Limiting interaction between parties in a networked session
    1.
    发明授权
    Limiting interaction between parties in a networked session 有权
    限制联网会话中各方之间的交互

    公开(公告)号:US07437409B2

    公开(公告)日:2008-10-14

    申请号:US10461304

    申请日:2003-06-13

    申请人: Damon V. Danieli

    发明人: Damon V. Danieli

    IPC分类号: G06F15/16

    摘要: Interaction between participants in an online session is controlled by using filters. Each participant in an online session may have lists of other users with whom the participant wants to limit interaction in an online session. Each list is hashed to create a filter for the participant. For blocking, the host of an online session logically ORs the filters of all the participants in a session to create a session filter. An identifier for each of the current participants in an online session is hashed to create a user filter. A host of an online session checks the session filter to determine if a prospective participant is blocked. If not, the user filter is transmitted to the prospective participant to check against a block filter. Mute filters and ghost filters are handled similarly, but limit the interaction of participants in an online session in a different fashion.

    摘要翻译: 通过使用过滤器来控制在线会话中的参与者之间的交互。 在线会话中的每个参与者可以具有参与者想要限制在线会话中的交互的其他用户的列表。 每个列表都被散列,以为参与者创建一个过滤器。 对于阻塞,在线会话的主机在逻辑上OR会话中的所有参与者的过滤器以创建会话过滤器。 在线会话中的每个当前参与者的标识符被散列以创建用户过滤器。 在线会话的主机检查会话过滤器以确定潜在参与者是否被阻止。 如果没有,则将用户过滤器发送到预期参与者以检查块过滤器。 静音过滤器和鬼影过滤器的处理方式类似,但限制了在线会话中参与者以不同方式的交互。

    Banning verbal communication to and from a selected party in a game playing system
    2.
    发明授权
    Banning verbal communication to and from a selected party in a game playing system 有权
    禁止在游戏系统中与所选派对进行口头交流

    公开(公告)号:US08292740B2

    公开(公告)日:2012-10-23

    申请号:US11025625

    申请日:2004-12-29

    IPC分类号: A63F13/00

    摘要: Voice communication between players using one or more multiplayer game console is selectively controlled. A player may selectively block voice communications with another player during a current and any future games. In addition, an authorized party (e.g., a parent) can selectively preclude voice communication by a minor child by setting an option that is uploaded to an online game service service; the minor child is then precluded from voice communication on any voice console via the online game service. Also, a player may be temporarily or permanently banned from voice communication during games played through an online game service in response to complaints made by other players concerning the player's behavior in voice communication while playing games, e.g., excessive use of profanity. When a player signs on to the online game service, data are downloaded to the game console that indicate any applicable restraints on voice communication.

    摘要翻译: 选择性地控制使用一个或多个多人游戏机的玩家之间的语音通信。 在当前和任何未来的游戏中,玩家可以选择性地阻止与另一玩家的语音通信。 此外,授权方(例如,父母)可以通过设置上传到在线游戏服务服务的选项来选择性地排除未成年子女的语音通信; 然后,小孩通过在线游戏服务在任何语音控制台上被排除在语音通信之外。 此外,玩游戏者可以通过在线游戏服务玩游戏期间暂时或永久地禁止语音通信,以响应其他玩家关于玩家在进行游戏时的行为行为的投诉,例如过度使用亵渎。 当玩家登录到在线游戏服务时,数据被下载到游戏控制台,指示任何适用的语音通信限制。

    USE OF ONLINE MESSAGING TO FACILITATE SELECTION OF PARTICIPANTS IN GAME PLAY
    3.
    发明申请
    USE OF ONLINE MESSAGING TO FACILITATE SELECTION OF PARTICIPANTS IN GAME PLAY 有权
    使用在线消息来促进游戏中参与者的选择

    公开(公告)号:US20100184517A1

    公开(公告)日:2010-07-22

    申请号:US12750446

    申请日:2010-03-30

    IPC分类号: G06F17/00 A63F9/24

    摘要: A method and system facilitating selection of participants in multiplayer online electronic games. The method provides an efficient procedure for players to host and join new instances of multiplayer online electronic games, as well as providing a scheme that enables players to join multiplayer online electronic games that are already in progress. The method is implemented through a gaming utility that runs on each player's electronic device (e.g. PC) and interacts behind the scenes with an online messaging service. Player hosts are enabled to select players from a list of contacts provided by the online messaging service who they want to invite to join a chat session. A selected multiplayer online electronic game is selectively launched on all of the player's computers through a single command issued by the host. Additionally, the gaming utility provides players with a list of existing chat sessions being hosted by other players so as to enable the players to join multiplayer online electronic games that are already in progress. The system includes a plurality of electronic devices linked in communication across a communications network, such as a LAN or the Internet. Each electronic device is operatively coupled to a headset having a pair of headphones and a microphone. The headset is worn by a player, enabling the players to verbally communicate with others in a verbal chat session.

    摘要翻译: 一种促进多人在线电子游戏参与者选择的方法和系统。 该方法为玩家提供了一个有效的过程,用于主持和加入多人在线电子游戏的新例子,并提供一种使玩家能够加入已经在进行中的多人在线电子游戏的方案。 该方法通过在每个玩家的电子设备(例如PC)上运行的游戏实用程序来实现,并且与在线消息服务在幕后交互。 播放器主机能够从他们想要邀请加入聊天会话的在线消息传递服务提供的联系人列表中选择播放器。 所选择的多人在线电子游戏通过主机发出的单一命令在所有玩家的计算机上选择性地启动。 此外,游戏实用程序为玩家提供由其他玩家托管的现有聊天会话的列表,以使得玩家能够加入已经在进行的多玩家在线电子游戏。 该系统包括通过诸如LAN或因特网之类的通信网络进行通信的多个电子设备。 每个电子设备可操作地耦合到具有一对耳机和麦克风的耳机。 耳机由玩家佩戴,使得玩家能够在口头聊天会话中与其他人口头沟通。

    Server control of peer to peer communications
    4.
    发明授权
    Server control of peer to peer communications 有权
    服务器控制对等通信

    公开(公告)号:US07464272B2

    公开(公告)日:2008-12-09

    申请号:US10671397

    申请日:2003-09-25

    申请人: Damon V. Danieli

    发明人: Damon V. Danieli

    IPC分类号: H04K1/00

    摘要: A server provides a secure environment for establishing peer-to-peer communications between clients. When two clients of the server wish to establish peer-to-peer communication, they first connect to the server. The server authenticates each client and provides information to authenticated clients to enable them to establish peer-to-peer communication. Any client who abuses the peer-to-peer communication privileges can lose the right to be authenticated. In an exemplary embodiment, the server is a game server and the clients joining in playing games, preferably using voiced-based peer-to-peer communication. Different levels of authorization may be granted to different clients, to limit the interaction between clients.

    摘要翻译: 服务器为客户端之间建立点对点通信提供了安全的环境。 当服务器的两个客户端希望建立对等通信时,它们首先连接到服务器。 服务器对每个客户端进行身份验证,并向认证客户端提供信息,使其能够建立对等通信。 滥用对等通信特权的任何客户端都可能失去认证的权利。 在示例性实施例中,服务器是游戏服务器,并且客户端加入玩游戏,优选地使用基于语音的对等通信。 可以向不同的客户端授予不同级别的授权,以限制客户端之间的交互。

    Enabling separate chat and selective enablement of microphone
    5.
    发明授权
    Enabling separate chat and selective enablement of microphone 有权
    启用麦克风的单独聊天和选择性启用

    公开(公告)号:US07389153B2

    公开(公告)日:2008-06-17

    申请号:US11078002

    申请日:2005-03-11

    IPC分类号: G06F17/00

    摘要: Two different and separate audio data streams are processed through a personal computer (PC) system or other computing device so that the separate and distinct audio data streams are heard through separate sound transducers. In a preferred embodiment, chat messages received over a network during execution of a multiplayer game are processed separately from sounds produced by the multiplayer game, enabling a user to hear the game sounds from speakers, separate and distinct from verbal chat messages, which are heard through earphone(s). The earphone(s) are included in a headset, as well as a microphone that enables the user to produce verbal data that are conveyed to a hardware control unit that is connected to the PC system through a universal serial bus (USB) port. The chat audio data are converted into an analog audio signal that is heard by the user in the headphone(s) and is spatially separate and distinct from the game audio data heard through the speakers. Included on the control unit are switches that enable the user to selectively direct verbal data either to the chat session or to a voice recognition engine that converts the verbal data into commands used for controlling the game.

    摘要翻译: 通过个人计算机(PC)系统或其他计算设备来处理两个不同和单独的音频数据流,使得通过单独的声音换能器来听到单独和不同的音频数据流。 在优选实施例中,在执行多玩家游戏期间通过网络接收的聊天消息与多玩家游戏产生的声音分开处理,使得用户能够听到来自扬声器的游戏声音,与听到的语音聊天消息分开且不同 通过耳机。 耳机包括在耳机中,以及麦克风,使得用户能够产生通过通用串行总线(USB)端口传送到连接到PC系统的硬件控制单元的口头数据。 聊天音频数据被转换成用户在耳机中听到的模拟音频信号,并且在空间上分离并且不同于通过扬声器听到的游戏音频数据。 包括在控制单元上的是交换机,其使得用户能够将言语数据有选择地引导到聊天会话或将语言数据转换成用于控制游戏的命令的语音识别引擎。

    Control device with enhanced control aspects and method for programming same
    6.
    发明授权
    Control device with enhanced control aspects and method for programming same 有权
    控制装置具有增强的控制方面和编程方法

    公开(公告)号:US06717569B1

    公开(公告)日:2004-04-06

    申请号:US09515370

    申请日:2000-02-29

    IPC分类号: G09G508

    CPC分类号: G06F3/038 G06F3/03543

    摘要: A control device that combines a movable pod, that is sized to comfortably support a user's hand, with control buttons that are easily commanded by the user's fingers and thumb without interfering with pod movement, thereby allowing the user to quickly, simultaneously, and intuitively, command multiple aspects of a user application software, such as a game. Preferably, the pod is movable simultaneously in three different directions: forward-and-backward, side-to-side; and axially about an axis. The device also uses the distance the pod is displaced from a neutral position as an additional control parameter for commanding the application software. In addition, control commands associated with the control buttons and movement of the pod may be programmed by the user either “on the fly” or by using a graphical user interface. Also, the device provides feedback to the user regarding the programmed status of each button and available pod movement.

    摘要翻译: 一种控制装置,其组合了可移动的荚,其尺寸适于舒适地支撑使用者的手,具有由用户的手指和拇指轻松地指挥而不干扰荚运动的控制按钮,从而允许用户快速,同时和直观地, 指定用户应用软件的多个方面,例如游戏。 优选地,荚可以在三个不同的方向上同时移动:前后方向; 并且围绕轴线轴向。 该装置还使用该盒从空档位置移动的距离作为用于指示应用软件的附加控制参数。 此外,与控制按钮相关联的控制命令和盒的移动可以由用户“即时”或通过使用图形用户界面来编程。 而且,该设备向用户提供关于每个按钮的编程状态和可用荚运动的反馈。

    Automatic feedback and player denial
    7.
    发明授权
    Automatic feedback and player denial 有权
    自动反馈和玩家拒绝

    公开(公告)号:US07881944B2

    公开(公告)日:2011-02-01

    申请号:US10151793

    申请日:2002-05-20

    IPC分类号: G06Q10/00

    摘要: Automatically maintaining behavioral standards of an electronic community in response to feedback from members of the electronic community. Feedback is submitted regarding behavior of a specified member. If the feedback exceeds a threshold representing a behavioral standard of the electronic community for a category, an action is automatically implemented directed to the specified member. Each threshold may be adjusted as a function of the number of members or of other criteria. The feedback may also be used to rate a specific member and to enable other members to choose whether to interact with the specific member. Sanctions or rewards may be implemented, including limiting communication, suspending or terminating access, granting additional privileges, assigning the specified member to a subgroup of the electronic community, and other actions. Community standards can thus be automatically maintained and enforced for gaming, communication, commerce, collaborative work, or other electronic activities.

    摘要翻译: 根据电子社区成员的反馈,自动维护电子社区的行为标准。 针对指定成员的行为提交反馈。 如果反馈超过表示电子社区针对类别的行为标准的阈值,则自动执行针对指定成员的操作。 每个阈值可以作为成员数量或其他标准的函数进行调整。 反馈还可以用于对特定成员进行评估,并使其他成员能够选择是否与特定成员进行交互。 可以实施制裁或奖励,包括限制通信,暂停或终止访问,授予附加权限,将指定的成员分配给电子社区的子组,以及其他操作。 因此,社区标准可以自动维护和执行,用于游戏,通信,商业,协作工作或其他电子活动。

    Use of online messaging to facilitate selection of participants in game play
    8.
    发明授权
    Use of online messaging to facilitate selection of participants in game play 失效
    使用在线消息来促进游戏玩家的选择

    公开(公告)号:US07686693B2

    公开(公告)日:2010-03-30

    申请号:US11090826

    申请日:2005-03-24

    IPC分类号: A63F13/00 A63F9/24

    摘要: A method and system facilitating selection of participants in multiplayer online electronic games. The method provides an efficient procedure for players to host and join new instances of multiplayer online electronic games, as well as providing a scheme that enables players to join multiplayer online electronic games that are already in progress. The method is implemented through a gaming utility that runs on each player's electronic device (e.g. PC) and interacts behind the scenes with an online messaging service. Player hosts are enabled to select players from a list of contacts provided by the online messaging service who they want to invite to join a chat session. A selected multiplayer online electronic game is selectively launched on all of the player's computers through a single command issued by the host. Additionally, the gaming utility provides players with a list of existing chat sessions being hosted by other players so as to enable the players to join multiplayer online electronic games that are already in progress. The system includes a plurality of electronic devices linked in communication across a communications network, such as a LAN or the Internet. Each electronic device is operatively coupled to a headset having a pair of headphones and a microphone. The headset is worn by a player, enabling the players to verbally communicate with others in a verbal chat session.

    摘要翻译: 一种促进多人在线电子游戏参与者选择的方法和系统。 该方法为玩家提供了一个有效的过程,用于主持和加入多人在线电子游戏的新例子,并提供一种使玩家能够加入已经在进行中的多人在线电子游戏的方案。 该方法通过在每个玩家的电子设备(例如PC)上运行的游戏实用程序来实现,并且与在线消息服务在幕后交互。 播放器主机能够从他们想要邀请加入聊天会话的在线消息传递服务提供的联系人列表中选择播放器。 所选择的多人在线电子游戏通过主机发出的单一命令在所有玩家的计算机上选择性地启动。 此外,游戏实用程序为玩家提供由其他玩家托管的现有聊天会话的列表,以使得玩家能够加入已经在进行的多玩家在线电子游戏。 该系统包括通过诸如LAN或因特网之类的通信网络进行通信的多个电子设备。 每个电子设备可操作地耦合到具有一对耳机和麦克风的耳机。 耳机由玩家佩戴,使得玩家能够在口头聊天会话中与其他人口头沟通。

    Use of online messaging to facilitate selection of participants in game play
    9.
    发明授权
    Use of online messaging to facilitate selection of participants in game play 有权
    使用在线消息来促进游戏玩家的选择

    公开(公告)号:US07240093B1

    公开(公告)日:2007-07-03

    申请号:US09515793

    申请日:2000-02-29

    IPC分类号: G06F15/16 A63F13/00 A63F9/24

    摘要: A method and system facilitating selection of participants in multiplayer online electronic games. The method provides an efficient procedure for players to host and join new instances of multiplayer online electronic games, as well as providing a scheme that enables players to join multiplayer online electronic games that are already in progress. The method is implemented through a gaming utility that runs on each player's electronic device (e.g. PC) and interacts behind the scenes with an online messaging service. Player hosts are enabled to select players from a list of contacts provided by the online messaging service who they want to invite to join a chat session. A selected multiplayer online electronic game is selectively launched on all of the player's computers through a single command issued by the host. Additionally, the gaming utility provides players with a list of existing chat sessions being hosted by other players so as to enable the players to join multiplayer online electronic games that are already in progress. The system includes a plurality of electronic devices linked in communication across a communications network, such as a LAN or the Internet. Each electronic device is operatively coupled to a headset having a pair of headphones and a microphone. The headset is worn by a player, enabling the players to verbally communicate with others in a verbal chat session.

    摘要翻译: 一种促进多人在线电子游戏参与者选择的方法和系统。 该方法为玩家提供了一个有效的过程,用于主持和加入多人在线电子游戏的新例子,并提供一种使玩家能够加入已经在进行中的多人在线电子游戏的方案。 该方法通过在每个玩家的电子设备(例如PC)上运行的游戏实用程序来实现,并且与在线消息服务在幕后交互。 播放器主机能够从他们想要邀请加入聊天会话的在线消息传递服务提供的联系人列表中选择播放器。 所选择的多人在线电子游戏通过主机发出的单一命令在所有玩家的计算机上选择性地启动。 此外,游戏实用程序为玩家提供由其他玩家托管的现有聊天会话的列表,以使得玩家能够加入已经在进行的多玩家在线电子游戏。 该系统包括通过诸如LAN或因特网之类的通信网络进行通信的多个电子设备。 每个电子设备可操作地耦合到具有一对耳机和麦克风的耳机。 耳机由玩家佩戴,使得玩家能够在口头聊天会话中与其他人口头沟通。

    Use of multiple player real-time voice communications on a gaming device

    公开(公告)号:US07090582B2

    公开(公告)日:2006-08-15

    申请号:US10406763

    申请日:2003-04-03

    IPC分类号: A63F9/24

    摘要: A game console capable of communicating with other game consoles over a link or network is provided with a headphone and microphone for each player who will engage in voice communication. Verbal communications directed to one or more other players are converted to pulse code modulated (PCM) digital data and are encoded and compressed in real-time, producing data packets that are transmitted to another game console. The compressed data packets are decompressed and decoded, producing PCM data that are converted to an analog signal that drives a headphone of the intended recipient. Players can selectively mute voice communications to and from a specific other player. The PCM data can be encoded in a round-robin fashion that reduces the number of encoders required. A predefined level of computing resources is used for voice communication to avoid aversely affecting the quality of game play.