Server and method for computer communication for automatically performing and administrating a comparison
Abstract
Communications server (1) to automatically make a comparison, its result and data correlated with the result, in which the server (1) can connect to a network and at least two users can access it through the network, in the that the server (1) comprises: a platform program that users can access and that is adapted to receive first data (6) from users and that is adapted to carry out communication between users in real time, a correlation program that users can access users and that is adapted so that users establish a correlation (4) between the first data (6) and the result of the comparison, a comparison program configured to automatically carry out the comparison (5), comparing the second data (7) entered by the users, an evaluation program configured to automatically distribute the first data (6) to the users according to the result of the comparison and according to the correlation (9).

Term
Term ended
Projected expiry passed 14 April 2025, 1.4 years ago.
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20 claims: 20 independent, 0 dependent
- 1ES 2 396 973 T3 REIVINDICACIONES 1. Servidor de comunicaciones (1) para realizar automáticamente una comparación, su resultado y datos correlacionados con el resultado, en el que el servidor (1) se puede conectar a una red y al menos dos usuarios pueden acceder al mismo a través de la red, en el que el servidor (1) comprende:un programa de plataforma al que pueden acceder los usuarios y que está adaptado para recibir unos primeros datos (6) procedentes de los usuarios y que está adaptado para llevar a cabo una comunicación entre los usuarios en tiempo real, un programa de correlación al que pueden acceder los usuarios y que está adaptado de manera que los usuarios establezcan una correlación (4) entre los primeros datos (6) y el resultado de la comparación, un programa de comparación configurado para llevar a cabo automáticamente la comparación (5), comparando los segundos datos (7) introducidos por los usuarios, un programa de evaluación configurado para distribuir automáticamente los primeros datos (6) a los usuarios de acuerdo con el resultado de la comparación y de acuerdo con la correlación (9).
- 2El servidor (1) de acuerdo con una de las reivindicaciones precedentes, en el que la red comprende una red de telefonía móvil (2) o Internet o una red de área local.
- 3El servidor (1) de acuerdo con una de las reivindicaciones precedentes, en el que los usuarios entran en la red respectivamente a través de un teléfono móvil (2).
- 4El servidor (1) de acuerdo con una de las reivindicaciones precedentes, en el que los segundos datos (7) comprenden información personal del usuario.
- 5El servidor (1) de acuerdo con una de las reivindicaciones precedentes, en el que los primeros datos (6) comprenden información personal del usuario.
- 6El servidor (1) de acuerdo con una de las reivindicaciones precedentes, en el que la comparación de los segundos datos (7) se lleva cabo de manera indirecta comparando (5) un resultado intermedio por medio de un programa.
- 7El servidor (1) de acuerdo con la reivindicación precedente, en el que la comparación de los segundos datos (7) se lleva cabo comparando (5) el transcurso y/o el resultado de un juego de entretenimiento para ordenador / móvil (3), que se produce a partir de los segundos datos (7).
- 8El servidor (1) de acuerdo con la reivindicación precedente, en el que el juego (3) se produce mediante señales de dirección procedentes de un mando de control y que constituyen los segundos datos (7) introducidos por los usuarios.
- 9El servidor (1) de acuerdo con una de las reivindicaciones precedentes, en el que los usuarios introducen los segundos datos (7) al mismo tiempo.
- 10El servidor (1) de acuerdo con una de las reivindicaciones precedentes, en el que los primeros datos (6) se almacenan en una tarjeta de almacenamiento precargada o en un banco de datos en línea o en una cuenta de crédito en línea representadas por un código personal similar a un número telefónico.
- 11Procedimiento de comunicación por ordenador para realizar automáticamente una comparación, su resultado y datos correlacionados con el resultado, que comprende las siguientes etapas:un servidor (1) recibe de al menos dos usuarios respectivamente unas señales de comunicación en tiempo real y unos primeros datos (6) que se correlacionarán con un resultado de una comparación a través de una red, los al menos dos usuarios establecen una correlación (4) entre los primeros datos (6) y el resultado de la comparación por medio de un programa de correlación del servidor (1), ES 2 396 973 T3 el servidor (1) recibe de al menos dos usuarios respectivamente unos segundos datos (7) que se introducirán en un programa, comparación automática (5) de los segundos datos (7) por medio de un programa de comparación del servidor (1), distribución automática de los primeros datos (6) a los usuarios de acuerdo con el resultado de la comparación y de acuerdo con la correlación (9) por medio de un programa del servidor (1).
- 12El procedimiento de acuerdo con la reivindicación precedente, en el que la red comprende una red de telefonía móvil (2) e Internet o una red de área local.
- 13El procedimiento de acuerdo con una de las dos reivindicaciones precedentes, en el que los usuarios entran en la red respectivamente a través de un teléfono móvil (2).
- 14El procedimiento de acuerdo con una de las tres reivindicaciones precedentes, en el que los segundos datos (7) comprenden información personal del usuario.
- 15El procedimiento de acuerdo con una de las cuatro reivindicaciones precedentes, en el que los primeros datos (6) comprenden información personal del usuario.
- 16El procedimiento de acuerdo con una de las cinco reivindicaciones precedentes, en el que la comparación de los segundos datos (7) se lleva cabo de manera indirecta comparando (5) un resultado intermedio por medio de un programa.
- 17El procedimiento de acuerdo con la reivindicación precedente, en el que la comparación de los segundos datos (7) se lleva cabo comparando (5) el transcurso y/o el resultado de un juego de entretenimiento para ordenador / móvil (3), que se produce a partir de los segundos datos (7).
- 18El procedimiento de acuerdo con la reivindicación precedente, en el que el juego (3) se produce mediante señales de dirección procedentes de un mando de control y que constituyen los segundos datos (7) introducidos por los usuarios.
- 19El procedimiento de acuerdo con una de las ocho reivindicaciones precedentes, en el que los usuarios introducen los segundos datos (7) al mismo tiempo.
- 20El procedimiento de acuerdo con una de las nueve reivindicaciones precedentes, en el que los primeros datos (6) se almacenan en una tarjeta de almacenamiento precargada o en un banco de datos en línea o en una cuenta de crédito en línea representada por un código personal similar a un número de teléfono.
Independent claims20
67 paragraphs in 5 sections, as filed
ES 2 396 973 T3
DESCRIPTION
Server and procedure for computer communication to automatically carry out and manage a comparison
The present invention relates to a communication server and a computer communication method.
Background
Communication between people has been a major social event since the invention of the telephone removed the spatial limits of communication, which experienced a huge boost due to the subsequent emergence of the Internet. While communication by telephone is generally still limited to person-to-person contact, technical media for the Internet and related networks created platforms for open communication between groups of people and even an almost unlimited number of participants. And, unlike the traditional broadcast technique (radio, television and the like), communication through modern networks works in a bidirectional way. A general tool is known to offer the technical possibility of establishing such multidirectional communication between multiple participants, commonly referred to as a "chat room".
Returning to a more general, historical level, one of the primary objectives of communication was and still is to establish comparisons, in the broadest sense of the word. In ancient times, men might well have addressed each other by saying, "Watch out, my ax is better than yours," while in modern times, they might say, "My car is faster than yours." ; as an example, in a specific technical context, 'energy storage media A are more efficient than energy storage media B and are therefore more appropriate for the power supply of the machine you have under construction ».
Today, information is so easy to access, it is impossible to ignore it. Nowadays, this phrase may seem like a truism and a cliché, but it also has a broader meaning in the present context that is very interesting: Whereas, in the previous phases of communication, information could only pass from person to person , currently the information (stored in any type of data storage medium) is available automatically. Availability and ease of access vary greatly depending on their respective purposes. But with the corresponding permission, the previous sentence does not mean more than the following: communication in modern networks is not only possible in a multidirectional way, but also human beings participate in it as well as machines.
Document EP1415691 describes a system for managing, in a communication network, games based on a challenge between users of the network, in which each user of the network subscribing to a game service launches a challenge, through its mobile terminal, to another user or to a plurality of users of the network to play one or more games made available to them by the service, and the system comprises game administration means that manage the evolution of the game for users participating in the same challenge, comparing the achievements of said users and determining the outcome of the challenge.
Document US2005 / 0050151 describes a software architecture and a procedure to implement scalable and portable community motivated communications, in which users of the instant messaging service have the ability to involve a large number of users in various environments. interactive while maintaining the level of response between users. The scalability feature uses scalable messaging interfaces and object-oriented programming.
In WO02 / 05114, a method for guiding a young child in a controlled virtual environment is described. The controlled virtual environment is built using software that runs on a computer. There is a supervisor that sets certain parameters and then the user is offered the controlled environment that is governed, in part, by the parameters that the supervisor provides. Data is accumulated regarding the interactions and movements of the user selector device within the controlled environment. The user receives guidance, based on the accumulated data, within the limits of the parameters provided by the supervisor. The supervisor can receive reports on at least a part of the accumulated data, for example, by e-mail. The user can choose a virtual environment to view in the controlled environment, and a visible "friend" can be used to provide the aforementioned guidance by communicating it to the user.
ES 2 396 973 T3
Patent US2003 / 0087652 describes a system and a method to create affinity groups between users of portable communication devices and to distribute content specifically directed to said users.
User affinity groups can be formed by comparing user profiles against each other or against a predefined affinity group profile definition.
Summary
Against this background, the server and the method according to the present invention make it possible to automatically perform and manage a data comparison of any type, of the comparison result and data correlated with the result by means of a computer communication server comprising the features of claim 1 or by means of a computer communication method comprising the features of claim 11. In the Dependent claims disclose preferred embodiments of the invention.
One aspect of the present invention is that a communication server for automatically performing and managing a comparison, its result and the data correlated with the result can be connected to a network. Through the network, at least two users can access the server of the invention.
The server of the invention comprises a platform program that users can access and that allows communication between users. Preferably, users enter the platform through the network through their mobile phones, in which, preferably, only one application is required on the respective mobile phones so that the service is easily and immediately available anywhere . Communication can be carried out in real time and interactively, or in stages, for example by sending the communication to the mailboxes of the interlocutors or even to storage areas with greater accessibility; somewhat similar to the message boards used in traditional communication.
The platform program of the invention is also programmed to request the availability of certain data ("first data") to users, in which a correlation can be established between the first data and the result of a comparison of a few second data. In other words, if, for example, the aforementioned comparison between the efficiency parameters (second data) of technical devices such as the aforementioned energy storage units is to be carried out, the availability of data relative to their other technical specifications (first data: spatial dimensions, weight ...).
The server of the invention also comprises a correlation program that allows users to establish a correlation between the first data and the result of a comparison before starting the comparison. If in the aforementioned example, at least one of the users is an engineer from a research and development team who wishes to communicate the efficiency of an energy storage unit that has just been developed, through the team's intranet, the program of Correlation allows you to establish a correlation between that first data (the technical specification of the storage) and the result of a comparison of the second data before the comparison begins. This could be, for example, some first data that you want to pass on to your colleagues in the event that a comparison with the results of another energy storage unit (developed, for example, by another colleague) determines that your own solution is more efficient.
The server of the invention also comprises a comparison program, which is programmed to perform this comparison automatically, after the correlation between the first data and the result of the comparison, comparing second data entered by the users, for example, the parameters of efficiency of energy storage units A and B developed by two different members of the research and development team.
The server of the invention also comprises an evaluation program that automatically distributes the first data, which has been correlated with the result of the comparison of the second data, according to the result of the comparison of the second data and according to the correlation. In our example, the evaluation program directs and automatically sends the data of the technical specifications (first data of the most efficient energy storage unit) to the two developers (and preferably also to the other members of the team) if the respective developer correlated the first data accordingly.
In a second aspect of the invention, a computer communication method for managing and performing
ES 2 396 973 T3 automatically a comparison and to automatically manage its result and data correlated with the result includes the stage in which, by means of a server, at least two users, respectively, communicate in real time and enter a few seconds data in a program, which are then automatically compared by means of a program. The method also comprises the stage in which the users establish a correlation, respectively, between some first data and the result of the comparison before the start of the comparison through a network, and in which the first data is distributed to the users automatically by means of a program according to the result of the comparison and according to the correlation.
In another aspect of the invention, computer communication comprises the stage in which a server receives in real time some first data sent by at least two users and a correlation is established between this data and the result of a comparison, through a network.
Preferably, the network in question comprises a mobile telephone network as at least part of the network. Examples of wireless (mobile) communication networks include, but are not limited to, the following: GSM (Global Mobile Communications System) or various GSM-based systems (such as GPRS: general packet radio service), AMPS (American mobile phone system), DAMPS (digital AMPS), WCDMA ( wideband code division multiple access), or TD / CDMA in UMTS (code division / division multiple access time in the universal mobile telecommunications system) and IMT 2000, among others. The network can also consist of or comprise the aforementioned Internet and / or a local area network. As already noted, it is preferable to use a mobile phone network on the users side of the network to enter the platform program through the mobile phone.
In an optional aspect of the invention, users can enter the second data not only at different times, but at the same time. In other words, the comparison is done in real time where appropriate. For example, if users are playing a video game - in which the second data is, for example, direction signals from a control knob - the users enter these second data simultaneously to carry out a competition, which is automatically evaluated according to the invention. With this example, it can be understood that the comparison of the second data according to the invention can be carried out not only directly but also indirectly, comparing an intermediate result produced, for example, by the video game program affected by the signals of address. It can also be understood with this example that the introduction of the second data may depend on the physical and / or intellectual ability of the user, and / or be affected by it. In the context of entertainment games, the result of the comparison can also be affected by random parameters, which can be communicated by a program to users in the form of "instant tickets" in advance, before starting the game. It also represents a new concept of entertainment computer games in general. The player receives an instant ticket that defines, for example, the power, speed and car tires in a formula 1 racing program. Those parameters (for example, that are worse than those that his opponent received with his instant ticket) they affect the outcome of the race, as does the skill of the two players.
In a way, being a new form of communication, the invention technically allows users to come into contact with each other in a reliable way to make any type of comparison of facts, objects, information, experience, knowledge, or - just by way of as an example for other possible content of this communication - to play with each other, both in real time and even if there is a time lapse between the moments in which the second data is entered respectively. According to the invention, all this can be carried out on multi-user platforms and / or in a remote relationship on a world scale and allows the automatic and reliable exchange of the (first) data that was correlated before starting the comparison.
Brief description of the drawings
These characteristics already mentioned are described below, as well as other characteristics of the invention, by way of example and without implying any limitation to the description of the preferred embodiments illustrated in the attached figures.
Figure 1 shows a flow chart comprising the general steps of a computer communication method according to the invention in which mobile phones are used as a user access terminal;
ES 2 396 973 T3 figure 2 shows details of the architecture of the protocol messages sent between the mobile phones and the server (1) according to figure 1; and Figure 3 schematically shows a general system architecture according to the invention.
The preferred embodiment of the invention specifically described (and particularly the server (1) included therein) is capable of receiving events in real time from network clients connected to a "session", for example, according to with figure 1. In other words, all the information that is required at a given moment about the "event" is contained in a message (for example, using protocol stacks according to figure 2. Events are sent in real time directly to the server (1). The events refer to a session, for example (as in the example above), a networked energy storage unit design team, or an entertainment gaming community (3) connecting to via mobile phone (2) and / or PC. The events are generated by several different clients connected to the network, for example, fellow designers or members of the game community (3).
In this mobile phone communication system, it is not necessary for the user to use more applications, to establish more network connections or to previously know the other users of the system. In addition, it is not necessary to disclose personal data of the end user (such as, for example, MSISDN, email) to use instant messaging and offline messaging (offline), but end users are identified by a unique “alias” .
Without the invention, mobile phone users would need a number of different mechanisms and tools to locate the user they want to communicate with, for example using a WAP browser to find other end users based on certain relevant search criteria. Communication would also require applications such as mobile instant messaging (MIM) to enable the exchange of messages between selected end users. But, among other advantages, the invention eliminates the need to distribute and access personal data of end users such as MSISDN or email to locate users and address them through conventional voice services, email or SMS. mobile to allow communication between end users and agree on the first data (6). Otherwise, end users would need to have a set of synchronized parameters for exchanging the required information, that is, exact time / date when a specific game started to be played (3), start the session of multi-user communication, provide the required authentication information and enter a second piece of data (7), for example. In addition, users would require a mechanism that allows them to locate more end users to establish new first data (6), and repeat the process described above.
An application session according to the invention is a sample of an application that starts at a certain time. Clients go in and out of the virtual world and the application session ends up being closed under some predefined conditions. During the session, the server (1) (multi-user node) receives information (data) directly from the client units, which contains all the necessary information in the protocol stacks of a message (multi-user protocol message). The server unit (1) stores status information received from each of the client units. The server (1) also transmits at least part of the stored information to the clients that are connected. In this way, the complete state of an application can be maintained and can even be maintained on a drive on the network. This prevents each client from having to store the entire state, and reduces memory and bandwidth requirements for each client.
There is also a strong preference for incorporating security and fraud prevention functions into the communication system.
According to figure 2, an embodiment of the invention for communications and games via mobile phone (2) comprises client applications and a server (1) that incorporates a protocol stack comprising the following protocol layers:
ILOT Lobby Protocol / ILOT Game Protocol
ILOT security protocol
Multi-user protocol
ES 2 396 973 T3
TCP protocol
IP protocol
A protocol stack is a set of protocol layers that work together to provide a set of network functions. Each intermediate protocol layer uses the layer below it to provide a service to the upper layer.
A protocol layer is the software and / or hardware environment of two or more communication devices or computers on which a specific network protocol operates. A network connection can be thought of as a more less independent set of protocols, each at a layer or level. The lowest layer regulates direct computer-to-computer (host-to-host) communication between the hardware of different computers; the highest is made up of user application programs. Each layer uses the layer just below it and provides a service for the layer above it. Each network hardware or software component on one computer uses protocols appropriate to its layer in order to communicate with the corresponding component (its "peer") on another computer. These types of layered protocols are sometimes referred to as "peer-to-peer" protocols.
The advantages of layered protocols are that the procedures for passing information from one layer to another are clearly specified as part of the protocol succession, and changes within one protocol layer are prevented from affecting the other layers. . This greatly simplifies the task of designing and maintaining communication systems.
Examples of layered protocols include the five-layer protocol stack of TCP / IP and the seven-layer model of the OSI protocol.
The goal of this embodiment is to allow users with mobile devices to run client applications that have a "small footprint" (that is, the amount of disk space an application requires), with a single network connection. and, through a single protocol stack with reduced memory and bandwidth requirements to perform operations for the following functions: chat between clients, for example, about entertainment games (3) and the results they obtained in them, instant messaging or offline messaging to invite opponents, automatic search for games (coinciding in the first data (6)), even, for example, to negotiate the amount of a bet and register a bet between pairs (to establish a correlation between (4) the first data (6) and the result of the comparison of the second data (7), in which the first data (6) can even be correlated with money), play the multiplayer game (3) (to enter the second data (7) in real time), evaluate the result, including automatic distribution and protected against fraud of the first data (6) (to evaluate and manage the result of the comparison of the second data (7)), as well as request and, therefore, ensure the availability (8) of the first data (6) and the integrity of the entire procedure.
The client application has a small footprint, as explained above, so that it can run on low-end mobile devices. The client application only needs to establish a network connection and a minimal amount of data is sent / received over the single data network connection.
Figure 3 schematically illustrates a general system architecture according to the invention with essential components, including the Intralot server ("ILOT") (1), a multiplayer game infrastructure, and ILOT protocols, as well as optional components. of the system such as a WEB / WAp portal infrastructure that allows users to navigate through their PC / mobile WEB browsers and mobile WAP, as well as a messaging infrastructure that allows sending SMS and notifications by email.
As can be seen in figure 3, terminals such as mobile phones, PDAs or PCs constitute the necessary equipment for the end user to be able to access the ILOT server (1). The game client is software that incorporates the necessary game logic and the ILOT protocol and runs on the terminal device. Furthermore, the terminal equipment makes it possible to establish a data network connection via a fixed or mobile network.
The terminals can be, for example, any one of the following types:
- mobile devices that support one or more of the following technologies: (WAP, xHTML, J2ME, GPRS),
ES 2 396 973 T3
- Windows compatible PC,
- PlayStation 2 and Microsoft XBOX consoles with Internet connection,
- iTV apparatus.
According to figure 3, the WAP portal infrastructure in the ILOT server (1) is responsible for adapting the layout and content to be presented according to the capabilities of the user's device, for example, the size of display and supported colors.
According to figure 3, the WEB portal infrastructure on the ILOT server (1) is responsible for hosting the WEB / WAP pages and allowing users to view them.
According to figure 3, the multiplayer games infrastructure in the ILOT server (1) is responsible for communicating with the game clients and for coordinating the exchange of data between the multiple players participating in the session.
According to figure 3, the messaging infrastructure in the ILOT server (1) manages the subscriptions to alerts and notices, that is, it allows creating alerts / notices for events generated within the system and allows users to select which alerts / notices they want to receive, checking if relevant events are generated, to which users they should be sent and how.
According to figure 3, the ILOT server (1) is the "brain" of the system. It contains all user data, game configuration data, player communities, services, and at the same time organizes all the processes to provide the end user service. The ILOT server (1) incorporates the ILOT protocol and communicates with connected clients through the mobile gaming infrastructure.
The following table explains the relationships corresponding to Figure 3:
<td>Components (edit)</td><td>Purpose</td><td>Technology</td>
<td>WEB portal infrastructure / WAP - ILOT server (1)</td><td>and registration procedures, digital content download, HTTP access to ILOT server (1)</td><td>JAVA-based APIs</td>
<td>Game client - multiplayer game infrastructure</td><td>Start / leave session Send / receive data</td><td>Multi-user protocol</td>
<td>Game Client - ILOT Server (1)</td><td>Lobby functionality for mobile (automatic game search, instant messaging, negotiation of first data (6))</td><td>ILOT protocol</td>
<td>Game infrastructure multiplayer - ILOT server (1)</td><td>Access, join session / create session, view active sessions</td><td>Multiplayer game interface</td>
<td>ILOT server messaging infrastructure (1)</td><td>Send alerts / notices to user (s) using SMS, email</td><td>JAVA-based APIs</td>
<td>Terminal - WEB / WAP portal infrastructure</td><td>Allows browsing WEB / WAP pages using the terminal WEB / WAP browser on the terminal</td><td>HTTP / WAP protocol</td>
<td>SMS, email - messaging infrastructure</td><td>Allows the messaging infrastructure to send bulk SMS / emails to customers using different third-party messaging protocols</td><td>Different protocols Messenger service</td>
Contents5
2 sheets
Sheet 1 Sheet 2
27 members in 16 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 05386008 | European Patent Office (EPO) | A | |
| EP20050386008 | – | – | – |
Members27
| Document | Office | Kind | |
|---|---|---|---|
| EP1713228A1 | European Patent Office (EPO) | A1 | |
| AU2006235751A1 | Australia | A1 | |
| WO2006109101A1 | World Intellectual Property Organization (WIPO) | A1 | |
| US2006253528A1 | United States of America | A1 | |
| US2007218980A1 | United States of America | A1 | |
| US2007239823A9 | United States of America | A9 | |
| WO2006109101A8 | World Intellectual Property Organization (WIPO) | A8 | |
| KR20080016553A | Republic of Korea | A | |
| TR2007007014T1 | Türkiye | T1 | |
| TR200707014T1 | Türkiye | T1 | |
| CN101194488A | China | A | |
| ZA200708497B | South Africa | B | |
| RU2007141766A | Russian Federation | A | |
| US7736233B2 | United States of America | B2 | |
| AU2006235751B2 | Australia | B2 | |
| NZ562131A | New Zealand | A | |
| AU2006235751B9 | Australia | B9 | |
| KR101066710B1 | Republic of Korea | B1 | |
| RU2439836C2 | Russian Federation | C2 | |
| EP1713228B1 | European Patent Office (EPO) | B1 | |
| DK1713228T3 | Denmark | T3 | |
| PT1713228E | Portugal | E | |
| SI1713228T1 | Slovenia | T1 | |
| ES2396973T3This record | Spain | T3 | |
| PL1713228T3 | Poland | T3 | |
| CY1115327T1 | Cyprus | T1 | |
| US2018322732A1 | United States of America | A1 |
Numbers
- Publication
- 2396973
- Publication, DOCDB
- 2396973
- Publication, EPODOC
- ES2396973T
- Application
- 5386008
- Application, DOCDB
- 05386008
- Application, EPODOC
- ES20050386008T
Titles2
- Spanish
- Servidor y procedimiento para la comunicación por ordenador para llevar a cabo y administrar automáticamente una comparación
- English
- Server and procedure for computer communication to automatically carry out and manage a comparison
Classification
- CPC, 14
- G07F17/3223
- A63F13/12
- A63F2300/406
- A63F2300/407
- A63F2300/50
- G06Q10/10
- H04L67/08
- H04L67/306
- H04L67/12
- H04L69/329
- H04L67/55
- A63F13/30
- A63F13/35
- A63F13/80
- IPC, 2
- H04L29 06
- G06Q10 00