Intelligent messaging delivery
    241.
    发明授权

    公开(公告)号:US12028309B2

    公开(公告)日:2024-07-02

    申请号:US17814688

    申请日:2022-07-25

    CPC classification number: H04L51/226 H04L51/043

    Abstract: The disclosed technology is directed towards delivering electronic messages from senders to recipients in an intelligent way, based on the determined likelihood of each recipient acting on a message. Message delivery can be delayed upon delayed message delivery criterion being satisfied, based on user profile data the user establishes for each messaging application. Predicted recipient user availably, predicted recipient user receptivity and/or the identity of the sender, for example, can be used as factors in determining delivery data representing the likelihood of a recipient acting on a message. Delivery of the message is to a recipient's device is delayed when the delivery data satisfies delayed delivery criterion. The delayed delivery time can be determined from the recipient user's predicted availably and/or receptivity data, and/or the identity of the sender. The sender is notified of a delayed message delivery, and can be presented with options as to other actions to take.

    SYSTEM AND METHOD FOR CONTINUOUS PROXY GAMEPLAY

    公开(公告)号:US20240173617A1

    公开(公告)日:2024-05-30

    申请号:US17994480

    申请日:2022-11-28

    CPC classification number: A63F13/22 A63F13/55

    Abstract: Aspects of the subject disclosure may include, for example, a device including: a processing system including a processor; and a memory that stores executable instructions that, when executed by the processing system, facilitate performance of operations of: receiving a request for a proxy player to continue gameplay on behalf of a player of a game; retrieving data describing characteristics of historical gameplay of the player; and continuing the gameplay by the proxy player, wherein the proxy player performs actions that emulate the player based on the data describing the characteristics of the historical gameplay of the player. Other embodiments are disclosed.

    ANNOTATED INCIDENT RECREATION
    243.
    发明公开

    公开(公告)号:US20240086463A1

    公开(公告)日:2024-03-14

    申请号:US17931389

    申请日:2022-09-12

    CPC classification number: G06F16/7867 G06V20/41 G06V20/46

    Abstract: The disclosed technology is directed towards generating an annotated visual playback of an incident. Upon obtaining notification of an incident, event data occurring in the incident zone and timeframe are obtained (e.g., collected) from sensors proximate the zone. The event data is used to annotate a visual playback captured by one or more cameras, e.g., within a timeframe ranging from some time before the incident occurred to the end of the incident. For example, a video can be presented with overlaid annotation data, each annotation describing an event as it occurred in time, in conjunction with an advancing timestamp overlay showing the time of the video frames. A simulated video, e.g., extended reality video, can also be generated, along with annotations and timeframe data, such as if captured from camera(s) from one or more various different perspectives.

    DEVICE CONNECTIVITY MANAGEMENT
    244.
    发明公开

    公开(公告)号:US20230370351A1

    公开(公告)日:2023-11-16

    申请号:US17662689

    申请日:2022-05-10

    CPC classification number: H04L43/0811 H04L43/0817 H04L43/55 H04L41/0627

    Abstract: The disclosed technology is directed towards managing the establishment and maintenance of communication connectivity between a device and service. Condition data can indicate when to initiate a state change of a connection between a device and a server. Current device conditions associated with the device are evaluated to determine whether to initiate a state change, e.g., from a connected state to a paused state, or vice-versa. The connectivity may be managed per connection type, e.g., cellular versus Wi-Fi, and on a per-application basis, e.g., turned on for a social media application, off for mail and messaging applications. Settings can be used to manage connectivity for an application, e.g., sometimes connected, sometimes paused based on information specific to that application. Trends, user practices and schedule data can be used to predict and manage connectivity, as well as to notify the user to take some action.

    EXISTENCE MANAGEMENT, INCLUDING METAVERSE EXISTENCE MANAGEMENT

    公开(公告)号:US20230362213A1

    公开(公告)日:2023-11-09

    申请号:US17662152

    申请日:2022-05-05

    CPC classification number: H04L65/1093

    Abstract: The disclosed technology is directed towards tracking the existence of a user in one or more virtual worlds, that is, in the metaverse, and managing the existence(s) across the worlds, which also may include real world existence. When a user enters a virtual world, a user registers his or her existence in that world. Via preference settings the user can elect to share his or her existence in each virtual world when existing therein, as well as choose to disclose the user's virtual location within the virtual world. Other users can then see the existence and request to join, including at the location if disclosed. A user can use the technology to decide whether to meet up with other users in their respective worlds, including communicating to request joining another user, e.g., at that user's location. Future scheduled existence in a world also can be previewed.

    NONHUMAN SOCIAL MEDIA PRESENCE
    246.
    发明公开

    公开(公告)号:US20230360147A1

    公开(公告)日:2023-11-09

    申请号:US17662105

    申请日:2022-05-05

    CPC classification number: G06Q50/01

    Abstract: The disclosed technology is directed towards devices (nonhuman entities) participating in social networks. Devices that join a nonhuman social network can share information, can learn from other devices, can assist in performing tasks and so forth. A device can search for an existing nonhuman social network that matches its criteria for joining a nonhuman social network, such as a nonhuman social network of the same type of devices, a nonhuman social network within a certain neighborhood, and so on. A device can form a nonhuman social network if one does not exist that meets the device's social network join criteria. A device's user may need to give approval to join and/or form a social network. A human social network can interact with a nonhuman social network, and there can be hybrid social networks of both human and nonhuman entities. A device can change social networks over time.

    AUDIO-BASED VISUAL ORIENTATION IN A USER-PERCEIVED ENVIRONMENT

    公开(公告)号:US20230179942A1

    公开(公告)日:2023-06-08

    申请号:US17541030

    申请日:2021-12-02

    CPC classification number: H04S7/304 H04S2400/11 G01S19/42

    Abstract: The technology described herein is generally directed towards the use of spatial audio to provide directional cues to assist a user in looking in a desired direction in a user perceived environment, which can be a real-world or a virtual environment. Location data for a user in three-dimensional space can be obtained. A direction of view of the user within the user-perceived environment is determined. Spatial audio can be output that is perceived as coming from a position within the user-perceived environment, such as to provide directional cues directed to changing the direction of view of the user to a different view. The spatial audio can provide prompts to the user to adjust his or her vision towards the desired direction, for example. The user's location and direction of view can be mapped to audio that is relevant to the user's direction of view when at that location.

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