摘要:
Systems and methods that recognize items based on aggregated tagging behavior of users regarding the items. Individual users can establish relationships among tagged items and the system analyzes aggregate of such established relationships, to recognize the item and/or infer additional information regarding the items (e.g., wisdom of crowd such as metadata annotations, relevance ranking, and the like). Subsequently, search engine crawlers can be supplied with such additional information (e.g., extra metadata for reverse link search tables) to facilitate enterprise management and search.
摘要:
Systems and methods that provide for a virtual reality entertainment system that supplies immersive entertainment and creates a sensation for a user similar to having guests in a remote location to be physically present as virtual guests. Such virtual reality entertainment system can supply a graphic and/or audio; wherein interconnected computers, video and audio processing devices, supply a live interaction between a user and a guest(s). Although guests are only present virtually (e.g., electronically present with other objects/user within the environment) such virtual invitation enables a user and guests to concurrently experience the entertainment together (e.g., a live sporting event, spectator game). In a related aspect, the subject innovation can implement holographic avatars, and a plurality of communication interfaces, to imitate (and/or transform) a relationship between the user and the virtual guests/surrounding environment.
摘要:
Systems and methods that provide for a virtual reality entertainment system that supplies immersive entertainment and creates a sensation for a user similar to having guests in a remote location to be physically present as virtual guests. Such virtual reality entertainment system can supply a graphic and/or audio; wherein interconnected computers, video and audio processing devices, supply a live interaction between a user and a guest(s). Although guests are only present virtually (e.g., electronically present with other objects/user within the environment) such virtual invitation enables a user and guests to concurrently experience the entertainment together (e.g., a live sporting event, spectator game). In a related aspect, the subject innovation can implement holographic avatars, and a plurality of communication interfaces, to imitate (and/or transform) a relationship between the user and the virtual guests/surrounding environment.
摘要:
Systems and methods that provide for a virtual reality entertainment system that supplies immersive entertainment and creates a sensation for a user similar to having guests in a remote location to be physically present as virtual guests. Such virtual reality entertainment system can supply a graphic and/or audio; wherein interconnected computers, video and audio processing devices, supply a live interaction between a user and a guest(s). Although guests are only present virtually (e.g., electronically present with other objects/user within the environment) such virtual invitation enables a user and guests to concurrently experience the entertainment together (e.g., a live sporting event, spectator game). In a related aspect, the subject innovation can implement holographic avatars, and a plurality of communication interfaces, to imitate (and/or transform) a relationship between the user and the virtual guests/surrounding environment.
摘要:
Systems and methods that provide for a virtual reality entertainment system that supplies immersive entertainment and creates a sensation for a user similar to having guests in a remote location to be physically present as virtual guests. Such virtual reality entertainment system can supply a graphic and/or audio; wherein interconnected computers, video and audio processing devices, supply a live interaction between a user and a guest(s). Although guests are only present virtually (e.g., electronically present with other objects/user within the environment) such virtual invitation enables a user and guests to concurrently experience the entertainment together (e.g., a live sporting event, spectator game). In a related aspect, the subject innovation can implement holographic avatars, and a plurality of communication interfaces, to imitate (and/or transform) a relationship between the user and the virtual guests/surrounding environment.
摘要:
Remote provisioning of an IT network and/or associated services is provided. Hardware, software, service and/or expertise can be moved from on-premise to a remote location (e.g., central, distributed . . . ). Accordingly, at least a large degree computation can be moved to the center to exploit economies of scale, among other things. In such an architecture, computational resources (e.g., data storage, computation power, cache . . . ) can be pooled, and entities can subscribe to a particular level of resources related to a private entity IT network.
摘要:
Remote provisioning of an IT network and/or associated services is provided. Hardware, software, service and/or expertise can be moved from on-premise to a remote location (e.g., central, distributed . . . ). Accordingly, at least a large degree computation can be moved to the center to exploit economies of scale, among other things. In such an architecture, computational resources (e.g., data storage, computation power, cache . . . ) can be pooled, and entities can subscribe to a particular level of resources related to a private entity IT network.
摘要:
Remote provisioning of an IT network and/or associated services is provided. Hardware, software, service and/or expertise can be moved from on-premise to a remote location (e.g., central, distributed . . . ). Accordingly, at least a large degree computation can be moved to the center to exploit economies of scale, among other things. In such an architecture, computational resources (e.g., data storage, computation power, cache . . . ) can be pooled, and entities can subscribe to a particular level of resources related to a private entity IT network.
摘要:
Remote provisioning of an IT network and/or associated services is provided. Hardware, software, service and/or expertise can be moved from on-premise to a remote location (e.g., central, distributed . . . ). Accordingly, at least a large degree computation can be moved to the center to exploit economies of scale, among other things. In such an architecture, computational resources (e.g., data storage, computation power, cache . . . ) can be pooled, and entities can subscribe to a particular level of resources related to a private entity IT network.
摘要:
Innovative aspects provided herein pertain to digital rights management (DRM) and/or enforcement in conjunction with remote network clouds and services. Digital rights management licenses/rights/policies can be applied to personal files to facilitate worry free remote storage and/or file sharing. These rights can be identity-centric rather than machine centric, thereby facilitating access and usage from any network device anywhere. Various mechanisms are also disclosed to deter assorted uses of content and/or encourage rights acquisition as an alterative or in addition to technologically prohibitive means. Additionally, a system and method are provided that can afford a frictionless marketplace for file distribution, wherein content is protected and freely distributed and identity-centric rights can be purchased to access the content.