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    • 1. 发明授权
    • Apparatus and method for analyzing a golf swing
    • 用于分析高尔夫挥杆的装置和方法
    • US07128657B1
    • 2006-10-31
    • US10933811
    • 2004-09-03
    • Robert McCarthyMichael McCarthy
    • Robert McCarthyMichael McCarthy
    • A63B69/36
    • A63B69/3614A63B24/0003A63B69/3685A63B2220/806A63B2220/807
    • There is provided an improved putting training apparatus and method wherein a golfer may observe, analyze, and record their putting swing. A putter supports two detachable, vertically aligned lasers, each adapted to selectively cast a beam towards a target disposed substantially perpendicular to the face of the putter. A first laser is momentarily illuminated when the putter head address the golf ball. The second laser is illuminated continuously both during the preparation for and during the putt. The second laser records on the target a complete transition of the club head during the time it is illuminated. A camera connected to a computer records the first and second laser traces on the target and provides feedback to the golfer regarding his putting swing. Putter head velocity is thereby easily determined. The lowest point in the arc may be readily compared to the actual point of impact with the ball.
    • 提供了一种改进的投球训练装置和方法,其中高尔夫球手可以观察,分析和记录其摆动。 推杆支撑两个可拆卸的垂直对准的激光器,每个激光器适于选择性地将射束投射到基本上垂直于推杆的表面设置的靶。 当推杆头位于高尔夫球时,第一个激光瞬间被照亮。 在准备期间和推杆期间,第二激光器都连续照亮。 第二个激光在对象的照明时刻记录球杆头的完整过渡。 连接到计算机的相机记录目标上的第一和第二激光迹线,并向高尔夫球手提供关于其摆动的反馈。 因此,可以容易地确定推杆头部速度。 电弧中的最低点可以容易地与球的实际撞击点进行比较。
    • 2. 发明授权
    • Method and apparatus for providing virtual messaging
    • 提供虚拟消息传送的方法和装置
    • US08885801B2
    • 2014-11-11
    • US12910421
    • 2010-10-22
    • Michael McCarthyRobert McCarthyDavid IttnerSaul EinbinderHoward Frisch
    • Michael McCarthyRobert McCarthyDavid IttnerSaul EinbinderHoward Frisch
    • H04M1/64H04M1/725H04M3/537H04M3/533
    • H04M3/533H04M3/53333H04M3/53366H04M3/537H04M2203/4536
    • A method and apparatus of providing virtual messaging is provided. The method comprises examining status information associated with a plurality of servers for notifying call recipients of messages using at least one messaging protocol, wherein each of the plurality of servers operates independently, identifying an available server of the plurality of servers, based on the status information, for handling a message and directing an incoming call to the available server, wherein the available server stores the message until communication of the message to at least one call recipient, wherein the available server communicates at least one notification message associated with the message to at least one telephone number of the at least one call recipient, wherein the at least one notification message comprises a telephone number associated with the call origination device and a message link number for communicating with the available server.
    • 提供了提供虚拟消息的方法和装置。 该方法包括检查与多个服务器相关联的状态信息,以使用至少一个消息传递协议通知消息的呼叫接收者,其中,多个服务器中的每一个独立地操作,基于状态信息识别多个服务器中的可用服务器 ,用于处理消息并将呼叫定向到可用服务器,其中所述可用服务器存储所述消息,直到所述消息与至少一个呼叫接收者通信,其中所述可用服务器将与所述消息相关联的至少一个通知消息通信到 所述至少一个呼叫接收者的至少一个电话号码,其中所述至少一个通知消息包括与所述呼叫发起设备相关联的电话号码和用于与所述可用服务器通信的消息链路号码。
    • 3. 发明授权
    • Game rhythm
    • 游戏节奏
    • US09283484B1
    • 2016-03-15
    • US13595651
    • 2012-08-27
    • Michael McCarthy
    • Michael McCarthy
    • A63F13/00A63F13/50A63F13/54
    • A63F13/50A63F13/54A63F13/56A63F2300/6607
    • Game rhythm in an electronic game can be synchronized, allowing a desired emotional state to be achieved. Specifically, a desired emotional state of a user playing an electronic game is identified. Then a beats-per-minute (bpm) level corresponding to the desired emotional state is selected. Game music may then be played at the selected bpm level, while animation for one or more game objects within the electronic game is synchronized with the selected bpm level. In some example embodiments, the game rhythm is synchronized based upon which game object a user selects, and there remain some game objects whose animations are synchronized at a different bpm level than the selected game object.
    • 电子游戏中的游戏节奏可以同步,从而实现期望的情感状态。 具体地,识别玩电子游戏的用户的期望的情绪状态。 然后选择对应于所需情绪状态的每分钟百分比(bpm)。 然后可以在所选择的bpm级别播放游戏音乐,而电子游戏内的一个或多个游戏对象的动画与所选择的bpm等级同步。 在一些示例性实施例中,基于用户选择的游戏对象来同步游戏节奏,并且存在一些游戏对象,其动画在与所选择的游戏对象不同的bpm级别上同步。
    • 6. 发明申请
    • RADIATION DETECTING DEVICE AND METHOD OF OPERATING
    • 辐射检测装置及其操作方法
    • US20100294946A1
    • 2010-11-25
    • US12468615
    • 2009-05-19
    • Michael McCarthy
    • Michael McCarthy
    • G01T1/24H01L29/792
    • H01L29/792
    • A method of operating a radiation-detecting device includes charging a first charge storage region of a charge storage structure to place a first charge value at the first charge storage region, and charging a second charge storage region of the charge storage structure to place a second charge value at the second charge storage region. The method further includes conducting a first read operation to determine a change in the first charge value at the first charge storage region at a first time after charging the first charge storage region, and determining a first radiation flux value for an environment containing the charge storage structure based on the change in the first charge value at the first time.
    • 一种操作放射线检测装置的方法包括:对第一电荷存储结构的第一电荷存储区域进行充电,以将第一电荷值置于第一电荷存储区域,并对电荷存储结构的第二电荷存储区域进行充电, 第二电荷存储区域的电荷值。 该方法还包括进行第一读取操作以在充电第一电荷存储区域之后的第一时间确定第一电荷存储区域处的第一电荷值的变化,以及确定包含电荷存储器的环境的第一辐射通量值 基于第一次充电值的变化的结构。
    • 8. 发明申请
    • Systems and methods for point value based match-up in online gaming
    • 基于点数的在线游戏匹配的系统和方法
    • US20080039167A1
    • 2008-02-14
    • US11499376
    • 2006-08-04
    • Timothy Randolph HarrisMichael McCarthyDavid Vincent Shuck
    • Timothy Randolph HarrisMichael McCarthyDavid Vincent Shuck
    • A63F9/24
    • G07F17/32
    • Certain embodiments provide a method for determining a value for a set of characters in an online game including selecting a set of characters, determining a point value for at least one character in the set of characters, and determining a total point value for the set of characters. The set of characters is associated with a player and is adapted to include at least one character. Each character in the set of characters includes at least one attribute adjustable by the player. The point value is determined based at least in part on at least one attribute of the at least one character. The point value represents an effective strength of the character. The total point value is determined based at least in part on the determined point value. The total point value represents an effective strength of the characters in the set of characters.
    • 某些实施例提供一种用于确定在线游戏中的一组角色的值的方法,包括选择一组字符,确定该组字符中的至少一个角色的点值,以及确定该组 人物。 所述一组角色与玩家相关联并且适于包括至少一个角色。 该组字符中的每个字符包括至少一个可由播放器调节的属性。 该点值至少部分地基于至少一个字符的至少一个属性来确定。 点值表示角色的有效强度。 总点值至少部分地基于确定的点值来确定。 总点值表示字符集中的字符的有效强度。
    • 9. 发明申请
    • Illumination system
    • 照明系统
    • US20070115666A1
    • 2007-05-24
    • US11656641
    • 2007-01-23
    • James ThomasBryan WarnerMichael McCarthy
    • James ThomasBryan WarnerMichael McCarthy
    • F21V29/00
    • F21V29/74F21S4/10F21V15/01F21V21/002F21V29/75F21Y2115/10H05K1/0203H05K1/053H05K1/056H05K3/28H05K2201/0175H05K2201/10106Y10S362/80
    • The present invention provides a lighting system for use within a display sign, wherein the lighting system comprises a first module having a multi-layer circuit board and an arrangement of components electrically connected to the circuit board. The component arrangement includes a driver control chip that provides regulated voltage to the light emitting diodes, at least one surface mounted resistor, and a pair of light emitting diodes wherein each diode is mounted to a longitudinal end portion of the circuit board. Thus, the driver control chip is positioned between the light emitting diodes. The component arrangement further includes a high-frequency capacitor that filters undesired electrical noise and a rectifying diode that converts electrical potential from alternating current to direct current. A second module is electrically connected to the first module by a pair of flexible conductor wires. The second module includes a multi-layer circuit board and an arrangement of components electrically connected to the circuit board. The component arrangement of the second module is similar to that of the first module, wherein a light emitting diode is mounted to each longitudinal end portion of the circuit board.
    • 本发明提供了一种在显示符号内使用的照明系统,其中照明系统包括具有多层电路板的第一模块和电连接到电路板的组件的布置。 该组件装置包括驱动器控制芯片,其向发光二极管提供调节电压,至少一个表面安装的电阻器和一对发光二极管,其中每个二极管安装到电路板的纵向端部。 因此,驱动器控制芯片位于发光二极管之间。 组件布置还包括滤除不需要的电噪声的高频电容器和将电流从交流电转换成直流电的整流二极管。 第二模块通过一对柔性导线与第一模块电连接。 第二模块包括多层电路板和电连接到电路板的组件的布置。 第二模块的组件布置类似于第一模块的组件布置,其中发光二极管安装到电路板的每个纵向端部。
    • 10. 发明申请
    • Crash sensor for sensing an impact to a vehicle in response to reduced light intensity and an associated method
    • 碰撞传感器,用于响应于光强度的降低和相关联的方法来感测对车辆的冲击
    • US20060162984A1
    • 2006-07-27
    • US11042637
    • 2005-01-25
    • Michael McCarthyCarl Munch
    • Michael McCarthyCarl Munch
    • B60K28/10
    • B60R21/0136B60R2021/01095
    • A sensor (14) for sensing an impact to a vehicle (10) comprises a deformable member (26) through which an elongated chamber (30) extends. Deformation of the deformable member (26) is indicative of an impact to the vehicle (10). A light source (74) emits light through the chamber (30). A first detector (104) senses an intensity of the light emitted by the light source (74) and provides a first intensity signal indicative thereof. A second detector (96) senses the intensity of the light that passes through the chamber (30) and provides a second intensity signal indicative thereof. The intensity of the light that passes through the chamber (30) varies as a function of deformation of the deformable member (26). A controller (62) analyzes the first and second intensity signals to determine whether an impact to the vehicle (10) has occurred.
    • 用于感测对车辆(10)的撞击的传感器(14)包括可伸长室(30)延伸通过的可变形构件(26)。 可变形构件(26)的变形指示对车辆(10)的冲击。 光源(74)通过腔室(30)发光。 第一检测器(104)感测由光源(74)发射的光的强度,并提供指示其的第一强度信号。 第二检测器(96)感测通过腔室(30)的光的强度,并提供指示其的第二强度信号。 通过室(30)的光的强度随着可变形构件(26)的变形的函数而变化。 控制器(62)分析第一和第二强度信号以确定是否已经发生对车辆(10)的影响。