Abstract:
A screen saver is provided for an apparatus having a display screen, a storage medium, a computer application stored in the storage medium, and a screen saver program stored in the storage medium. The application has a handle that executes the application in a screen saver mode when it is selected. The handle is contained in a carousel, which includes a database containing the handles. The database also includes rules for selecting the handles and parameters associated with each handle. When a timeout period of inactivity is exceeded on the apparatus, the screen saver program is executed. The screen saver program selects the application handle from the carousel, which executes the application in the screen saver mode. While operating in the screen saver mode, the application creates images that are shown on the display screen.
Abstract:
A system and method is provided for permitting a data terminal to connect to a broadcast station web site and to receive a broadcast station broadcast in response to selection of a bookmark. Selection of the bookmark results in a tuner on the data terminal being tuned to receive a broadcast while the data terminal substantially simultaneously connects to a web site for the broadcast station. Broadcast frequency information and web site address information for the bookmark may be stored on the data terminal, or such information may be stored remotely, such as on a station id server in communication with the data terminal. The bookmark may be programmed by the user and may represent different broadcast stations according to parameters.
Abstract:
A method and system for playing a distributed game over a wireless telecommunications network is disclosed. The game is initiated when a game server sends a task (e.g., a question) to a first group of mobile terminals. Each mobile terminal may either respond to the task (e.g., submit an answer) or forward the task to another mobile terminal. Once a mobile terminal forwards the task, that mobile terminal no longer retains the task. The game ends when a mobile terminal submits a correct task response, when a global time limit ends, or when all mobile terminals have submitted incorrect responses. Responses and forwards can be sent using any known data messaging technique.