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    • 2. 发明专利
    • Visual instruction of current voice speaker
    • 目前声音播放器的视觉指示
    • JP2005100420A
    • 2005-04-14
    • JP2004280314
    • 2004-09-27
    • Microsoft Corpマイクロソフト コーポレーション
    • DANIELI DAMON V
    • A63F13/00A63F13/12G06F3/00G06F3/048G06F3/16G06F17/00G10L11/00
    • A63F13/537A63F13/12A63F13/79A63F13/87A63F2300/1081A63F2300/303A63F2300/306A63F2300/572
    • PROBLEM TO BE SOLVED: To permit a listener to visually identify one or more known or anonymous voice speakers in a computer session. SOLUTION: For each voice speaker, voice data include a speaker identifier that is associated with a visual indicator displayed to indicate the voice speaker who is currently speaking. The speaker identifier is first used to determine voice privileges before the visual indicator is displayed. The visual indicator is preferably associated with a visual element controlled by the voice speaker, such as an animated game character. Visually identifying a voice speaker enables the listener and/or a moderator of the computing session to control voice communications, such as muting an abusive voice speaker. The visual indicator can take various forms, such as an icon displayed adjacent to the voice speaker's animated character, or a different icon displayed in a predetermined location if the voice speaker's animated character is not currently visible to the listener. COPYRIGHT: (C)2005,JPO&NCIPI
    • 要解决的问题:允许听众在计算机会话中视觉识别一个或多个已知或匿名的语音扬声器。

      解决方案:对于每个语音扬声器,语音数据包括与显示的视觉指示器相关联的扬声器标识符,以指示当前正在说话的语音扬声器。 扬声器标识符首先用于在显示视觉指示符之前确定语音特权。 视觉指示器优选地与由语音扬声器控制的视觉元素相关联,诸如动画游戏角色。 视觉识别语音扬声器使听众和/或计算会话的主持人能够控制语音通信,诸如使侮辱性语音扬声器静音。 视觉指示器可以采用各种形式,例如与语音扬声器的动画角色相邻显示的图标,或者如果语音讲话者的动画角色当前不是听众可见的,则在预定位置显示不同的图标。 版权所有(C)2005,JPO&NCIPI

    • 3. 发明专利
    • System for audience of on-line game
    • 在线游戏系统
    • JP2006081895A
    • 2006-03-30
    • JP2005228577
    • 2005-08-05
    • Microsoft Corpマイクロソフト コーポレーション
    • DANIELI DAMON VKEIMIG JASON KMONTOYA TRACEY A
    • A63F13/12A63F13/00
    • A63F13/86A63F13/12A63F13/327A63F13/332A63F13/335A63F13/338A63F13/35A63F13/87A63F2300/407A63F2300/577
    • PROBLEM TO BE SOLVED: To provide appropriately formatted data for various electronic devices used for tracking an on-line electronic game. SOLUTION: The state of an on-line event is monitored in an audience process so that a data stream for audience is generated during the on-line event and provided for the audience, and an audience model is updated. The data stream for the audience can be formatted, and the content suitable for each audience device of different types according to the audience using the device is provided for the data stream for the audience. A media server receives the rendered data stream and distributes the data stream to the electronic device used by the audience. The distribution can be delayed to prevent the audience from delivering the information to provide unfair profit to participants. A feasibility code provides an additional function and facilitates the interaction among audiences, and can be included in the data stream for the audience to allow the audience to "play" the game. COPYRIGHT: (C)2006,JPO&NCIPI
    • 要解决的问题:为用于跟踪在线电子游戏的各种电子设备提供适当格式化的数据。

      解决方案:在观众流程中监控在线活动的状态,以便在在线活动期间生成观众的数据流,并为观众提供观众模型,并更新观众模型。 可以对观众的数据流进行格式化,并且为观众提供适合于使用该设备的受众的不同类型的每个观众设备的内容。 媒体服务器接收渲染的数据流,并将数据流分发给观众使用的电子设备。 分配可能会延迟,以防止观众提供信息,为参与者提供不公平的利润。 可行性代码提供了额外的功能,并促进了观众之间的互动,并且可以被包括在观众的数据流中,以允许观众“玩”游戏。 版权所有(C)2006,JPO&NCIPI

    • 4. 发明专利
    • Limitation of interaction between parties in networked session
    • 网络会议之间的交互限制
    • JP2005353012A
    • 2005-12-22
    • JP2004176217
    • 2004-06-14
    • Microsoft Corpマイクロソフト コーポレーション
    • DANIELI DAMON V
    • A63F13/00A63F13/12G06F13/00G06F15/00
    • PROBLEM TO BE SOLVED: To control the interaction between participants in an online session by use of a filter. SOLUTION: Each participant in the online session has a list of other users for which interaction is to be limited in the on-line session. Each list is hashed to form a participant filter. The host of the online cession determines the logic OR of the filters of all the participants in the session to form a session filter. Each identifier of the present participants in the online session is hashed to form a user filter. The host of the online session inspects the session filter to determine whether a participation applicant is blocked or not. When he/she is not blocked, the user filter is transmitted to the participation applicant and inspected for the block filter. COPYRIGHT: (C)2006,JPO&NCIPI
    • 要解决的问题:通过使用过滤器来控制在线会话中的参与者之间的交互。

      解决方案:在线会话中的每个参与者都有在线会话中要限制其他用户的列表。 每个列表都被散列以形成参与者过滤器。 在线保存的主机确定会话中所有参与者的过滤器的逻辑OR,以形成会话过滤器。 在线会话中的当前参与者的每个标识符被散列以形成用户过滤器。 在线会议的主持人检查会话过滤器,以确定参与申请人是否被阻止。 当他/她没有被阻止时,用户过滤器被传送到参与申请人并检查块过滤器。 版权所有(C)2006,JPO&NCIPI

    • 5. 发明专利
    • Method and system for banning verbal communication by specific player
    • 用于通过特定播放器进行VERBAL通信的方法和系统
    • JP2008183453A
    • 2008-08-14
    • JP2008119922
    • 2008-05-01
    • Microsoft Corpマイクロソフト コーポレーション
    • DANIELI DAMON VHELLER NOAH
    • A63F13/00A63F13/12A63F13/10G06F13/00H04M3/56
    • A63F13/87A63F13/12A63F13/335A63F2300/1081A63F2300/572
    • PROBLEM TO BE SOLVED: To ban voice communication to and from a party selected by a game playing system. SOLUTION: A determination step 332 determines whether voice communication between a player and other players is stopped or not. One of the reasons for the communication block is a decision made by an individual authorized by a parent or the like of a juvenile child that an involvement in voice communication between the child and other player should not be permitted during a game. This option can be used or set by using an option supplied by a game console concerning a specific player's account. If a current player's voice communication is blocked, a step 334 determines that the game console does not have to process the voice communication and the process goes to the next communicator instead in a step 336. COPYRIGHT: (C)2008,JPO&INPIT
    • 要解决的问题:禁止与游戏系统选择的一方进行语音通信。 解决方案:确定步骤332确定玩家和其他玩家之间的语音通信是否停止。 沟通障碍的原因之一是由少年儿童的父母等授权的个人做出的决定,即游戏期间不应该允许孩子和其他玩家之间的语音通信。 该选项可以通过使用由游戏机提供的关于特定玩家帐户的选项来使用或设置。 如果当前玩家的语音通信被阻止,则步骤334确定游戏控制台不需要处理语音通信,并且在步骤336中代替处理进入下一个通信器。版权所有:(C)2008,JPO&INPIT