Abstract:
A system for establishing multi-party wireless game sessions includes a game session broker and at least two wireless units. Each wireless unit includes a first wireless device having relatively low power consumption and a second wireless device having relatively high power consumption. The game session broker is configured to receive a session ready message that includes location information for a first player and search for a second player having location information matching the location information for the first player. Upon finding a matching player, the game session broker sends session available messages to the wireless units associated with the first and second players. Session ready messages are sent and session available message are received using the first wireless devices. Upon receiving the session available message, the first and second players can establish a wireless game session using their respective second wireless devices. Preferably, the second wireless devices are maintained powered-off until a session available message is received.
Abstract:
Embodiments of a system include a client device (102), a voice server (106), and an application server (104). The voice server is distinct from the application server. The client device renders (316) a visual display that includes at least one display element for which input data is receivable though a visual modality and a voice modality. The client device may receive speech through the voice modality and send (502) uplink audio data representing the speech to the voice server over an audio data path (124). The application server receives (514) a speech recognition result from the voice server over an application server/voice server control path (122). The application server sends (514), over an application server/client control path (120), a message to the client device that includes the speech recognition result. The client device updates (516) one or more of the display elements according to the speech recognition result.
Abstract:
Embodiments include methods and apparatus for synchronizing data and focus between visual and voice views associated with distributed multi-modal applications. An embodiment includes a client device adapted to render a visual display that includes at least one multi-modal display element for which input data is receivable though a visual modality and a voice modality. When the client detects a user utterance via the voice modality, the client sends uplink audio data representing the utterance to a speech recognizer. An application server receives a speech recognition result generated by the speech recognizer, and sends a voice event response to the client. The voice event response is sent as a response to an asynchronous HTTP voice event request previously sent to the application server by the client. The client may then send another voice event request to the application server in response to receiving the voice event response.
Abstract:
A system for establishing multi-party wireless game sessions includes a game session broker and at least two wireless units. Each wireless unit includes a first wireless device having relatively low power consumption and a second wireless device having relatively high power consumption. The game session broker is configured to receive a session ready message that includes location information for a first player and search for a second player having location information matching the location information for the first player. Upon finding a matching player, the game session broker sends session available messages to the wireless units associated with the first and second players. Session ready messages are sent and session available message are received using the first wireless devices. Upon receiving the session available message, the first and second players can establish a wireless game session using their respective second wireless devices. Preferably, the second wireless devices are maintained powered-off until a session available message is received.
Abstract:
A user, after accessing (41) the communication system (10), selects (42) a paged email service option. In response, the communication system (10) dispatches (43) a service logic block to a service node proxy (110) of an email system (101-105). The service logic block is deposited (44) in a site-specific service logic block repository (112) of the email system (101-105). An email monitor is established (45) for the email system (101-105). Once established, the email system sends (46) an acknowledgment to the communication system (10). The user is then notified (47) of receipt of the acknowledgment.
Abstract:
Each user can contribute to an original search and to refining the results of the search. Preferences of all of the users are considered in the search even while those preferences can be kept private. In some embodiments of the present invention, at least two users each submit a search query. The multiple search queries are logically combined to produce one set of search results. The results can be reviewed by the users and refined if necessary. In some embodiments, a search query can be specified by a single user, but the search engine takes into consideration the stored preferences of multiple users (in addition to the search query itself, of course).
Abstract:
A communication unit (105) includes a communication interface, for transmitting and receiving communications when operably connected to a first communication network; and a processor cooperatively operable with the communication interface. Responsive to receipt of an utterance, the communication unit (105) can perform a fetch (109) over the communication interface and can transmit a first message (107) having the utterance over the communication interface. The communication unit (105) can receive a second message (113) having a result (111) of a recognition of the utterance from the communication interface in response to the fetch (109).
Abstract:
Disclosed is a personal communication device (called here the “local device”) that “looks around” to discover the presence of other personal communication devices (“remote devices”) in the near neighborhood. Using various techniques, the local device attempts to discover who is associated with each remote device that it discovers. The local device also attempts to assign a position value to each discovered remote device. Using this information, the local device constructs a “presence map” for its user, the map showing who is nearby. By consulting the presence map, the user of the local device can associate a name with each person in the near neighborhood. In some embodiments, the presence map is a virtual two- or three-dimensional representation of the neighborhood surrounding the user of the local device.
Abstract:
Embodiments of a system include a client device (102), a voice server (106), and an application server (104). The voice server is distinct from the application server. The client device renders (316) a visual display that includes at least one display element for which input data is receivable though a visual modality and a voice modality. The client device may receive speech through the voice modality and send (502) uplink audio data representing the speech to the voice server over an audio data path (124). The application server receives (514) a speech recognition result from the voice server over an application server/voice server control path (122). The application server sends (514), over an application server/client control path (120), a message to the client device that includes the speech recognition result. The client device updates (516) one or more of the display elements according to the speech recognition result.
Abstract:
A system for establishing multi-party wireless game sessions includes a game session broker and at least two wireless units. Each wireless unit includes a first wireless device having relatively low power consumption and a second wireless device having relatively high power consumption. The game session broker receives a session ready message that includes location information for a first player and search for a second player having location information matching the location information for the first player. Finding a matching player, the game session broker sends session available messages to wireless units associated with the first and second players. Session ready messages are sent and session available message are received via first wireless devices. Upon receiving the session available message, the first and second players can establish a wireless game session using their respective second wireless devices.