Methods and apparatus for the targeted sound detection
    111.
    发明授权
    Methods and apparatus for the targeted sound detection 有权
    用于目标声音检测的方法和装置

    公开(公告)号:US07783061B2

    公开(公告)日:2010-08-24

    申请号:US11381725

    申请日:2006-05-04

    CPC classification number: H04R3/005

    Abstract: Targeted sound detection methods and apparatus are disclosed. A microphone array has two or more microphones M0 . . . MM. Each microphone is coupled to a plurality of filters. The filters are configured to filter input signals corresponding to sounds detected by the microphones thereby generating a filtered output. One or more sets of filter parameters for the plurality of filters are pre-calibrated to determine one or more corresponding pre-calibrated listening zones. Each set of filter parameters is selected to detect portions of the input signals corresponding to sounds originating within a given listening zone and filter out sounds originating outside the given listening zone. A particular pre-calibrated listening zone is selected at a runtime by applying to the plurality of filters a set of filter coefficients corresponding to the particular pre-calibrated listening zone. As a result, the microphone array may detect sounds originating within the particular listening sector and filter out sounds originating outside the particular listening zone.

    Abstract translation: 公开了目标声音检测方法和装置。 麦克风阵列具有两个或更多麦克风M0。 。 。 MM。 每个麦克风耦合到多个滤波器。 滤波器被配置为对与由麦克风检测到的声音相对应的输入信号进行滤波,从而产生滤波输出。 用于多个滤波器的一组或多组滤波器参数被预校准以确定一个或多个对应的预校准收听区域。 选择每组滤波器参数以检测对应于在给定监听区域内产生的声音的输入信号的部分,并且滤除源自给定监听区域之外的声音。 通过向多个滤波器应用与特定预校准收听区对应的一组滤波器系数,在运行时选择特定的预校准收听区。 结果,麦克风阵列可以检测起源于特定聆听扇区内的声音,并且滤除在特定聆听区域外发出的声音。

    Method and system for adding a new player to a game in response to controller activity
    112.
    发明授权
    Method and system for adding a new player to a game in response to controller activity 有权
    响应于控制器活动,向玩家添加新玩家的方法和系统

    公开(公告)号:US07737944B2

    公开(公告)日:2010-06-15

    申请号:US11624637

    申请日:2007-01-18

    Abstract: A method for use in operation of a game apparatus includes obtaining a time series of samples containing information usable to determine activity of a plurality of predetermined objects used for controlling the game apparatus, processing the time series to determine whether one of the plurality of predetermined objects has been inactive during a game already in progress, and adding a new player to the game already in progress in response to a determination that one of the plurality of predetermined objects is currently active after determining that it was inactive. A system for use in operation of a game apparatus includes means for performing these steps.

    Abstract translation: 一种在游戏装置的操作中使用的方法,包括获得包含可用于确定用于控制游戏装置的多个预定对象的活动的信息的样本的时间序列,处理该时间序列以确定多个预定对象中的一个 在已经进行中的游戏中已经不活动,并且在确定其不活动之后响应于多个预定对象中的一个当前处于活动状态的确定而将新玩家添加到游戏已经进行中。 用于游戏装置操作的系统包括用于执行这些步骤的装置。

    COMBINED BROADCAST AND BACKCHANNEL DELIVERY OF STREAMING CONTENT
    114.
    发明申请
    COMBINED BROADCAST AND BACKCHANNEL DELIVERY OF STREAMING CONTENT 审中-公开
    组合广播和反向信道传送流媒体内容

    公开(公告)号:US20100107206A1

    公开(公告)日:2010-04-29

    申请号:US12399846

    申请日:2009-03-06

    Abstract: Streaming content may be delivered through a combination of broadcast and a backchannel. Related apparatus and methods for receiving and distributing streaming content are described. A receiving device may receive a packet of information in the form of a broadcast signal from a broadcast source. The packet of information may contain one or more streamlets and a table of contents associated with the streamlets. A desired streamlet may be selected from the packet of information and presented with a display. A remainder of a data stream associated with the streamlet may be requested and received from via a backchannel while the desired streamlet is being presented. The remaining data stream may then be presented with the display.

    Abstract translation: 可以通过广播和反向信道的组合来传送流内容。 描述了用于接收和分发流内容的相关装置和方法。 接收设备可以从广播源接收广播信号形式的信息分组。 信息包可以包含一个或多个流和与流相关联的内容表。 期望的流可以从信息包中选择并呈现出显示。 与所述流相关联的数据流的剩余部分可以在正在呈现期望流的情况下经由反向信道被请求和接收。 然后可以将剩余的数据流呈现给显示器。

    INTEGRATION OF CONTROL DATA INTO DIGITAL BROADCAST CONTENT FOR ACCESS TO ANCILLARY INFORMATION
    115.
    发明申请
    INTEGRATION OF CONTROL DATA INTO DIGITAL BROADCAST CONTENT FOR ACCESS TO ANCILLARY INFORMATION 有权
    将控制数据整合到数字广播内容中以获取安全信息

    公开(公告)号:US20090300677A1

    公开(公告)日:2009-12-03

    申请号:US12128096

    申请日:2008-05-28

    Inventor: Gary M. Zalewski

    Abstract: Ancillary information associated with one or more images embedded in a digital broadcast data stream may be accessed by a digital broadcast receiving device. The device may include a receiver unit, a processor, and a memory. The processor may execute program instructions to access the ancillary information. Control data may be associated with one or more visual components of one or more video images. The control data and images may be combined into a digital broadcast data stream. The device may receive the images and control data. The images may be presented on a display device. The receiving device may use the control data to present or store a perceptible indication that ancillary information is associated with the visual components in conjunction with presenting the images. The device may use the control data to present or store the ancillary information in response to an input signal.

    Abstract translation: 与数字广播数据流中嵌入的一个或多个图像相关联的辅助信息可以由数字广播接收装置访问。 该设备可以包括接收器单元,处理器和存储器。 处理器可以执行程序指令来访问辅助信息。 控制数据可以与一个或多个视频图像的一个或多个视觉分量相关联。 控制数据和图像可以组合成数字广播数据流。 设备可以接收图像和控制数据。 图像可以呈现在显示设备上。 接收设备可以使用控制数据来呈现或存储辅助信息与呈现图像的可视组件相关联的可感知指示。 设备可以使用控制数据来响应于输入信号呈现或存储辅助信息。

    CHANNEL HOPPING SCHEME FOR UPDATE OF DATA FOR MULTIPLE SERVICES ACROSS MULTIPLE DIGITAL BROADCAST CHANNELS
    116.
    发明申请
    CHANNEL HOPPING SCHEME FOR UPDATE OF DATA FOR MULTIPLE SERVICES ACROSS MULTIPLE DIGITAL BROADCAST CHANNELS 有权
    用于通过多个数字广播频道更新多个服务的数据的通道选择方案

    公开(公告)号:US20090288116A1

    公开(公告)日:2009-11-19

    申请号:US12122622

    申请日:2008-05-16

    Inventor: Gary M. Zalewski

    Abstract: Data broadcast over different channels may be updated in a digital broadcast receiving device. The device may include a receiver unit, a processor, memory instructions embodied in the memory for execution on the processor. The instructions may be configured to implement the method for updating data broadcast over different channels. A first digital broadcast signal may be received over a first channel. The receiving device may be tuned to a second channel at a predetermined time to receive a second digital broadcast signal. Selected data may be extracted from the second digital broadcast signal and stored or utilized with the receiving device. An update schedule may be generated for data transmitted with a digital broadcast signal. A broadcast time for an update packet may be determined from a packet header. A schedule packet may be generated containing the broadcast time and broadcast before the update packet.

    Abstract translation: 可以在数字广播接收装置中更新不同信道上的数据广播。 该设备可以包括接收器单元,处理器,体现在存储器中的用于在处理器上执行的存储器指令。 指令可以被配置为实现用于更新在不同信道上广播的数据的方法。 可以在第一信道上接收第一数字广播信号。 接收设备可以在预定时间被调谐到第二信道以接收第二数字广播信号。 可以从第二数字广播信号中提取所选择的数据,并与接收装置一起存储或使用。 可以为使用数字广播信号发送的数据生成更新时间表。 可以从分组报头确定更新分组的广播时间。 可以生成包含广播时间并在更新分组之前广播的调度分组。

    CHARACTERIZATION OF CONTENT DISTRIBUTED OVER A NETWORK
    117.
    发明申请
    CHARACTERIZATION OF CONTENT DISTRIBUTED OVER A NETWORK 审中-公开
    通过网络分配的内容的表征

    公开(公告)号:US20090254607A1

    公开(公告)日:2009-10-08

    申请号:US12099082

    申请日:2008-04-07

    Inventor: Gary M. Zalewski

    Abstract: A client device, a computer implemented method for modifying content for a media player associated with the client device, a content characterization server, a computer implemented method for characterizing content for a media player associated with a client device, as well as a system and method involving the client device and content characterization server are disclosed.

    Abstract translation: 客户端设备,用于修改与客户端设备相关联的媒体播放器的内容的计算机实现的方法,内容表征服务器,用于表征与客户端设备相关联的媒体播放器的内容的计算机实现的方法,以及系统和方法 涉及客户端设备和内容表征服务器。

    INCREASING THE NUMBER OF ADVERTISING IMPRESSIONS IN AN INTERACTIVE ENVIRONMENT
    118.
    发明申请
    INCREASING THE NUMBER OF ADVERTISING IMPRESSIONS IN AN INTERACTIVE ENVIRONMENT 有权
    在互动环境中增加广告印象数量

    公开(公告)号:US20090091571A1

    公开(公告)日:2009-04-09

    申请号:US12210105

    申请日:2008-09-12

    Inventor: Gary M. Zalewski

    Abstract: Increasing a number of advertising impressions in a system configured to facilitate user interaction with an interactive environment containing one or more advertising targets is described. A scene of a portion of the simulated environment is displayed from a camera point of view (camera POV) on a video display. The scene may change as the camera POV changes in response to movement of the camera POV along a camera path during the user's interaction with the simulated environment. By adding movement to the camera path that directs the camera POV toward one or more advertising targets encountered along the camera path advertising targets may be placed within the scene displayed on the video display to increase a likelihood a number of advertising impressions associated with the advertising targets.

    Abstract translation: 描述了在配置为促进用户与包含一个或多个广告目标的交互式环境的交互的系统中增加多个广告印象。 在视频显示器上从照相机的观点(摄像机POV)显示模拟环境的一部分的场景。 当用户与模拟环境的交互期间,相机POV响应于相机POV沿相机路径的移动而改变,场景可能改变。 通过向摄像机路径添加运动,将相机POV引导到沿着相机路径遇到的一个或多个广告目标,广告目标可以被放置在视频显示器上显示的场景内,以增加与广告目标相关联的多个广告印象的可能性 。

    METHODS AND SYSTEMS FOR APPLYING GEARING EFFECTS TO ACTIONS BASED ON INPUT DATA
    119.
    发明申请
    METHODS AND SYSTEMS FOR APPLYING GEARING EFFECTS TO ACTIONS BASED ON INPUT DATA 审中-公开
    用于根据输入数据应用运动效应的方法和系统

    公开(公告)号:US20080220867A1

    公开(公告)日:2008-09-11

    申请号:US12121751

    申请日:2008-05-15

    Abstract: Methods and systems for interactive interfacing with a computer gaming system are provided. The method includes providing a controller, where the controller is configured to convey input data that is to be interpreted by the computer gaming system. The method includes identifying an action to be performed by the computer gaming system, and the action is mapped to the input data provided by the controller. Then, a gearing is applied between the action to be performed by the computer gaming system and the input data received from the controller. The gearing scales an adjustment to impact the action to be performed by the computer gaming system. The gearing can be set dynamically by the game, by the user, or can be preset or set by software, user configured, or in accordance with a gearing algorithm.

    Abstract translation: 提供了与计算机游戏系统进行交互式接口的方法和系统。 该方法包括提供控制器,其中控制器被配置为传送要被计算机游戏系统解释的输入数据。 该方法包括识别由计算机游戏系统执行的动作,并且动作被映射到由控制器提供的输入数据。 然后,在由计算机游戏系统执行的动作与从控制器接收的输入数据之间应用传动装置。 传动装置可以调整以影响由计算机游戏系统执行的动作。 齿轮传动可以由游戏动态地由用户设置,或者可以通过软件,用户配置或根据传动算法来预设或设置。

    Virtual world user opinion & response monitoring
    120.
    发明申请
    Virtual world user opinion & response monitoring 审中-公开
    虚拟世界用户意见和响应监控

    公开(公告)号:US20080215975A1

    公开(公告)日:2008-09-04

    申请号:US11789326

    申请日:2007-04-23

    Abstract: Methods and systems for executing a network application is provided. The network application is defined to render a virtual environment, and the virtual environment is depicted by computer graphics. The method includes generating an animated user and controlling the animated user in the virtual environment. The method presents advertising objects in the virtual environment and detects actions by the animated user to determine if the animated user is viewing one of the advertising object in the virtual environment. Reactions of the animated user are captured when the animated user is viewing the advertising object. The reactions by the animated user within the virtual environment are those that relate to the advertising object, and are presented to a third party to determine effectiveness of the advertising object in the virtual environment. Additionally, actual reactions (e.g., physical, audible, or combinations) of the real-world user can be captured and analyzed, or captured and mapped to the avatar for analysis of the of the avatar response.

    Abstract translation: 提供了用于执行网络应用的方法和系统。 网络应用程序被定义为呈现虚拟环境,虚拟环境由计算机图形描绘。 该方法包括生成动画用户并在虚拟环境中控制动画用户。 该方法在虚拟环境中呈现广告对象并且检测动画用户的动作以确定动画用户是否正在观看虚拟环境中的广告对象之一。 当动画用户正在查看广告对象时,捕获动画用户的反应。 动画用户在虚拟环境中的反应是与广告对象相关的反应,并被呈现给第三方以确定虚拟环境中广告对象的有效性。 此外,真实世界用户的实际反应(例如,物理,听觉或组合)可以被捕获和分析,或被捕获并映射到化身以分析化身响应。

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