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.
Abstract:
Provided are methods and systems for advertising and retailing products and services in various cloud gaming environments. A game provider may configure its cloud gaming environment to display third party advertisement before, during, or after the game. The advertisement may be in the form of timeout screens, banners, gaming objects, prizes, and other forms associated with typical cloud gaming environments. Third party advertisers benefit from additional advertisement exposure in these cloud gaming environments, which tend to be dynamic and interactive, and target new audience. Advertisement interaction levels may be measure to determine effectiveness and, for example, to collect certain fees from advertisers. An interaction level of interaction may be determined based on a number of clicks on advertisement objects, duration of exposure to the advertisement, a number of players, and various other factors. Game providers may modify their cloud gaming environments to improve these interaction levels and, as a result, collect more.
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:
Systems and methods for multimedia capture and payment transactions are provided. A system comprises a payment and multimedia capture means and a cloud-based application. The payment and multimedia capture means is configured to communicate with an external device, transmit key data from the payment and multimedia capture means to the external device. The cloud-based application is configured to receive the key data from the external device, provide a payment and multimedia capture interface on a display of the external device, receive haptic input via the haptic control, analyze the haptic input to determine a duration of the haptic input, select an operation based on the duration, and perform the selected operation. The operation include a payment operation and a multimedia capture operation.
Abstract:
Provided are computer implemented methods and systems for multimedia capture and payment transactions. According to the method, a first user input may be received. Based on the first user input, sensors may be initiated to capture multimedia. The method may further comprise receiving a second user input. Data associated with the first user input and the second user input may be analyzed. Based on the analysis, a multimedia capture mode or a payment transaction mode may be selectively selected. If the multimedia capture mode is selected, the captured multimedia may be recorded to a database. A type of the multimedia being recorded may be determined based on time between the first user input and the second user input. If the payment transaction mode is selected, transaction data may be received. Based on the transaction data, user payment data, and recipient payment data, a payment transaction may be performed.