会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 5. 发明授权
    • Method of and system for conducting multiple contests of skill with a single performance
    • 具有单一表演技能的多次比赛的方法和系统
    • US08002618B1
    • 2011-08-23
    • US11652240
    • 2007-01-10
    • David B. LocktonMark K. BernerMark J. Micheli
    • David B. LocktonMark K. BernerMark J. Micheli
    • G06F17/00
    • A63F13/795A63F13/12A63F13/30A63F13/332A63F13/335A63F13/35A63F13/537A63F13/798A63F13/816G07F17/3276G07F17/3295
    • A method of and system for conducting multiple competitions of skill for a single performance are described herein. User generated competition groups and system generated competition groups allow users to participate in multiple competitions at once based on answering the same questions or making the same selections related to a single event. The users are informed of each competition either via email, text message or when logging into the network via a website. The users select which competitions groups to join. After joining the desired groups, the users then make their selections related to the event which are transmitted to the network where results are tabulated and transmitted back to the users. The results are separated based on each competition group, so that users can continually know where they stand in each separate competition. With multiple competition groups, users are able to have varying success from the same performance in multiple competitions.
    • 这里描述了用于进行单个性能的多个技能竞赛的方法和系统。 用户生成的竞赛​​组和系统产生的竞赛组允许用户根据回答相同的问题或进行与单个活动相关的选择,一次参加多个比赛。 通过电子邮件,短信或通过网站登录网络时,向用户通知每个比赛。 用户选择要加入的比赛组。 在加入所需的组之后,用户然后进行与发送到网络的事件相关的选择,其中结果被列表并发送给用户。 结果根据每个比赛组分开,以便用户可以不断地了解他们在每个单独的比赛中的位置。 通过多个竞赛组,用户可以在多个比赛中从同样的表现获得不同的成功。
    • 7. 发明授权
    • Methods and apparatus for distributed gaming over a mobile device
    • US08870639B2
    • 2014-10-28
    • US11166596
    • 2005-06-24
    • David B. LocktonMark K. BernerMark J. Micheli
    • David B. LocktonMark K. BernerMark J. Micheli
    • G06F19/00A63F13/30
    • A63F13/75A63F13/12A63F13/332A63F13/35A63F13/352A63F13/77A63F13/79A63F2300/535A63F2300/552A63F2300/558A63F2300/5586
    • Some embodiments of the invention provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant, a performance metric. The method compares the performance metric to a threshold value. Based on the comparison, the method optionally connects to a server. In some embodiments, the connection is for uploading a set of data from the participant to the server. The server, of some embodiments, broadcasts to the participant. The broadcast is a one-way transmission. In some embodiments, the broadcast includes a distribution based on a set of sample participants. In these embodiments, the set of sample participants comprises a representative sample of all the participants in the game. The threshold value, of some embodiments, is based on the broadcast and in some embodiments, the broadcast includes a histogram. The connecting occurs, in some embodiments, when the performance metric exceeds the threshold value. The connection, for some embodiments, includes a two-way connection. In some embodiments, the method also tracks for the participant, a participant improvement factor. The participant improvement factor is based on an average performance level for the participant. The method stores the participant improvement factor. The threshold value, in some of these embodiments, is based on the participant improvement factor. The method of some embodiments tracks for the game, a game improvement factor. The game improvement factor is based on an average performance level for several participants in the game. The method stores the game improvement factor. The threshold value, in some of these embodiments, is based on the game improvement factor. In some embodiments, the method examines the uploaded data for particular characteristics. In some embodiments, the particular characteristics indicate the likelihood of cheating activity.
    • 8. 发明申请
    • METHOD OF AND SYSTEM FOR CONDUCTING MULTIPLE CONTESTS OF SKILL WITH A SINGLE PERFORMANCE
    • 用于导致具有单一性能的技能的多个竞争对手的方法和系统
    • US20110306428A1
    • 2011-12-15
    • US13215052
    • 2011-08-22
    • David B. LocktonMark K. BernerMark J. Micheli
    • David B. LocktonMark K. BernerMark J. Micheli
    • A63F9/24
    • A63F13/795A63F13/12A63F13/30A63F13/332A63F13/335A63F13/35A63F13/537A63F13/798A63F13/816G07F17/3276G07F17/3295
    • A method of and system for conducting multiple competitions of skill for a single performance are described herein. User generated competition groups and system generated competition groups allow users to participate in multiple competitions at once based on answering the same questions or making the same selections related to a single event. The users are informed of each competition either via email, text message or when logging into the network via a website. The users select which competitions groups to join. After joining the desired groups, the users then make their selections related to the event which are transmitted to the network where results are tabulated and transmitted back to the users. The results are separated based on each competition group, so that users can continually know where they stand in each separate competition. With multiple competition groups, users are able to have varying success from the same performance in multiple competitions.
    • 这里描述了用于进行单个性能的多个技能竞赛的方法和系统。 用户生成的竞赛​​组和系统产生的竞赛组允许用户根据回答相同的问题或进行与单个活动相关的选择,一次参加多个比赛。 通过电子邮件,短信或通过网站登录网络时,向用户通知每个比赛。 用户选择要加入的比赛组。 在加入所需的组之后,用户然后进行与发送到网络的事件相关的选择,其中结果被列表并发送给用户。 结果根据每个比赛组分开,以便用户可以不断地了解他们在每个单独的比赛中的位置。 通过多个竞赛组,用户可以在多个比赛中从同样的表现获得不同的成功。
    • 9. 发明授权
    • Method of and system for conducting multiple contests of skill with a single performance
    • 具有单一表演技能的多次比赛的方法和系统
    • US08622798B2
    • 2014-01-07
    • US13215052
    • 2011-08-22
    • David B. LocktonMark K. BernerMark J. Micheli
    • David B. LocktonMark K. BernerMark J. Micheli
    • A63F13/00
    • A63F13/795A63F13/12A63F13/30A63F13/332A63F13/335A63F13/35A63F13/537A63F13/798A63F13/816G07F17/3276G07F17/3295
    • A method of and system for conducting multiple competitions of skill for a single performance are described herein. User generated competition groups and system generated competition groups allow users to participate in multiple competitions at once based on answering the same questions or making the same selections related to a single event. The users are informed of each competition either via email, text message or when logging into the network via a website. The users select which competitions groups to join. After joining the desired groups, the users then make their selections related to the event which are transmitted to the network where results are tabulated and transmitted back to the users. The results are separated based on each competition group, so that users can continually know where they stand in each separate competition. With multiple competition groups, users are able to have varying success from the same performance in multiple competitions.
    • 这里描述了用于进行单个性能的多个技能竞赛的方法和系统。 用户生成的竞赛​​组和系统产生的竞赛组允许用户根据回答相同的问题或进行与单个活动相关的选择,一次参加多个比赛。 通过电子邮件,短信或通过网站登录网络时,向用户通知每个比赛。 用户选择要加入的比赛组。 在加入所需的组之后,用户然后进行与发送到网络的事件相关的选择,其中结果被列表并发送给用户。 结果根据每个比赛组分开,以便用户可以不断地了解他们在每个单独的比赛中的位置。 通过多个竞赛组,用户可以在多个比赛中从同样的表现获得不同的成功。
    • 10. 发明授权
    • Methods and apparatus for distributed gaming over a mobile device
    • 通过移动设备进行分布式游戏的方法和装置
    • US08376855B2
    • 2013-02-19
    • US11167025
    • 2005-06-24
    • David B. LocktonMark K. BernerMark J. Micheli
    • David B. LocktonMark K. BernerMark J. Micheli
    • G06F17/00
    • A63F13/77A63F13/12A63F13/332A63F13/35A63F13/352A63F13/75A63F13/79A63F13/798A63F13/92A63F2300/406A63F2300/535A63F2300/552A63F2300/558A63F2300/5586
    • A system and method are provided for updating game participants. In some embodiments, the participants receive game control information via a one-way broadcast. The method selects a set of sampling participants from the set of all participants of a game. In some embodiments, the selection occurs prior to the start of the game. The method of some embodiments establishes a two-way connection between a server and each of the sampling participants. For some embodiments, the two-way connection is realtime. The method continuously maintains the two-way connection throughout the game. During each discrete game period, the method receives from a sampling participant, data for the sampling participant's game period performance. Based on the received data, the method determines the performance for the game period and broadcasts this information to a non-sampling participant. A non-sampling participant is a participant who was not selected for the set of sampling participants. In some embodiments, the non-sampling participant determines a standing relative to the other participants in the game event. Some embodiments provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant an average performance level. Based on the average performance level, the method tracks for the participant a participant improvement factor and stores the participant improvement factor. The method compares the participant improvement factor to a threshold value.
    • 提供了一种用于更新游戏参与者的系统和方法。 在一些实施例中,参与者通过单向广播接收游戏控制信息。 该方法从游戏的所有参与者的集合中选择一组抽样参与者。 在一些实施例中,选择发生在游戏开始之前。 一些实施例的方法建立了服务器与每个采样参与者之间的双向连接。 对于一些实施例,双向连接是实时的。 该方法在整个游戏过程中持续保持双向连接。 在每个离散游戏期间,该方法从采样参与者接收采样参与者的游戏期间性能的数据。 根据接收的数据,该方法确定游戏期间的表现,并将该信息广播到非抽样参与者。 非抽样参与者是未被选定为抽样参与者的参与者。 在一些实施例中,非采样参与者确定相对于游戏事件中的其他参与者的立场。 一些实施例提供了用于检测游戏中的异常性能的方法和系统。 游戏有参与者。 该方法计算参与者的平均绩效水平。 根据平均绩效水平,该方法为参与者跟踪参与者改善因素,并存储参与者改进因素。 该方法将参与者改进因子与阈值进行比较。