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    • 116. 发明授权
    • Audio processing in a social environment
    • 在社交环境中进行音频处理
    • US08565906B1
    • 2013-10-22
    • US11863872
    • 2007-09-28
    • Jeffrey H. AlexanderPaul B. LamereSeth T. Proctor
    • Jeffrey H. AlexanderPaul B. LamereSeth T. Proctor
    • G06F17/00
    • A63F13/79A63F13/335A63F13/60A63F2300/407A63F2300/8047
    • Example embodiments herein include an audio manager that identifies at least one user in a social environment (e.g., multiplayer gaming environment). Each user in the social environment has a respective user music profile that contains audio attributes for various types of audio. The audio manager combines the user music profile from each user to form a group music profile. The audio manager further identifies a selection of audio segments to be rendered in the social environment that match the group music profile. Additionally, the audio manager processes the selection of audio segments against the audio attributes of at least one user to determine an audio segment to be rendered in the social environment. In one embodiment, the audio manager processes the selection of audio segments in accordance with a social value metric. In turn, the audio manager renders the audio segment in the social environment in accordance with the social value metric.
    • 这里的示例性实施例包括识别社交环境(例如,多人游戏环境)中的至少一个用户的音频管理器。 社交环境中的每个用户具有包含用于各种类型的音频的音频属性的相应用户音乐简档。 音频管理器组合来自每个用户的用户音乐简档以形成组音乐配置文件。 音频管理器进一步识别要在与社团音乐配置文件匹配的社交环境中呈现的音频段的选择。 此外,音频管理器针对至少一个用户的音频属性来处理音频段的选择,以确定要在社交环境中呈现的音频段。 在一个实施例中,音频管理器根据社会价值度量处理音频段的选择。 反过来,音频管理器根据社会价值度量在社交环境中呈现音频段。
    • 119. 发明申请
    • OFFLINE GAME STORING SYSTEM AND METHOD THEREOF
    • 离线游戏存储系统及其方法
    • US20130231194A1
    • 2013-09-05
    • US13885718
    • 2011-09-08
    • Xin WangZhi-Jianz ZhongCheng-Cong Xia
    • Xin WangZhi-Jianz ZhongCheng-Cong Xia
    • A63F13/10
    • A63F13/358A63F13/352A63F13/71A63F13/77A63F13/79A63F2300/407A63F2300/513A63F2300/532A63F2300/552A63F2300/554A63F2300/5546
    • An offline game storing system and a game progress storing method of an offline game are disclosed. The offline game storing system comprises a client and a server, wherein a management server in the server receives a request from the client for uploading or downloading a game progress file, stores an uploaded game progress file to a game progress storage server, or sends a game progress file corresponding to the downloading request in the game progress storage server to the client. The game progress storing method comprises the following steps: a progress file of the offline game is uploaded to a server, or a game progress file is downloaded from the server and the offline game is played according to the progress file. A user may play the offline game on different computers by using a same game progress, and since a cloud storage technology is adopted, the loading of the server is reduced and the manner of managing stored files in the server has the strong disaster tolerance capability, thereby ensuring the safety and stability of the server.
    • 公开了一种离线游戏存储系统和离线游戏的游戏进度存储方法。 脱机游戏存储系统包括客户端和服务器,其中服务器中的管理服务器从客户端接收用于上载或下载游戏进度文件的请求,将上传的游戏进度文件存储到游戏进度存储服务器,或者发送 与游戏进度存储服务器中的下载请求对应的游戏进度文件发送给客户端。 游戏进度存储方法包括以下步骤:将离线游戏的进度文件上传到服务器,或者从服务器下载游戏进度文件,并根据进度文件播放脱机游戏。 用户可以通过使用相同的游戏进程在不同的计算机上播放脱机游戏,并且由于采用了云存储技术,所以减少了服务器的加载,并且管理服务器中存储的文件的方式具有很强的容错能力, 从而确保服务器的安全性和稳定性。