Memory deduplication masking
    222.
    发明授权

    公开(公告)号:US09619168B2

    公开(公告)日:2017-04-11

    申请号:US14376125

    申请日:2013-11-08

    Inventor: Ezekiel Kruglick

    Abstract: Technologies are generally described for virtual machine memory deduplication protection through memory deduplication masking. In some examples, a virtual machine manager (VMM) that receives data to be written to memory may initially write the data to entries in a temporary shadow paging table and then subsequently opportunistically update the memory and an associated hardware-assisted paging (HAP) table. Upon receiving a read request for the received data before the data has been written to the memory, the VMM may check the HAP table and determine that the requested data is not available from the memory. Upon determining that the received data is not available from the memory, the VMM may respond to the read request by sending the received data stored in the shadow paging table entries.

    Secure wireless device connection using power line messages

    公开(公告)号:US09603012B2

    公开(公告)日:2017-03-21

    申请号:US14390383

    申请日:2013-08-19

    Inventor: Ezekiel Kruglick

    CPC classification number: H04W12/04 H04B3/54 H04L63/18 Y04S40/24

    Abstract: Technologies are generally provided to establish a secure connection between a wireless network access point and a wireless enabled device by sharing a secret key synthesized from one or more messages exchanged over power lines. Messages exchanged between devices within a location such as a household over power lines and/or with a power utility control center may be collected, for example, communication messages between a wireless enabled device and a smart meter or any other device. The wireless enabled device and a wireless network access point may synthesize a secret key from the collected messages and share the secret key to establish a secure wireless connection over a channel that is not secure.

    INCIDENTAL ROBOT-HUMAN CONTACT DETECTION
    225.
    发明申请
    INCIDENTAL ROBOT-HUMAN CONTACT DETECTION 有权
    偶然机器人 - 人体接触检测

    公开(公告)号:US20170043483A1

    公开(公告)日:2017-02-16

    申请号:US14823500

    申请日:2015-08-11

    Abstract: Technologies are generally described for detection of incidental robot-human contact. In some examples, a robotic actuator movement may generate a feedback signal, such as a haptic signal, a proprioreceptive signal, an optical signal, and/or an infrared signal. A tremor detector may determine whether the feedback signal contains a tremor signal characteristic of a human, for example by determining whether frequency components in the feedback signal fall within particular frequency ranges. Upon determining that the feedback signal does contain a tremor signal characteristic of a human, the tremor detector may conclude that the robotic actuator has come into contact with a human, and may cause the actuator to halt its movement.

    Abstract translation: 技术通常被描述为用于检测偶然的机器人与人的接触。 在一些示例中,机器人致动器运动可以产生反馈信号,例如触觉信号,本体感觉信号,光信号和/或红外信号。 震颤检测器可以例如通过确定反馈信号中的频率分量是否落入特定频率范围来确定反馈信号是否包含人类的颤动信号特征。 在确定反馈信号确实包含人的震颤信号特征时,震颤检测器可以断定机器人致动器已经与人接触,并且可能导致致动器停止其运动。

    ORIENTATION-BASED HASHING FOR FAST ITEM ORIENTATION SENSING
    227.
    发明申请
    ORIENTATION-BASED HASHING FOR FAST ITEM ORIENTATION SENSING 有权
    基于方位的快速物品定向感应

    公开(公告)号:US20160362211A1

    公开(公告)日:2016-12-15

    申请号:US14737416

    申请日:2015-06-11

    Inventor: Ezekiel Kruglick

    Abstract: Technologies are generally described for orientation-based hashing to determine item orientation. In some examples, a conveyance system may be configured to adjust the orientations of various types of items before sorting. The conveyance system may include a computer vision system that determines whether the orientation of an item should be adjusted based on an item-feature hash table that relates item image features to item orientations or actuator signals. In other examples, the computer vision system may determine item image features associated with a particular item and perform an item-feature hash table lookup using the item image features to determine an item orientation or actuator action. The item-feature hash table may be separately trained, allowing the computer vision system to rapidly determine the appropriate item orientation or actuator action.

    Abstract translation: 技术通常被描述为基于定向的散列以确定项目取向。 在一些示例中,输送系统可以被配置为在排序之前调整各种类型的物品的取向。 传送系统可以包括计算机视觉系统,其基于将项目图像特征与项目取向或致动器信号相关联的项目特征散列表来确定物品的取向是否应当被调整。 在其他示例中,计算机视觉系统可以确定与特定项目相关联的项目图像特征,并且使用项目图像特征来执行项目特征散列表查找以确定项目取向或致动器动作。 项目特征散列表可以是单独训练的,允许计算机视觉系统快速确定适当的项目取向或致动器动作。

    Scene analysis for improved eye tracking
    228.
    发明授权
    Scene analysis for improved eye tracking 有权
    场景分析改善眼睛跟踪

    公开(公告)号:US09489739B2

    公开(公告)日:2016-11-08

    申请号:US14458577

    申请日:2014-08-13

    Inventor: Ezekiel Kruglick

    Abstract: Technologies related to scene analysis for improved eye tracking are generally described. In some examples, detected gaze targets may be derived from gaze direction information from an eye-facing sensor. Detected gaze target positions and/or motion may be improved by capturing and analyzing digital scene information from a scene visible by the eye. Digital scene information captured by a digital camera may be analyzed to identify potential gaze targets, such as stationary gaze targets, moving gaze targets, and/or accelerating gaze targets. Detected gaze targets may be modified to positions of selected gaze targets.

    Abstract translation: 通常描述与用于改善眼睛跟踪的场景分析相关的技术。 在一些示例中,检测到的注视目标可以从来自眼睛的传感器的注视方向信息导出。 可以通过从眼睛可见的场景中捕获和分析数字场景信息来改善检测目标位置和/或运动。 可以分析由数字照相机拍摄的数字场景信息,以识别潜在的凝视目标,例如固定凝视目标,移动目视目标和/或加速凝视目标。 检测到的目标靶可能被修改为所选注视目标的位置。

    Enabling location-based applications to work with imaginary locations

    公开(公告)号:US09486707B2

    公开(公告)日:2016-11-08

    申请号:US14724713

    申请日:2015-05-28

    Inventor: Ezekiel Kruglick

    CPC classification number: A63F13/65 A63F13/5378 H04L67/38

    Abstract: Technologies for game providers to place their game worlds into existing map databases and communicate the relevant locations to location-based applications are generally described. In some examples, this may be achieved by generating maps that use non-physical locations that are still within standard location data formats at a game service provider and providing the maps and/or map data to map server providers showing game worlds mapped to those coordinates. Alternatively, the game service provider may provide the map data to the map service provider and the map may be generated at the map service provider. The imaginary location maps may be identified by extreme or non-physical altitudes, for example. Game clients may be enabled to publish the location of their game persona on an imaginary map and/or their real persona on a real map and receive location-based services for either or both personas.

    Online gaming
    230.
    发明授权
    Online gaming 有权
    在线游戏

    公开(公告)号:US09480914B2

    公开(公告)日:2016-11-01

    申请号:US14736365

    申请日:2015-06-11

    Inventor: Ezekiel Kruglick

    Abstract: Technologies and implementations for providing and online gaming experience are generally disclosed. In one example, a computer-implemented method to allocate rendering tasks to resources of a server system comprise determining at least a portion of a first game world view viewable at a first game client of a plurality of game clients, receiving at least a portion of a game input from the first game client, determining a change from the first game world state to a second game world state, determining based on the second game world state, by the server system, a second game world view, determining a first render task to update the first game element and a second render task to update the second game element and allocating, the first render task to a first game element resource and the second render task to a second game element resource.

    Abstract translation: 通常公开了用于提供和在线游戏体验的技术和实现。 在一个示例中,将呈现任务分配给服务器系统的资源的计算机实现的方法包括确定可在多个游戏客户端的第一游戏客户端处观看的第一游戏世界视图的至少一部分, 从第一游戏客户端输入的游戏,确定从第一游戏世界状态到第二游戏世界状态的变化,由服务器系统基于第二游戏世界状态确定第二游戏世界视图,确定第一渲染任务 更新第一游戏元素和第二渲染任务以更新第二游戏元素,并将第一渲染任务分配给第一游戏元素资源,将第二渲染任务分配给第二游戏元素资源。

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