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:
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:
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:
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:
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:
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:
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:
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:
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:
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.