摘要:
Automatically maintaining behavioral standards of an electronic community in response to feedback from members of the electronic community. Feedback is submitted regarding behavior of a specified member. If the feedback exceeds a threshold representing a behavioral standard of the electronic community for a category, an action is automatically implemented directed to the specified member. Each threshold may be adjusted as a function of the number of members or of other criteria. The feedback may also be used to rate a specific member and to enable other members to choose whether to interact with the specific member. Sanctions or rewards may be implemented, including limiting communication, suspending or terminating access, granting additional privileges, assigning the specified member to a subgroup of the electronic community, and other actions. Community standards can thus be automatically maintained and enforced for gaming, communication, commerce, collaborative work, or other electronic activities.
摘要:
A method and system facilitating selection of participants in multiplayer online electronic games. The method provides an efficient procedure for players to host and join new instances of multiplayer online electronic games, as well as providing a scheme that enables players to join multiplayer online electronic games that are already in progress. The method is implemented through a gaming utility that runs on each player's electronic device (e.g. PC) and interacts behind the scenes with an online messaging service. Player hosts are enabled to select players from a list of contacts provided by the online messaging service who they want to invite to join a chat session. A selected multiplayer online electronic game is selectively launched on all of the player's computers through a single command issued by the host. Additionally, the gaming utility provides players with a list of existing chat sessions being hosted by other players so as to enable the players to join multiplayer online electronic games that are already in progress. The system includes a plurality of electronic devices linked in communication across a communications network, such as a LAN or the Internet. Each electronic device is operatively coupled to a headset having a pair of headphones and a microphone. The headset is worn by a player, enabling the players to verbally communicate with others in a verbal chat session.
摘要:
A method and system facilitating selection of participants in multiplayer online electronic games. The method provides an efficient procedure for players to host and join new instances of multiplayer online electronic games, as well as providing a scheme that enables players to join multiplayer online electronic games that are already in progress. The method is implemented through a gaming utility that runs on each player's electronic device (e.g. PC) and interacts behind the scenes with an online messaging service. Player hosts are enabled to select players from a list of contacts provided by the online messaging service who they want to invite to join a chat session. A selected multiplayer online electronic game is selectively launched on all of the player's computers through a single command issued by the host. Additionally, the gaming utility provides players with a list of existing chat sessions being hosted by other players so as to enable the players to join multiplayer online electronic games that are already in progress. The system includes a plurality of electronic devices linked in communication across a communications network, such as a LAN or the Internet. Each electronic device is operatively coupled to a headset having a pair of headphones and a microphone. The headset is worn by a player, enabling the players to verbally communicate with others in a verbal chat session.
摘要:
A game console capable of communicating with other game consoles over a link or network is provided with a headphone and microphone for each player who will engage in voice communication. Verbal communications directed to one or more other players are converted to pulse code modulated (PCM) digital data and are encoded and compressed in real-time, producing data packets that are transmitted to another game console. The compressed data packets are decompressed and decoded, producing PCM data that are converted to an analog signal that drives a headphone of the intended recipient. Players can selectively mute voice communications to and from a specific other player. The PCM data can be encoded in a round-robin fashion that reduces the number of encoders required. A predefined level of computing resources is used for voice communication to avoid aversely affecting the quality of game play.
摘要:
Security services and policy enforcement for electronic data is provided through a series of transactions among a server and clients using electronic security certificates. A first client generates a digest from the electronic data, and submits a security certificate request containing the digest to a trusted arbitrator server, where the request is time stamped and logged. The trusted arbitrator authenticates the first client's credentials and returns the security certificate to the first client. The data and security certificate are combined to create a distribution unit. A second client acquires the distribution unit, extracts the security certificate, and generates a digest from the data. If the digest from the second client matches the logged digest from the first client, the data is valid. Depending on the certificate type and policy level, the trusted arbitrator server provides other services to the clients, such as notification of improper user of the data.
摘要:
Visually identifying one or more known or anonymous voice speakers to a listener in a computing session. For each voice speaker, voice data include a speaker identifier that is associated with a visual indicator displayed to indicate the voice speaker who is currently speaking. The speaker identifier is first used to determine voice privileges before the visual indicator is displayed. The visual indicator is preferably associated with a visual element controlled by the voice speaker, such as an animated game character. Visually identifying a voice speaker enables the listener and/or a moderator of the computing session to control voice communications, such as muting an abusive voice speaker. The visual indicator can take various forms, such as an icon displayed adjacent to the voice speaker's animated character, or a different icon displayed in a predetermined location if the voice speaker's animated character is not currently visible to the listener.
摘要:
During an online event, a spectator process monitors a state of the event, updating a spectator model, so that spectator data streams can be generated and provided to spectators. The spectator data streams can be formatted and provided with content appropriate for use by different types of spectator devices used by the spectators. The spectator process can also automatically generate virtual commentary appropriate for the action occurring in the event for inclusion in the spectator data streams. A media server receives the rendered data streams and distributes them to the electronic devices being used by the spectators. The distribution can be delayed to avoid a spectator conveying information to a participant that would provide an unfair advantage. Executable code can be included in the spectator data stream to provide additional functionality and facilitate interaction between the spectators, and to enable a spectator to also “play” the game.
摘要:
Two different and separate audio data streams are processed through a personal computer (PC) system or other computing device so that the separate and distinct audio data streams are heard through separate sound transducers. In a preferred embodiment, chat messages received over a network during execution of a multiplayer game are processed separately from sounds produced by the multiplayer game, enabling a user to hear the game sounds from speakers, separate and distinct from verbal chat messages, which are heard through earphone(s). The earphone(s) are included in a headset, as well as a microphone that enables the user to produce verbal data that are conveyed to a hardware control unit that is connected to the PC system through a universal serial bus (USB) port. The chat audio data are converted into an analog audio signal that is heard by the user in the headphone(s) and is spatially separate and distinct from the game audio data heard through the speakers. Included on the control unit are switches that enable the user to selectively direct verbal data either to the chat session or to a voice recognition engine that converts the verbal data into commands used for controlling the game.
摘要:
Voice communication between players using one or more multiplayer game console is selectively controlled. A player may selectively block voice communications with another player during a current and any future games. In addition, an authorized party (e.g., a parent) can selectively preclude voice communication by a minor child by setting an option that is uploaded to an online game service service; the minor child is then precluded from voice communication on any voice console via the online game service. Also, a player may be temporarily or permanently banned from voice communication during games played through an online game service in response to complaints made by other players concerning the player's behavior in voice communication while playing games, e.g., excessive use of profanity. When a player signs on to the online game service, data are downloaded to the game console that indicate any applicable restraints on voice communication.
摘要:
A method and system facilitating selection of participants in multiplayer online electronic games. The method provides an efficient procedure for players to host and join new instances of multiplayer online electronic games, as well as providing a scheme that enables players to join multiplayer online electronic games that are already in progress. The method is implemented through a gaming utility that runs on each player's electronic device (e.g. PC) and interacts behind the scenes with an online messaging service. Player hosts are enabled to select players from a list of contacts provided by the online messaging service who they want to invite to join a chat session. A selected multiplayer online electronic game is selectively launched on all of the player's computers through a single command issued by the host. Additionally, the gaming utility provides players with a list of existing chat sessions being hosted by other players so as to enable the players to join multiplayer online electronic games that are already in progress. The system includes a plurality of electronic devices linked in communication across a communications network, such as a LAN or the Internet. Each electronic device is operatively coupled to a headset having a pair of headphones and a microphone. The headset is worn by a player, enabling the players to verbally communicate with others in a verbal chat session.