DISTRIBUTED USER INTERFACES AS A SERVICE
    82.
    发明申请
    DISTRIBUTED USER INTERFACES AS A SERVICE 有权
    分配的用户界面作为服务

    公开(公告)号:US20150365300A1

    公开(公告)日:2015-12-17

    申请号:US14373026

    申请日:2013-10-07

    Inventor: Ezekiel Kruglick

    Abstract: Technologies are generally described to send distributed user interface elements to a customer. In some examples, a virtualization server may receive an application to be provided to a customer. The virtualization server may separate the application into multiple user interface elements and encapsulate each user interface element with virtualization components for individual delivery to the customer. Subsequently, the virtualization server may then forward the encapsulated element(s) to one or more customer devices.

    Abstract translation: 技术通常被描述为向客户发送分布式用户界面元素。 在一些示例中,虚拟化服务器可以接收要提供给客户的应用。 虚拟化服务器可以将应用程序分成多个用户界面元素,并将每个用户界面元素封装到虚拟化组件中,以便单独传递给客户。 随后,虚拟化服务器然后可以将封装的元件转发到一个或多个客户设备。

    PAPR ADJUSTMENT USING PRECODER DATA
    83.
    发明申请
    PAPR ADJUSTMENT USING PRECODER DATA 有权
    使用预编码数据进行PAPR调整

    公开(公告)号:US20150358190A1

    公开(公告)日:2015-12-10

    申请号:US14297450

    申请日:2014-06-05

    CPC classification number: H04W4/18 H04L27/2617 H04L27/3411

    Abstract: In some examples, data to be transmitted by a transmit node to at least one receive node may be compressed according to one or more sets of compression parameters. One or more estimated peak to average power ratios (PAPRs) to transmit one or more resulting versions of compressed data may be calculated based on precoder data associated with the at least one receive node. A version of the compressed data that has an estimated PAPR that is less than a PAPR threshold value may be sent to the transmit node to transmit to the at least one receive node. Alternately, a version of the compressed data that has an estimated PAPR that is a lowest estimated PAPR relative to at least some other estimated PAPRs corresponding to other versions of the compressed data may be sent to the transmit node to transmit to the at least one receive node.

    Abstract translation: 在一些示例中,可以根据一组或多组压缩参数来压缩由发送节点发送到至少一个接收节点的数据。 可以基于与至少一个接收节点相关联的预编码器数据来计算用于传送压缩数据的一个或多个所得版本的一个或多个估计的峰值与平均功率比(PAPR)。 具有小于PAPR阈值的估计PAPR的压缩数据的版本可以被发送到发送节点以发送到至少一个接收节点。 或者,可以向发送节点发送具有与对应于压缩数据的其他版本的至少一些其它估计PAPR相对应的估计PAPR是最低估计PAPR的压缩数据的版本,以发送至该至少一个接收 节点。

    MITIGATION OF PATH-BASED CONVERGENCE ATTACKS
    84.
    发明申请
    MITIGATION OF PATH-BASED CONVERGENCE ATTACKS 有权
    基于路径的融合攻击的缓解

    公开(公告)号:US20150350227A1

    公开(公告)日:2015-12-03

    申请号:US14290883

    申请日:2014-05-29

    Inventor: Ezekiel Kruglick

    CPC classification number: H04L63/1416 H04L63/1466

    Abstract: Technologies are generally described for mitigation of a convergence attack in a network portion that includes multiple nodes interconnected by links in a closed configuration. In some examples, the attack may be detected by a detection module of an attack mitigation system in response to a determination that received average time to live (TTL) values of data packets are substantially decreased over the multiple nodes of the network portion. An identification module of the system may identify one or more potential attack links causing the attack, and generate a list from the potential attack links. The identification module may iterate the list across the potential attack links to gather traffic statistics of the network portion, and determine one or more attack links based on the traffic statistics. User-specific data traffic throttling to the attack links may then be enforced by a throttling module of the system to mitigate the attack.

    Abstract translation: 通常描述技术来减轻网络部分中的收敛攻击,该网络部分包括通过关闭配置中的链路互连的多个节点。 在一些示例中,攻击可以由攻击缓解系统的检测模块响应于在网络部分的多个节点上接收的平均生存时间(TTL)值大大降低的确定来检测攻击。 系统的识别模块可以识别导致攻击的一个或多个潜在攻击链接,并从潜在攻击链接生成列表。 识别模块可以通过潜在攻击链路迭代列表,以收集网络部分的流量统计信息,并根据流量统计确定一个或多个攻击链路。 因此,限制攻击链接的用户特定的数据流可以由系统的限制模块来实施,以减轻攻击。

    CONTROL REDISTRIBUTION AMONG MULTIPLE DEVICES
    85.
    发明申请
    CONTROL REDISTRIBUTION AMONG MULTIPLE DEVICES 有权
    在多个设备中控制重新分配

    公开(公告)号:US20150295992A1

    公开(公告)日:2015-10-15

    申请号:US14350038

    申请日:2013-10-16

    Inventor: Ezekiel Kruglick

    Abstract: Technologies are presented for distributing user interface elements and controls among devices. A user may select an element and/or control of a user interface (UI) of a first application displayed on a first device for shifting to one or more other devices. The additional display area at the first device freed up by the shift may be filled with additional application content or UI elements. The shifted element and/or control may remain usable on the one or more other devices the element and/or control shifted to. Overall, a user may be able to remove and redirect application control elements while viewing additional content on the first device in a fast and transparent process.

    Abstract translation: 提供了用于在设备之间分发用户界面元素和控件的技术。 用户可以选择显示在第一设备上的用于移动到一个或多个其他设备的第一应用的用户界面(UI)的元素和/或控制。 通过移位释放的第一设备处的附加显示区域可以被附加的应用内容或UI元素填充。 移动的元件和/或控制可以在元件和/或控制器转移到的一个或多个其他设备上保持可用。 总体来说,用户可以在快速且透明的过程中在第一设备上观看附加内容的同时移除和重定向应用控制元素。

    OBSERVER FILTERED ACTIVITY RECOMMENDATIONS
    86.
    发明申请
    OBSERVER FILTERED ACTIVITY RECOMMENDATIONS 有权
    观察员过滤活动建议

    公开(公告)号:US20150286728A1

    公开(公告)日:2015-10-08

    申请号:US14383720

    申请日:2014-04-08

    Inventor: Ezekiel Kruglick

    CPC classification number: G06F17/30867 G06F17/30598 G06Q30/0255 H04L67/22

    Abstract: Technologies related to observer filtered activity recommendations are generally described. In some examples, a computing device may collect activity and observer information for a device user, may identify limited observer activities, and may generate observer filtered activity recommendations for the device user, the observer filtered activity recommendations corresponding to the identified limited observer activities. Observer filtered activity recommendations may optionally be restricted in the presence of current observers outside a limited observer group. In some examples, the computing device may provide automated access to observer information and/or to observer filtered activity information to enable observer filtered activity recommendations by applications accessing the observer information and/or the observer filtered activity information.

    Abstract translation: 通常描述与观察者过滤的活动建议相关的技术。 在一些示例中,计算设备可以为设备用户收集活动和观察者信息,可以识别有限的观察者活动,并且可以为设备用户生成观察者过滤的活动建议,观察者过滤的活动建议对应于所识别的有限观察者活动。 观察员过滤的活动建议可以可选地在有限观察员组之外的当前观察者的存在下被限制。 在一些示例中,计算设备可以提供对观察者信息的自动访问和/或观察者过滤的活动信息,以便通过访问观察者信息和/或观察者过滤的活动信息的应用来观察者过滤的活动建议。

    ONLINE GAMING
    87.
    发明申请
    ONLINE GAMING 有权
    在线游戏

    公开(公告)号:US20150273328A1

    公开(公告)日:2015-10-01

    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。

    Quorum-based virtual machine security
    88.
    发明授权
    Quorum-based virtual machine security 有权
    基于Quorum的虚拟机安全

    公开(公告)号:US09143491B2

    公开(公告)日:2015-09-22

    申请号:US13877377

    申请日:2012-10-29

    Inventor: Ezekiel Kruglick

    CPC classification number: H04L9/0825 G06F21/62 H04L63/062

    Abstract: Technologies related to quorum-based Virtual Machine (VM) security are generally described. In some examples, VM data, such as a VM payload or other VM data, may be quorum-encrypted, such that a quorum of decryption keys may be used to decrypt the data. Decryption keys may be distributed among multiple VMs, with different decryption keys provided to different VMs, so that single VMs may not decrypt the VM data without decryption keys held by other VMs. To decrypt its data, a VM may assemble a quorum of decryption keys by requesting decryption keys held by other operational VMs, and the VM may then decrypt its data using the assembled quorum of decryption keys. The VM may be prevented from decrypting its data without a sufficient quorum of other operational VMs.

    Abstract translation: 与基于法定虚拟机(VM)安全性相关的技术通常被描述。 在一些示例中,诸如VM有效载荷或其他VM数据的VM数据可以被加法加密,使得可以使用解密密钥的数量来解密数据。 解密密钥可以分布在多个虚拟机之间,其中不同的解密密钥被提供给不同的虚拟机,使得单个虚拟机不能解密虚拟机数据,而没有由其他虚拟机保存的解密密钥。 为了对其数据进行解密,VM可以通过请求由其他操作VM保存的解密密钥来组合解密密钥的数量,然后VM可以使用组合的解密密钥解密其数据。 可以防止VM在没有足够的其他操作VM的数量的情况下解密其数据。

    ENABLING LOCATION-BASED APPLICATIONS TO WORK WITH IMAGINARY LOCATIONS
    89.
    发明申请
    ENABLING LOCATION-BASED APPLICATIONS TO WORK WITH IMAGINARY LOCATIONS 有权
    启用基于位置的应用程序与图像位置一起工作

    公开(公告)号:US20150258448A1

    公开(公告)日:2015-09-17

    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.

    Abstract translation: 通常描述了游戏提供商将其游戏世界放置到现有地图数据库中并将相关位置传送到基于位置的应用的技术。 在一些示例中,这可以通过生成使用在游戏服务提供商处于标准位置数据格式的非物理位置的地图来实现,并且将地图和/或地图数据提供给映射服务器提供商,其显示映射到那些坐标的游戏世界 。 或者,游戏服务提供商可以将地图数据提供给地图服务提供商,并且可以在地图服务提供商处生成地图。 例如,虚拟位置图可以由极端或非物理高度识别。 游戏客户端可能能够在真实地图上的假想地图和/或其真实人物角色上发布他们的游戏角色的位置,并且为任一个角色或两个人物角色接收基于位置的服务。

    User assembly of lightweight user interface for games
    90.
    发明授权
    User assembly of lightweight user interface for games 有权
    用户组装轻量级用户界面的游戏

    公开(公告)号:US09101840B2

    公开(公告)日:2015-08-11

    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。

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