Method for manufacturing a key top member for push button switch structure
    71.
    发明授权
    Method for manufacturing a key top member for push button switch structure 失效
    按钮开关结构的键顶构件的制造方法

    公开(公告)号:US07182907B2

    公开(公告)日:2007-02-27

    申请号:US10465340

    申请日:2003-06-18

    IPC分类号: B29C51/10 B29C39/12

    摘要: A key top member for a push button switch structure capable of facilitating change and modification of a design while eliminating deformation and misregistration of a display section, being accommodated to a variety of data, being increased in design properties and visibility, and being reduced in manufacturing cost. An upper resin sheet made of thermoplastic resin and having display sections such as a letter, a symbol, a pattern or the like printed thereon is formed with projections having configurations conforming to outer configurations of key top elements. The projections are each securely provided therein with a filler member made of photo-setting resin directly or through an adhesive.

    摘要翻译: 用于促进设计改变和改进的按钮开关结构的关键顶部构件,同时消除了容纳在各种数据中的显示部分的变形和重合不足,增加了设计性能和可视性,并且在制造中减少 成本。 由热塑性树脂制成并且具有印刷在其上的字母,符号,图案等的显示部分的上部树脂片形成为具有符合键顶元件的外部构造的构造的突起。 每个突起均牢固地设置有直接或通过粘合剂由光固化树脂制成的填充构件。

    Inter-domain routing technique using MPLS
    72.
    发明申请
    Inter-domain routing technique using MPLS 有权
    使用MPLS的域间路由技术

    公开(公告)号:US20060262786A1

    公开(公告)日:2006-11-23

    申请号:US11287338

    申请日:2005-11-28

    IPC分类号: H04L12/56

    CPC分类号: H04L45/00 H04L45/04 H04L45/50

    摘要: This invention is to enable inter-domain routing using MPLS. When communication is carried out passing through plural domains, respective management servers managing respective domains cooperate to carry out path constitution and optimum routing. At the path constitution, the respective management servers connect links within the respective controlling domain to constitute paths to reach a target address. When the paths are constituted, label data is notified to nodes associated with the constituted paths, and isused at the routing. At the routing, the management server controlling the source domain obtains the dynamic transmission bandwidths from the respective management servers, and identifies the routing policy from a port number of a request to be routed or the like to identify the optimum path. When the optimum path is determined, it is possible to carry out the routing using the label data held in the respective nodes.

    摘要翻译: 本发明是为了实现使用MPLS的域间路由。 当通过多个域进行通信时,管理各个域的各个管理服务器协作来执行路径构成和最佳路由。 在路径构成中,相应的管理服务器连接各个控制域内的链路,构成路径以达到目标地址。 当构成路径时,将标签数据通知给与构成路径相关联的节点,并在路由中使用。 在路由中,控制源域的管理服务器从相应的管理服务器获得动态传输带宽,并根据要路由的请求的端口号等来识别路由策略,以识别最佳路径。 当确定最佳路径时,可以使用保存在各个节点中的标签数据来执行路由。

    Routing control technique in MPLS
    73.
    发明申请
    Routing control technique in MPLS 有权
    MPLS中的路由控制技术

    公开(公告)号:US20060159084A1

    公开(公告)日:2006-07-20

    申请号:US11296342

    申请日:2005-12-08

    IPC分类号: H04J3/14 G06F15/173 H04L12/56

    摘要: This invention is to provide a technique enabling efficient routing in the entire network by totally viewing a state of the entire network from a specific server. An information processing method for managing paths between arbitrary nodes in a specific network according to the invention, includes: obtaining data concerning a utilization state of each link constituting a path, from associated nodes in the specific network; and calculating a value of dynamic transmission bandwidth in an entire path by using the data concerning the utilization state of each link constituting the path, and storing the calculated value into a management data storage. By the dynamic transmission bandwidth, that is, bandwidth, which can actually be used for communication to be carried out from now, it becomes possible to carry out efficient routing.

    摘要翻译: 本发明是提供一种能够通过从特定服务器完全查看整个网络的状态来实现整个网络中的高效路由的技术。 根据本发明的用于管理特定网络中的任意节点之间的路径的信息处理方法包括:从特定网络中的相关联的节点获取关于构成路径的每个链路的利用状态的数据; 以及通过使用关于构成路径的各链路的利用状态的数据,计算整个路径中的动态传输带宽的值,并将计算出的值存储在管理数据存储器中。 通过动态传输带宽,即实际上可以用于从现在执行的通信的带宽,可以进行有效的路由。

    Game system and game program medium
    74.
    发明申请
    Game system and game program medium 有权
    游戏系统和游戏程序媒体

    公开(公告)号:US20050245315A1

    公开(公告)日:2005-11-03

    申请号:US11117486

    申请日:2005-04-29

    IPC分类号: A63F13/00 A63F13/02 A63F13/06

    摘要: A game system is composed by connecting a game apparatus with a monitor and a percussion type controller. A game player beats a first beating operation surface or a second beating operation surface to input an operation signal from the controller to the game apparatus. In the game apparatus, in response to the operation signal, a player character in a virtual world displayed on the monitor is moved in a left or a right direction. Furthermore, when a sound input by clapping, and so on in the vicinity of a microphone of the controller is present, the game apparatus generates a shock wave from a position of the player character. By the shock wave, a predetermined change such as returning an enemy character to its initial position, gathering fairies in a form of block, and so forth occurs.

    摘要翻译: 通过将游戏装置与监视器和打击乐类型的控制器连接来构成游戏系统。 游戏者击败第一跳动操作表面或第二击打操作表面以将操作信号从控制器输入到游戏装置。 在游戏装置中,响应于操作信号,显示在监视器上的虚拟世界中的玩家角色向左或向右移动。 此外,当存在控制器麦克风附近拍摄等等的声音输入时,游戏装置从玩家角色的位置产生冲击波。 通过冲击波,将诸如将敌人角色返回到其初始位置的预定变化,以块的形式收集仙女等。

    Game system with tilt sensor and game program including viewpoint direction changing feature
    75.
    发明授权
    Game system with tilt sensor and game program including viewpoint direction changing feature 有权
    具有倾斜传感器和游戏程序的游戏系统,包括视点方向改变功能

    公开(公告)号:US06908388B2

    公开(公告)日:2005-06-21

    申请号:US10440111

    申请日:2003-05-19

    摘要: A game system displaying a three-dimensional game space on a display includes a housing held by a player, a tilt sensor provided on the housing, a viewpoint coordinates determination mechanism for determining viewpoint coordinates in accordance with an output value of the tilt sensor, and a game image generation processing mechanism for generating a game image based on the viewpoint coordinates determined by the viewpoint coordinates determination mechanism. The game system allows the player to feel as if the three-dimensional game space is tilted in accordance with a tilt of a game device, etc., with a minimal processing burden.

    摘要翻译: 在显示器上显示三维游戏空间的游戏系统包括由玩家持有的壳体,设置在壳体上的倾斜传感器,用于根据倾斜传感器的输出值确定视点坐标的视点坐标确定机构,以及 游戏图像生成处理机构,用于根据由视点坐标确定机构确定的视点坐标产生游戏图像。 游戏系统允许玩家感觉到三维游戏空间根据游戏装置的倾斜等以最小的处理负担而倾斜。

    Video game system and video game memory medium
    78.
    发明授权
    Video game system and video game memory medium 有权
    视频游戏系统和视频游戏内存媒体

    公开(公告)号:US06540612B1

    公开(公告)日:2003-04-01

    申请号:US09610998

    申请日:2000-07-06

    IPC分类号: A63F922

    摘要: A video game system including a video game machine and a controller connected thereto, wherein the game machine is further connected with a display device. A video-game memory medium, detachably attached to the game machine, generates image data for displaying a player object, a plurality of courses, and objects other than the player object. A player chooses a course of play by operating the controller. A score-giving condition is detected according to a relation of the player object to another object. Depending on the detection, a first score is counted for the course. When the player object comes under a condition satisfying a course clear, the first score is memorized in a score-register area of a RAM. If the user chooses to play a same course, an initial value is written to the score-register area.

    摘要翻译: 一种包括视频游戏机和连接到其上的控制器的视频游戏系统,其中游戏机还与显示装置连接。 可拆卸地附接到游戏机的视频游戏存储介质生成用于显示选手对象,多个课程以及除了选手对象之外的对象的图像数据。 玩家通过操作控制器选择游戏过程。 根据玩家对象与另一对象的关系来检测分数赋予条件。 根据检测,计算第一个分数。 当玩家对象进入满足课程清除的条件时,第一分数被存储在RAM的记分寄存器区域中。 如果用户选择播放相同的课程,则将初始值写入分数注册区域。

    Video game system and video game memory medium
    80.
    发明授权
    Video game system and video game memory medium 失效
    视频游戏系统和视频游戏内存媒体

    公开(公告)号:US06261179B1

    公开(公告)日:2001-07-17

    申请号:US09065485

    申请日:1998-04-24

    IPC分类号: A63F922

    摘要: A video game system including a video game machine and a controller connected thereto, wherein the game machine is further connected with a display device. A video-game memory medium, detachably attached to the game machine, generates image data for displaying a player object, a plurality of courses, and objects other than the player object. A player chooses a course of play by operating the controller. A score-giving condition is detected according to a relation of the player object to another object. Depending on the detection, a first score is counted for the course. When the player object comes under a condition satisfying a course clear, the first score is memorized in a score-register area of a RAM. If the user chooses to play a same course, an initial value is written to the score-register area.

    摘要翻译: 一种包括视频游戏机和连接到其上的控制器的视频游戏系统,其中游戏机还与显示装置连接。 可拆卸地附接到游戏机的视频游戏存储介质生成用于显示选手对象,多个课程以及除了选手对象之外的对象的图像数据。 玩家通过操作控制器选择游戏过程。 根据玩家对象与另一对象的关系来检测分数赋予条件。 根据检测,计算第一个分数。 当玩家对象进入满足课程清除的条件时,第一分数被存储在RAM的记分寄存器区域中。 如果用户选择播放相同的课程,则将初始值写入分数注册区域。