MINIMIZING NETWORK LATENCY IN INTERACTIVE INTERNET APPLICATIONS
    1.
    发明申请
    MINIMIZING NETWORK LATENCY IN INTERACTIVE INTERNET APPLICATIONS 有权
    最小化互联网应用中的网络延迟

    公开(公告)号:US20120128010A1

    公开(公告)日:2012-05-24

    申请号:US12951908

    申请日:2010-11-22

    IPC分类号: H04J3/22

    摘要: A method and system that enhances a user's performance while interacting with an interactive internet application such as a Massively Multiplayer Online (MMO) game is provided. The network latency experienced by users participating in the MMO game is minimized by dynamically determining an optimal transmission action for a message generated by the MMO game. In one embodiment, determining the optimal transmission action for a message includes dynamically determining the optimal number of redundant Forward Error Correction (FEC) packets to add to a message prior to transmitting a message to a receiving device. The optimal number of FEC packets is determined based on a wide range of varying network conditions.

    摘要翻译: 提供了一种在与诸如大型多人在线(MMO)游戏之类的交互式互联网应用交互的同时增强用户表现的方法和系统。 通过动态地确定由MMO游戏产生的消息的最佳传输动作,使参与MMO游戏的用户经历的网络延迟最小化。 在一个实施例中,确定消息的最佳传输动作包括在将消息发送到接收设备之前动态地确定要添加到消息的冗余前向纠错(FEC)分组的最佳数量。 基于广泛的变化的网络条件来确定FEC分组的最佳数量。

    Minimizing network latency in interactive internet applications
    2.
    发明授权
    Minimizing network latency in interactive internet applications 有权
    最大限度地减少交互式互联网应用中的网络延迟

    公开(公告)号:US09059817B2

    公开(公告)日:2015-06-16

    申请号:US12951908

    申请日:2010-11-22

    摘要: A method and system that enhances a user's performance while interacting with an interactive internet application such as a Massively Multiplayer Online (MMO) game is provided. The network latency experienced by users participating in the MMO game is minimized by dynamically determining an optimal transmission action for a message generated by the MMO game. In one embodiment, determining the optimal transmission action for a message includes dynamically determining the optimal number of redundant Forward Error Correction (FEC) packets to add to a message prior to transmitting a message to a receiving device. The optimal number of FEC packets is determined based on a wide range of varying network conditions.

    摘要翻译: 提供了一种在与诸如大型多人在线(MMO)游戏之类的交互式互联网应用交互的同时增强用户表现的方法和系统。 通过动态地确定由MMO游戏产生的消息的最佳传输动作,使参与MMO游戏的用户经历的网络延迟最小化。 在一个实施例中,确定消息的最佳传输动作包括在将消息发送到接收设备之前动态地确定要添加到消息的冗余前向纠错(FEC)分组的最佳数量。 基于广泛的变化的网络条件来确定FEC分组的最佳数量。

    HTTP signing
    3.
    发明授权
    HTTP signing 有权
    HTTP签名

    公开(公告)号:US08677134B2

    公开(公告)日:2014-03-18

    申请号:US12944649

    申请日:2010-11-11

    申请人: Felix Livni Hao Chen

    发明人: Felix Livni Hao Chen

    IPC分类号: H04L9/32

    摘要: A system and method for signing data transferred over a computer network is described. In one aspect, the HTTP header of an HTTP response message is extended to include a content identifier, a content expiration time, and a digital signature. The digital signature may be generated from the content identifier, the content expiration time, and the message body of the HTTP response message.

    摘要翻译: 描述用于签署通过计算机网络传送的数据的系统和方法。 一方面,HTTP响应消息的HTTP报头被扩展以包括内容标识符,内容过期时间和数字签名。 可以从HTTP响应消息的内容标识符,内容到期时间和消息正文生成数字签名。

    HTTP Signing
    4.
    发明申请
    HTTP Signing 有权
    HTTP签名

    公开(公告)号:US20120124384A1

    公开(公告)日:2012-05-17

    申请号:US12944649

    申请日:2010-11-11

    申请人: Felix Livni Hao Chen

    发明人: Felix Livni Hao Chen

    IPC分类号: H04L9/32

    摘要: A system and method for signing data transferred over a computer network is described. In one aspect, the HTTP header of an HTTP response message is extended to include a content identifier, a content expiration time, and a digital signature. The digital signature may be generated from the content identifier, the content expiration time, and the message body of the HTTP response message.

    摘要翻译: 描述用于签署通过计算机网络传送的数据的系统和方法。 一方面,HTTP响应消息的HTTP报头被扩展以包括内容标识符,内容过期时间和数字签名。 可以从HTTP响应消息的内容标识符,内容到期时间和消息正文生成数字签名。

    BACKLIGHT SOURCE AND DISPLAY DEVICE
    5.
    发明公开

    公开(公告)号:US20240027834A1

    公开(公告)日:2024-01-25

    申请号:US17622802

    申请日:2021-12-17

    摘要: A backlight source and a display device are provided. The display panel includes the plurality of stacked metal sub-layers and the first passivation sub-layer and the second passivation sub-layer stacked. The first passivation sub-layer is disposed between the metal layer and the second passivation layer. Material of the first passivation sub-layer includes silicon nitride. The first passivation sub-layer covers the untidy area at the ends of the molybdenum-titanium alloy thin layer to avoid from detachment of the passivation layer, and meanwhile to solve the issues of simplifying the manufacturing process of the display panel, and to avoid from oxidation of the bonding pads.

    Floor drain
    6.
    发明授权

    公开(公告)号:US11408163B2

    公开(公告)日:2022-08-09

    申请号:US16899621

    申请日:2020-06-12

    申请人: Wei Chen Hao Chen

    发明人: Wei Chen Hao Chen

    IPC分类号: E03F5/04

    摘要: A drain floor, including a drain base, a drain body including a cavity, a drain cup, a supporting frame; and a reset member. The drain cup includes a cup body, a stem, and a base. The cup body includes a through hole, and two ends of the stem are connected to the cup body and the base, respectively. The cup body is disposed in the cavity and the base is disposed out of the cavity. The space between the drain body and the drain cup forms an annular channel, and the annular channel communicates with the through hole. The annular channel includes a water inlet and a water outlet. The reset member is connected to the drain cup and is movable with respect to the drain cup to open and close the water outlet. The supporting frame connects the drain body and the reset member.

    OBJECT DETECTION USING RADAR AND MACHINE LEARNING

    公开(公告)号:US20170307735A1

    公开(公告)日:2017-10-26

    申请号:US15262947

    申请日:2016-09-12

    IPC分类号: G01S7/41 G01S13/86 G06N99/00

    摘要: A method and system for using one or more radar systems for object detection based on machine learning in an environment is disclosed. A scanning radar or combination of radars mounted on a vehicle or moving object scans the environment to acquire information. The radar data may be a 3D point cloud, 2D radar image or 3D radar image. The radar data may also be combined with data from LIDAR, vision or both. A machine learning algorithm is then applied to the acquired data to detect dynamic or static objects within the environment, and identify at least one object feature comprising one of a type, location, distance, orientation, size or speed of an object.

    Tolvaptan solid dispersion and its preparation method
    9.
    发明授权
    Tolvaptan solid dispersion and its preparation method 有权
    托伐普坦固体分散体及其制备方法

    公开(公告)号:US09408915B2

    公开(公告)日:2016-08-09

    申请号:US13806173

    申请日:2011-06-02

    摘要: A tolvaptan solid dispersion and its preparation method are disclosed. The solid dispersion comprises tolvaptan and cross-linked polyvinylprrolidone at a weight ratio of 1:0.05-20, preferably 1:0.1-10, and more preferably 2:1. The solid dispersion can further comprise one or more water-soluble polymers, such as polyvinylprrolidone, hydroxypropyl cellulose, hydroxyethyl cellulose or methylcellulose, wherein the weight ratio of tolvaptan:the crosslinked polyvinylprrolidone:the water-soluble polymers is preferably 2:1:0.1. The solid dispersion exhibits good thermodynamic stability and solubility. The pharmaceutical composition thereof has improved release rate and bioavailability.

    摘要翻译: 披露托伐普坦固体分散体及其制备方法。 固体分散体包含托伐普坦和交联聚乙烯吡咯烷酮,重量比为1:0.05-20,优选为1:0.1-10,更优选为2:1。 固体分散体可以进一步包含一种或多种水溶性聚合物,如聚乙烯吡咯烷酮,羟丙基纤维素,羟乙基纤维素或甲基纤维素,其中托伐普坦:交联聚乙烯吡咯烷酮:水溶性聚合物的重量比优选为2:1:0.1。 固体分散体表现出良好的热力学稳定性和溶解性。 其药物组合物具有改善的释放速率和生物利用度。

    Methods and systems for generating tailored game challenges
    10.
    发明授权
    Methods and systems for generating tailored game challenges 有权
    产生定制游戏挑战的方法和系统

    公开(公告)号:US09272208B1

    公开(公告)日:2016-03-01

    申请号:US13604552

    申请日:2012-09-05

    摘要: A system, computer-readable storage medium storing at least one program, and a computer-implemented method for generating tailored game challenges are presented. To begin, a method may first identify a first game object and a second game object operable within a game challenge. The method may calculate, based on game profile data associated with a player, a first selection factor associated with the first game object and a second selection factor associated with the second game object. A game object from the first game object and the second game object is then selected. The selection is based on the first selection factor and the second selection factor. The game challenge is then generated, wherein the game challenge with the selected game object for the user.

    摘要翻译: 提出了存储至少一个程序的系统,计算机可读存储介质和用于产生定制的游戏挑战的计算机实现的方法。 首先,方法可以首先识别在游戏挑战中可操作的第一游戏对象和第二游戏对象。 该方法可以基于与玩家相关联的游戏简档数据来计算与第一游戏对象相关联的第一选择因素和与第二游戏对象相关联的第二选择因素。 然后选择来自第一游戏对象和第二游戏对象的游戏对象。 该选择基于第一选择因子和第二选择因子。 然后产生游戏挑战,其中游戏挑战与所选择的游戏对象的用户。