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    • 3. 发明申请
    • SECURITY BASED NETWORK ACCESS SELECTION
    • 基于安全的网络访问选择
    • WO2009006039A2
    • 2009-01-08
    • PCT/US2008067580
    • 2008-06-20
    • MOTOROLA INCGUTOWSKI GERALD JBENES STANLEY J
    • GUTOWSKI GERALD JBENES STANLEY J
    • H04L63/20
    • A method and wireless device select a set of secure network connections (230) between a wireless device (108) in a wireless communication system and a target destination system (238). A first security assessment (708) associated with each of a plurality of base station connections associated with respective each of a plurality of base stations (116) available for wireless communications with the wireless device (108) is performed. A second security assessment (716) associated with each of a plurality of subsequent network connections available between the plurality of base stations (116) and a target destination system (238) is performed. A set of base station connections from the plurality of base station connections are prioritized according to predetermined security criteria associated with the wireless device (108). A set of subsequent network connections from the plurality of subsequent network connections (230) are prioritized according to predetermined security criteria associated with the wireless device (108).
    • 方法和无线设备选择无线通信系统中的无线设备(108)与目标目的地系统(238)之间的一组安全网络连接(230)。 执行与可用于与无线设备(108)的无线通信的多个基站(116)中的每一个相关联的多个基站连接中的每一个相关联的第一安全评估(708)。 执行与多个基站(116)和目标目的地系统(238)之间可用的多个后续网络连接中的每一个相关联的第二安全评估(716)。 根据与无线设备(108)相关联的预定安全标准,优先考虑来自多个基站连接的一组基站连接。 根据与无线设备(108)相关联的预定安全标准,来自多个后续网络连接(230)的一组后续网络连接被优先化。
    • 4. 发明申请
    • WIRELESS COMMUNICATION MANAGEMENT SYSTEM AND SUPPORTING METHOD AND APPARATUS
    • 无线通信管理系统和支持方法和设备
    • WO2006065423A3
    • 2007-01-18
    • PCT/US2005041404
    • 2005-11-14
    • MOTOROLA INCDECLERK DANIEL JBENES STANLEY J
    • DECLERK DANIEL JBENES STANLEY J
    • H04W36/18H04W36/30
    • H04W36/30H04B17/318H04W36/18
    • Wireless communication system (10) management has been provided with a filtering threshold (34) to trigger events to control handovers of mobile stations (12, 14). In a non-active set base station process, it is determined (106) whether a base station signal strength measurement in a non-active set of a mobile station is less than the filtering threshold (34). If not, the predefined event is executed (108). Otherwise, the signal strength measurement is ignored (112). For an active set base station process, it is determined (206) whether a signal strength measurement of a base station in the active set of the mobile station is less than the filtering threshold (34). If not, the signal strength measurement is compared (212) to an event threshold. The signal strength measurement of the base station is ignored (214) when the signal strength measurement is not less than the event threshold.
    • 无线通信系统(10)管理已经被提供有过滤阈值(34)以触发事件来控制移动站(12,14)的切换。 在非活动集基站处理中,确定(106)移动台的非活动组中的基站信号强度测量是否小于过滤阈值(34)。 如果不是,则执行预定义事件(108)。 否则,信号强度测量被忽略(112)。 对于有源集合基站处理,确定(206)移动站的活动集中的基站的信号强度测量是否小于过滤阈值(34)。 如果不是,将信号强度测量与事件阈值进行比较(212)。 当信号强度测量不小于事件阈值时,基站的信号强度测量被忽略(214)。
    • 5. 发明申请
    • METHOD AND MOBILE STATIONS FOR AUTONOMOUSLY DETERMINING AN ANGLE OF ARRIVAL (AOA) ESTIMATION
    • 用于自动确定近似角(AOA)估计的方法和移动站
    • WO2004054277A3
    • 2004-12-02
    • PCT/US0336908
    • 2003-11-18
    • MOTOROLA INC
    • BENES STANLEY JDOWNING LAWRENCEGUTOWSKI GERALD
    • H04W16/24H04W64/00H03C7/02
    • H04W64/00H04W16/24
    • A method (1000) and a mobile station (160) for autonomously determining an angle of arrival (AOA) estimation are described herein. The mobile station (160) may receive information associated with a plurality of sectors (200) from a base station (140) having a plurality of antennas. Each of the plurality of antennas may provide communication service to one of the plurality of sectors (200). The information associated with the plurality of sectors (200) may be an antenna pattern, a boresight, a downtilt, and a signal strength value associated with each of the plurality of antennas. Based on the information associated with the plurality of sectors (200), the mobile station (160) may determine an antenna gain difference, which in turn, is used to determine the angle of arrival (AOA) estimation.
    • 本文描述了用于自主确定到达角(AOA)估计的方法(1000)和移动台(160)。 移动站(160)可以从具有多个天线的基站(140)接收与多个扇区(200)相关联的信息。 多个天线中的每一个可以向多个扇区(200)之一提供通信服务。 与多个扇区(200)相关联的信息可以是与多个天线中的每一个相关联的天线方向图,视轴,下倾角和信号强度值。 基于与多个扇区(200)相关联的信息,移动站(160)可以确定天线增益差异,其又被用于确定到达角(AOA)估计。
    • 6. 发明申请
    • METHOD AND CONTROLLER FOR PROVIDING A LOCATION-BASED GAME ASSOCIATED WITH A PLURALITY OF MOBILE STATIONS
    • 用于提供与多个移动站关联的基于位置的游戏的方法和控制器
    • WO2004023253A2
    • 2004-03-18
    • PCT/US0327640
    • 2003-09-02
    • MOTOROLA INC
    • BENES STANLEY JDOWNING LAWRENCEGUTOWSKI GERALD J
    • A63F13/12H04M3/00H04Q7/20H04Q7/34G06F
    • A63F13/332A63F13/12A63F13/79A63F13/85A63F13/95A63F2300/406A63F2300/5573
    • A method (400) and a controller (210) for providing a location-based game associated with a plurality of mobile stations (170) are described herein. The controller (210) may determine a plurality of game parameters based on user input from one of a plurality of players. The plurality of game parameters may include, but is not limited to, a game area (500) having a plurality of activation locations (505). The controller (210) may determine location associated with at least one of the plurality of mobile stations (164). In response to one of the plurality of mobile stations (164) being within a proximity threshold (535) associated with one of the plurality of activation locations (530), the controller (210) may activate a game feature within one of the plurality of mobile stations (164). Accordingly, the controller (210) may provide a point value to one of the plurality of players in response to a trigger event associated with the game feature.
    • 本文描述了用于提供与多个移动台(170)相关联的基于位置的游戏的方法(400)和控制器(210)。 控制器(210)可以基于来自多个玩家之一的用户输入来确定多个游戏参数。 多个游戏参数可以包括但不限于具有多个激活位置(505)的游戏区域(500)。 控制器(210)可以确定与多个移动台(164)中的至少一个相关联的位置。 响应于多个移动站(164)中的一个位于与多个激活位置(530)中的一个相关联的接近阈值(535)内,控制器(210)可以激活多个移动站 移动台(164)。 因此,控制器(210)可以响应于与游戏特征相关联的触发事件向多个玩家中的一个提供分数值。