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    • 11. 发明申请
    • VIOLATIONS IN A PEER-TO-PEER RELAY NETWORK
    • 同轴对等网络中的违规
    • WO2005046173A1
    • 2005-05-19
    • PCT/US2004/023110
    • 2004-07-15
    • SONY COMPUTER ENTERTAINMENT AMERICA INC.
    • VAN DATTA, GlenMAI, Anthony
    • H04L29/06
    • H04L67/104A63F13/12A63F13/34A63F2300/402A63F2300/408A63F2300/5586H04L63/14H04L67/107H04L67/1085
    • Methods and apparatus for implementing peer-to-peer relay. In one implementation, a method of detecting and recovering from violations in a peer-to-peer relay network includes: receiving a message at a peer system from a sending peer system connected to said peer system in a peer-to-peer relay network detecting a violation in said received message; and sending an alert message to each peer system connected to said peer system in said peer-to-peer relay network; wherein each peer system in said peer-to-peer relay network stores a connection limit defining a number of other peer systems up to which that peer system is permitted to connect, and each peer system stores a set of one or more relay rules for relaying data to other peer systems connected to that peer system.
    • 实现对等中继的方法和装置。 在一个实现中,一种从对等中继网络中的违规中检测和恢复的方法包括:在对等中继网络检测中从对等体系统接收来自连接到对等系统的发送对等体系统的消息 所接收的消息中的违规; 向所述对等中继网络中与所述对等体系统连接的每个对等体发送告警消息; 其中所述对等中继网络中的每个对等系统存储定义允许所述对等系统连接的多个其他对等系统的连接限制,并且每个对等系统存储用于中继的一组或多个中继规则 数据连接到该对等系统的其他对等系统。
    • 12. 发明申请
    • SPECTATORS IN A PEER-TO PEER RELAY NETWORK
    • 同轴对等网络中的监控器
    • WO2005046170A1
    • 2005-05-19
    • PCT/US2004/022990
    • 2004-07-15
    • SONY COMPUTER ENTERTAINMENT AMERICA INC.
    • VAN DATTA, Glen
    • H04L29/06
    • H04L67/104A63F13/12A63F13/34A63F2300/407A63F2300/408A63F2300/577H04L67/1046H04L67/1059
    • Methods and apparatus for implementing peer-to-peer relay. In one implementation, a peer-to-peer relay network includes: a plurality of N peer systems; wherein each peer system in said peer-to-peer relay network is connected to a number of other peer systems in said peer-to-peer relay network that is less than or equal to a connection limit, said connection limit is greater than or equal to 2, said connection limit is less than or equal to N-2, each peer system in said peer-to-peer relay network is configured to relay data to peer systems connected to that peer system according to a set of one or more relay rules, each peer system is a participant or a spectator, at least one peer system is a participant, at least one peer system is a spectator, a participant is configured to generate data to be relayed in said peer-to-peer relay network, and a spectator is configured to relay data generated by a participant.
    • 实现对等中继的方法和装置。 在一个实现中,对等中继网络包括:多个N个对等系统; 其中所述对等中继网络中的每个对等系统连接到所述对等中继网络中的数量小于或等于连接限制的其他对等系统,所述连接限制大于或等于 到2,所述连接限制小于或等于N-2,所述对等中继网络中的每个对等系统被配置为根据一个或多个中继器的集合将数据中继到与该对等系统相连的对等系统 规则,每个对等系统是参与者或观众,至少一个对等系统是参与者,至少一个对等系统是观众,参与者被配置为生成要在所述对等中继网络中中继的数据, 旁观者被配置为中继参与者产生的数据。
    • 13. 发明申请
    • DYNAMIC PLAYER MANAGEMENT
    • 动态播放器管理
    • WO2003100643A1
    • 2003-12-04
    • PCT/US2003/008682
    • 2003-03-18
    • SONY COMPUTER ENTERTAINMENT AMERICA INC.
    • CHATANI, MasayukiVAN DATTA, Glen
    • G06F15/16
    • H04L65/403A63F13/12A63F13/335A63F13/34A63F13/35A63F13/45A63F2300/408A63F2300/50A63F2300/535A63F2300/5533A63F2300/5546A63F2300/556H04L12/185H04L67/104H04L67/1048H04L67/1051H04L67/14H04L67/24H04L67/38H04L69/329
    • The present invention relates to a application that is configured to be operated in a multi-participant environment on a computer network. The application manages participants in an online session of a multi-user application so that if one of the participants exits the session, the session can continue without interruption. The application initiates an online session of the multi-user application, wherein the online session includes two or more participants comprised of network computers that are communicatively linked to a computer network. If the application detects that a first participant has disconnected from the online session (810), wherein the first participant is responsible for managing certain managerial functionality associated with the running of the multi-user application (830), then the application broadcasts a notification to existing participants of the online session over the communication network (820), thereby notifying the existing participants that the first participant has disconnected from the online session. The initiating application then re-assigns the functionality associated with the first participant to an existing participant of the online session (840). The participants can be communicating in a peer-to-peer arrangement or can be performing server duties in a client-server arrangement.
    • 本发明涉及被配置为在计算机网络上的多参与者环境中操作的应用。 应用程序管理多用户应用程序的在线会话中的参与者,以便如果其中一个参与者退出会话,则会话可以不间断地继续。 应用程序启动多用户应用程序的在线会话,其中在线会话包括由通信地链接到计算机网络的网络计算机组成的两个或更多个参与者。 如果应用程序检测到第一参与者已经与在线会话断开连接(810),其中第一参与者负责管理与多用户应用程序的运行相关联的某些管理功能(830),则应用程序广播通知 通过通信网络(820)在线会话的现有参与者,从而通知现有参与者第一参与者已经与在线会话断开连接。 然后,发起应用程序将与第一参与者相关联的功能重新分配给在线会话的现有参与者(840)。 参与者可以以对等方式进行通信,或者可以在客户端 - 服务器安排中执行服务器任务。
    • 18. 发明申请
    • SYNCHRONIZING MISSION PROGRESS IN PEER-TO-PEER COOPERATIVE GAMES
    • 同步对等合作游戏中的任务进展同步
    • WO2011062662A1
    • 2011-05-26
    • PCT/US2010/038301
    • 2010-06-11
    • SONY COMPUTER ENTERTAINMENT AMERICA LLC
    • FIEDLER, Glenn
    • A63F13/12
    • A63F13/85A63F13/34A63F13/822A63F2300/408A63F2300/5533A63F2300/632A63F2300/807
    • Methods and systems are described for a multiplayer video game on a peer-to-peer network in which a player's or players' missions are tracked individually as mission lines, each mission line being composed of a series of ordered objectives. Each objective generally must be completed in order of the sequence with no forking of objective paths. Each objective can include one or more conditions that can be completed in any order within the objective. Players can go off on different missions and then come back to synchronize their mission progress so that they benefit from the other player's gameplay. Players can also synchronize the conditions achieved within the missions during long missions with many difficult conditions to achieve in order to advance their combined progress.
    • 对于对等网络中的多人视频游戏描述了方法和系统,其中玩家或玩家的任务被单独跟踪为任务线,每个任务线由一系列有序目标组成。 每个目标通常必须按照序列的顺序完成,而不会分离出客观的路径。 每个目标可以包括一个或多个可以在目标内以任何顺序完成的条件。 玩家可以在不同的任务中脱身,然后回来同步他们的任务进度,以便他们受益于其他玩家的游戏。 玩家还可以在长期任务期间使特派团内部达成的条件同步实现许多困难条件,以促进其综合进展。
    • 19. 发明申请
    • ELECTRONIC GAMING SYSTEM AND METHOD
    • 电子游戏系统与方法
    • WO2010029024A1
    • 2010-03-18
    • PCT/EP2009/061490
    • 2009-09-04
    • SKYPE LIMITEDKERT, KaidoESKEN, Erki
    • KERT, KaidoESKEN, Erki
    • A63F13/06
    • A63F13/65A63F13/12A63F13/335A63F13/338A63F13/34A63F13/80A63F2300/407A63F2300/408A63F2300/572A63F2300/638A63F2300/695A63F2300/8094
    • A games system, method and program, the system comprising: a control device arranged to be operable by a user; a network interface for receiving data via a packet-based communication network; and a processing apparatus arranged to execute a game application and a communication client; wherein the communication client is programmed to establish video communication via the network interface and packet-based communication network, receive video data from a remote user and decode the video data to produce a live video image; wherein the game application is arranged to divide the live video image into segments, re-order the segments to produce a shuffled live video image and output the shuffled live video image for display on a display unit; and wherein the game application is further arranged to receive control information from the control device and cause a further re-ordering of the segments responsive thereto during the video communication.
    • 一种游戏系统,方法和程序,所述系统包括:控制装置,被布置为可由用户操作; 用于经由基于分组的通信网络接收数据的网络接口; 以及被配置为执行游戏应用程序和通信客户端的处理装置; 其中所述通信客户端被编程为经由所述网络接口和基于分组的通信网络建立视频通信,从远程用户接收视频数据并解码所述视频数据以产生实时视频图像; 其特征在于,所述游戏应用被配置为将实时视频图像分割成段,重新排列片段以产生混洗实况视频图像并输出混洗实况视频图像以在显示单元上显示; 并且其中所述游戏应用还被布置成从所述控制设备接收控制信息,并且在所述视频通信期间响应于所述片段进一步重新排序所述片段。
    • 20. 发明申请
    • LIMITING ACCESS TO SHARED MEDIA CONTENT
    • 限制访问共享媒体内容
    • WO2009134607A2
    • 2009-11-05
    • PCT/US2009/040301
    • 2009-04-13
    • GENERAL INSTRUMENT CORPORATIONPROCTOR, Lee
    • PROCTOR, Lee
    • G06F17/00
    • A63F13/71A63F13/12A63F13/34A63F2300/408A63F2300/532A63F2300/5586
    • A method and system for limiting access to shared content media items stored in a device. The method establishes a connection with another device and initiates a session with the other device. The method synchronizes the device and the other device by receiving a copy of content media items stored on the other device, and storing the received copy of the content media items as shared content media items on the device. The synchronizing of the device and the other device may include transmitting a copy of content media items stored on the device to the other device. The method allows a user operating the device to access the content media items, but restricts access to the shared content media items based on the status of the session with the other device.
    • 一种限制对存储在设备中的共享内容媒体项的访问的方法和系统。 该方法与另一个设备建立连接并启动与其他设备的会话。 该方法通过接收存储在另一设备上的内容媒体项目的副本,并将接收到的内容媒体项目的副本作为共享内容媒体项目存储在设备上来同步设备和其他设备。 设备和其他设备的同步可以包括将存储在设备上的内容媒体项目的副本传送到另一设备。 该方法允许操作设备的用户访问内容媒体项目,但是基于与其他设备的会话状态来限制对共享内容媒体项目的访问。