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    • 1. 发明公开
    • 온라인 게임에 있어서의 통화 서비스 시스템 및이동통신단말기에서의 통화 시도 처리 방법
    • 用于移动电话的在线游戏服务和电话呼叫处理方法的电话呼叫服务系统
    • KR1020090093366A
    • 2009-09-02
    • KR1020080018856
    • 2008-02-29
    • 주식회사 엔씨소프트
    • 안혜영김인호신지연이해녕
    • G06Q50/10
    • A call service system for an online game and a call processing method for a mobile communication terminal are provided to enable a game user to give a call with an external user directly within a game without additional device and process, thereby largely increasing an available communication coverage of a user using the game. An internet call service system(13) performs a call between an IP(Internet Protocol) network(12-2) and a mobile communication network(12-1). If a call of a specific game user is received from a mobile communication terminal(11), a call receiver(13-3) searches a specific game user among game users connected to a game server(13-2). A call relay unit(13-5) relays call data between a game client and the internet call service system.
    • 提供用于在线游戏的呼叫服务系统和用于移动通信终端的呼叫处理方法,以使游戏用户能够直接在游戏内与外部用户进行呼叫而无需额外的设备和处理,从而大大增加可用的通信覆盖 的用户使用游戏。 互联网呼叫服务系统(13)在IP(因特网协议)网络(12-2)和移动通信网络(12-1)之间执行呼叫。 如果从移动通信终端(11)接收到特定游戏用户的呼叫,则呼叫接收器(13-3)在与游戏服务器(13-2)连接的游戏用户中搜索特定游戏用户。 呼叫中继单元(13-5)在游戏客户端和互联网呼叫服务系统之间中继呼叫数据。
    • 2. 发明公开
    • 이동통신단말기에서의 메시지 처리 방법, 및이동통신단말기를 이용한 온라인 게임 내 메시지 서비스방법
    • 移动通信终端的消息处理方法和使用移动通信终端的在线游戏服务的消息服务方法
    • KR1020090060383A
    • 2009-06-12
    • KR1020070122738
    • 2007-11-29
    • 주식회사 엔씨소프트
    • 안혜영김인호
    • A63F13/87H04W4/12
    • A message handling method for a mobile communication terminal, and a message service method for on-line game service using a mobile communication terminal are provided to facilitate a message processing procedure by enabling a user to intuitively designate an online-game that the other party currently enjoys and not to input the receiving number of the other party additionally. When a user selects a certain menu of a mobile communication terminal, the kinds of online games are displayed and outputted on a screen(S21). Sender information, message contents and receiver's information that specifies a subscriber of the online game are inputted(S22). The kind of selected online game, the receiver's information, sender's information are transmitted to preset message receiving number(S23).
    • 提供一种用于移动通信终端的消息处理方法以及使用移动通信终端的在线游戏服务的消息服务方法,以通过使用户能够直观地指定对方当前正在使用的在线游戏来促进消息处理过程 享受而不是另外输入对方的接收号码。 当用户选择移动通信终端的某个菜单时,在屏幕上显示并输出在线游戏的种类(S21)。 输入发送者信息,消息内容和指定在线游戏的用户的接收者信息(S22)。 选择的在线游戏的种类,接收者的信息,发送者的信息被传送到预设的消息接收号码(S23)。
    • 3. 发明公开
    • 온라인 리듬 게임 서비스 방법 및 온라인 리듬 게임을 위한키노트 설정 방법
    • 在线RHYTHM游戏服务的方法,以及用于在线RHYTHM游戏的关键笔记自定义的方法
    • KR1020100052992A
    • 2010-05-20
    • KR1020080111928
    • 2008-11-12
    • 주식회사 엔씨소프트
    • 안혜영김인호
    • G06Q50/10
    • A63F13/814
    • PURPOSE: An online rhythm game service method and a keynote set-up method for a rhythm game are provided to enjoy the rhythm game through the keynote by setting directly the keynote for the rhythm game according to music. CONSTITUTION: A game client offers a interface for key note setting to a user(S41). A game client transmits the set key note information of the corresponding music to a game server(S42). The game server stores the keynote information in a key note storage unit as the keynote information of the user(S43). The game server advances a rhythm game in the keynote storage through the keynote information(S44).
    • 目的:提供一种节奏游戏的在线节奏游戏服务方法和主题设置方法,通过主题直播节奏游戏的主题,根据音乐享受节奏游戏。 规定:游戏客户端为用户提供了关键音符设置的界面(S41)。 游戏客户端将对应音乐的集合音符信息发送到游戏服务器(S42)。 游戏服务器将主题记录信息作为用户的主题信息存储在关键音符存储单元中(S43)。 该游戏服务器通过主题信息来进行主题存储中的节奏游戏(S44)。
    • 4. 发明公开
    • 온라인 게임에 있어서 대기실 인터페이스 화면의 캐릭터표시 구간을 이용한 광고 방법
    • 使用字符显示的广告方法在线游戏服务中的游戏室界面屏幕
    • KR1020090076361A
    • 2009-07-13
    • KR1020080002258
    • 2008-01-08
    • 주식회사 엔씨소프트
    • 이해녕안혜영신지연김인호
    • G06Q50/10G06Q30/02A63F13/61
    • G06Q50/10A63F13/61G06Q30/02
    • An advertising method using character display slot of game room interface screen in an on-line game service is provided to build a business model for game provider by performing advertisement on an empty display slot for other characters in a game room interface. A game service system transmits advertisements to a game client(S51). A waiting room server allows a user to participate in a waiting room created by the user itself or other users(S52). The waiting room context information is transmitted from the waiting room server to the game client of each user taking part in the corresponding waiting room server(S53). The waiting room interface of the game client outputs or renews the waiting room interface screen according to the waiting room context information(S54).
    • 提供一种使用在线游戏服务中的游戏室界面屏幕的字符显示槽的广告方法,通过在游戏室界面中的其他角色的空的显示槽上执行广告来构建游戏提供者的商业模式。 游戏服务系统向游戏客户端发送广告(S51)。 候车室服务器允许用户参与由用户自己或其他用户创建的等候室(S52)。 等候室上下文信息从等候室服务器发送到参与相应等候室服务器的每个用户的游戏客户端(S53)。 游戏客户的候车室接口根据等候室上下文信息输出或更新等候室界面屏幕(S54)。
    • 7. 发明公开
    • 온라인 게임에 있어서의 앨범 서비스 방법 및 그 시스템
    • 线上游戏数字服务的方法与系统
    • KR1020090093456A
    • 2009-09-02
    • KR1020080018986
    • 2008-02-29
    • 주식회사 엔씨소프트
    • 안혜영신지연김인호이해녕
    • A63F13/497G06Q50/10
    • A63F13/497G06Q50/10
    • A digital album service method in an online game and a system thereof are provided to easily record situations in various situations in a digital album through a user interface installed in a game screen. A game client is started according as a game client accesses to a game server through a communication network(S21). A user indicates production of a moving picture to be stored in a digital album through a user interface of a game screen(S22). A game play moving picture of the user is produced by a moving picture file until the user indicates to stop producing a moving picture(S23). The generated moving picture file is stored as contents of the digital album(S25).
    • 提供一种在线游戏中的数字相册服务方法及其系统,以便通过安装在游戏画面中的用户界面容易地在数字相册中记录各种情况下的情况。 根据客户端通过通信网络访问游戏服务器,启动游戏客户端(S21)。 用户通过游戏画面的用户界面指示要存储在数字相册中的运动图像的生成(S22)。 用户的游戏运动图像由运动图像文件产生,直到用户指示停止产生运动图像(S23)为止。 生成的运动图像文件被存储为数字相册的内容(S25)。
    • 8. 发明公开
    • 온라인게임에서의 사운드광고 제공장치 및 그 방법
    • 在线游戏制作广告声的装置和方法
    • KR1020090075125A
    • 2009-07-08
    • KR1020080000905
    • 2008-01-03
    • 주식회사 엔씨소프트
    • 신지연안혜영이해녕김인호
    • A63F13/61G06Q30/02G06Q50/10
    • A63F13/61A63F2250/22G06Q30/02G06Q50/10
    • An apparatus and a method of providing sound advertisement in online game are provided to maximize the effects of advertisement by automatically outputting sound advertisement during a waiting time in an online game. A game processing unit(110) processes an online game through a communication with a game server(200). When all kinds of game information and sound advertisement information are downloaded from a game server during progressing the online game, the game loading unit(130) stores the information downloaded as described above in the game DB. When a waiting time is recognized during the progressing of the on-line game, the sound advertisement processing unit(140) outputs the sound advertisement stored in the game DB for the waiting time to users.
    • 提供一种在网络游戏中提供声音广告的装置和方法,以通过在线游戏中的等待时间内自动输出声音广告来最大化广告效果。 游戏处理单元(110)通过与游戏服务器(200)的通信来处理在线游戏。 当在进行在线游戏的过程中从游戏服务器下载各种游戏信息和声音广告信息时,游戏装载单元(130)将如上所述下载的信息存储在游戏DB中。 当在在线游戏进行期间识别到等待时间时,声音广告处理单元(140)将用于等待时间的游戏DB中存储的声音广告输出给用户。
    • 10. 发明公开
    • 온라인 게임에 있어서의 인터넷 브라우저 처리 방법
    • 用于在线游戏服务的互联网浏览器处理方法
    • KR1020090055903A
    • 2009-06-03
    • KR1020070122773
    • 2007-11-29
    • 주식회사 엔씨소프트
    • 김인호안혜영
    • A63F13/80A63F13/87
    • A63F13/80A63F13/87
    • An Internet browser processing method in an online game is provided to enable a user to use the Internet browser on a game screen without getting out of the game screen. A game client outputs an Internet browser execution menu on a game screen(S32). When a user selects the Internet browser execution menu, the game client checks the kind of an operation system which is installed in a user computer(S34) and then calls an Internet browser which is compatible with the confirmed operation system(S35). The game client executes the called Internet browser on the game screen(S36).
    • 提供在线游戏中的互联网浏览器处理方法,以使用户能够在游戏画面上使用互联网浏览器,而不会退出游戏画面。 游戏客户端在游戏画面上输出互联网浏览器执行菜单(S32)。 当用户选择互联网浏览器执行菜单时,游戏客户端检查安装在用户计算机中的操作系统的种类(S34),然后调用与确认的操作系统兼容的因特网浏览器(S35)。 游戏客户端在游戏画面上执行所谓的因特网浏览器(S36)。