Prosecution Insights
Last updated: May 29, 2026
Application No. 18/283,382

GAME INTERFACE INTERACTION METHOD, SYSTEM, AND COMPUTER READABLE STORAGE MEDIUM

Final Rejection §101§103
Filed
Mar 11, 2024
Priority
Mar 24, 2021 — CN 202110312764.4 +1 more
Examiner
FIBBI, CHRISTOPHER J
Art Unit
2174
Tech Center
2100 — Computer Architecture & Software
Assignee
Shanghai Lilith Computer Technology Co. Ltd.
OA Round
2 (Final)
53%
Grant Probability
Moderate
3-4
OA Rounds
2y 2m
Est. Remaining
91%
With Interview

Examiner Intelligence

Grants 53% of resolved cases
53%
Career Allowance Rate
201 granted / 379 resolved
-2.0% vs TC avg
Strong +38% interview lift
Without
With
+38.1%
Interview Lift
resolved cases with interview
Typical timeline
4y 5m
Avg Prosecution
32 currently pending
Career history
421
Total Applications
across all art units

Statute-Specific Performance

§101
1.4%
-38.6% vs TC avg
§103
93.2%
+53.2% vs TC avg
§102
2.6%
-37.4% vs TC avg
§112
1.3%
-38.7% vs TC avg
Black line = Tech Center average estimate • Based on career data from 379 resolved cases

Office Action

§101 §103
DETAILED ACTION This action is in response to the Amendment dated 06 April 2026. Claims 1-6, 8 and 10 have been amended. Claims 7 and 9 have been cancelled. No claims have been added. Claims 1-6, 8 and 10 remain pending and have been considered below. 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 . Response to Amendment Based on applicant’s amendment, the objection to the drawings is withdrawn. Based on applicant’s amendment, the claim objections of claims 2, 3 and 4 are withdrawn. Based on applicant’s amendment, the 35 U.S.C. 112(b)/second paragraph rejection of claims 7 and 9 is withdrawn. Based on applicant’s amendment, claims 8 and 9 are no longer interpreted as invoking 35 U.S.C. 112(f)/sixth paragraph. Claim Objections Claim 10 is objected to because of the following informalities: some of the changes made to claim 10 were already made in a previous preliminary amendment (11 March 2024). In the 11 March 2024 preliminary amendment, “non-transitory” also appears before computer-readable storage medium, but does not appear in this amendment. “Amendments to a claim must be made by rewriting the entire claim with all changes (e.g., additions and deletions) as indicated in this subsection, except when the claim is being canceled." ... "When claim text with markings is required. All claims being currently amended in an amendment paper shall be presented in the claim listing, indicate a status of "currently amended," and be submitted with markings to indicate the changes that have been made relative to the immediate prior version of the claims. The text of any added subject matter must be shown by underlining the added text. The text of any deleted matter must be shown by strike-through except that double brackets placed before and after the deleted characters may be used to show deletion of five or fewer consecutive characters” See 37 CFR 1.121(c)(2). Appropriate correction is required. Examiner notes that there were multiple claims sets submitted on 11 March 2024, examiner relied upon the preliminary amended claim as written: “A non-transitory computer-readable storage medium on which a computer program is stored, wherein the computer program implements the steps according to claim 1 when executed by a processor”. 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. Claim 10 is rejected under 35 U.S.C. 101 because the claimed invention is now directed to the non-statutory subject area of carrier/propagated waves/signals. Claim 10 is directed towards a “computer-readable storage medium.” The examiner interprets a “computer-readable storage medium" as a medium defined by the characteristics in the applicant's specification; however, the applicant’s specification is silent with respect to a definition. Thus, giving “computer-readable storage medium” the broadest reasonable interpretation, claim 10 is rejected for containing non-statutory subject matter of carrier/propagated waves/signals. Claim Rejections - 35 USC § 103 This application currently names joint inventors. In considering patentability of the claims the examiner presumes that the subject matter of the various claims was commonly owned as of the effective filing date of the claimed invention(s) absent any evidence to the contrary. Applicant is advised of the obligation under 37 CFR 1.56 to point out the inventor and effective filing dates of each claim that was not commonly owned as of the effective filing date of the later invention in order for the examiner to consider the applicability of 35 U.S.C. 102(b)(2)(C) for any potential 35 U.S.C. 102(a)(2) prior art against the later invention. 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. Claims 1-4, 6, 8 and 10 are rejected under 35 U.S.C. 103 as being unpatentable over Shimizu (US 5,754,660) in view Neymotin et al. (US 2016/0071546 A1). As for independent claim 1, Shimizu teaches a method comprising: storing at least one game interface picture within the intelligent terminal running a game application program, wherein each game interface picture comprises at least two game scene units [(e.g. see Shimizu col 3 lines 23-41) ”a video game unit for generating images and sounds including music and sound effects for a game, and comprises an image processing unit 11 and an audio processing unit 12. An image memory 13 is connected to the image processing unit 11 through an address bus and a data bus. Further, an external memory 20 and an operating device/controller 30 are detachably connected to the image processing unit 11 … Image display data are provided to an image signal generation circuit 14. Specifically, the image processing unit 11 generates image display data for displaying one or a plurality of objects. Some of the objects have associated sounds such as music and/or a sound effect, e.g., a waterfall, a river, an animal, an automobile, an airplane, or the like”]. configuring a display interface, wherein the display interface corresponds to a display screen of the intelligent terminal [(e.g. see Shimizu col 1 lines 55-57) ”an image display device for displaying a three-dimensional image, realistic sounds are generated to correspond with changing three-dimensional images”]. defining a longitudinal calibration bases of each of the game scene units as a starting point, and calculating a distance vector between the display interface and each of the starting points [(e.g. see Shimizu col 4 lines 13-19, col 5 lines 14-18, col 7 lines 7-15, col 10 line 54 – col 11 line 3) ” The coordinate data fed to the audio processing unit 12 also includes … Y coordinate data representing the longitudinal/vertical direction of the display screen … Such relationships for controlling distance/direction and/or the sound volume may be predetermined, e.g., stored in a look-up table, or embodied as one or more equations stored in real time. In the look-up table embodiment, sound volume values of the waveform are stored in a table for each left and right unit distance centered around the position of the virtual camera (or the hero character) and read out using the current distance as an address to the table … the audio processing unit 12 finds the distance between the sound generating object and the virtual camera or the hero character on the basis of the first and second coordinate data, and determines the sound volume on the basis of the distance … the coordinate data storage area 15c sorts coordinate data of an object 1 generating sounds such as an enemy character or a waterfall as coordinate data of the object 1. The coordinate data storage area 15c stores coordinate data of an object 2 such as a virtual camera (or the hero character) whose line of sight moves to see the object 1 by an operator operating the controllers 30 as coordinate data of the object 2. When sounds are generated from the object 1, the M-CPU 51 calculates a direction to the object 1 as viewed from the object 2 and the distance therebetween on the basis of the coordinate data of the object 1 and the coordinate data of the object 2. Further, a program for producing three-dimensional sound effects from the characteristic views of FIGS. 3 to 6 is executed on the basis of the direction and the distance … the sound volume”]. running and playing at least two game audios within the game application program, wherein each game audio corresponds to a game scene unit [(e.g. see Shimizu col 2 lines 7-14, col 7 lines 47-48) ”A first digital-to-analog converter converts the first sound source data into an analog audio signal which is fed to a first sound generator, e.g., a left or right speaker. A second digital-to-analog converter converts the second sound source data read out from the temporary storage section into an analog audio signal which is fed to a second sound generator, e.g., the other of the left or right speaker … the sound volumes of the left and right audio signals may be similarly controlled”]. when the display interface moves laterally within the game interface picture, forming, by a control module of the intelligent terminal, an audio control instruction based on the distance vector, to change audio parameters of each of the game audios [(e.g. see Shimizu col 7 lines 22-41, col 10 line 54 – col 11 line 3 and Fig. 2) ”the sound volume of the left audio signal is set to a maximum amount and the sound volume of the right audio signal is set to zero when the sound generating object exists on the left side at an angle of 0.degree. as viewed from the virtual camera (or the hero character) (see FIG. 3). As the sound generating object moves to the right drawing a semicircle of radius "r" around the virtual camera (or the hero character) as shown in FIG. 2, the sound volume of the right audio signal is gradually increased and the sound volume of the left audio signal is gradually decreased, as indicated by the characteristic view of FIG. 3. When the sound generating object reaches the front of the virtual camera (or the hero character) at position at an angle of 90.degree. from the left side, the sound volumes of the left and right audio signals are made equal. Further, when the sound generating object moves right to reach a position on the right side of the virtual camera (or the hero character) at an angle of 180.degree. from the left side, the sound volume of the left audio signal is set to zero, and the sound volume of the right audio signal is set to the maximum amount … the coordinate data storage area 15c sorts coordinate data of an object 1 generating sounds such as an enemy character or a waterfall as coordinate data of the object 1. The coordinate data storage area 15c stores coordinate data of an object 2 such as a virtual camera (or the hero character) whose line of sight moves to see the object 1 by an operator operating the controllers 30 as coordinate data of the object 2. When sounds are generated from the object 1, the M-CPU 51 calculates a direction to the object 1 as viewed from the object 2 and the distance therebetween on the basis of the coordinate data of the object 1 and the coordinate data of the object 2. Further, a program for producing three-dimensional sound effects from the characteristic views of FIGS. 3 to 6 is executed on the basis of the direction and the distance … the sound volume”]. Shimizu does not specifically teach a size of the display interface is smaller than that of the game interface picture so that the entire game interface is not displayed to the user as a whole or when the display screen receives a sliding operation, the display interface moves laterally within the game interface picture to switch the game scene unit displayed on the display screen. However, in the same field of invention, Neymotin teaches: a size of the display interface is smaller than that of the game interface picture so that the entire game interface is not displayed to the user as a whole [(e.g. see Neymotin paragraph 0030 and Figs. 8 and 11) ”This illustration also demonstrates a situation where the viewing device's field of vision 806 is smaller than each of the three screens 701, 702, 703. This option enables the viewer to ‘look’ around within a screen, as well as select different screens”]. and when the display screen receives a sliding operation, the display interface moves laterally within the game interface picture to switch the game scene unit displayed on the display screen [(e.g. see Neymotin paragraphs 0030, 0033, 0070 and Figs. 8 and 11) ”FIG. 11 illustrates the ‘scrolling’ controls of an AVMT Video. When scrolling with a VR Headset or other controller, the user's field of view shifts linearly between the prepositioned screens 701, 702, 703; their video and soundtrack 801, 802, 803 fades between them 804, 805 … The sound is recorded in stereo, and fades in (rises in volume) starting from the direction that it is shifted in (e.g., when shifting from the screen on the headset's left 703 to the screen in the center 702, the sound rises from the left) and expanding to the other side. Likewise, the program's seamless interface means that the VR Headset's motion (or other device, set to “scrolling” FIG. 11) does not ‘select’ a new screen; instead, the videos are positioned in their assigned directions and the VR Headset 206 shifts between them linearly 1101 … three screens 701, 702, 703 as an example. The VR Headset or other viewing platform 206 is selecting Screen Three 803 (as indicated by 806), to its left. In this example, to VR Headset position's right is Screen Two 701. Screen Three 703 is on its far right and Screen One 702 is in the center. The three screens, and their soundtracks 801, 802, 803 fade as the VR Headset moves between them 804, 805: From Screen Two 701 to Screen One 702 and vice versa, and from Screen One 702 to Screen Three 703 and vice versa. Alternately, a ‘Switching’ selection is enabled as a non-dynamic selecting option, as in FIG. 11”]. Therefore, considering the teachings of Shimizu and Neymotin, it would have been obvious to one having ordinary skill in the art before the effective filing date of the claimed invention to add a size of the display interface is smaller than that of the game interface picture so that the entire game interface is not displayed to the user as a whole and when the display screen receives a sliding operation, the display interface moves laterally within the game interface picture to switch the game scene unit displayed on the display screen, as taught by Neymotin, to the teachings of Shimizu because it provides a seamless interface which creates a more engaging and enjoyable experience for the user (e.g. see Neymotin paragraphs 0070, 0084). As for dependent claim 2, Shimizu and Neymotin teach the method as described in claim 1 and Shimizu further teaches: wherein defining the longitudinal calibration basis of each of the game scene units as the starting point, and calculating the distance vector between the display interface and each of the starting points comprises: defining a central axis of each game scene unit as the longitudinal calibration basis, and defining a central axis of the display interface as a longitudinal reference basis [(e.g. see Shimizu col 4 lines 13-19, col 7 lines 7-15) ” The coordinate data fed to the audio processing unit 12 also includes … Y coordinate data representing the longitudinal/vertical direction of the display screen … Such relationships for controlling distance/direction and/or the sound volume may be predetermined, e.g., stored in a look-up table, or embodied as one or more equations stored in real time. In the look-up table embodiment, sound volume values of the waveform are stored in a table for each left and right unit distance centered around the position of the virtual camera (or the hero character) and read out using the current distance as an address to the table”]. calculating a first distance scalar and a second distance scalar between the longitudinal reference basis and two adjacent longitudinal calibration bases respectively [(e.g. see Shimizu col 5 lines 14-18) ”the audio processing unit 12 finds the distance between the sound generating object and the virtual camera or the hero character on the basis of the first and second coordinate data, and determines the sound volume on the basis of the distance”]. forming, by the control module of the intelligent terminal, an audio control instruction based on the distance vector, based on the distance vector, to change audio parameters of each of the game audios comprises: forming, by the control module, an audio control instruction comprising volume control information based on a first ratio which is the first distance scalar to a distance between the two adjacent longitudinal calibration bases and a second ratio which is the second distance scalar to a distance between the two adjacent longitudinal calibration bases, wherein a volume of each game audio is adjusted respectively based on the volume control information [(e.g. see Shimizu col 7 lines 22-40, col 10 lines 52 – col 11 line 3) ”the coordinate data storage area 15c stores coordinate data of a sound generating object or the like displayed on a screen. For example, the coordinate data storage area 15c sorts coordinate data of an object 1 generating sounds such as an enemy character or a waterfall as coordinate data of the object 1. The coordinate data storage area 15c stores coordinate data of an object 2 such as a virtual camera (or the hero character) whose line of sight moves to see the object 1 by an operator operating the controllers 30 as coordinate data of the object 2. When sounds are generated from the object 1, the M-CPU 51 calculates a direction to the object 1 as viewed from the object 2 and the distance therebetween on the basis of the coordinate data of the object 1 and the coordinate data of the object 2. Further, a program for producing three-dimensional sound effects from the characteristic views of FIGS. 3 to 6 is executed on the basis of the direction and the distance to generate … the sound volume … the sound volume of the left audio signal is set to a maximum amount and the sound volume of the right audio signal is set to zero when the sound generating object exists on the left side at an angle of 0.degree. as viewed from the virtual camera (or the hero character) (see FIG. 3). As the sound generating object moves to the right drawing a semicircle of radius "r" around the virtual camera (or the hero character) as shown in FIG. 2, the sound volume of the right audio signal is gradually increased and the sound volume of the left audio signal is gradually decreased, as indicated by the characteristic view of FIG. 3. When the sound generating object reaches the front of the virtual camera (or the hero character) at position at an angle of 90.degree. from the left side, the sound volumes of the left and right audio signals are made equal. Further, when the sound generating object moves right to reach a position on the right side of the virtual camera (or the hero character) at an angle of 180.degree. from the left side, the sound volume of the left audio signal is set to zero, and the sound volume of the right audio signal is set to the maximum amount”]. As for dependent claim 3, Shimizu and Neymotin teach the method as described in claim 2 and Shimizu further teaches: wherein adjusting the volume of each game audio respectively based on the volume control information comprises: obtaining, by the control module, a current volume of the intelligent terminal, and changing the volume of the game audio based on the following formulas: a first volume control information = (1-first ratio)*100%*current volume and a second volume control information = (1-second ratio)*100%*current volume [(e.g. see Shimizu col 2 lines 7-14, col 7 lines 7-10, 47-48 and Fig. 2) ”A first digital-to-analog converter converts the first sound source data into an analog audio signal which is fed to a first sound generator, e.g., a left or right speaker. A second digital-to-analog converter converts the second sound source data read out from the temporary storage section into an analog audio signal which is fed to a second sound generator, e.g., the other of the left or right speaker … the sound volumes of the left and right audio signals may be similarly controlled … Such relationships for controlling distance/direction and/or the sound volume may be predetermined, e.g., stored in a look-up table, or embodied as one or more equations stored in real time … the sound volume of the left audio signal is set to a maximum amount and the sound volume of the right audio signal is set to zero when the sound generating object exists on the left side at an angle of 0.degree. as viewed from the virtual camera (or the hero character) (see FIG. 3). As the sound generating object moves to the right drawing a semicircle of radius "r" around the virtual camera (or the hero character) as shown in FIG. 2, the sound volume of the right audio signal is gradually increased and the sound volume of the left audio signal is gradually decreased, as indicated by the characteristic view of FIG. 3. When the sound generating object reaches the front of the virtual camera (or the hero character) at position at an angle of 90.degree. from the left side, the sound volumes of the left and right audio signals are made equal. Further, when the sound generating object moves right to reach a position on the right side of the virtual camera (or the hero character) at an angle of 180.degree. from the left side, the sound volume of the left audio signal is set to zero, and the sound volume of the right audio signal is set to the maximum amount”]. Examiner notes that, as described and depicted, the left/right audio volume mix of an object moving across the display gradually changes from 100/0 at the far left side (L), to 50/50 in the middle (L=R) and to 0/100 at the far right side (R), which is equivalent to the equations presented. As for dependent claim 4, Shimizu and Neymotin teach the method as described in claim 3 and Shimizu further teaches: wherein defining the longitudinal calibration basis of each of the game scene units as the starting point, and calculating the distance vector between the display interface and each of the starting points further comprises: calculating a first direction and a second direction of the longitudinal reference basis and the two adjacent longitudinal calibration bases respectively [(e.g. see Shimizu col 4 lines 13-19, col 5 lines 14-27, col 10 line 52 – col 11 line 3 and Fig. 2) ”The coordinate data fed to the audio processing unit 12 also includes … Y coordinate data representing the longitudinal/vertical direction of the display screen … the audio processing unit 12 finds the distance between the sound generating object and the virtual camera or the hero character on the basis of the first and second coordinate data, and determines the sound volume on the basis of the distance … determines the change (i.e., an angle) in direction of the sound generating object as viewed from the camera (or the hero character) on the basis of coordinate data respectively representing the position of the camera (or the hero character) and the positions of the sound generating object before and after … the coordinate data storage area 15c stores coordinate data of a sound generating object or the like displayed on a screen. For example, the coordinate data storage area 15c sorts coordinate data of an object 1 generating sounds such as an enemy character or a waterfall as coordinate data of the object 1. The coordinate data storage area 15c stores coordinate data of an object 2 such as a virtual camera (or the hero character) whose line of sight moves to see the object 1 by an operator operating the controllers 30 as coordinate data of the object 2. When sounds are generated from the object 1, the M-CPU 51 calculates a direction to the object 1 as viewed from the object 2 and the distance therebetween on the basis of the coordinate data of the object 1 and the coordinate data of the object 2. Further, a program for producing three-dimensional sound effects from the characteristic views of FIGS. 3 to 6 is executed on the basis of the direction and the distance to generate … the sound volume”]. adjusting a volume of each game audio respectively based on the volume control information comprises: obtaining, by the control module, a current volume of the intelligent terminal, and changing the volume of each game audio on different channels on different channels based on the following formulas: the first volume control information = (1-first ratio)*100%*current volume and the second volume control information = (1-second ratio)*100%*current volume [(e.g. see Shimizu col 7 lines 7-10, 47-48 and Fig. 2) ”the sound volumes of the left and right audio signals may be similarly controlled … Such relationships for controlling distance/direction and/or the sound volume may be predetermined, e.g., stored in a look-up table, or embodied as one or more equations stored in real time … the sound volume of the left audio signal is set to a maximum amount and the sound volume of the right audio signal is set to zero when the sound generating object exists on the left side at an angle of 0.degree. as viewed from the virtual camera (or the hero character) (see FIG. 3). As the sound generating object moves to the right drawing a semicircle of radius "r" around the virtual camera (or the hero character) as shown in FIG. 2, the sound volume of the right audio signal is gradually increased and the sound volume of the left audio signal is gradually decreased, as indicated by the characteristic view of FIG. 3. When the sound generating object reaches the front of the virtual camera (or the hero character) at position at an angle of 90.degree. from the left side, the sound volumes of the left and right audio signals are made equal. Further, when the sound generating object moves right to reach a position on the right side of the virtual camera (or the hero character) at an angle of 180.degree. from the left side, the sound volume of the left audio signal is set to zero, and the sound volume of the right audio signal is set to the maximum amount”]. Examiner notes that, as described and depicted, the left/right audio volume mix of an object moving across the display gradually changes from 100/0 at the far left side (L), to 50/50 in the middle (L=R) and to 0/100 at the far right side (R), which is equivalent to the equations presented. As for dependent claim 6, Shimizu and Neymotin teach the method as described in claim 1 and Shimizu further teaches: wherein the operations further comprise: obtaining game objects within any game scene unit, and an operation instruction group for operating the game objects, wherein the operation instruction group comprises at least one operation instruction; and selecting any operation instruction in the operation instruction group, and applying the operation instruction to the game object [(e.g. see Shimizu col 3 lines 47-57, col 10 lines 56-61) ”the visual viewpoint/line of sight of the virtual camera is moved by the progress of the game, the operation of a player, and the like. The images such as the first display object that the viewer sees on the display screen are in effect viewed through a virtual camera from a particular point of reference or perspective in the three-dimensional scene. When a hero character or other object (for example, a human being or an animal) moves, (e.g., movement of the hands and legs), the line of sight of the virtual camera may, in some cases, be moved in synchronization with the movement of the line of sight of the hero character … The coordinate data storage area 15c stores coordinate data of an object 2 such as a virtual camera (or the hero character) whose line of sight moves to see the object 1 by an operator operating the controllers 30 as coordinate data of the object 2”]. As for independent claim 8, Shimizu and Neymotin teach a system. Claim 8 discloses substantially the same limitations as claim 1. Therefore, it is rejected with the same rational as claim 1. As for dependent claim 10, Shimizu and Neymotin teach a computer-readable storage medium implementing the steps of claim 1. Claim 10 discloses substantially the same limitations as claim 1. Therefore, it is rejected with the same rational as claim 1. Claim 5 is rejected under 35 U.S.C. 103 as being unpatentable over Shimizu (US 5,754,660) in view Neymotin et al. (US 2016/0071546 A1), as applied to claim 1 above, and further in view of Takiguchi et al. (US 2016/0062629 A1). As for dependent claim 5, Shimizu and Neymotin teach the method as described in claim 1 and Shimizu further teaches: wherein changing audio parameters of each of the game audios comprises: changing one or more of a volume, a frequency band, a phase or a reverberation of each of the game audios [(e.g. see Shimizu col 7 lines 47-48) ”the sound volumes of the left and right audio signals may be similarly controlled”]. Shimizu and Neymotin do not specifically teach the operations further comprise: setting a sliding threshold and an audio adjustment rate threshold within the game application program, and when a speed at which the display interface moves laterally is greater than the sliding threshold, changing, by the control module, audio parameters of each of the game audios based on the audio adjustment rate threshold. However, in the same field of invention, Takiguchi teaches: and the operations further comprise: setting a sliding threshold and an audio adjustment rate threshold within the game application program, and when a speed at which the display interface moves laterally is greater than the sliding threshold, changing, by the control module, audio parameters of each of the game audios based on the audio adjustment rate threshold [(e.g. see Takiguchi paragraph 0092) ”The sound output processing unit 23 of the game machine 1 outputs the sound effect through the speaker 15 when the home screen is scrolled to the right or left. In the present example, the sound output processing unit 23 outputs footstep sound of the character 121 as the sound effect. As described above, the speed of the animation of the character 121 varies corresponding to the scroll speed of the home screen. Thus, the sound output processing unit 23 adjusts the reproduction speed of the sound effect in accordance with the scroll speed of the home screen. Further, the sound output processing unit 23 may change the sound volume of the sound effect in accordance with the scrolling of the home screen. For example, the sound output processing unit 23 may gradually increase the sound volume of the sound effect. Then, the sound effect is outputted at a higher sound volume when the scrolling of the home screen is continued for a longer time”]. Therefore, considering the teachings of Shimizu, Neymotin and Takiguchi, it would have been obvious to one having ordinary skill in the art before the effective filing date of the claimed invention to add the operations further comprise: setting a sliding threshold and an audio adjustment rate threshold within the game application program, and when a speed at which the display interface moves laterally is greater than the sliding threshold, changing, by the control module, audio parameters of each of the game audios based on the audio adjustment rate threshold, as taught by Takiguchi, to the teachings of Shimizu and Neymotin because it improves the aesthetic appearance and design variety of the displayed screen (e.g. see Takiguchi paragraph 0145). Response to Arguments Applicant's arguments, filed 06 April 2026, have been fully considered but they are not persuasive. Applicant argues that [“Both Shimizu and Neymotin are completely devoid of disclosing, teaching, suggesting or predicting the Applicant’s claimed limitations of … ‘a size of the display interface is smaller than that of the game interface picture so that the entire game interface is not displayed to the user as a whole, and when the display screen receives a sliding operation, the display interface moves laterally within the game interface picture to switch the game scene unit displayed on the display screen’. (Pages 9 and 10).”]. Examiner respectfully disagrees. Neymotin teaches a size of the display interface is smaller than that of the game interface picture so that the entire game interface is not displayed to the user as a whole, and when the display screen receives a sliding operation, the display interface moves laterally within the game interface picture to switch the game scene unit displayed on the display screen in paragraphs 0030, 0033, 0070 and Figs. 8 and 11 of Neymotin’s disclosure [“This illustration also demonstrates a situation where the viewing device's field of vision 806 is smaller than each of the three screens 701, 702, 703. This option enables the viewer to ‘look’ around within a screen, as well as select different screens … FIG. 11 illustrates the ‘scrolling’ controls of an AVMT Video. When scrolling with a VR Headset or other controller, the user's field of view shifts linearly between the prepositioned screens 701, 702, 703; their video and soundtrack 801, 802, 803 fades between them 804, 805”]. One of ordinary skill in the art, namely a software developer, would recognize that the field of view of the device is smaller than the three seamless screens and the user may shift linearly between the screens. Thus, the combination adequately teaches applicant’s claimed limitation. Citation of Pertinent Prior Art The prior art made of record and not relied upon is considered pertinent to applicant's disclosure. U.S. PGPub 2019/0356894 A1 issued to Oh et al. on 21 November 2019. The subject matter disclosed therein is pertinent to that of claims 1-6, 8 and 10 (e.g. 360 degree video with spatial audio based on the user’s current field of view). U.S. PGPub 2018/0332420 A1 issued to Salume et al. on 15 November 2018. The subject matter disclosed therein is pertinent to that of claims 1-6, 8 and 10 (e.g. crossfade spatial audio between out of FOV and within FOV of the user). Conclusion Applicant's amendment necessitated the new ground(s) of rejection presented in this Office action. Accordingly, THIS ACTION IS MADE FINAL. See MPEP § 706.07(a). Applicant is reminded of the extension of time policy as set forth in 37 CFR 1.136(a). A shortened statutory period for reply to this final action is set to expire THREE MONTHS from the mailing date of this action. In the event a first reply is filed within TWO MONTHS of the mailing date of this final action and the advisory action is not mailed until after the end of the THREE-MONTH shortened statutory period, then the shortened statutory period will expire on the date the advisory action is mailed, and any nonprovisional extension fee (37 CFR 1.17(a)) pursuant to 37 CFR 1.136(a) will be calculated from the mailing date of the advisory action. In no event, however, will the statutory period for reply expire later than SIX MONTHS from the mailing date of this final action. Any inquiry concerning this communication or earlier communications from the examiner should be directed to CHRISTOPHER J FIBBI whose telephone number is (571)-270-3358. The examiner can normally be reached Monday - Thursday (8am-6pm). Examiner interviews are available via telephone, in-person, and video conferencing using a USPTO supplied web-based collaboration tool. To schedule an interview, applicant is encouraged to use the USPTO Automated Interview Request (AIR) at http://www.uspto.gov/interviewpractice. If attempts to reach the examiner by telephone are unsuccessful, the examiner’s supervisor, William Bashore can be reached at (571)-272-4088. The fax phone number for the organization where this application or proceeding is assigned is 571-273-8300. Information regarding the status of published or unpublished applications may be obtained from Patent Center. Unpublished application information in Patent Center is available to registered users. To file and manage patent submissions in Patent Center, visit: https://patentcenter.uspto.gov. Visit https://www.uspto.gov/patents/apply/patent-center for more information about Patent Center and https://www.uspto.gov/patents/docx for information about filing in DOCX format. For additional questions, contact the Electronic Business Center (EBC) at 866-217-9197 (toll-free). If you would like assistance from a USPTO Customer Service Representative, call 800-786-9199 (IN USA OR CANADA) or 571-272-1000. /CHRISTOPHER J FIBBI/Primary Examiner, Art Unit 2174
Read full office action

Prosecution Timeline

Mar 11, 2024
Application Filed
Jan 06, 2026
Non-Final Rejection mailed — §101, §103
Apr 06, 2026
Response Filed
Apr 30, 2026
Final Rejection mailed — §101, §103 (current)

Precedent Cases

Applications granted by this same examiner with similar technology

Patent 12626276
MOBILE DEVICE SYSTEM WITH LOCATION MODULE AND LEARNING MODULE
4y 6m to grant Granted May 12, 2026
Patent 12619309
Tactile Sensation Generation Method, Haptic Reproduction Device and Computer Storage Medium
3y 9m to grant Granted May 05, 2026
Patent 12585866
AUTOMATED ENTRY OF EXTRACTED DATA AND VERIFICATION OF ACCURACY OF ENTERED DATA THROUGH A GRAPHICAL USER INTERFACE
2y 6m to grant Granted Mar 24, 2026
Patent 12561152
METHODS AND SYSTEMS FOR ADAPTIVE CONFIGURATION
2y 5m to grant Granted Feb 24, 2026
Patent 12535930
INTEROPERABILITY FOR TRANSLATING AND TRAVERSING 3D EXPERIENCES IN AN ACCESSIBILITY ENVIRONMENT
2y 10m to grant Granted Jan 27, 2026
Study what changed to get past this examiner. Based on 5 most recent grants.

Strategy Recommendation AI-generated — please review before filing

Get a prosecution strategy drawn from examiner precedents, rejection analysis, and claim mapping.
Typically takes 5-10 seconds — AI-generated, attorney review required before filing

Prosecution Projections

3-4
Expected OA Rounds
53%
Grant Probability
91%
With Interview (+38.1%)
4y 5m (~2y 2m remaining)
Median Time to Grant
Moderate
PTA Risk
Based on 379 resolved cases by this examiner. Grant probability derived from career allowance rate.

Sign in with your work email

Enter your email to receive a magic link. No password needed.

Personal email addresses (Gmail, Yahoo, etc.) are not accepted.

Free tier: 3 strategy analyses per month