Determining and disclosing the indentity of telephone caller
    102.
    发明授权
    Determining and disclosing the indentity of telephone caller 失效
    确定和披露电话呼叫者的不确定性

    公开(公告)号:US06278773B1

    公开(公告)日:2001-08-21

    申请号:US09107717

    申请日:1998-06-30

    Abstract: A client is coupled to a modem pool and a server by a communication link in a wide area network. The client allows a user to browse the World Wide Web in response to user inputs entered entirely from a remote control device using a television set as a display device. The communication link to the client is shared by a telephone circuit at the client end of the link. A disruption in communication with the server may occur due to a Call Waiting signal caused by an incoming telephone call. The incoming call includes Caller ID information. In response to such a disruption, communication with the server is terminated. After pausing for a predetermined period of time, the client automatically re-establishes communication with the server if the line is clear. Upon reconnecting to the server, the client accesses a “White Pages” telephone directory Web site on a remote server. Using the number provided in the Caller ID information, the client looks up the name of the caller from the directory and stores the number and the corresponding name. Each time an incoming call is subsequently received from that number, the client displays the name of the calling party to the user as the call is received.

    Abstract translation: 客户端通过广域网中的通信链路耦合到调制解调器池和服务器。 客户端允许用户响应于使用电视机作为显示设备从遥控设备完全输入的用户输入来浏览万维网。 到客户端的通信链路由客户端的电话电路共享。 由于由来电电话引起的呼叫等待信号,可能会导致与服务器通信的中断。 来电包括来电显示信息。 响应于这种中断,终止与服务器的通信。 在暂停预定的一段时间之后,如果线路清晰,则客户机自动重新建立与服务器的通信。 重新连接到服务器后,客户端访问远程服务器上的“白页”电话目录网站。 使用来电显示信息中提供的号码,客户端从目录中查找主叫方的名称,并存储号码和相应的名称。 每次从该号码接收到来电时,客户机将在收到呼叫时向用户显示呼叫方的名称。

    Method and apparatus for reducing flicker when displaying HTML images on a television monitor
    103.
    发明授权
    Method and apparatus for reducing flicker when displaying HTML images on a television monitor 失效
    在电视监视器上显示HTML图像时减少闪烁的方法和装置

    公开(公告)号:US06173296B2

    公开(公告)日:2001-01-09

    申请号:US09065814

    申请日:1998-04-23

    Abstract: A method and apparatus are provided for reducing flicker of an image defined in HTML format for display on a television monitor. When an image is received at a client computer that uses a television monitor and a browser to display HTML. documents, spatial analysis is performed on the image to determine whether the image would exhibit a tendency to flicker if it were to be displayed unmodified on the television monitor. One reason that flicker can be experienced is the interlaced nature of the television monitor, which can result in some portions of images being displayed on only one of the two fields in a frame depending on the spatial frequency of the portions of the image. If the spatial analysis indicates that the image would exhibit a tendency to flicker, a flicker reduction filter is selected and applied to the image before it is displayed on the television monitor using the browser. Otherwise, the browser displays the image without flicker reduction filtering.

    Abstract translation: 提供了一种用于减少以HTML格式定义的图像的闪烁以便在电视监视器上显示的方法和装置。 当在使用电视监视器和浏览器显示HTML的客户端计算机上接收到图像时。 文档,对图像进行空间分析,以确定如果要在电视监视器上未被修改地显示图像是否会呈现闪烁的趋势。 可以经历闪烁的一个原因是电视监视器的交错性质,这可能导致一些部分图像仅在图像中的部分的空间频率上显示在帧中的两个场中的仅一个场中。 如果空间分析表明图像呈现出闪烁的趋势,则在使用浏览器显示在电视监视器上之前,选择并应用闪烁降低滤镜。 否则,浏览器会显示图像而不进行闪烁减少过滤。

    Network architecture to support real-time video games
    104.
    发明授权
    Network architecture to support real-time video games 失效
    网络架构支持实时视频游戏

    公开(公告)号:US5956485A

    公开(公告)日:1999-09-21

    申请号:US633003

    申请日:1996-04-16

    Abstract: An apparatus and method for linking multiple remote players of real-time games is disclosed. The system of the present invention includes a first computer for directly linking the first computer with a second computer, the first computer comprises: 1) a network interface coupled to a network; 2) client application software executing in the first computer, the client application software includes: a) processing logic for connecting the first computer to a server on a network via the network interface; b) processing logic for requesting the server to match the first computer with a second computer using matching criteria; c) processing logic for receiving a network address of the second computer from the server; and d) processing logic for establishing a direct communication link with the second computer using the network address.

    Abstract translation: 公开了一种用于连接实时游戏的多个远程玩家的装置和方法。 本发明的系统包括:第一计算机,用于将第一计算机与第二计算机直接连接;第一计算机包括:1)耦合到网络的网络接口; 2)在第一计算机中执行的客户端应用软件,客户端应用软件包括:a)用于经由网络接口​​将第一计算机连接到网络上的服务器的处理逻辑; b)处理逻辑,用于使用匹配标准请求服务器将第一计算机与第二计算机匹配; c)用于从服务器接收第二计算机的网络地址的处理逻辑; 以及d)用于使用所述网络地址与所述第二计算机建立直接通信链路的处理逻辑。

    Method and apparatus for synchronizing the execution of multiple video
game systems in a networked environment
    105.
    发明授权
    Method and apparatus for synchronizing the execution of multiple video game systems in a networked environment 失效
    用于在网络环境中同步多个视频游戏系统的执行的方法和装置

    公开(公告)号:US5775996A

    公开(公告)日:1998-07-07

    申请号:US704930

    申请日:1996-08-28

    Abstract: The present invention is a means and method for synchronizing the execution of multiple video game systems in a networked environment with no external synchronization signals required. Video games and most computer display controllers are closed free-running systems. Because most such systems have the means to switch between an interlaced and non-interlaced operation, and because interlaced and non-interlaced modes have a relative timing variation, the timing between two or more such closed free-running systems can be synchronized. This method allows synchronization with an imprecise timing reference. The vertical display timing is the free-running oscillator and the interlaced/non-interlaced mode transition is used as the timing adjustment means. The actual arrival time of data in a communication medium connecting two systems being synchronized is used in relation to an expected arrival time to provide the clock reference.

    Abstract translation: 本发明是一种用于在网络环境中同步多个视频游戏系统的执行而不需要外部同步信号的方法和方法。 视频游戏和大多数计算机显示控制器是封闭的自由运行系统。 因为大多数这样的系统具有在隔行扫描和非隔行扫描操作之间切换的手段,并且由于隔行扫描和非隔行扫描模式具有相对定时变化,所以两个或更多个这样的闭合自由运行系统之间的时序可以同步。 该方法允许与不准确的定时参考同步。 垂直显示定时是自由运行的振荡器,并且使用隔行/非隔行扫描模式转换作为定时调整装置。 数据在连接正在同步的两个系统的通信介质中的实际到达时间与预期到达时间有关,以提供时钟参考。

    Video game enhancer with intergral modem and smart card interface
    106.
    发明授权
    Video game enhancer with intergral modem and smart card interface 失效
    视频游戏增强器,具有内部调制解调器和智能卡接口

    公开(公告)号:US5624316A

    公开(公告)日:1997-04-29

    申请号:US254154

    申请日:1994-06-06

    CPC classification number: A63F13/48 A63F13/02 A63F13/12 A63F13/95

    Abstract: A video game enhancement system for modifying and enhancing the operation of a video game is disclosed. The system includes: 1) a processor interface for coupling the video game enhancement system with a processor; 2) a memory interface for coupling the video game enhancement system with a first memory having executable game logic residing therein; 3) a second memory having executable enhancement logic residing therein; and 4) control logic including: a) logic for detecting an access to a patch address by the processor; b) logic for directing the processor to access an exception region in the second memory upon detection of the access to the patch address, the access to the exception region causing activation of an exception mode; and c) redirection logic for redirecting memory accesses by the processor from the first memory to the second memory for a plurality of memory accesses upon activation of the exception mode, the processor thereby executing a portion of the executable enhancement logic. The the control logic of the video game enhancement system also includes: 5) logic for detecting an access to a transition address by the processor; 6) logic for directing the processor to terminate the exception mode upon detection of the access to the transition address; and 7) the redirection logic further includes logic for redirecting memory accesses by the processor from the second memory to the first memory upon termination of the exception mode, the processor thereby continuing execution of the executable game logic.

    Abstract translation: 公开了一种用于修改和增强视频游戏的操作的视频游戏增强系统。 该系统包括:1)用于将视频游戏增强系统与处理器耦合的处理器接口; 2)用于将视频游戏增强系统与驻留在其中的可执行游戏逻辑的第一存储器耦合的存储器接口; 3)具有驻留在其中的可执行增强逻辑的第二存储器; 以及4)控制逻辑,包括:a)用于检测所述处理器对所述补丁地址的访问的逻辑; b)用于在检测到对所述补丁地址的访问时引导所述处理器访问所述第二存储器中的异常区域的逻辑,所述异常区域的访问引起异常模式的激活; 以及c)重定向逻辑,用于在激活所述异常模式时将所述处理器的存储器访问重定向到所述第二存储器以用于多个存储器访问,所述处理器由此执行所述可执行增强逻辑的一部分。 视频游戏增强系统的控制逻辑还包括:5)用于检测处理器对转换地址的访问的逻辑; 6)用于在检测到对转换地址的访问时指示处理器终止异常模式的逻辑; 以及7)重定向逻辑还包括用于在异常模式终止时将处理器的存储器访问重定向到第一存储器的逻辑,因此处理器继续执行可执行游戏逻辑。

    Apparatus and method for merging input RGB and composite video signals
to provide both RGB and composite merged video outputs
    109.
    发明授权
    Apparatus and method for merging input RGB and composite video signals to provide both RGB and composite merged video outputs 失效
    用于合并输入RGB和复合视频信号以提供RGB和复合合并视频输出的装置和方法

    公开(公告)号:US5065231A

    公开(公告)日:1991-11-12

    申请号:US649605

    申请日:1991-02-01

    CPC classification number: G09G1/285 G09G1/16 H04N9/641 G09G2340/12

    Abstract: A circuit which receives RGB and composite video and provides both RGB and composite merged outputs. Merging of RGB signals occur where the input composite signal is converted to RGB; and also, merging occurs of composite signals where the input RGB is converted to a composite signal. The circuit is particularly useful in a video overlay application. Notch filters are used both in the video path and keying path. The notch filters are centered at frequencies equal to the dot clock frequency of the RGB divided by integers where the result of this division falls within the chroma subcarrier spectrum.

    Abstract translation: 接收RGB和复合视频并提供RGB和复合合并输出的电路。 合并RGB信号时,输入复合信号被转换为RGB; 并且还将复合信号的合并发生,其中输入RGB被转换成复合信号。 该电路在视频覆盖应用中特别有用。 在视频路径和键控路径中都使用陷波滤波器。 陷波滤波器以等于RGB除以整数的点时钟频率的频率为中心,其中该分频的结果落在色子载波频谱内。

    SYSTEM AND METHOD FOR DISTRIBUTED ANTENNA WIRELESS COMMUNICATIONS

    公开(公告)号:US20230283327A1

    公开(公告)日:2023-09-07

    申请号:US18144838

    申请日:2023-05-08

    CPC classification number: H04B7/0456 H04B7/0626

    Abstract: A system and method are described for distributed antenna wireless communications. For example, a method implemented within a wireless transmission system comprised of a plurality of wireless client devices and a plurality of distributed antennas is described comprising: computing channel state information (CSI) for wireless communication channels between the plurality of base distributed antennas and the wireless client devices; computing precoding weights from the channel state information; precoding data using the precoding weights prior to wireless transmission from the plurality of distributed antennas to the wireless client devices; and wirelessly transmitting the precoded data from the distributed antennas to each of the wireless client devices, wherein the precoding causes radio frequency interference between the plurality of base stations but simultaneously generating a plurality of non-interfering radio frequency user channels between the plurality of distributed antennas and the plurality of wireless client devices.

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