rules themselves are broad enough to cover all possible approaches. There has been no showing that any rules-based lip synchronization process must use rules with the specifically claimed characteristics.”  Page 27 of McRO: “Here, the structure of the limited rules reflects a specific implementation not demonstrated as that which “any [animator] engaged in the search for [an automation process] would likely have utilized.” Myriad, 133 S. Ct. at 2119–20 (quotation marks omitted). By incorporating the specific features of the rules as claim limitations, claim 1 is limited to a specific process for automatically animating characters using particular information and techniques and does not preempt approaches that use rules of a different structure or different techniques. See Morse, 56 U.S. at 113. When looked at as a whole, claim 1 is directed to a patentable, technological improvement over the existing, manual 3-D animation techniques. The claim uses the limited rules in a process specifically designed to achieve an improved technological result in conventional industry practice. Alice, 134 S. Ct. at 2358 (citing Diehr, 450 U.S. at 177). Claim 1 of the ’576 patent, therefore, is not directed to an abstract idea.”  The claim limitations individually or taken together add nothing significantly more in an ordered combination to the abstract idea.
Claim Rejections - 35 USC § 103
In the event the determination of the status of the application as subject to AIA  35 U.S.C. 102 and 103 (or as subject to pre-AIA  35 U.S.C. 102 and 103) is incorrect, any correction of the statutory basis (i.e., changing from AIA  to pre-AIA ) for the rejection will not be considered a new ground of rejection if the prior art relied upon, and the rationale supporting the rejection, would be the same under either status.
The following is a quotation of 35 U.S.C. 103 which forms the basis for all obviousness rejections set forth in this Office action:
A patent for a claimed invention may not be obtained, notwithstanding that the claimed invention is not identically disclosed as set forth in section 102, if the differences between the claimed invention and the prior art are such that the claimed invention as a whole would have been obvious before the effective filing date of the claimed invention to a person having ordinary skill in the art to which the claimed invention pertains. Patentability shall not be negated by the manner in which the invention was made.
The factual inquiries for establishing a background for determining obviousness under 35 U.S.C. 103 are summarized as follows:
1. Determining the scope and contents of the prior art.
2. Ascertaining the differences between the prior art and the claims at issue.
3. Resolving the level of ordinary skill in the pertinent art.
4. Considering objective evidence present in the application indicating obviousness or nonobviousness.
Claim(s) 1 to 20 is/are rejected under 35 U.S.C. 103 as being unpatentable over Huang (Chinese patent publication CN 111659117 A) in view of Wang (Chinese patent publication CN 110115838 A) and Yang (Chinese patent publication CN 108525300 A) (all listed on the IDS).
As to Claims 1 to 20: Huang discloses a virtual object display method and device, a computer device, and a storage medium (see description, Paras. 2 to 46, and abstract): displaying a virtual scene picture (i.e. displaying the display picture of the virtual environment), the virtual scene picture being a picture obtained by observing a virtual scene at a visual angle of a first virtual object; and in response to that a second virtual object in the first virtual scene picture is in a target state (i.e. the target virtual object in the virtual environment), displaying a second virtual scene picture, the second virtual scene picture comprising the first virtual object and the second virtual object, the transparency of the second virtual object being positively correlated with the object distance, and the object distance being the distance between the first virtual object and the second virtual object (i.e. in response to the change of the relative position, adjusting the transparency of the position prompt mark).
The present claims differ from Huang by: displaying an aiming prompt mark on a display picture of the virtual environment, the aiming prompt mark being used for indicating a target aiming position aimed by the target virtual object in the virtual environment; and displaying the position prompt mark on the display picture of the virtual environment according to a first transparency, the position prompt mark being used for indicating a target environment position in the virtual environment.  On the basis of the described distinguishing features, the technical problem to be solved by the present claims is: how to display a position prompt mark.  Wang, however, discloses this as a method and apparatus for generating mark information in a virtual environment, a device, and a storage medium (see description, Paras. 2 to 25, and abstract): displaying, on a terminal, a target view angle picture of an application program, a front sight and a mark control being displayed in the target view angle picture; the terminal receiving a first view angle switching operation; changing, according to the first view angle switching operation, the observation direction of the target view angle picture and the aiming position of the front sight; receiving a marking operation triggered on the mark control; and generating mark information on a virtual object pointed by the aiming position according to the mark operation (i.e. displaying the aiming prompt mark).  One of ordinary skill in the art before the effective filing date of the claimed invention would have been motivated to make such a modification for the advantage of making the aiming more accurate by indicating the direction of the target view angle picture, the front sight.
Furthermore, Yang discloses a position indication information display method and apparatus, an electronic device, and a storage medium (see description, paragraphs Paras. 2 to 18, and abstract): acquiring the distance between a first virtual object and a second virtual object in a virtual scene; acquiring position indication information of the second virtual object according to the distance, wherein the greater the distance, the lower the degree of blocking a view picture by the display of the position indication information; and displaying the position indication information of the second virtual object in the view picture of the first virtual object (i.e. displaying and adjusting the transparency of the position prompt mark).  One of ordinary skill in the art before the effective filing date of the claimed invention would have been motivated to make such a modification, since indicating the distance between first and second virtual objects in the scene will make the aiming more accurate in a game where the player has to aim at more than one target.
Conclusion


NEXT OFFICE ACTION: DETAILED ACTION
Notice of Pre-AIA  or AIA  Status
The present application, filed on or after March 16, 2013, is being examined under the first inventor to file provisions of the AIA .
Allowable Subject Matter
Claims 1 to 20 are allowed.
REASONS FOR ALLOWANCE
The following is an examiner’s statement of reasons for allowance: The closest prior art is Huang (Chinese patent publication CN 111659117 A, cited on the IDS, see NF, 10-01-2024, pages 13 to 15).  Huang discloses a virtual object display method and device, a computer device, and a storage medium (see description, Paras. 2 to 46, and abstract): displaying a virtual scene picture (i.e. displaying the display picture of the virtual environment), the virtual scene picture being a picture obtained by observing a virtual scene at a visual angle of a first virtual object; and in response to that a second virtual object in the first virtual scene picture is in a target state (i.e. the target virtual object in the virtual environment), displaying a second virtual scene picture, the second virtual scene picture comprising the first virtual object and the second virtual object, the transparency of the second virtual object being positively correlated with the object distance, and the object distance being the distance between the first virtual object and the second virtual object (i.e. in response to the change of the relative position, adjusting the transparency of the position prompt mark).  Huang in particular does not suggest the increasing and decreasing of the transparency in relation to the distance as cited in the last two clauses of Claim 1 on conjunction with the rest of the claim limitations.
The present claims pertain to: “a mark processing method, performed by a computer device, the method comprising: displaying an aiming prompt mark on a display picture of a virtual environment, the aiming prompt mark being used for indicating a target aimed position at which a target virtual object in the virtual environment aims using a virtual weapon; displaying a position prompt mark on the display picture of the virtual environment according to a ”  The present claims have the overall advantage of making the target acquisition more intuitive and ergonomic over typical prior art games.  The examiner respects that the applicants may have different reasons for allowance.
Any comments considered necessary by applicant must be submitted no later than the payment of the issue fee and, to avoid processing delays, should preferably accompany the issue fee.  Such submissions should be clearly labeled “Comments on Statement of Reasons for Allowance.”
Conclusion

CITED REFERENCE SUMMARIES: Ref US20030078105A1: Claims:
A visual feedback system connecting between a game host system and an optical gun device for generates a bullet coordinate signal according to a bullet falling point signal extracted from the optical gun device, the visual feedback system comprising: a communication interface, which is connected between said game host and optical gun device through a parallel interface; a control circuit, which receives the bullet falling point signal or the bullet coordinate signal through said communication interface, computes the bullet coordinate signal, and outputs the bullet coordinate data corresponding to the bullet coordinate signal; an image synthesis circuit, which receives an video signal from the game host and the bullet coordinate data, synthesizes a predetermined cursor during the time that corresponding to the bullet coordinate data on said video signal, generating a image synthesis signal containing the cursor, and outputs the image synthesis signal to said screen; and a switch, which is connected to said image synthesis circuit, switching said image synthesis circuit so as to synthesis different types of cursors on said video signal.
a communication interface, which is connected between said game host and optical gun device through a parallel interface;
a control circuit, which receives the bullet falling point signal or the bullet coordinate signal through said communication interface, computes the bullet coordinate signal, and outputs the bullet coordinate data corresponding to the bullet coordinate signal;
an image synthesis circuit, which receives an video signal from the game host and the bullet coordinate data, synthesizes a predetermined cursor during the time that corresponding to the bullet coordinate data on said video signal, generating a image synthesis signal containing the cursor, and outputs the image synthesis signal to said screen; and
a switch, which is connected to said image synthesis circuit, switching said image synthesis circuit so as to synthesis different types of cursors on said video signal.
The visual feedback system of claim 1 , wherein said game host system is a TV game host.
The visual feedback system of claim 1 , wherein said game host system is a computer game system.
The visual feedback system of claim 1 , wherein said image synthesis circuit stores the cursor in a memory.
The visual feedback system of claim 1 , wherein said image synthesis circuit is connected to a brightness adjustment knob for adjusting the brightness of the cursor on the screen.
The visual feedback system of claim 1 , wherein said image synthesis circuit is connected to a transparency adjustment knob for adjusting the transparency of the cursor on the screen.
The visual feedback system of claim 1 , wherein said image synthesis circuit generates gray-level or color images.
The visual feedback system of claim 1 , wherein said control circuit uses said image synthesis circuit to obtain the horizontal synchronous signal and the vertical synchronous signal of the video signal for computing the bullet coordinate signal.
An optical gun visual feedback system connected to a game host system, which comprises: a communication interface, which is in signal communications with the game host system; a photo receiver, which receives a bullet falling point signal generated on a screen; a control circuit, which receives the bullet falling point signal or the bullet coordinate signal, computes the bullet coordinate signal, outputs the bullet coordinate data corresponding to the bullet coordinate signal, and transmits the bullet coordinate data to the game host system through the communication interface; an image synthesis circuit, which receives an video signal from said game host system, receives the bullet coordinate data from said control circuit, and synthesizes a predetermined cursor at the position corresponding to the bullet coordinate signal on the image data, generating a synthesized video signal containing the cursor, and outputs the synthesized image to the screen; and a switch, which is connected to said image synthesis circuit, switching said image synthesis circuit so as to synthesis different types of cursors on the video signal.
a communication interface, which is in signal communications with the game host system;
a photo receiver, which receives a bullet falling point signal generated on a screen;
a control circuit, which receives the bullet falling point signal or the bullet coordinate signal, computes the bullet coordinate signal, outputs the bullet coordinate data corresponding to the bullet coordinate signal, and transmits the bullet coordinate data to the game host system through the communication interface;
an image synthesis circuit, which receives an video signal from said game host system, receives the bullet coordinate data from said control circuit, and synthesizes a predetermined cursor at the position corresponding to the bullet coordinate signal on the image data, generating a synthesized video signal containing the cursor, and outputs the synthesized image to the screen; and
a switch, which is connected to said image synthesis circuit, switching said image synthesis circuit so as to synthesis different types of cursors on the video signal.
The optical gun visual feedback system of claim 9 , wherein said game host system is a TV video game host.
The optical gun visual feedback system of claim 9 , wherein said game host system is a computer game system.
The optical gun visual feedback system of claim 9 , wherein said image synthesis circuit stores the cursor in a memory unit.
The optical gun visual feedback system of claim 9 , wherein said image synthesis circuit is connected to a brightness adjustment knob for adjusting the brightness of said cursor on the screen.
The optical gun visual feedback system of claim 9 , wherein said image synthesis circuit is connected to a transparency adjustment knob for adjusting the transparency of said cursor on the screen.
The optical gun visual feedback system of claim 9 , wherein said image synthesis circuit generates gray-level/color images.
The optical gun visual feedback system of claim 9 , wherein said optical gun device is a wired or wireless optical gun device.
The optical gun visual feedback system of claim 9 , wherein said optical gun device contains a synchronous separation circuit, which separates the video signal from said game host system into a horizontal synchronous signal and a vertical synchronous signal for the control circuit to compute the bullet coordinate signal.
A wireless visual feedback system operating in combination with a game host system and a wireless optical gun device, the optical gun device extracting a bullet falling point signal generated on a screen and sending out a bullet coordinate signal wirelessly, the wireless visual feedback system comprising: a wireless receiver, which receives said bullet coordinate signal from the wireless optical gun device; a control circuit, which receives the bullet coordinate signal and outputs the bullet coordinate data corresponding to the bullet coordinate signal; an image synthesis circuit, which receives an video signal from the game host system and the bullet coordinate data from the control circuit, synthesizes a predetermined cursor during the time that corresponding to the bullet coordinate data on the video signal, generating a image synthesis signal containing the cursor, and outputs the synthesis video sigrial to said screen; and a switch, which is connected to the image synthesis circuit, switching said image synthesis circuit so as to synthesis different types of cursors on the video signal.
a wireless receiver, which receives said bullet coordinate signal from the wireless optical gun device;
a control circuit, which receives the bullet coordinate signal and outputs the bullet coordinate data corresponding to the bullet coordinate signal;
an image synthesis circuit, which receives an video signal from the game host system and the bullet coordinate data from the control circuit, synthesizes a predetermined cursor during the time that corresponding to the bullet coordinate data on the video signal, generating a image synthesis signal containing the cursor, and outputs the synthesis video sigrial to said screen; and
a switch, which is connected to the image synthesis circuit, switching said image synthesis circuit so as to synthesis different types of cursors on the video signal.
The wireless visual feedback system of claim 18 , wherein said game host system is a TV video game host.
The wireless visual feedback system of claim 18 , wherein said game host system is a computer game system.
The wireless visual feedback system of claim 18 , wherein said image synthesis circuit stores the cursor in a memory.
The wireless visual feedback system of claim 18 , wherein said image synthesis circuit is connected to a brightness adjustment knob for adjusting the brightness of said cursor on the screen.
The wireless visual feedback system of claim 18 , wherein said image synthesis circuit is connected to a transparency adjustment knob for adjusting the transparency of said cursor on the screen.
The wireless visual feedback system of claim 18 , wherein said image synthesis circuit generates gray-level or color images.
The wireless visual feedback system of claim 18 , wherein said optical gun device contains a synchronous separation circuit, which separates the video signal from said game host system into a horizontal synchronous signal and a vertical synchronous signal for the control circuit to compute the bullet coordinate signal.
Ref US20110190063A1: Claims:
- 11 . (canceled)
A game control program product comprising: a module operative to control a game where a player controls a player's character and advances in a game field; a module operative to acquire play data of another player or a message, from a game server adapted to manage the play data and the message, the play data indicating the status of progress of the game in the game field, and the message being directed to another player displayed in the game field; and a module operative to display the play data or the message when the player's character is located within a predetermined range from a position where the play data or the message is registered.
a module operative to control a game where a player controls a player's character and advances in a game field;
a module operative to acquire play data of another player or a message, from a game server adapted to manage the play data and the message, the play data indicating the status of progress of the game in the game field, and the message being directed to another player displayed in the game field; and
a module operative to display the play data or the message when the player's character is located within a predetermined range from a position where the play data or the message is registered.
The game control program product according to claim 12 , wherein the play data includes data indicating the behavior of a player's character of another game device, and the module for displaying displays the player's character of said another game device in a display mode different from that of the player's character of the game device as controlled.
the play data includes data indicating the behavior of a player's character of another game device, and
the module for displaying displays the player's character of said another game device in a display mode different from that of the player's character of the game device as controlled.
The game control program product according to claim 12 , wherein the play data includes replay data indicating the position of the player's character of said another game device and recorded at predetermined time intervals, and the module for displaying displays the player's character of said another game device by locating the player's character of said another game device in the game field based on the data indicating the position.
the play data includes replay data indicating the position of the player's character of said another game device and recorded at predetermined time intervals, and
the module for displaying displays the player's character of said another game device by locating the player's character of said another game device in the game field based on the data indicating the position.
The game control program product according to claim 12 , wherein the play data includes data indicating the position of the player's character of another game device occurring when the game was over in said another game device, and 4 the module for displaying displays a mark indicating that the game was over in said another game device at a position of the player's character of said another game device where the game was over.
the play data includes data indicating the position of the player's character of another game device occurring when the game was over in said another game device, and
the module for displaying displays a mark indicating that the game was over in said another game device at a position of the player's character of said another game device where the game was over.
The game control program product according to claim 15 , wherein the play data includes data indicating the behavior of the player's character of another game device occurring when the game is about to be over.
the play data includes data indicating the behavior of the player's character of another game device occurring when the game is about to be over.
A game device comprising: a control unit operative to control a game where a player controls a player's character and advances in a game field; an acquiring unit operative to acquire play data of another player or a message, from a game server adapted to manage the play data and the message, the play data indicating the status of progress of the game in the game field, and the message being directed to another player displayed in the game field; and a display unit operative to display the play data or the message when the player's character is located within a predetermined range from a position where the play data or the message is registered.
a control unit operative to control a game where a player controls a player's character and advances in a game field;
an acquiring unit operative to acquire play data of another player or a message, from a game server adapted to manage the play data and the message, the play data indicating the status of progress of the game in the game field, and the message being directed to another player displayed in the game field; and
a display unit operative to display the play data or the message when the player's character is located within a predetermined range from a position where the play data or the message is registered.
A game control method comprising: controlling a game where a player controls a player's character and advances in a game field; acquiring play data of another player or a message, from a game server adapted to manage the play data and the message, the play data indicating the status of progress of the game in the game field, and the message being directed to another player displayed in the game field; and displaying the play data or the message when the player's character is located within a predetermined range from a position where the play data or the message is registered.
controlling a game where a player controls a player's character and advances in a game field;
acquiring play data of another player or a message, from a game server adapted to manage the play data and the message, the play data indicating the status of progress of the game in the game field, and the message being directed to another player displayed in the game field; and
displaying the play data or the message when the player's character is located within a predetermined range from a position where the play data or the message is registered.
A computer readable recording medium having embodied thereon the game control program product, the game control program product comprising: a module operative to control a game where a player controls a player's character and advances in a game field; a module operative to acquire play data of another player or a message, from a game server adapted to manage the play data and the message, the play data indicating the status of progress of the game in the game field, and the message being directed to another player displayed in the game field; and a module operative to display the play data or the message when the player's character is located within a predetermined range from a position where the play data or the message is registered.
A game control program product comprising: a module operative to acquire, from a game device adapted to control a game where a player controls a player's character and advances in a game field, play data indicating the status of progress of the game in the game field or a message directed to another player displayed in the game field; a module operative to refer to a player database storing information on positions of the player's characters of a plurality of game devices in the game field and to select a player that controls a player's character located within a predetermined range from a position in the game field where the play data or the message should be displayed; and a module operative to deliver the play data or the message to the game device of the selected player.
a module operative to acquire, from a game device adapted to control a game where a player controls a player's character and advances in a game field, play data indicating the status of progress of the game in the game field or a message directed to another player displayed in the game field;
a module operative to refer to a player database storing information on positions of the player's characters of a plurality of game devices in the game field and to select a player that controls a player's character located within a predetermined range from a position in the game field where the play data or the message should be displayed; and
a module operative to deliver the play data or the message to the game device of the selected player.
The game control program product according to claim 20 , wherein the player database further stores levels of players, and the module for selecting selects a player at a level different from that of the player acquiring the play data or the message by a predetermined amount or less.
the player database further stores levels of players, and
the module for selecting selects a player at a level different from that of the player acquiring the play data or the message by a predetermined amount or less.
A game server comprising: an acquiring unit operative to acquire, from a game device adapted to control a game where a player controls a player's character and advances in a game field, play data indicating the status of progress of the game in the game field or a message directed to another player displayed in the game field; a selection unit operative to refer to a player database storing information on positions of the player's characters of a plurality of game devices in the game field and to select a player that controls a player's character located within a predetermined range from a position in the game field where the play data or the message should be displayed; and a delivery unit operative to deliver the play data or the message to the game device of the selected player.
an acquiring unit operative to acquire, from a game device adapted to control a game where a player controls a player's character and advances in a game field, play data indicating the status of progress of the game in the game field or a message directed to another player displayed in the game field;
a selection unit operative to refer to a player database storing information on positions of the player's characters of a plurality of game de
[Truncated to input limit]