Abstract:
Systems and methods are presented for modifying image parameters of an image to be captured by an image capturing device based on input from a wearable computing device. In some embodiments, the system receives image data, determines an image parameter based on the image data, and receives data from a wearable computing device positioned proximate to a subject of the image. The system modifies the image parameter based on the data received from the wearable computing device and captures the image data using the modified image parameter.
Abstract:
A system and method includes a first device with one or more processors coupled to a memory that executes instructions from the memory to perform the steps of receiving a request to begin a videogame; streaming video of the videogame to an audience; determine a popularity of the streaming video; and changing the videogame mechanics based on the popularity of the streaming video.
Abstract:
Systems and methods are provided for authenticating an account via a hands-free gesture, such as a tap, pattern of taps, or other physical gesture not requiring a user to hold a computing device. A user can initiate a transaction to purchase an item by interacting with a first computing device (e.g., electronic kiosk, point-of-sale terminal, automated checkout device, etc.). The first computing device can receive a request from the user to purchase the item. In response, the first computing device can broadcast an authentication request. The user can perform the hands-free gesture for detection by a second computing device (e.g., the user's mobile device). The second computing device can transmit information associated with the hands-free gesture in response to the authentication request. The first computing device can authenticate the user based on the information associated with the hands-free gesture.
Abstract:
Systems and methods are provided for providing access to secure-access facilities based on pairing of the secure-access facilities with a user device such as a wearable device. A pairable secure-access facility may be a public storage facility or device such as a locker that includes communications circuitry for pairing with the user device. Once paired with the user device, the locker may operate a locking mechanism to lock the locker when the user device is away from the locker and to unlock the locker when the user device is in the vicinity of the locker. The locker may include a beacon for detecting and pairing with the user devices. Pairing the user device and the locker may include entering a locker identifier into the user device to ensure that the intended user device is paired with the intended locker.
Abstract:
Systems and methods of site traffic control are disclosed. In some example embodiments, a first request for an online service to perform an operation is received from a first user on a first client device, and at least one overload condition for the online service is detected, or otherwise determined, with the overload condition(s) corresponding to a first request time of the first request. A first token and a first return time parameter for the first user are determined based on the determination of the overload condition, and the first token is stored in association with the first return time parameter. The first token and the first return time parameter are transmitted to the first client device.
Abstract:
A system and method includes a first device with one or more processors coupled to a memory that executes instructions from the memory to perform the steps of receiving a request to begin a videogame; streaming video of the videogame to an audience; determine a popularity of the streaming video; and changing the videogame mechanics based on the popularity of the streaming video.
Abstract:
In various example embodiments, devices including a wearable device may be associated to share information and coordinate data between the devices as part of a coordination between relationship wearables. For example, a first wearable device and a second device, each associated with different users, may provide data to a history analysis module. The history analysis module may analyze this data for coordinated relationship patters made up of repeated events. Coordinated relationship data may be generated by this analysis, and then used by a current data analysis module to analyze an incoming stream of current data from at least one of the devices. When a repeated status value is identified within the current data stream, a coordination communication may be initiated.
Abstract:
Systems and methods for controlling the spread of a communicable disease are provided. A combination of physiological data and location data is used to estimate the likelihood that an individual is ill. Once an individual is determined to be ill, the individual's location history may be examined and individuals who were exposed to the individual identified. By tracking individuals who may be ill or who have reported themselves to be ill, and by identifying individuals with a possible exposure to those who may be ill, potential carriers of illness can be quarantined and their access to areas where communicable diseases pose a high risk limited.
Abstract:
A system and/or method may be provided to install applications based on location. In particular, a location of a user device may be detected. Based on the location of the user device, one or more applications may be selected to be installed automatically on the user device. Further, when the user device departs from the location, the application may automatically be uninstalled. Thus, applications may be installed and/or uninstalled on the user device based on the location of the user device. The automatically installed application may provide functionality or information associated with the location that triggered the installation. For example, a merchant's store may be associated with the merchant's application which may be installed automatically on devices of customers who enter the merchant's store.
Abstract:
A system and method includes a first device with one or more processors coupled to a memory that executes instructions from the memory to perform the steps of receiving a request to begin a videogame; streaming video of the videogame to an audience; determine a popularity of the streaming video; and changing the videogame mechanics based on the popularity of the streaming video.