Abstract:
Provided is a method for issuing single-use and multiple-use virtual payment cards via a mobile and wearable device. The method may include receiving a card issuance request from a user, prompting the user to enter a user authentication information, accessing a user account maintained by a card issuer, generating the virtual payment card based on payment data of the user account, and providing the virtual payment card to the mobile and wearable device. The method may continue with receiving a transaction request from a merchant and matching merchant identification data provided by the user in the card issuance request and merchant identification data provide by the merchant. If the match of the merchant identification data is determined, the method may continue with authorizing a payment transaction by transferring a payment amount from the virtual payment card to a merchant account associated with the merchant.
Abstract:
Provided are an augmented reality, virtual reality and mixed reality eyeglass communication device and a method for facilitating shopping, payments and multimedia capture using an eyeglass communication device. The eyeglass communication device may comprise a frame, and a right earpiece and a left earpiece connected to the frame. The eyeglass communication device may comprise a processor configured to receive one or more commands of a user, perform operations associated with the commands of the user, receive product information, and process the product information. The eyeglass communication device may comprise a display connected to the frame and configured to display data received from the processor. The eyeglass communication device may comprise a transceiver electrically connected to the processor and configured to receive and transmit data over a wireless network. The eyeglass communication device may comprise a Subscriber Identification Module card slot, a camera, an earphone, a microphone, and a charging unit.
Abstract:
Provided are an augmented reality, virtual reality and mixed reality eyeglass communication device method via eye movement tracking and gestures. The eyeglass communication device may comprise an eyeglass frame, and a right earpiece and a left earpiece connected to the frame. The eyeglass communication device may comprise a processor configured to receive one or more commands of a user, perform operations associated with the commands of the user, receive product information, and process the product information. The eyeglass communication device may comprise a display connected to the frame and configured to display data received from the processor. The eyeglass communication device may comprise a transceiver electrically connected to the processor and configured to receive and transmit data over a wireless network. The eyeglass communication device may comprise a Subscriber Identification Module card slot, an eye tracker, a camera, an earphone, a microphone, and a charging unit.
Abstract:
A method for facilitating mobile device payments, multimedia capture, calling, and messaging may include providing a payment, multimedia capture, calling, and messaging interface on a display of a mobile and wearable device and sensing a haptic input of the user via the haptic control. In response to the haptic input, a cloud-based application associated with the mobile and wearable device may be activated. The haptic input may be analyzed to determine a duration of the haptic input. Based on the duration of the haptic input, an operation may be selected from the list of predetermined operations to be performed by the cloud-based application. The predetermined operations include at least a payment operation, a multimedia capture operation, a calling operation, and a messaging operation. The method may include operably connecting the mobile and wearable device to a cloud storage. Upon selection of the predetermined operation, the predetermined operation may be performed.
Abstract:
Provided are computer implemented methods for combining online and offline gaming, advertising, and commerce and providing free games, free products, and free services. The method may commence with receiving a buying request associated with a product from a user. The method may continue with providing an incentive to the user to play a game and receiving an indication that the user intends to play the game. In response to the indication, a payment amount associated with the game may be transferred from a user account. The payment amount associated with the game may constitute a predetermined portion of a payment amount associated with the product. The method may include receiving results of the game played by the user. Based on the results of the game, the user may be selectively provided with a discount for the product. The discount may be equal to the payment amount associated with the game.
Abstract:
A wearable personal digital device(200) and methods for enlarging display space using the wearable personal digital device(200) are provided. The wearable personal digital device(200) may comprises a processor, a memory unit, an expandable display(208), a camera(218), a projector(210), a communication circuit, a swipe card reader(212), one or more biometric sensors(220,222), one or more accelerometers, a housing(204), and a band(202). The expandable display(208) is be communicatively coupled to the processor and configured to expand to enlarge display space using a flip up portion, detachable portion, or bending the expandable display(208). The band(202) may include one or more rechargeable batteries configured to power the wearable personal digital device(200). Biometric sensors(220,222) and accelerometers provide data for monitoring health and activity of the user. The swipe card reader(212) is configured to read payment card data.
Abstract:
Provided are methods and systems for delivering educational products and services via a cloud massive online open course. Users may access the cloud massive online open course at any point of time using a networked client device. Educational resources are stored on a remote server of a cloud provider and are delivered to users over a network using cloud computing services. Users are also provided with tools for interaction within a cloud education environment. Along the learning process users of the cloud massive online open course may communicate with each other within the cloud education environment and share educational content with each other. Users' learning activity may be graded through online assessment.
Abstract:
Provided is a table tablet computer for facilitating a process of ordering product items and making mobile device payments. The user may select product items via interface of the table tablet computer and send an order request to a merchant. Upon receipt of an order from the merchant, the user may send a check-out request to transfer payment for the order. Once the check-out request has been received, the merchant may transmit an invoice to the table tablet computer. The invoice may include a barcode, which may be scanned by a mobile device, a barcode scanner, an external device, or any other personal digital device of the user. The barcode may encode data associated with the order. The data associated with the order may include payment data of the merchant, the product items, and a total price of the order.
Abstract:
Provided is a wearable personal digital (WPD) flexible cloud game, multimedia, communication and computing device, a method for accessing game and multimedia data and performing communications using the WPD flexible cloud game, multimedia, communication and computing device, and a method for facilitating payments using a WPD flexible cloud game, multimedia, communication and computing device. The WPD flexible cloud game, multimedia, communication and computing device comprises a flexible display, a flexible power source, a processor, a memory unit, and a communication circuit. The processor is configured to communicate with a game and multimedia server and a communication server over a network to transfer game, multimedia and communication data, and transmit, upon a user's request, the game, multimedia and communication data to one or more external devices.
Abstract:
Provided are methods and systems for facilitating mobile device payments using codes and cashback business model. Upon installation of an application on a mobile device, a customer may specify his payment information, which may include data on a credit/debit card or a bank checking account. Once the payment information has been specified, the customer may receive a unique code encoding his payment information. The customer may then start scanning product barcodes with his mobile device. To make payment for products, the unique code displayed on a screen of the customer mobile device may be scanned by a payment receiver mobile device. The payment receiver mobile device may further display customer records stored in a database of a payment processing system. Based on the customer records, the customer may be provided with various cashback opportunities, as well as credits and discounts.