METHODS, SYSTEMS, AND DEVICES FOR CALCULATING TEMPERATURE CHANGE OF AN ELECTROCALORIC EFFECT MATERIAL
    201.
    发明申请
    METHODS, SYSTEMS, AND DEVICES FOR CALCULATING TEMPERATURE CHANGE OF AN ELECTROCALORIC EFFECT MATERIAL 有权
    用于计算电子效应材料温度变化的方法,系统和装置

    公开(公告)号:US20140294037A1

    公开(公告)日:2014-10-02

    申请号:US14303326

    申请日:2014-06-12

    Inventor: Ezekiel Kruglick

    Abstract: Examples are generally described that include monitoring an electrocaloric effect device. A varying voltage may he applied across an electrocaloric effect material. A capacitance change of the electrocaloric effect material at least in part responsive to the varying voltage may be measured. A temperature change of the electrocaloric effect material may be calculated based, at least in part, on the capacitance change.

    Abstract translation: 通常描述包括监测电热效应装置的实例。 可以通过电热效应材料施加变化的电压。 可以测量至少部分地响应于变化的电压的电热效应材料的电容变化。 可以至少部分地基于电容变化来计算电热效应材料的温度变化。

    APPLICATION EQUIVALENCE MAP FOR SYNCHRONIZED POSITIONING OF APPLICATION ICONS ACROSS DEVICE PLATFORMS
    203.
    发明申请
    APPLICATION EQUIVALENCE MAP FOR SYNCHRONIZED POSITIONING OF APPLICATION ICONS ACROSS DEVICE PLATFORMS 有权
    通过设备平台应用程序的同步定位的应用等效映射

    公开(公告)号:US20140189527A1

    公开(公告)日:2014-07-03

    申请号:US14009095

    申请日:2012-11-30

    Inventor: Ezekiel Kruglick

    CPC classification number: G06F3/04817 G06F9/451

    Abstract: Technologies are presented for synchronizing associations between application icons and application functions across platforms. According to some examples, a layout and positioning of icons for different applications that perform similar functions may be synchronized across different devices. As a result, users may associate the position of an application icon on a device display with a particular function regardless of the actual device or platform. An application equivalence map may be used to synchronize application icon layout and positioning across the different devices and platforms. In other examples, icons for different applications that perform similar functions on different devices may be positioned similarly relative to equivalent display elements or features such as display corners, built-in interface elements, and comparable features.

    Abstract translation: 提供了技术,用于同步跨平台的应用程序图标和应用程序功能之间的关联。 根据一些示例,可以在不同的设备之间同步用于执行类似功能的不同应用的图标的布局和定位。 结果,用户可以将设备显示器上的应用图标的位置与特定功能相关联,而不管实际的设备或平台。 应用等价图可以用于同步不同设备和平台上的应用图标布局和定位。 在其他示例中,在不同设备上执行类似功能的不同应用的图标可以相对于诸如显示角,内置界面元素和可比较特征的等效显示元件或特征相似地定位。

    USER ASSEMBLY OF LIGHTWEIGHT USER INTERFACE FOR GAMES
    204.
    发明申请
    USER ASSEMBLY OF LIGHTWEIGHT USER INTERFACE FOR GAMES 有权
    用户组装用于游戏的轻量级用户界面

    公开(公告)号:US20140162778A1

    公开(公告)日:2014-06-12

    申请号:US13878126

    申请日:2012-12-12

    Inventor: Ezekiel Kruglick

    Abstract: Technology is described for user assembly of lightweight user interfaces for games, e.g., massively multiplayer online games. The technology can include a set of pre-selectable action modules; an interface element, a messaging element, and a display element for each pre-selectable action module; and a component configured to enable a user to select a subset from the set of pre-selectable action modules. A first subset of the pre-selectable action modules can provide a different user interface than a second subset of the pre-selectable action modules when at least one pre-selectable action module is in the first subset but not the second subset. Action modules may be capable of communicating using a messaging platform with at least one server computing device and relates to a massively multiplayer online gaming system operating at a server computing device.

    Abstract translation: 描述了用于游戏的轻量级用户界面的用户组装技术,例如大型多人在线游戏。 该技术可以包括一组预先选择的动作模块; 接口元件,消息元件和用于每个预先选择的动作模块的显示元件; 以及被配置为使得用户能够从所述一组预先选择的动作模块中选择一个子集的组件。 当至少一个预先选择的动作模块处于第一子集而不是第二子集时,可选择动作模块的第一子集可以提供与预选动作模块的第二子集不同的用户界面。 动作模块可以能够使用消息平台与至少一个服务器计算设备通信,并且涉及在服务器计算设备上操作的大型多人在线游戏系统。

    CHARACTER MODEL ANIMATION USING STORED RECORDINGS OF PLAYER MOVEMENT INTERFACE DATA
    206.
    发明申请
    CHARACTER MODEL ANIMATION USING STORED RECORDINGS OF PLAYER MOVEMENT INTERFACE DATA 有权
    使用存储记录移动界面数据的特征模型动画

    公开(公告)号:US20140087871A1

    公开(公告)日:2014-03-27

    申请号:US13876160

    申请日:2012-09-27

    Inventor: Ezekiel Kruglick

    Abstract: Technologies are generally described for providing full-motion animation-as-a-service. In some examples, short motion-capture segments may be captured from user motion user interface devices and stored in a database. When a full-motion animation is desired, a start pose and a target pose may be provided, and a multiple-path, multiple-iteration search through the database may be used to assemble the full-motion animation. Motion retargeting may be used to further refine the assembled full-motion animation.

    Abstract translation: 技术通常被描述为提供全动态动画即服务。 在一些示例中,短运动捕获段可以从用户运动用户界面设备捕获并存储在数据库中。 当需要全动画动画时,可以提供起始姿态和目标姿势,并且可以使用通过数据库的多路径多次迭代搜索来组合全动画动画。 运动重定位可用于进一步细化组装的全动画动画。

    Device usage message generator indicative of power consumption of an electronic device

    公开(公告)号:US10331188B2

    公开(公告)日:2019-06-25

    申请号:US15436078

    申请日:2017-02-17

    Inventor: Ezekiel Kruglick

    Abstract: Technologies are generally described for systems, devices and methods effective to generate a message that may be sent to a social network. Power information from an electronic device may be detected by a power detector and received by a processor. For example, a power consumption profile of an appliance may be detected. The processor may classify the power information to produce descriptive data. For example, the processor may determine that an oven has been turned on for a period of time. The processor may generate the message by applying one or more rules to the descriptive data. For example, the processor may generate a message relating to consumption of dinner based on the determination that the oven has been turned on.

    Location graph adapted video games
    208.
    发明授权

    公开(公告)号:US10252167B2

    公开(公告)日:2019-04-09

    申请号:US15495517

    申请日:2017-04-24

    Inventor: Ezekiel Kruglick

    Abstract: Technologies related to location graph adapted video games are generally described. In some examples, location graphs may be generated for received environment inputs, such as received three dimensional (3D) models of environments. Video games may be adapted to generated location graphs, such as by placing video game content at nodes of location graphs. Video game and/or user parameters may be accommodated when adapting video games to location graphs.

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