Using avatars to communicate
Abstract
Problem to be solved.To provide a method and a device for enabling communication using an avatar by a graphical user interface of a display device of a computer. A graphical user interface on a display device for using a computer to communicate using an avatar includes a display of an instant message sender. The display of an instant message sender includes a sender part that displays a sender avatar that can display a large number of animations. The sender avatar carries information that is animated in response to an activation trigger associated with the content of the message sent by the sender to the recipient, and that is independent of the information directly carried in the sent text message. Can be animated to send out-of-band communication to another user. The avatar can also be included in one or more of the many online personalities enabled for users of instant messaging activities. The avatar can be animated according to the animation of other avatars in the same communication activity.

Term
Term ended
Projected expiry passed 1 March 2024, 2.6 years ago.
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163 claims: 21 independent, 142 dependent
- 1多数のアニメーションを表示することができる送信者アバターを表示する送信者部分と、 該送信者から該受信者に送信された該メッセージに含まれる文章を表示することができるメッセージ作文領域と、 少なくとも1つの通信制御装置が、該メッセージ作文領域に表示された該メッセージが該送信者から該受信者に送信されるものであることの表示を受信するように動作可能である、複数の通信制御装置と、を含み、 該送信者アバターは送信者から送信者に送信されたメッセージの内容に関連した起動トリガに応じてアニメ化されている、表示デバイス上に表示するために構成されたグラフィカル・ユーザ・インターフェース。
- 2該インスタント・メッセージ送信者表示は、送信者から受信者に送信されたメッセージの内容に関連した起動トリガに応じて多数のアニメーションを表示することができる受信者アバターを表示する受信者部分と、該送信者と該受信者の間で送信される多数のメッセージの内容を表示し、かつ、該受信者に関した身元を識別することができるメッセージ履歴領域と、を含む請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 3該受信者アバターは該送信者アバターに応じてアニメ化される請求項2に記載のグラフィカル・ユーザ・インターフェース。
- 4潜在的受信者を表示するための連絡先リスト表示を含む請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 5該連絡先リスト表示は、各潜在的受信者がメッセージを受信するために利用可能であるかどうかを示す請求項4に記載のグラフィカル・ユーザ・インターフェース。
- 6該潜在的受信者はグループ分けされ、かつ、グループの身元の指標に関連付けられている請求項4に記載のグラフィカル・ユーザ・インターフェース。
- 7該連絡先リストに表示された潜在的受信者は潜在的受信者アバターに関連付けられ、 該潜在的受信者の身元に関して連絡先リスト上に該潜在的受信者アバターを表示する工程と、 他のどこかに表示された該潜在的受信者アバターのアニメーションに応じて該連絡先リスト上の該潜在的受信者アバターをアニメ化する工程と、をさらに含む請求項4に記載のグラフィカル・ユーザ・インターフェース。
- 8該連絡先リスト上の該潜在的受信者アバターは、他のどこかに表示された該潜在的受信者アバターのアニメーションと実質的に同じであるアニメーションを含む請求項7に記載のグラフィカル・ユーザ・インターフェース。
- 9該連絡先リスト上の該潜在的受信者アバターの該アニメーションは、他のどこかに表示された該潜在的受信者アバターの該アニメーションとは異なっているアニメーションを含む請求項7に記載のグラフィカル・ユーザ・インターフェース。
- 10該連絡先リスト上の該潜在的受信者アバターの該アニメーションは、他のどこかに表示された該潜在的受信者アバターの該アニメーションを表すアニメーションを含む請求項7に記載のグラフィカル・ユーザ・インターフェース。
- 11インスタント・メッセージ通信活動に対して使用される請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 12該起動トリガは該メッセージの該文章の一部を含む請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 13該起動トリガは該メッセージの該文章のすべてを含む請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 14該送信者アバターの外観またはアニメーションは該送信者に関した環境状態を示す請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 15該送信者アバターの外観またはアニメーションは該送信者に関した個性の特徴を示す請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 16該送信者アバターの外観またはアニメーションは該送信者に関した感情の状況を示す請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 17該送信者アバターの外観またはアニメーションは該送信者に関した設定の特徴を示す請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 18該送信者アバターの外観またはアニメーションは該送信者に関した活動を示す請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 19該送信者アバターは、該送信者が該受信者にメッセージを通信しない所定の長さの時間の経過に応じてアニメ化される請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 20該送信者アバターは、該通信活動において該受信者と通信するために該送信者により使用される情報デバイスを送信者が使用しない所定の長さの時間の経過に応じてアニメ化される請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 21通信経路として使用される該アバター・アニメーションは、該アバターにより占有される通常の表示空間の外でのアバターの表示に関与するブレークアウト・アニメーションを含む請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 22該送信者アバターは口頭での通信のために使用される音響を生成するようにアニメ化される請求項1に記載のグラフィカル・ユーザ・インターフェース。
- 23コンピュータ・プログラム製品を実行することにより生成される請求項1から22に記載のグラフィカル・ユーザ・インターフェース。
- 24表示デバイス上での表示のために構成されたグラフィカル・ユーザ・インターフェースを生成するための装置であって、1以上の入力構成部分および1以上の出力構成部分に接続されたプロセッサを含み、該プロセッサは、 多数のアニメーションを表示することができる送信者アバターを表示する送信者部分を生成し、 該送信者から該受信者に送信される該メッセージに含まれた文章を表示することができるメッセージ作文領域を生成し、かつ、 通信制御装置であって、少なくとも1つの通信制御装置は該メッセージ作文領域に表示された該メッセージが該送信者から該受信者に送信されるはずであることの表示を受信するように動作可能である、複数の通信制御装置を生成するように構成され、 該送信者アバターは送信者から受信者に送信されるメッセージの内容に関連した起動トリガに応じてアニメ化される前記装置。
- 25第1のユーザおよび第2のユーザに関与する通信活動において該第1のユーザを、アニメ化できるアバターを使用して、グラフィカルに表す工程と、 該第1のユーザと該第2のユーザの間でメッセージを通信する工程であって、該メッセージは該第1のユーザから該第2のユーザに明示的な情報を搬送する工程と、 通信経路としてアバターの外観またはアバターのアニメーションの変化を使用して該第2のユーザに帯域外情報を通信する工程とを含み、 該帯域外通信は、該第1のユーザの状況に関連し、かつ、該第1のユーザと該第2のユーザの間で送信される該メッセージにおいて搬送される該情報とは異なる通信を含む、通信方法。
- 26該通信活動はインスタント・メッセージ通信活動である請求項25に記載の方法。
- 27該アバターは耳または足を有する胴体を含まない顔のアニメーションを含む請求項25に記載の方法。
- 28該アバターは耳または足を有する胴体を含まない首を含む顔のアニメーションを含む請求項25に記載の方法。
- 29該帯域外情報は該第1のユーザに関する環境状態を示す情報を含む請求項25に記載の方法。
- 30該環境状態は該第1のユーザの付近の地理上の場所において発生する天気に関連した環境状態を含む請求項29に記載の方法。
- 31該帯域外情報は該第1のユーザに関した個性の特徴を示す情報を含む請求項25に記載の方法。
- 32該帯域外情報は該第1のユーザに関した感情状態を示す情報を含む請求項25に記載の方法。
- 33該帯域外情報は該第1のユーザに関した設定の特徴を示す情報を含む請求項25に記載の方法。
- 34該設定の特徴は該第1のユーザの時刻に関連した特徴を含む請求項33に記載の方法。
- 35該設定の特徴は1年のうちの時期に関連する特徴を含む請求項33に記載の方法。
- 36該1年のうちの時期は祝祭日を含む請求項35に記載の方法。
- 37該1年のうちの時期は季節を含み、該季節は春、夏、秋、または、冬の1つである請求項35に記載の方法。
- 38該設定の特徴は仕事の設定に関する特徴を含む請求項33に記載の方法。
- 39該設定の特徴は娯楽の設定に関する特徴を含む請求項33に記載の方法。
- 40該娯楽の設定は砂浜の設定または熱帯の設定を含む請求項39に記載の方法。
- 41該娯楽の設定は冬のスポーツの設定を含む請求項39に記載の方法。
- 42帯域外情報は該第1のユーザの気分に関連した情報を含む請求項25に記載の方法。
- 43該第1のユーザの該気分は幸せな、悲しい、または、怒っているの1つを含む請求項42に記載の方法。
- 44帯域外情報は該第1のユーザの活動に関した情報を含む請求項25に記載の方法。
- 45該活動は、該帯域外メッセージが該第1のユーザから該第2のユーザに通信される時刻と実質的に同じ時刻に、該第1のユーザにより行われている請求項44に記載の方法。
- 46該活動は仕事をしている、または、音楽を聴いているの1つを含む請求項45に記載の方法。
- 47帯域外情報は、該第1のユーザが該アバターに関した音響を消音したことを搬送する情報を含む請求項29に記載の方法。
- 48該第1のユーザから該第2のユーザに該帯域外情報を搬送するために、該第1のユーザから該第2のユーザへの該メッセージにおいて搬送された該情報に基づき、該アバターのアニメーションを起動する工程をさらに含む請求項25に記載の方法。
- 49該起動トリガは文章の一部を含む請求項48に記載の方法。
- 50該起動トリガは該メッセージの該文章のすべてを含む請求項48に記載の方法。
- 51該起動トリガは該メッセージの音響部分を含む請求項48に記載の方法。
- 52該起動トリガは該第1のユーザが該第2のユーザにメッセージを通信しない所定の長さの時間の経過を含む請求項48に記載の方法。
- 53該起動トリガは、通信活動において該第2のユーザと通信するために該第1のユーザにより使用される情報デバイスを該第1のユーザが使用しない所定の長さの時間の経過を含む請求項48に記載の方法。
- 54該通信経路として使用される該アバター・アニメーションは該アバターの顔の表情を含む請求項25に記載の方法。
- 55該通信経路として使用される該アバター・アニメーションは該アバターの手により行われるジェスチャまたは該アバターの腕により行われるジェスチャを含む請求項25に記載の方法。
- 56該通信経路として使用される該アバター・アニメーションは該アバターの胴体の動きを含む請求項25に記載の方法。
- 57該通信経路として使用される該アバター・アニメーションは該アバターにより作成される音響を含む請求項25に記載の方法。
- 58該音響の少なくともいくつかは該第1のユーザの声に基づく声を含む請求項57に記載の方法。
- 59該通信経路として使用される該アバター・アニメーションは、該アバターにより占有された通常の表示空間の外でのアバターの表示に関与するブレークアウト・アニメーションを含む請求項25に記載の方法。
- 60該ブレークアウト・アニメーションは該アバターを入れ子状態にする工程を含む請求項59に記載の方法。
- 61該ブレークアウト・アニメーションは該アバターのサイズを変更する工程を含む請求項59に記載の方法。
- 62該ブレークアウト・アニメーションは該アバターの位置を変更する工程を含む請求項59に記載の方法。
- 63該第1のユーザに関連する予備選択されたアニメーションを有する多数の予備構成されたアバターを提供する工程と、 該第1のユーザが、該通信活動において該ユーザを表すために特定のアバターを選択することを可能にする工程と、をさらに含む請求項25に記載の方法。
- 64その後の通信活動において該第1のユーザを表すために、該選択されたアバターに該第1のユーザを永続的に関連付ける工程をさらに含む請求項63に記載の方法。
- 65該第1のユーザが該アバターの該外観を修正することを可能にする工程をさらに含む請求項63に記載の方法。
- 66該第1のユーザが該アバターの該外観を修正することを可能にする工程は、該第1のユーザが、該アバターの特定の特徴の特定の修正を示すためにスライド・バーを使用することを可能にする工程を含む請求項65に記載の方法。
- 67該第1のユーザが該アバターの該外観を修正することを可能にする工程は、該第1のユーザが、該第1のユーザの特徴を反映させるために該アバターの外観を修正することを可能にする工程を含む請求項65に記載の方法。
- 68該第1のユーザの特徴は年齢、髪の色、目の色、または、顔の造作の1つを含む請求項67に記載の方法。
- 69該第1のユーザが該アバターの該外観を修正することを可能にする工程は、該第1のユーザが、該アバターと共に表示される所持品を追加、変更、または、削除することにより該アバターの外観を修正することを可能にする工程を含む請求項65に記載の方法。
- 70該所持品は眼鏡、サングラス、帽子、または、イヤリングの1つを含む請求項69に記載の方法。
- 71該第1のユーザが、該アバターのアニメーションを起動するために使用される起動トリガを修正することを可能にする工程をさらに含む請求項25に記載の方法。
- 72該起動トリガは該第1のユーザから該第2のユーザに送信される該メッセージに含まれている文章を含む請求項71に記載の方法。
- 73該第1のユーザに情報を搬送するための情報補助体としての使用に対して該アバターをアニメ化する工程をさらに含む請求項25に記載の方法。
- 74通信アプリケーション以外のアプリケーションによる該アバターの使用を可能にする工程をさらに含む請求項25に記載の方法。
- 75通信アプリケーション以外のアプリケーションによる該アバターの使用を可能にする工程は、オンライン・ジャーナルにおける該アバターの使用を可能にする工程を含む請求項74に記載の方法。
- 76トレーディング・カードと実質的に同じである形で該アバターの描写を表示する工程をさらに含む請求項25に記載の方法。
- 77該アバターの該トレーディング・カードの描写は該第1のユーザに関した特長を含む該アバターのトレーディング・カードの描写を含む請求項76に記載の方法。
- 78該工程は、通信するように構成されており、かつ、コンピュータ読み出し可能な媒体または伝播された信号上で具体化されるコンピュータ・プログラムにより行われる請求項25から77のいずれか1項に記載の方法。
- 79通信用装置であって、保存デバイスに接続されたプロセッサ、および、1以上の入力/出力デバイスを含み、該プロセッサは、 第1のユーザおよび第2のユーザに関与する通信活動において該第1のユーザを、アニメ化することができるアバターを使用して、グラフィカルに表し、 該第1のユーザと該第2のユーザの間で、該第1のユーザから該第2のユーザに明示的な情報を搬送するメッセージを通信し、かつ、 通信経路として該アバターの外観またはアバターのアニメーションにおける変化を使用して該第2のユーザに帯域外情報を通信するように構成され、 該帯域外通信は、該第1のユーザの状況に関連し、かつ、該第1のユーザと該第2のユーザの間で送信される該メッセージにおいて搬送される情報とは異なっている通信を含む、通信用装置。
- 80インスタント・メッセージ通信活動における多数のオンライン人格の認知を可能にするためのコンピュータで実施される方法であって、 メッセージを差向けることができる通信環境内の少なくとも2つの身元を識別する工程と、 ユーザの第1の人格が、該身元の第1の身元に投影されることを可能にする一方、 該身元の第2の身元に同時に投影されるべき同じユーザの第2の人格を可能にする工程と、を含み、 該第1および第2の人格は各々がアニメ化可能なアバターを含み、かつ、 該第1の人格と該第2の人格は異なる、前記方法。
- 81該第1の人格は、第1の人格が該第2の人格により呼び出されるアバターとは異なったアバターを呼び出すように、該第2の人格とは異なる請求項80に記載の方法。
- 82該第1の人格は第1のアバターを呼び出し、 該第2の人格は第2のアバターを呼び出し、 該第1のアバターと該第2のアバターは同じアバターであり、かつ、 該第1のアバターに関したアニメーションは該第2のアバターに関したアニメーションとは異なる請求項80に記載の方法。
- 83該第1の人格は第1のアバターを呼び出し、 該第2の人格は第2のアバターを呼び出し、 該第1のアバターと該第2のアバターは同じアバターであり、かつ、 該第1のアバターに関した外観は該第2のアバターに関した外観とは異なる請求項80に記載の方法。
- 84該アバターの少なくとも1つは多数の音響に関したアバターを含む請求項80に記載の方法。
- 85該アバターの少なくとも1つは該インスタント・メッセージ通信活動において送信されるメッセージの文章に基づき、アニメ化された人格であることが可能なアバターを含む請求項80に記載の方法。
- 86該アバターの少なくとも1つは帯域外通信を送信するためにアニメ化されることが可能なアバターを含む請求項80に記載の方法。
- 87該第1の人格を身元の第1のグループと関連付け、そのため、該第1の人格は身元の該第1のグループのメンバーとの通信活動中に投影される工程をさらに含む請求項80に記載の方法。
- 88該第2の人格を身元の第2のグループと関連付け、そのため、該第2の人格は身元の該第2のグループのメンバーとの通信活動中に投影される工程をさらに含む請求項87に記載の方法。
- 89人格を該身元の該第1の身元と関連付け、かつ、異なる人格を、該身元の該第1の身元が関する該身元のグループに関連付ける工程であって、該身元の該第1の身元に投影された該第1の人格は、該身元の該第1の身元に関した該人格と該身元の該グループに関した該異なる人格との統合体を含む工程をさらに含む請求項80に記載の方法。
- 90該身元の該第1の身元に関した人格は、反駁が存在する程度にまで該身元の該グループに関した該異なる人格を無効にする請求項89に記載の方法。
- 91工程は、インスタント・メッセージ通信活動における多数のオンライン人格の認知を可能にするように構成され、かつ、コンピュータ読み出し可能な媒体または伝播された信号上で具体化されるコンピュータ・プログラムにより行われる請求項80から90のいずれか1項に記載の方法。
- 92インスタント・メッセージ通信活動における多数のオンライン人格の認知を可能にするための装置であって、保存デバイスおよび1以上の入力/出力デバイスに接続されたプロセッサを含み、該プロセッサは、 メッセージを差向けることができる通信環境内の少なくとも2つの身元を識別し、かつ、 ユーザの第1の人格が該身元の第1の身元に投影されることを可能にする一方、同じユーザの第2の人格が該身元の第2の身元に同時に投影されることを可能にするように構成され、 該第1および第2の人格は各々がアニメ化することができるアバターを含み、かつ、 該第1の人格と該第2の人格は異なる、前記装置。
- 93該第1の人格は、第1の人格が該第2の人格により呼び出されるアバターとは異なったアバターを呼び出すように、該第2の人格とは異なる請求項92に記載の装置。
- 94該第1の人格は第1のアバターを呼び出し、 該第2の人格は第2のアバターを呼び出し、 該第1のアバターと該第2のアバターは同じアバターであり、かつ、 該第1のアバターに関したアニメーションは該第2のアバターに関したアニメーションとは異なる請求項92に記載の装置。
- 95該第1の人格は第1のアバターを呼び出し、 該第2の人格は第2のアバターを呼び出し、 該第1のアバターと該第2のアバターは同じアバターであり、かつ、 該第1のアバターに関した外観は該第2のアバターに関した外観とは異なる請求項92に記載の装置。
- 96該アバターの少なくとも1つは該インスタント・メッセージ通信活動において送信されるメッセージの文章に基づき、アニメ化された人格であることが可能なアバターを含む請求項92に記載の方法。
- 97該アバターの少なくとも1つは帯域外通信を送信するためにアニメ化されることが可能なアバターを含む請求項92に記載の装置。
- 98インスタント・メッセージ通信活動における多数のオンライン人格の認知を可能にするためのコンピュータで実施される方法であって、 少なくとも1つのインスタント・メッセージ潜在受信者および単一のインスタント・メッセージ潜在送信者に関与するインスタント・メッセージ通信活動のためのインスタント・メッセージ・アプリケーション・ユーザ・インターフェースをインスタント・メッセージ受信者システム上で与える工程と、 文章メッセージと、該文章メッセージを表示するときに該インスタント・メッセージ潜在受信者により表示されるべき該インスタント・メッセージ送信者に関する多数の可能な人格から選択された人格とを含むメッセージを送信する工程であって、該選択された人格は1以上の自己表現項目およびアニメ化可能な送信者アバターの収集体を含む工程と、 該メッセージの他の部分を与えるときに該インスタント・メッセージ潜在受信者システムにおいて、該選択された人格を与える工程を含む方法。
- 99該送信者人格は該インスタント・メッセージ送信者に関する該多数の可能な人格から該インスタント・メッセージ送信者により選択される請求項98に記載の方法。
- 100該人格は、通信が該インスタント・メッセージ潜在送信者により開始される前に与えられる請求項98に記載に方法。
- 101該人格は、通信が該インスタント・メッセージ潜在送信者により開始された後に与えられる請求項98に記載の方法。
- 102自己表現項目は壁紙、感情、および、音響の1つまたは複数を含む請求項98に記載の方法。
- 1031以上の人格を定義する工程をさらに含む請求項98に記載の方法。
- 104第1のインスタント・メッセージ潜在受信者に第1の人格を割り当て、そのため、その後、該第1のインスタント・メッセージ潜在受信者に関与するインスタント・メッセージ通信活動中に、該第1の人格が自動的に呼び出され、かつ、投影される工程と、 第2のインスタント・メッセージ潜在受信者に第2の人格を割り当て、そのため、その後、該第2のインスタント・メッセージ潜在受信者に関与するインスタント・メッセージ通信活動中に、該第2の人格が自動的に呼び出され、かつ、投影される工程と、をさらに含む請求項103に記載の方法。
- 105インスタント・メッセージ潜在受信者の第1のグループに第1の人格を割り当て、そのため、その後、インスタント・メッセージ潜在受信者の該第1のグループのメンバーに関与するインスタント・メッセージ通信活動中に、該第1の人格が自動的に呼び出され、かつ、投影される工程と、 第2のインスタント・メッセージ潜在受信者に第2の人格を割り当て、そのため、その後、該第2のインスタント・メッセージ潜在受信者に関与するインスタント・メッセージ通信活動中に、該第2の人格が自動的に呼び出され、かつ、投影される工程と、をさらに含み、該第2の人格は該第1の人格と少なくとも部分的に区別可能である請求項104に記載の方法。
- 106該多数の人格の1つの使用を不能にする工程をさらに含む請求項98に記載の方法。
- 107該多数の人格の1つの使用を不能にする該工程は、該インスタント・メッセージ受信者に基づき該多数の人格の1つの使用を不能にする工程を含む請求項98に記載の方法。
- 108該多数の人格の1つは、該インスタント・メッセージ送信者に関する仕事場における該インスタント・メッセージ送信者の存在に関する仕事上の人格を含み、かつ、 該多数の人格の1つは、家庭における該インスタント・メッセージ送信者の存在に関する家庭での人格を含み、 該インスタント・メッセージ送信者が家庭におけるか、仕事場におけるかを決定する工程と、 該インスタント・メッセージ送信者が家庭におけるという決定に応じて、該インスタント・メッセージ通信活動における使用に対して家庭での人格を選択する工程と、 該インスタント・メッセージ送信者が仕事場におけるという決定に応じて、該インスタント・メッセージ通信活動における使用に対して仕事場での人格を選択する工程と、をさらに含む請求項98に記載の方法。
- 109時刻に基づき該インスタント・メッセージ潜在受信者により表示されるべき人格を選択する工程をさらに含む請求項98に記載の方法。
- 110曜日に基づき該インスタント・メッセージ潜在受信者により表示されるべき人格を選択する工程をさらに含む請求項98に記載の方法。
- 111該インスタント・メッセージ潜在受信者に関するインスタント・メッセージ潜在受信者のグループに基づき該インスタント・メッセージ潜在受信者により表示されるべき人格を選択する工程をさらに含む請求項98に記載の方法。
- 112人格の特徴の少なくともいくつかは該インスタント・メッセージ送信者に透明にすることができる請求項98に記載の方法。
- 113該送信者アバターは帯域外通信を該インスタント・メッセージ送信者から該インスタント・メッセージ潜在受信者に送信するためにアニメ化される請求項98に記載の方法。
- 114該帯域外通信は該インスタント・メッセージ送信者に関する環境状態を示す通信を含む請求項113に記載の方法。
- 115該環境状態は該インスタント・メッセージ送信者の近くの地理的位置において発生している天気に関連した環境状態を含む請求項114に記載の方法。
- 116該帯域外通信は該インスタント・メッセージ送信者に関した個性の特徴を示す通信を含む請求項113に記載の方法。
- 117該帯域外通信は該インスタント・メッセージ送信者に関した感情の状況を示す通信を含む請求項113に記載の方法。
- 118該帯域外通信は該インスタント・メッセージ送信者に関した設定の特徴を示す通信を含む請求項113に記載の方法。
- 119該設定の特徴は該インスタント・メッセージ送信者の時刻に関連した特長を含む請求項118に記載の方法。
- 120該設定の特徴は1年のうちの時期に関連した特長を含む請求項113に記載の方法。
- 121該1年のうちの時期は祝祭日を含む請求項120に記載の方法。
- 122該1年のうちの時期は季節を含み、該季節は春、夏、秋、または、冬の1つである請求項120に記載の方法。
- 123該設定の特徴は仕事の設定に関する特徴を含む請求項113に記載の方法。
- 124該設定の特徴は娯楽の設定に関する特徴を含む請求項113に記載の方法。
- 125該娯楽の設定は砂浜の設定または熱帯の設定を含む請求項124に記載の方法。
- 126該娯楽の設定は冬のスポーツの設定を含む請求項125に記載の方法。
- 127該工程は、インスタント・メッセージ通信活動における多数のオンライン人格の認知を可能にするように構成され、かつ、コンピュータ読み出し可能な媒体または伝播された信号上で具体化されるコンピュータ・プログラムにより行われる請求項98から126のいずれか1項に記載の方法。
- 128インスタント・メッセージ通信活動における多数のオンライン人格の認知を可能にするための装置であって、保存デバイスおよび1以上の入力/出力デバイスに接続されたプロセッサを含み、該プロセッサは、 少なくとも1つのインスタント・メッセージ潜在受信者および単一のインスタント・メッセージ潜在送信者に関与するインスタント・メッセージ通信活動のためのインスタント・メッセージ・アプリケーション・ユーザ・インターフェースをインスタント・メッセージ受信者システム上で与え、 文章メッセージと、該文章メッセージを表示するときに該インスタント・メッセージ潜在受信者により表示されるべき該インスタント・メッセージ送信者に関する多数の可能な人格から選択された人格とを含むメッセージを送信し、該選択された人格は1以上の自己表現項目およびアニメ化可能な送信者アバターの収集体を含み、かつ、 該メッセージの他の部分を与えるときに該インスタント・メッセージ潜在受信者システムにおいて、該選択された人格を与えるように構成される、前記装置。
- 129アニメ化可能なアバターを使用してユーザをグラフィカルに表す工程を含み、該アバターは該アバターの個性を表す特徴のパターンを表す外観の多数のアニメーションおよび多数の特徴に関する、通信するためにアバターを使用するためのコンピュータにより実施される方法。
- 130該アバターは該アバターの個性を識別する記述に関する請求項129に記載の方法。
- 131該アバターの該個性は該アバターの個性の少なくともいくつかの特徴とは異なる少なくともいくつかの特徴を含む請求項129に記載の方法。
- 132アニメ化可能な第2のアバターを使用して第2のユーザをグラフィカルに表す工程であって、該第2のアバターは該第2のアバターの個性を表す特徴のパターンを表す外観の多数のアニメーションおよび多数の特徴に関する工程をさらに含み、 該第2のアバターの個性は該第1のアバターの個性の少なくともいくつかの特徴とは区別される少なくともいくつかの特徴を含み、かつ、 通信メッセージは該第1のユーザと該第2のユーザの間で送信される請求項129に記載の方法。
- 133該工程は、通信するためにアバターを使用するように構成され、かつ、コンピュータ読み出し可能な媒体または伝播された信号上で具体化されるコンピュータにより行われる請求項73から76のいずれか1項に記載の方法。
- 134通信するためにアバターを使用するための装置であって、保存デバイスおよび1以上の入力/出力デバイスに接続されたプロセッサを含み、該プロセッサは、 アニメ化可能なアバターを使用してユーザをグラフィカルに表すように構成され、 該アバターは、該アバターの個性を表す特徴のパターンを表す外観の多数のアニメーションおよび多数の特徴に関する、前記装置。
- 135アニメ化可能なアバターを使用してユーザをグラフィカルに表すための手段を含み、該アバターは、該アバターの個性を表す特徴のパターンを表す外観の多数のアニメーションおよび多数の特徴に関する、通信するためにアバターを使用するための装置。
- 136第2のアバターの認知済みアニメーションに基づき第1のアバターをアニメ化するためのコンピュータにより実施される方法であって、 アニメ化可能な第1のアバターを使用して第1のユーザをグラフィカルに表す工程と、 アニメ化可能な第2のアバターを使用して第2のユーザをグラフィカルに表す工程であって、通信メッセージは該第1のユーザと該第2のユーザの間で送信される工程と、 該第1のアバターのアニメーションの表示を受信する工程と、 該アニメーションの該受信された表示に応じて、かつ、これに基づき、該第2のアバターをアニメ化する工程を含む方法。
- 137アニメーションの該指標を受信する該工程は該第1のアバターのいずれのタイプのアニメーションの指標も受信する工程を含む請求項136に記載の方法。
- 138アニメーションの該指標を受信する該工程は該第1のアバターの多数の可能なアニメーションの特定のアニメーションの指標を受信する工程を含む請求項136に記載の方法。
- 139該第2のアバターの該アニメーションに応じて、かつ、これに基づき該第1のアバターをアニメ化する工程をさらに含む請求項136に記載の方法。
- 140該第1のアバターは該第1のユーザと該第2のユーザの間で送信されるメッセージの特定の部分に応じてアニメ化される請求項136に記載の方法。
- 141該第1のアバターは該第1のユーザから該第2のユーザに送信されるメッセージの特定の部分に応じてアニメ化される請求項140に記載の方法。
- 142該第1のアバターは該第2のユーザから該第1のユーザに送信されるメッセージの特定の部分に応じてアニメ化される請求項140に記載の方法。
- 143該第1のアバターは該第1のユーザから該第2のユーザに帯域外通信を送信するためにアニメ化される請求項136に記載の方法。
- 144該帯域外通信は該第1のユーザに関する環境状態を示す通信を含む請求項143に記載の方法。
- 145該環境状態は該第1のユーザの近くの地理的位置において発生している天気に関連した環境状態を含む請求項144に記載の方法。
- 146該帯域外通信は該第1のユーザに関した個性の特徴を示す通信を含む請求項143に記載の方法。
- 147該帯域外通信は該第1のユーザに関した感情の状況を示す通信を含む請求項143に記載の方法。
- 148該帯域外通信は該第1のユーザに関した設定の特徴を示す通信を含む請求項143に記載の方法。
- 149該設定の特徴は該第1のユーザの時刻に関連した特長を含む請求項148に記載の方法。
- 150該設定の特徴は1年のうちの時期に関連した特長を含む請求項147に記載の方法。
- 151該1年のうちの時期は祝祭日を含む請求項150に記載の方法。
- 152該1年のうちの時期は季節を含み、該季節は春、夏、秋、または、冬の1つである請求項150に記載の方法。
- 153該設定の特徴は仕事の設定に関する特徴を含む請求項147に記載の方法。
- 154該設定の特徴は娯楽の設定に関する特徴を含む請求項147に記載の方法。
- 155該娯楽の設定は砂浜の設定または熱帯の設定を含む請求項154に記載の方法。
- 156該娯楽の設定は冬のスポーツの設定を含む請求項154に記載の方法。
- 157該工程は、第2のアバターの認知済みアニメーションに基づき第1のアバターをアニメ化するように構成され、かつ、コンピュータ読み出し可能な媒体または伝播された信号上で具体化されるコンピュータ・プログラムにより行われる請求項136から156のいずれか1項に記載の方法。
- 158第2のアバターの認知済みアニメーションに基づき第1のアバターをアニメ化するための装置であって、保存デバイスおよび1以上の入力/出力デバイスに接続されたプロセッサを含み、該プロセッサは、 アニメ化可能な第1のアバターを使用して第1のユーザをグラフィカルに表し、 アニメ化可能な第2のアバターを使用して第2のユーザをグラフィカルに表し、通信メッセージは該第1のユーザと該第2のユーザの間で送信されており、 該第1のアバターのアニメーションの表示を受信し、ならびに、 該アニメーションの該受信された表示に応じて、かつ、これに基づき該第2のアバターをアニメ化するように構成された装置。
- 159該プロセッサは該第1のアバターのいずれのタイプのアニメーションの指標も受信するように構成されている請求項158に記載の装置。
- 160該プロセッサは該第1のアバターの多数の可能なアニメーションの特定のアニメーションの指標を受信するように構成されている請求項158に記載の装置。
- 161該プロセッサは該第2のアバターの該アニメーションに応じて、かつ、これに基づき該第1のアバターをアニメ化するようにさらに構成されている請求項158に記載の装置。
- 162該プロセッサは該第1のユーザと該第2のユーザの間で送信されるメッセージの特定の部分に応じて該第1のアバターをアニメ化するようにさらに構成されている請求項158に記載の装置。
- 163該プロセッサは該第1のユーザから該第2のユーザに帯域外通信を送信するために該第1のアバターをアニメ化するようにさらに構成されている請求項158に記載の装置。
Independent claims163
175 paragraphs, as filed
This description relates to the projection of a graphical display of a communication application operator (hereinafter, "sender") in a communication transmitted within a computer network.
Online services can provide users with the ability to send and receive instant messages. Instant messaging reflects the online status of other users as well as accessing the instant messaging service, installing the communication software required to access and use the instant messaging service. A personal online conversation between two or more people, each with general access to information.
The sender of an instant message can send a self-expression item to the recipient of the instant message. The current practice of self-expression for instant messaging is self-expression settings such as Buddy Icon and Buddy Wallpaper that allow the user to see or later project a person who is online to other users who interact with this person. Allows you to select individually.
<p> (Summary) The graphical user interface of the computer's display device enables communication using avatars. The graphical user interface includes an instant message sender display. The instant message sender display has a sender part that displays a sender avatar that can display a large number of animations. The instant message sender display also has a message composition area in which the text contained in the message transmitted from the sender to the receiver and the communication control device can be displayed. At least one communication control unit can operate to receive an indication that the message displayed in the message composition area is supposed to be sent from the sender to the receiver. The sender avatar is animated in response to an activation trigger associated with the content of the message sent by the sender to the recipient.</p>
<p> Embodiments can include one or more of the following features: For example, the instant message sender display can include a recipient avatar and a recipient portion displaying a message history area. The recipient avatar can be able to display a number of animations in response to activation triggers related to the content of the message sent by the sender to the recipient. The message history area can display the contents of a large number of messages sent between the sender and the recipient, and can identify the identity of the recipient. The recipient avatar is animated according to the animation of the sender avatar.</p><p> The graphical user interface can include a contact list display to display potential recipients. The contact list display can indicate whether each potential recipient is available to receive the message. Potential recipients can be grouped and associated with an indication of the identity of the group.</p><p> Potential recipients displayed on the contact list can be associated with potential recipient avatars. The potential recipient avatar can be displayed on the contact list along with the identity of the potential recipient. The potential recipient avatar can be animated on the contact list according to the animation of the potential recipient avatar displayed somewhere else. The animation of the potential recipient avatar on the contact list can include an animation that is substantially the same as or different from the animation of the potential recipient avatar displayed somewhere else. The animation of the potential recipient avatar on the contact list can include an animation representing the animation of the potential recipient avatar displayed somewhere else.</p><p> The graphical user interface can be a graphical user interface used for communication activities for instant messaging. The activation trigger contains part or all of the text of the message.</p><p> The appearance or animation of the sender avatar can indicate environmental conditions, personality traits about the sender, emotional states about the sender, setting traits, or activities about the sender.</p><p> A sender avatar is a given length of time in which the sender does not communicate a message to the recipient, or the sender does not use the computing device used by the sender to communicate with the receiver in communication activities. It can be animated over time.</p><p> The avatar animation used as the communication path can include a breakout animation involved in displaying the avatar outside the normal display space occupied by the avatar. The sender avatar can be animated to generate the sound used for verbal communication.</p><p> Embodiments of the techniques discussed above may include a computer program product for creating a graphical user interface, a graphical user interface configured for display on a display device, or a system or device. it can.</p><p> In another general aspect, communicating means graphically displaying a first user in a communication activity involving a first user and a second user, using an avatar that can be animated. Including. The message is communicated between the first user and the second user. The message carries explicit information from the first user to the second user. Out-of-band information is communicated to a second user using the appearance of the avatar as a communication path or a change in the avatar's animation. Out-of-band communication involves communication that is relevant to the context of the first user and that is different from the information carried in the message sent between the first user and the second user.</p><p> Embodiments can include one or more of the following features: For example, the communication activity can be an instant message communication activity. The avatar can be an animation of a face that does not include a torso with ears or legs, or an animation of a face that does not include a torso with ears or legs and includes a neck.</p><p> The out-of-band information can include information indicating the environmental state of the first user. Environmental conditions can include weather-related environmental conditions that occur at geographic locations near the first user. Out-of-band information can indicate personality traits for the first user or emotional states for the first user.</p><p> Out-of-band information can include information that characterizes the settings for the first user. Setting features can include features related to the time of the first user or features related to a time of the year. A period of the year can include a holiday or a season that is one of spring, summer, autumn, or winter. Setting features can include features related to work settings or rest settings. Rest settings can include beach settings, tropical settings, or winter sports settings.</p><p> The out-of-band information can include mood-related information of the first user. The mood of the first user can be one of happy, sad, or angry.</p><p> The out-of-band information can be information about the activity of the first user. The activity can be made to be performed by the first user at the same time in practice that the out-of-band message is communicated from the first user to the second user. The activity can be to work or listen to music. The out-of-band information can include information that conveys that the first user has muted the sound associated with the avatar.</p><p> The animation of the avatar for transporting the out-of-band information from the first user to the second user can be activated based on the information transported in the message from the first user to the second user. The activation trigger can include part or all of the text of the message. The activation trigger can include the voice part of the message. The activation trigger has a predetermined length that the first user does not communicate a message to the second user or does not use the computing device used by the first user to communicate with the second user in the communication activity. Can include the passage of time.</p><p> The avatar animation used as a communication path can include facial expressions of the avatar, gestures created by the avatar's hands or arms, movements of the avatar's body, or sounds created by the avatar. At least some of the sounds can include voice based on the voice of the first user. The avatar animation used as the communication path can include a breakout animation involved in displaying the avatar outside the normal display space occupied by the avatar. Breakout animations can include nesting, resizing, or repositioning avatars.</p><p> A first user may be provided with a number of predetermined avatars with associated preselected animations. The first user may be able to select a particular avatar to represent the user in communication. The first user can be permanently associated with the selected avatar to represent the first user in subsequent communication activities.</p><p> The first user can make the appearance of the avatar modifiable. The ability of the first user to modify the appearance of the avatar means that the first user can enable a slide bar to indicate a particular modification of a particular feature of the avatar, or It can include allowing the first user to modify the appearance of the avatar to reflect the characteristics of the first user. The first user's characteristics can be one of age, gender, hair color, eye color, or facial features.</p><p> The ability of the first user to modify the appearance of the avatar means that the first user can modify the appearance of the avatar by adding, changing, or deleting the belongings displayed with the avatar. Can include what can be done. Your belongings can be one of glasses, sunglasses, a hat, or earrings.</p><p> The first user can make the activation trigger used to activate the avatar animation modifiable. The activation trigger can include the text contained in the message sent from the first user to the second user.</p><p> The avatar can be animated for use as an information assistant to convey information to a first user. The use of avatars by applications other than communications applications, including online journals, can be enabled.</p><p> The depiction of the avatar can be displayed in a form that is substantially the same as a trading card. Avatar trading card depictions can include features relating to the first user.</p><p> In yet another general aspect, recognition of a large number of online personalities is possible in instant messaging communication activities. At least two identities within the communication environment to which the message can be sent are identified. The user's first personality can be projected onto the first one of identity, while the same user's second personality can be projected onto the second one of identity at the same time. The first and second personalities each include an avatar that can be animated, and the first and second personalities are different.</p><p> Embodiments can include one or more of the following features: For example, the first personality can be different from the second personality so that the first personality calls an avatar that is different from the avatar called by the second personality.</p><p> The first personality can call the first avatar and the second personality can call the second avatar. The first avatar and the second avatar can be the same avatar. The animation for the first avatar can be different from the animation for the second avatar. The appearance associated with the first avatar can be different from the appearance associated with the second avatar.</p><p> Avatar can be accompanied by a large number of sounds. Avatar can be animated based on the text of the message sent in the instant messaging activity. Avatars can be animated to send out-of-band communications.</p><p> The first personality can be related to the first group of identities, so the first personality is projected in the communication activity with the members of the first group of identities. The second personality can be related to the second group of identities, so the second personality is projected in the communication activity with the members of the second group of identities.</p><p> A personality can be associated with the first one of identities, and a different personality can be associated with a group of identities relating to the first one of identities. The first personality projected onto the first of the identities can be a fusion of the personalities of the first of the identities, and different personalities of the group of identities, the personality of the first of the identities. Can invalidate different personalities with respect to a group of identities to the extent that rebuttal exists.</p><p> In yet another general aspect, recognition of a large number of online personalities is possible in instant messaging communication activities. The user interface of the instant messaging application for instant messaging communication activity is provided to the instant messaging recipient system. Communication activities include at least one potential instant message recipient and a single instant message potential sender. A textual message and a message containing personality are sent. The personality is selected from a number of possible personalities regarding the instant message sender displayed by the instant message potential recipient when displaying a textual message. The selected personality contains one or more self-expression items and a collection of animatable sender avatars. The selected personality is given in the potential instant message recipient system when providing another part of the message.</p><p> Embodiments can include one or more of the following features: For example, the sender's personality can be selected by the instant message sender from a number of possible personalities with respect to the instant message sender. Personality can be given before or after the communication is initiated by the instant message potential sender. Self-expression items can include one or more of wallpapers, emoticons, and sounds. One or more personalities can be defined.</p><p> The first personality can be assigned to the first instant message potential recipient, so that the first personality is then automatically recalled and instantly involved in the first instant message potential recipient. -Projected into message communication activities. A second personality can be assigned to a second instant message potential recipient, so that the second personality is then automatically recalled and instantly involved in the second instant message potential recipient. -Projected into message communication activities. The second personality can be at least partially distinguished from the first personality.</p><p> The first personality can be assigned to the first group of instant message potential recipients, so that the first personality is then automatically called and the first group of instant message potential recipients. Projected into instant messaging activities involving members of. A second personality can be assigned to a second instant message potential recipient, so that the second personality is then automatically recalled and instantly involved in the second instant message potential recipient. -Projected into message communication activities. The second personality can be at least partially distinguished from the first personality.</p><p> The use of one of many personalities can be disabled. Disabling the use of one of many personalities can be based on instant message recipients.</p><p> One of many personalities can be the work personality for an instant message sender in the workplace for an instant message sender. One of many personalities can be a home personality with respect to the presence of an instant message sender in the home. You can make decisions about whether the instant message sender is at home or at work. Depending on the decision that the instant message sender is at home, the family personality can be selected for use in instant message communication activities. Depending on the decision that the instant message sender is at work, the work personality can be selected for use in instant message communication activities.</p><p> The personality to be displayed can be selected by the instant message potential recipient based on the time, day of the week, or the group of instant message potential recipients for the instant message potential recipient.</p><p> At least some of the personality traits can be transparent to instant message senders. The sender avatar can be animated to send out-of-band communication from the instant message sender to the instant message potential recipient.</p><p> In yet another general aspect, avatars are used to communicate. The user is represented graphically using an animated avatar. An avatar relates to a number of animations of appearance and a number of features that represent a pattern of features that represent the individuality of the avatar.</p><p> Embodiments can include one or more of the following features: For example, an avatar can relate to a description that identifies the individuality of the avatar. The avatar's personality can include at least some features that differ from at least some of the features of the user's personality. The second user can be represented graphically using a second avatar that can be animated. The second avatar can relate to a number of animations of appearances and a number of features that represent patterns of features that represent the personality of the second avatar. The personality of the second avatar can include at least some features that differ from at least some of the features of the personality of the first avatar. Communication messages can be sent between the first user and the second user.</p><p> In yet another general aspect, the first avatar is animated based on the perceived animation of the second avatar. The first user is represented graphically using the first animated avatar and the second user is represented graphically using the second animated avatar. The communication message is being sent between the first user and the second user. The animation instructions of the first avatar are received, and the second avatar is animated according to and based on the received instructions of the animation.</p><p> Embodiments can include one or more of the following features: For example, the instruction of the received animation can be any type of animation of the first avatar, or it can be an instruction of a particular animation of a number of possible animations of the first avatar. The first avatar can then be animated according to and based on the animation of the second avatar.</p><p> The first avatar can be animated according to a particular part of the message sent between the first user and the second user. The message can be sent from the first user shell to the second user, or from the second user to the first user. The first avatar can be animated to send out-of-band communication from the first user to the second user.</p><p> Embodiments of the techniques discussed above can include methods or processes, systems or devices, or computer software on a computer accessible medium.</p><p> One or more details of the embodiment are described in the accompanying drawings and the following description. Other features will become apparent from the description and drawings, as well as from the claims.</p>
(Detailed explanation) Avatar representing the user of an instant message can be animated based on the message sent between the sender and the recipient. The application interface for instant messaging is configured to detect the input of predetermined or user-specified character strings and to relate those character strings to the predetermined animation of the avatar. The avatar that represents the sender or is selected by the sender is animated in the recipient's instant messaging application interface and optionally in the sender's instant messaging application interface. The avatar is given based on an animation model that includes a mesh that uses polygons to define the avatar's morphology, a texture that defines an image to cover the avatar's mesh, and a light map that defines the effect of the light source on the avatar. Be done. Animated models for avatars are specific, including at least a thousand polygons in the underlying wire model that makes up the avatar's mesh, and at least 20 formulation shapes, each defining a different facial expression or shape. Includes the geometric shape of. The animation model includes a number of animations that can be given to the avatar defined by the animation model and animations that can be related to one or more sound effects. Animated models for avatars can include only the avatar's face and / or the face and neck.
An avatar representing a user in communication activity can also be used to send out-of-band communication to another user, which carries information independent of the information directly carried in the transmitted text message. Out-of-band information can be communicated using the appearance of the avatar as a communication path or changes in the avatar's animation. According to the method of the embodiment, the out-of-band communication is about the sender's settings, environment, activity, or mood that is not explicitly communicated and is not part of the text message exchanged by the sender and receiver. Information can be included.
Users name a number of different "online personalities" or "online personalities" that are groups of self-expression settings for instant messaging, such as avatars, Buddy Sounds, Buddy Wallpapers, and Emoticons (eg Smileys). And it can be saved. Thus, depending on the identity with which the user is communicating, their personality or personality can access and project a preselected one of their online personalities in the environment for instant messaging. Alternatively, they can manually call and manage the online personality they project to others. The features and features of the instant messaging interface can vary based on the online personality used in the instant messaging conversation.
The avatar representing the user in the communication activity can be animated without the user's operation based on the animation of the other avatar representing the other user in the same communication activity. This can be called the avatar's automatic response to the behavior of other avatars.
Figure 1 shows an exemplary graphical user interface 100 for an instant messaging service that allows a user to project an avatar for self-expression. User interface 100 can be viewed by a user, who is the sender of an instant message, and this user's instant messaging communication program is one or more other users or groups of users (collectively). It is configured to project an avatar about this user to (instant message recipients) and used as an identifier for this user. In particular, the user's IMSender is an instant message sender using user interface 100. Instant Message Sender Projects Recipient Avatar 115 Projects Sender Avatar 135 in an instant message communication activity with instant message recipient SuperBuddyFan1. The corresponding graphical user interface (not shown) is used by instant message recipient SuperBuddyFan1. Thus, the sender avatar 135, like the receiver avatar 115, is viewable in each of the sender's user interface and the receiver's user interface. Instant message communication activities can be performed simultaneously, nearly simultaneously, or continuously.
The user interface (UI) 100 includes an instant messaging user interface 105 and a buddy list window 170 for instant messaging.
The instant message user interface 105 has an instant message receiver portion 110 and an instant message sender portion 130. The instant message recipient portion 110 displays the recipient avatar 115 selected by the instant message recipient for whom the instant message sender has an instant message conversation. Similarly, the instant message sender portion 130 displays the sender avatar 135 selected by the instant message sender. The display of the sender avatar 135 in the instant message user interface 105 allows the instant message sender to recognize the avatar projected to the particular instant message recipient with whom the instant message sender is communicating. Make it possible. Avatars 135 and 115 are user-selectable personalization items for instant messaging for self-expression.
The instant message user interface 105 displays a transcript of an instant message communication activity with an instant message recipient to compose an instant message message to be sent to the instant message recipient. Includes instant message composition area 145 for message history text box 125 for. Each message sent to or received from an instant message recipient is listed in the message history text box 125 in chronological order with instructions from the user who sent the message, as shown in 126, respectively. There is. The message history text box 125 may optionally include a time stamp 127 for each of the transmitted messages.
Wallpaper can be applied to each part of the graphical user interface 100. For example, the wallpaper can be applied to the window portion 120 outside the message history box 125 or the window portion 140 outside the message composition area 145. The recipient avatar 115 covers or is displayed in place of the wallpaper attached to the window portion 120 and the wallpaper attached to the window portion 120 corresponding to the recipient avatar 115. Similarly, the sender avatar 135 covers or replaces the wallpaper affixed to the window portion 140 and the wallpaper affixed to the window portion 120 corresponding to the sender avatar 135. .. In some embodiments, a box or other type of boundary can be displayed around the avatar, as indicated by the boundary 157 displayed around the sender avatar 135. A wallpaper different from the wallpaper pasted on the window portion 140, which is outside the message composition area 145 but not inside the boundary 157, can be pasted on the window portion 158 inside the boundary 157. Wallpapers can look uneven and can contain animated objects. Wallpapers affixed to windows 120 and 140 can be user-selectable personalization items for instant messaging for self-expression.
The instant message user interface 105 also includes a set of feature controller 165 and a set of transmission controller 150. The feature control device 165 can control features such as encryption, conversation recording, conversations going to different communication modes, font size and color control, and spell checking. The set of transmission control device 150 includes a control device 160 for invoking the transmission of a message typed in the instant message composition area 145, and a control device 155 for modifying the appearance or behavior of the sender avatar 135.
The instant message buddy list window 170 contains an instant message sender selection list 175 from 180a to 180 g of potential instant message recipients (buddies). A buddy is typically a contact known to an instant message potential sender (in this case, IMSender). In Listing 175, displays 180a-180g contain text identifying the on-screen name of the buddy contained in Listing 175, but additional or alternative information is reduced in size and static or animated. Can be used to represent one or more buddies such as avatars related to one of the buddies. For example, display 180a contains the on-screen name and avatar of an instant message recipient named SuperBuddyFan1. Display 180a-180g tells instant message senders about buddies, such as whether the buddy was online, how long the buddy was online, whether the buddy was away, or whether the buddy was using a mobile device, etc. Connectivity information can be provided.
Buddy can be grouped by an instant message sender into one or more user-defined or preselected group configurations (groups). As shown, the instant message buddy list window 170 has these groups Buddies 182, Co-Workers 184, and Family 186. SuperBuddyFan1 185a belongs to Buddies Group 182 and is Chatting Chuck 185c belongs to Co-Workers Group 184. When a buddy's instant messaging client program is ready to receive communications, the buddy's display in the buddy list appears below the name or display of the buddy group to which this buddy belongs. As shown, at least 180a to 180g of potential instant message recipients are online. In contrast, when a buddy's instant messaging client program is not available for communication, the buddy's display in the buddy list does not appear below the group to which this buddy is associated, but instead the heading Offline 188 It can be displayed below with the display of buddies from other groups. All buddies contained in Listing 175 appear either one below group 182, 184, or 186, or below heading Offline 188.
As shown in FIG. 1, each of the sender avatar 135 and the receiver avatar 115 is a graphical image representing a user in an instant message communication activity. The sender projects the sender avatar 135 for self-expression, while the receiver also projects the receiver avatar 115 for self-expression. Here, each of the animated avatars 135 or 115 is an avatar that contains only a graphical image of the face, which may be referred to as a face avatar or head avatar. In other embodiments, the avatar can include additional fuselage components. According to the method of the embodiment, the Thanksgiving turkey avatar can include an image of the entire turkey including the head, neck, torso, and features.
Sender avatar 135 can be animated in response to an instant message sent to an instant message recipient, and recipient avatar 115 can be animated in response to an instant message sent by an instant message recipient. be able to. For example, the text of an instant message sent by the sender can activate the animation of the sender avatar 135, and the text of the instant message sent to the sender by the instant message recipient is the recipient avatar 115. You can activate the animation of.
More specifically, the text of the message to be sent is specified by the sender in the message designation text box 145. The text entered in the message designation text box 145 is sent to the recipient when the sender activates the send button 160. When the submit button 160 is activated, the instant messaging application searches for the text of the message for the animation launch trigger. Once the animated trigger is identified, the sender avatar 135 is animated using the animation for the identified trigger. This process will be described more fully later. In the same way, the text of the message sent by the instant message recipient and received by the sender was retrieved against the animation trigger, and when found, the recipient avatar 115 was associated with the identified trigger. Animated using animation. According to the method of the embodiment, the text of the message can include the string "LOL" which is an acronym for "laugh out loud". The string "LOL" can trigger an animation in the sender avatar 135 or the recipient avatar 115 so that the sender avatar 135 or the recipient avatar 115 appears to be laughing.
As an alternative or addition, the sender avatar 135 can be animated in response to the instant message sent by the instant message recipient, and the recipient avatar 115 can be animated in response to the message sent by the instant message sender. Can be animated. For example, the text of an instant message sent by the sender can activate the animation of recipient avatar 115, and the text of an instant message sent to the sender by the instant message recipient is of sender avatar 135. You can activate the animation.
More specifically, the text of the message to be sent is specified by the sender in the message designation text box 145. The text entered in the message designation text box 145 is sent to the recipient when the sender activates the send button 160. When the submit button 160 is activated, the instant messaging application searches for the text of the message for the animation launch trigger. Once the animated trigger is identified, the recipient avatar 115 is animated using the animation for the identified trigger. In the same way, the text of the message sent by the instant message recipient and received by the sender was retrieved against the animation trigger, and when found, the sender avatar 135 was associated with the identified trigger. Animated using animation.
In addition, the sender avatar 135 or the recipient avatar 115 can be animated directly in response to a request from the sender or recipient. Direct animation of sender avatar 135 or recipient avatar 115 allows the use of avatars as a means of communicating information between sender and recipient without instant messaging. For example, the sender can take the action of directly animating the sender avatar 135, or the receiver can take the action of directly animating the receiver avatar 115. The action involves pressing a button corresponding to the animation to be played, or selecting the animation to be played from the list of animations. For example, the sender can suggest an animation in the sender avatar 135 and be able to present a button different from the send button 160. The step of selecting the button can play the animation of the sender avatar 135 without taking any other action such as the step of sending the instant message specified in the message composition area 145. The played animation can be randomly selected from the possible animations of the sender avatar 135, or the played animation can be selected before the button is selected.
An animation in one of the avatars 135 or 115 displayed on the instant messaging user interface 105 can trigger an animation in the other avatar. For example, the animation of the recipient avatar 115 can trigger the animation of the sender avatar 135 and vice versa. According to the method of the embodiment, the sender avatar 135 can be animated to appear crying. Depending on the animation of the sender avatar 135, the receiver avatar 115 can also be animated to appear crying. Alternatively, the recipient avatar 115 can be comforted or animated to appear sympathetic in response to the crying animation of the sender avatar 135. In another embodiment, the sender avatar 135 can be animated to show a kiss, and accordingly, the receiver avatar 115 can be animated to blush.
The recipient avatar 115 can be made to appear to respond to the mood of the sender communicated by the sender avatar 135. According to the method of the embodiment, the recipient avatar 115 can also be made to look sad, depending on the frowning or tearing animation of the sender avatar 135. Alternatively, the recipient avatar 115 can be animated to try to encourage the sender avatar 135 by showing a humorous look, such as smiling, sticking out the tongue, or showing a sympathetic look. ..
Avatar 135 or 115 can be animated depending on the detected wait period of a predetermined duration. For example, after a sender's pause period, the sender avatar 135 is animated to give the appearance of this avatar sleeping, disconnecting instant message interface 105, or any other activity indicating pause. Can be transformed into. Avatar 135 or 115 can also progress through a series of animations while the sender is dormant. This series of animations can be repeated continuously or played only once, depending on the detection of the waiting period. In one embodiment, the sender avatar 135 appears to appear that the avatar is asleep and subsequently disconnects the instant message user interface 105 after a period of sleep. Can be animated to give. Animating the avatar 135 or 115 through a number of animation progressions representing the period of pause of the sender can provide entertainment to the sender. This could lead to increased use of the instant messaging user interface 105 by senders, which in turn could lead to increased market share for instant messaging service providers. ..
The sender avatar 135 or the recipient avatar 115 can be animated to reflect the weather at the geographic location of the sender and recipient, respectively. For example, if it is raining at the sender's geographic location, the sender avatar 135 can wear a raincoat or be animated to open an umbrella. The wallpaper corresponding to the sender avatar 135 can also contain raindrops animated to appear to fall on the sender avatar 135. The animations of the sender avatar 135 or the receiver avatar 115 that are played according to the weather can be triggered by the weather information received on the sender's computer or the recipient's computer, respectively. For example, weather information can be forcibly sent to the sender's computer by the host system of the instant messaging system used. If the forced weather information indicates rainfall, the sender avatar 135 animation corresponding to the rainy weather will be played.
In addition, avatars can be used to audibly read the content in addition to the text communicated between the parties involved in the communication activity. For example, if the appearance sentence "Hey" is on if the message that was sent by the sender, the sender avatar 135, in response to this, can be animated to speech read aloud as "Hello". As another example, when the sentence "otp" or the sentence "by phone" appears in the message sent by the recipient, the recipient avatar 115 responds by reading "I'll be out soon" and uttering. Can be animated to do. As another embodiment, depending on the standby state, the avatar can attempt to audibly draw the attention of the sender or recipient. For example, to send a message containing a question mark recipient to the sender, and the sender decides to wait, the recipient avatar 115, "Hello trying Koo a response from the sender with respect to the recipient question Are you there? Can be audibly spoken.
The sender may mute the recipient avatar 115 or the sender avatar 135 to prevent the recipient avatar 115 or the sender avatar 135 from further speaking. According to the method of the embodiment, the sender may more prefer to mute the recipient avatar 115 to prevent the recipient avatar 115 from speaking. In one embodiment, the avatar can be made to appear gagged to indicate that the avatar has been muted.
The voice of the avatar can correspond to the voice of the user regarding the avatar. To do this, the characteristics of the user's voice can be extracted from the acoustic sample of the user's voice. The extracted features and acoustic samples can be used to create the voice of the avatar. As an addition or alternative, the avatar's voice does not have to correspond to the user's voice and can be any generated or recorded voice.
The sender avatar 135 can be used to communicate the mode of configuration or the sender's environment. According to the method of the embodiment, the animation and appearance of the sender avatar 135 may reflect the aspect of the sender's time, date, or location, or the aspect of the sender's environment, purpose, or state. it can. For example, if the sender uses the instant messaging user interface 105 at night, the sender avatar 135 wears pajamas and the avatar is displayed and / or the sender avatar 135 is yawned. Because of this, it can appear to be lit to illuminate otherwise dark areas of the screen that can appear periodically. If the sender uses the instant messaging user interface 105 during the holidays, the sender avatar 135 will be Santa Claus in December, a pumpkin near All Saints' Day, or Uncle in early July. It can be disguised as a holiday indicator, such as something that looks like Sam. The appearance of the sender avatar 135 can reflect the sender's climate or geographic location. For example, if it is raining at the sender's location, the wallpaper corresponding to the sender avatar 135 can contain raindrops, and / or the sender avatar 135 wears or opens a rain cap. Can appear under the umbrella. In another embodiment, the sender avatar 135 can appear in sandy clothing when the sender is sending an instant message from a tropical location.
While the sender uses the instant messaging user interface 105, the sender avatar 135 can also communicate the activities being performed by the sender. For example, when the sender is listening to music, Avatar 135 can be made to appear to be wearing headphones. When the sender is at work, the sender avatar 135 can be dressed for work, such as appearing in a suit and tie.
The appearance of the sender avatar 135 can also communicate the sender's mood or emotional state. For example, the sender avatar 135 can communicate the sender's sad state by frowning or tearing. The appearance of the sender avatar 135 or the recipient avatar 115 can resemble the sender or recipient, respectively. For example, the appearance of the sender avatar 135 can make the sender avatar 135 appear to be the same age as the sender. In one embodiment, as the sender grows older, so does the sender avatar 135. As another embodiment, the appearance of the recipient avatar 115 can be such that the recipient avatar 115 has the same appearance as the recipient's appearance.
In some embodiments, the wallpaper affixed to the window portion 120 and / or the wallpaper affixed to the window portion 140 can include one or more animated objects. The animated object can repeat a series of animations continuously or periodically on a predetermined or random basis. As an addition or alternative, the wallpaper affixed to windows 120 and 140 can be animated depending on the text of the message sent between the sender and the recipient. For example, the text of an instant message sent by the sender can trigger an animation of an animated object contained in the wallpaper corresponding to the sender avatar 135, to the sender by the instant message recipient. The text of the transmitted instant message can activate the animation of the animated object contained in the wallpaper corresponding to the recipient avatar 115. The animated objects contained in the wallpaper can be animated to reflect the recipient and sender's settings or environment, activity, and mood, respectively.
An avatar can be used as a mechanism to allow the user to express himself or perform additional non-text communication with respect to the avatar. For example, the sender avatar 135 is the sender's projection and the recipient avatar 115 is the recipient's projection. Avatar represents a user in an instant messaging activity involving the user. It can project the sender's personality or emotional state, or else it can communicate through the avatar's personality. Some users may prefer to use an avatar that more accurately represents the user. This allows the user to modify the appearance and behavior of the avatar to more accurately reflect the user's personality. In some cases, the sender may prefer to use an avatar for self-expression rather than projecting the sender's actual portrait. For example, some people may prefer to use an avatar rather than send a video or photo of the sender.
Referring to FIG. 2, the avatar animation is the size or position of the avatar so that the avatar occupies a space larger than or different from the original boundary of the avatar on the instant messaging user interface 105. Can include the step of adjusting. In the illustration of FIG. 2, the size of the sender avatar 205 has been increased so that the avatar 205 covers a portion of the message and control device 155 of the instant message composition area 145. In addition, elements of user interface 100 other than avatars can also be displayed using additional space or using different spaces on user interface 100. For example, the sender avatar can draw a starfish with an expressive face and display it on a wallpaper containing animated fish. The animated fish contained in the wallpaper can be pulled out of the original boundary around the sender avatar 135 and can appear to swim outside the original boundary area.
With reference to FIG. 3, step 300 is shown to animate an avatar for self-expression based on the content of the instant message. In particular, the avatar representing the instant message sender is animated according to the text sent by the sender. Avatar wallpapers will also be animated. Step 300 is performed by a processor that executes an instant message communication program. In general, the text of a message sent to an instant message recipient is searched for an animated trigger, and when the trigger is found, the avatar representing the instant message sender is identified based on the particular trigger found. It is animated by the method of. The wallpaper displayed for the avatar contains animated objects. The object can be animated based on the content of the instant message sent, or an animation of any type of time lapse of a given length, occurrence of a particular day or time, sender avatar, Animate based on other triggers, including, but not limited to, a specific type of animation for the sender avatar, any type of animation for the recipient avatar, or a specific type of animation for the recipient avatar. be able to. Similarly, when the sender is dormant for a predetermined duration, the avatar will continuously display each of a number of animations related to the wait state.
When the instant message sender regarding the avatar initiates an instant message communication activity with the instant message recipient (step 305), step 300 is initiated. To do this, the sender can select the recipient's name from a buddy list, such as buddy list 170 from FIG. Alternatively, the recipient's name can be entered in a format that allows the instant message to be specified and sent. Alternatively, the sender designates the recipient as the user of the instant messaging system to sign on for access to the instant messaging system and where communication activity should be initiated. You can start an instant messaging application that you can use for. Once the recipient is specified in this way, a decision is made as to whether a copy of the sender and the avatar for the recipient exists on the instant messaging client system used by the sender. If it does not exist, a copy of the avatar will be retrieved for use during the communication activity of the instant message. For example, the information to give the recipient's avatar can be retrieved from the instant message host system or the instant message recipient client. In some cases, the sender may choose a particular avatar for the use of instant messaging during communication activities. Alternatively or additionally, the avatar has been previously identified and can be related to the sender.
The processor displays the user interface for instant messaging activity, including the avatar for the sender and the wallpaper affixed to the user interface covered by the avatar (step 307). The avatar can, for example, cover the wallpaper on the part of the window where the instant messaging interface is displayed. In another embodiment, the avatar is displayed covering part or parts of the instant messaging interface such as window portion 120 or 140 and FIG. In the embodiment of FIG. 3, the wallpaper corresponding to the avatar can include an animated object during the communication activity of the instant message.
The processor receives the text of the message entered by the sender that should be sent to the instant message recipient (step 310) and sends the message corresponding to the text entered to the recipient (step 315). ). The processor compares the text of the message to a number of animated triggers for the avatar projected by the sender (step 320). The activation trigger can include any letter, number, or symbol that can be typed using the keyboard or keypad or otherwise typed. Many triggers can be related to one animation.
Referring to FIG. 4, Example 400 of the activation trigger for animations 405a through 405q of a particular avatar model is shown. Each of the animations 405a-405q has a number of associated activation triggers 410a-410q. More specifically, according to the method of the embodiment, the avatar smiled animation 405a is associated with the activation trigger 410a. Each of the activation triggers 410a contains a large number of strings. In particular, the activation trigger 410a is ":)", the activation trigger 411a is ":-)", the activation trigger 412a is "0 :-)", the activation trigger 413a is "0 :)", and the activation trigger 414a, And includes the "Nice" activation trigger 415a. As shown, the activation trigger can be an English word such as 415a or an emotion such as 411a to 414a. Another embodiment of the activation trigger is an abbreviation such as "lol" 411n and "Oh," Includes English phrases such as "no" 415e. As already discussed, if one of the activation triggers is included in the instant message, the avatar will be animated using the animation associated with that activation trigger. In one example, the avatar is smiled when "Nice" is included in the instant message. In one embodiment, one or more triggers for an animation can be modified by the user. For example, the user can associate a new activation trigger with the animation, such as by adding "happy" to the activation trigger 410a to make the avatar smile. In another embodiment, the user can remove the activation trigger related to the animation, such as by removing "Nice" 415a (ie, disassociate the activation trigger from the animation). In yet another embodiment, the user can change the activation trigger related to the animation, such as by changing the "wink" activation trigger 413b to "winks".
In some embodiments, a particular trigger can be related to only one animation. In another embodiment, a particular activation trigger can be allowed to involve a large number of animations. In some embodiments, only one of the many animations can be played in response to a particular activation trigger. A single animation to be played can be randomly selected from a number of animations or in a predetermined way. In another embodiment, all of the numerous animations can be played continuously based on a single activation trigger. In some embodiments, the user may be allowed to delete a particular animation. For example, the user can remove the yelling animation 405g. In such cases, the user can remove some or all of the activation triggers related to the yelling animation 405g, or a different animation such as the smile animation 405a some or all of the activation triggers 410g. You can choose to associate with.
With reference to Figure 3 again, the processor determines if a boot trigger is included in the message (step 325). If the message contains a launch trigger (step 325), the processor identifies a type of animation for the identified launch trigger (step 330). This can be achieved by using a database table, list, or file in which the avatar associates one or more launch triggers with a type of animation to identify a particular type of animation. The types of animation are all of Figure 4, smile 405a, wink 405b, frowning 405c, tongue sticking facial expression 405d, shocked facial expression 410d, kissing 405f, yelling 405g, according to the method of the example. Includes a big smile 405h, a sleeping expression 405i, a nodding expression 405j, a sighing expression 405k, a sad expression 405l, a calm expression 405m, a laughing expression 405n, a discouraged expression 405o, a stinking expression 405p, or a negative expression 405q. The identified type of animation for the avatar is played (step 335).
Optionally, the processor can identify and play the animation of at least one wallpaper object based on the fit of the activation trigger with the text of the transmitted message (step 337).
The processor monitors the sender's communication activity over the period of hibernation (step 340) and detects when the sender is in a wait state or a waiting period for communication activity (step 345). The sender can enter the wait state after a period of time when the message was not sent. To detect the wait state, the processor determines whether the sender has typed, sent an instant message, or otherwise interacted with the instant message communication application for a given length of time. Can be decided. Alternatively, the standby state can be detected by the processor when the sender is not using a computer system in which the processor has been operating for a predetermined length of time.
When the processor detects a hibernation (which can be called a wait state), a type of animation related to the wait state is identified (step 350). This can be achieved by using a database table, list, or file that identifies one or more types of animations to play during the detected wait period. The type of animation played during the detected wait state can be the same as or different from the type of animation played based on the activation trigger in the instant message. The identified type of animation is played (step 355). In one embodiment, many types of animations related to the waiting period can be identified and played. When the processor detects that the sender is no longer waiting, such as by receiving input from the sender, the processor can immediately stop playing the animation event (not shown). In some embodiments, the user can select the type of animation that should be played during the wait period and / or the order in which the animations are played when a large number of animations are played during the wait state. Can be selected. The user can configure or otherwise determine how long the messages that make up the wait state for the user are not sent.
In some embodiments, the processor can detect a wallpaper object activation trigger that is different from the activation trigger used to animate the sender avatar (step 360). For example, the processor can detect the passage of time of a predetermined length. In another embodiment, the processor can detect that the content of the instant message contains a launch trigger for a wallpaper object animation that is different from the launch trigger used to animate the sender avatar. Another wallpaper object activation trigger is the occurrence of a particular day or time, the presence of either animation by the sender avatar, the presence of a particular type of animation by the sender avatar, the presence of an animation by the recipient avatar, and / Or can include, but are not limited to, the presence of certain types of animations in the recipient avatar. The activation trigger for the wallpaper object's animation also includes whether it contains a particular type of animation, whether any animation is played, and the user can choose the activation trigger for one or more of the wallpaper objects. It can be configured by the user. The activation trigger for a wallpaper object or some type of animation of an object can be the same as or different from one of the activation triggers for animating an avatar.
When the processor detects the wallpaper object activation trigger (step 360), the processor identifies and plays the animation of at least one wallpaper object (step 337).
The process of identifying and playing some type of animation in the sent instant message (steps 310-335) is performed on each instant message sent and received by the processor. .. The steps of identifying and playing back some types of animation events during the pause (steps 340-355) can occur multiple times during instant messaging activity. Steps 310-355 can be repeated indefinitely until the end of the instant messaging activity.
The processor of the instant messaging application that responded to the sent instant message or also received the message in the process of identifying and playing the type of animation that will be played during the sender's pause (steps 320-355). Is done by. In this way, the sender avatar animation can be viewed by the sender and receiver of the instant message. Therefore, the avatar animation carries information from the sender to the recipient that is not directly contained in the instant message.
With reference to FIG. 5, the instant message interface 500 can be used by the sender of a voice-based instant message system for sending and receiving instant messages. In voice-based instant messaging systems, instant messages are heard rather than read by the user. The instant message can be a recording of a user of a voice-based instant messaging system, or the instant message may contain text that is transformed into audible voice using a text-to-speech engine. Can be done. The recorded or audible audio is played by the user. The voice-based instant messaging interface 500 can display the avatar 505 corresponding to the user of the instant messaging system receiving the voice-based instant message. The avatar 505 can be automatically animated in response to an instant message received so that the avatar 505 appears to speak the content of the instant message. Recipients can view the animation of Avatar 505 and collect information that has been explicitly conveyed, rather than directly in the instant message. Depending on the animation played, the recipient can determine, for example, the mood of the sender, or whether the sender is serious or joking.
More specifically, the voice message can be processed in the same or similar manner as the text instant message is processed with respect to the animation step 300 of FIG. In such cases, some types of animation are triggered by the acoustic activation trigger contained in the instant message.
In some embodiments, Avatar 505 appears to read and speak an instant message. For example, the avatar 505 can include an animation of mouth movements corresponding to phonemes in human speech to improve the accuracy of the speech animation. When the instant message contains a sentence, the sentence utterance process produces a sound spoken by the avatar 505, an animation corresponding to the phoneme in the sentence is generated, and the corresponding animation of the mouth of the avatar 505 is seen. A lip synchronization step can be used to synchronize the reproduction of the sound with the animation of the lips so that the phonemes are heard at the same time as the time. When an instant message contains a recording, an animation corresponding to the phonemes in the recording can be generated, and lip synchronization can be used to synchronize the playback of the recording with the animation of the lips.
In another embodiment, the sender can record the audio part that should be associated with one or more animations of Avatar 505. The recording can then be played back when the corresponding animation of Avatar 505 is played back.
Figure 6 shows communication between instant message clients 602a and 602b via the instant message host system 604 to animate one avatar according to the animation played by different avatars. Example step 600 of the above is shown. Each of the users using Client 602a or Client 602b represents and projects an avatar that is active in instant messaging. Communication between clients 602a and 602b is facilitated by the instant message host system 604. In general, the communication step 600 allows the first client 602a and the second client 602b to transmit and receive communication with each other. Communication is transmitted via the instant messaging host system 604. Some or all of the communications can invoke the animation in the avatar for the user of the first client 602a and the animation in the avatar for the user of the second client 602b.
Instant message communication activity is established between the first client 602a and the second client 602b where communication is transmitted through the instant message server host system 604 (step 606). The communication activity includes a first avatar representing the user of the first client 602a and a second avatar representing the user of the second client 602b. This can be achieved, for example, as already described for step 305 of FIG. Generally, the user of the first client 602a and the user of the second client 602b have the user interface of FIG. 1 in which the sender and receiver avatars are displayed on the first client 602a and the second client 602b. A user interface 100 similar to 100 can be used.
During the instant message communication activity, the user with respect to the first client 602a enters the text of the instant message to be sent to the user of the second client 602b, which text runs the instant message communication application. Received by the processor on client 602a (step 608). The text entered can include an activation trigger for one of the animations from the first avatar model. The processor executing the instant message communication application sends the text input to the second client 602b in the instant message by the method of the host system 604 (step 610). Specifically, the host system 604 receives the message from the first client 602a and forwards the message to the second client 602b (step 612). The message is then received by the second client 602b (step 614). Upon receiving the message, the second client 602b displays the message in the user interface where the message from the user of the first client 602a is displayed. The user interface can be said to be similar to the instant message user interface 105 from FIG. 1 where the avatars corresponding to the sender and receiver are displayed.
Both the first client 602a and the second client 602b have a copy of the message, and both the first client 602a and the second client 602b have the text of the message in the first and second avatar models. Start processing the text of the message to decide whether to activate any of the animations in each copy. When processing a message, the first client 602a and the second client 602b can actually process the message substantially simultaneously and continuously, but the first client 602a and the second client 602b. Both process the message in the same way.
Specifically, the first client 602a looks up the text of the message against an animation trigger to identify the type of animation to play (step 616a). The first client 602a then identifies an animation that has an identified type of animation for the first avatar for the user of the first client 602a (step 618a). The first client 602a plays an identified animation for the first avatar for the user of the first client 602a (step 620a). The first avatar model is used to identify the animation to be played. This is because the first avatar model relates to the first client 602a sending the message. The first client 602a and the second client 602b use the same copy of the first avatar model to process the message, so the same animation event occurs on the first client 602a and the second client 602b. Seen at.
The animation from the first avatar model triggers the animation from the second avatar model. To do this, the first client 602a relates to the user of the second client 602b based on the identified type of animation played against the first avatar in response to the text launch trigger. Identify the type of animation that should be played for the avatar (step 622a). The first client 602b plays an identified type of animation for the second avatar (step 624a).
The first client can also identify the type of animation that should be played for the wallpaper corresponding to the first avatar, and can also play the identified wallpaper animation for the first avatar ( Step 626a). Avatar wallpapers can contain objects that are animated during instant messaging activities. Animation of an object can be generated, for example, based on an activation trigger in an instant message or the passage of time of a predetermined length. The wallpaper object animation allows the user to configure whether a particular type of animation or the playback of either animation is played and the user chooses a trigger for one or more of the wallpaper objects. be able to. The trigger for some type of animation of the wallpaper object can be the same as or different from one of the triggers for animating the avatar. After the message has been sent and processed, the user of the first client 602a can remain without sending any additional messages for a period of time. The first client 602a detects a period of such hibernation (step 628a). The first client 602a identifies and plays the type of animation associated with the period of pause detected by the first client 602a (step 630a). This can be achieved by using a database table, list, or file that identifies one or more types of animations to play during the detected wait period.
The second client 602b processes instant messages in the same way as the first client 602a. Specifically, the second client 602b processes the message using steps 616b-630b, each of which is substantially the same in parallel with the message processing steps 616a-630a performed by the first client 602a. Since each of the first client 602a and the second client 602b has a copy of the avatar corresponding to the user of the first client 602a and the second client 602b, the first client as a result of performing steps 616a through 630a. The same animation that was being played on the 602a is played on the second client 602b as a result of performing similar steps 616b-630b.
During the communication process 600, the text-based message indicates the type of animation that occurs. However, messages with different types of content can also trigger avatar animations. For example, the characteristics of an audio signal contained in an acoustically based message can trigger an animation from an avatar.
With reference to FIG. 7, step 700 is used to select and optionally customize the avatar for use with the instant messaging system. The avatar can be customized to reflect the user's personality to be expressed or other aspects of self-expression with respect to the avatar. Step 700 begins when the user selects an avatar from a large number of avatars and the selection is received by the processor performing step 700 (step 705). For example, the user can select a particular avatar from a number of avatars, such as the avatar shown in FIG. Each of the avatars 805a-805r relates to an avatar model that specifies the appearance of the avatar. Each of the avatars 805a-805r also contains a number of related animations, each of which is identified as being of a particular animation type. The selection can be achieved, for example, by the user selecting one avatar from the displayed set of avatars. The display of avatars can indicate a large number of avatars in a window, such as by showing a small display (sometimes referred to as a "thumbnail") of each avatar. As an addition or alternative, the display can be a list of avatar names selected by the user.
Figure 8 shows a large number of avatars 805a to 805r. Each avatar 805a-805r contains a description of appearance, name, and personality. In one embodiment, the avatar 805a has an appearance 810a, a name 810b, and a personality description 810c. The appearance of the avatar can represent an extant person, a fictitious or historical person, a marine organism, an amphibian, a reptile, a mammal, a bird, or an animated object, according to the methods of the embodiment. Some avatars can be represented using only the head, such as avatars 805a to 805r. In one embodiment, the appearance of Avatar 805b includes a sheep's head. The appearance of other avatars can include only part of the head or a designated part. For example, the Avatar 805l looks like a pair of lips. Other avatars can be represented by the torso in addition to the head. For example, the appearance of the Avatar 805n includes a complete crab torso in addition to the head. The avatar can be displayed over the wallpaper associated with the avatar in the subject. In one embodiment, the avatar 805i is displayed over a wallpaper showing the swamp inhabited by the avatar 805j.
Each of the avatars 805a to 805r has a basic state representation. For example, Avatar 805f looks happy, Avatar 805j looks sad, and Avatar 805m looks angry. The avatar has another basic state representation, such as being scared or bored. The avatar's basic state representation can affect the avatar's behavior, including the avatar's animation and sound. In one embodiment, the avatar 805f has a happy basic state representation and, as a result, generally has a happy behavior, whereas the avatar 805m has a horrifying basic state representation and As a result, they generally have a horrifying, horrifying, and eerie attitude. In another embodiment, a happy avatar can have a hilarious sound, while an angry avatar can appear to be screaming that a sound will be created. The basic state representation of an avatar can be changed as a result of the user's activities with respect to the avatar. According to the method of the embodiment, the degree of happiness expressed by the avatar can be related to the number of messages sent or received by the user. When a user sends or receives more messages within a given time, the avatar can appear happier than when sending or receiving fewer messages within a given time.
One of the many avatars 805a-805r can be selected by the user of the instant messaging system. The avatars 805a-805r relate to appearance, features, and behavior that represent a particular type of personality. For example, the avatar 805f with dolphin appearance features can be selected.
Each of the avatars 805a-805r is a multidimensional character with a depth of personality, voice, and visual attributes. In contrast to representing a single aspect of the user through the use of non-animated 2D graphical icons, the avatars 805a-805r show a great deal of information about the user projecting the avatar. be able to. Avatar properties are not well suited (or even available) for representation through the use of non-animated 2D icons, physical, emotional, and other attributes for the user. Allows communication of types of contextual information. In one embodiment, the avatar can reflect the user's mood, emotions, and personality. In another embodiment, the avatar can reflect the user's location, activity, and other circumstances. User features can communicate via avatar appearance, visual animation, and audible sound.
In one example of avatar personality, an avatar named SoccerBuddy (not shown) relates to an active personality. In fact, the SoccerBuddy avatar's personality can be described as lively, dashing, self-sufficient, passionate, and youthful. The behavior of the SoccerBuddy avatar reflects what happened in a soccer match. For example, the yelling animation of Avatar is the cheers of "Ore, Ore, Ore", the animation of his big smile is "Goal", and the avatar shows a yellow card during the frowning or tongue sticking animation. .. Using wallpapers, SoccerBuddy is customized to represent a particular team. Special features of the SoccerBuddy avatar include spiked feet to represent the avatar's foundation. In general, the feet serve as the basis for the avatar. The SoccerBuddy avatar can appear to move around by bouncing on his feet. In a few animations, such as when the avatar leaves, the avatar's legs can grow and get out of the Soccer Buddy. The foot is displayed and can be animated like kicking a soccer ball.
In another embodiment, the silent film avatar is reminiscent of 1920s and 1930s silent film actors. Silent movie avatars are drawn using bowler hats and Tenjin beards. Silent movie avatars have nothing to do with sound. Instead of speaking, the silent movie avatar is replaced by a placard with text in the same way that conversations are exchanged in a silent movie, or show the same placard.
In another embodiment, the avatar may be suitable for the current event or season. In one embodiment, the avatar can represent a team or team player involved in professional or amateur sports. An avatar can represent a football team, a baseball team, or a basketball team, or a specific player on a team. In one embodiment, a team participating in a particular winning series can be represented. Examples of seasonal avatars include Santa Claus avatars, Uncle Sam avatars, Thanksgiving turkey avatars, pumpkin lantern avatars, Valentine's Day heart avatars, Easter egg avatars, and Easter rabbit avatars.
Given that various types of animations related to avatars are to occur, the avatar's animation activation trigger can be modified for customization (step 710). For example, the user can modify the activation trigger shown in FIG. 4 to indicate when the avatar will be animated, as already described for FIG. Trigger triggers can be increased to contain frequently used words, phrases, or strings. The launch trigger can also be modified so that the animation played as a result of the launch trigger shows the personality of the avatar. Modifying the trigger can help define the personality represented by the avatar and use it for the user's self-expression.
The user can also configure the appearance of the avatar (step 715). This defines the personality of the avatar and can also be useful in communicating aspects of the sender's self-expression. For example, also with reference to FIG. 9, the appearance modification user interface 900 can be used to configure the appearance of the avatar. In the embodiment of FIG. 9, the appearance modification user interface 900 allows the user to modify a number of features of the avatar's head. For example, avatar hair, eyes, nose, lips, and skin shades can be configured using the Appearance Modify User Interface 900. For example, the hair slider 905 can be used to modify the avatar's hair length. The various positions of the hair slider 905 represent different possible lengths of hair relative to the avatar corresponding to the various indications of the avatar's hair contained in the avatar model file for the avatar being constructed. The eye slider 910 can be used to modify the avatar's eye color using each position of the eye slider 910 that represents the various possible colors of the avatar's eyes, each color being the avatar model file. It is represented in. The nose slider 915 can be used to modify the appearance of the avatar's nose using each position of the nose slider 915, which represents the various possible appearances of the avatar's nose, each possible appearance of the avatar. Represented in the model file. In a similar manner, the Lip Slider 920 uses each position of the Lip Slider 920 to represent the various possible appearances of the avatar's lips, and with respect to the various lips represented in the avatar model file. Can be used to modify the appearance of the lips. The avatar's skin tint can also be modified using the skin tint slider 925. Each of the possible positions of the skin tint slider 925 represents a possible skin tint to the avatar, and each of the tints is represented in the avatar model file.
The appearance of the avatar created as a result of using sliders 905 to 925 can be pre-viewed in the avatar viewer (viewer) 930. Values selected using sliders 905 to 925 are reflected in the avatar shown in Avatar Viewer 930. In one embodiment, the Avatar Viewer 930 can be updated as each of the sliders 905 to 925 is moved so that changes made to the appearance of the avatar are immediately visible. In another embodiment, the Avatar Viewer 930 can be updated once after all of the sliders 905-925 have been used.
The rotation slider 935 allows the avatar to rotate as shown in the avatar viewer 930. For example, the avatar can rotate about an axis by a selected number of angles on the rotation slider 935 relative to the unrotated orientation of the avatar. In one embodiment, the axis extends vertically through the center of the avatar's head, and the unrotated orientation of the avatar is when the avatar is facing directly forward. Rotating the avatar's head with the rotation slider 930 allows you to see all sides of the avatar to show the changes made to the avatar's appearance using the sliders 905 to 925. The Avatar Viewer 930 can be updated as the rotation slider 930 is moved so that the change in avatar orientation can be seen immediately.
The appearance modification user interface 900 also includes a hair tool button 940, a skin tool button 945, and a personal belongings tool button 950. Selecting the Hair Tool Button 940 displays tools for modifying various hair features of the avatar. For example, the tool displayed as a result of selecting the Hair Tool Button 940 can allow changes to, for example, the avatar's hair length, color, cutting method, and comb. In one embodiment, changes made to the avatar's hair using the tool displayed as a result of selecting the hair tool button 940 are reflected in the avatar display of the avatar viewer 930.
Similarly, selecting the skin tool button 945 displays tools for modifying various aspects of the avatar's skin. For example, the tool displayed as a result of selecting the skin tool button 945 may, for example, change the skin color of the avatar, tan the avatar, carve the avatar, or give the appearance of the age represented by the avatar. It can be made possible to change the weathering of the avatar's skin to give. In one embodiment, changes made to the avatar's skin using the tool displayed as a result of selecting the skin tool button 945 are reflected in the avatar display of the avatar viewer 930.
In a similar fashion, selecting the Inventory Tool Button 950 will display a tool for avatars to accompany one or more inventory. For example, the avatar can be given glasses, earrings, a hat, or other object that can be worn by the avatar through the use of inventory tools or displayed on or near the avatar. .. In one embodiment, the inventory given to the avatar using the tool displayed as a result of selecting the inventory tool button 950 is shown in the avatar display of the avatar viewer 930. In some embodiments, all of the belongings that can be accompanied by the avatar are included in the avatar model file. The inventory controls whether each of the inventory is visible when the avatar is displayed. In some embodiments, inventory can be created and granted by 2D animation techniques. The granting of belongings is synchronized with the animation for the 3D avatar. Inventory can be created after the avatar was first created and can be accompanied by the avatar.
Once all desired changes have been made to the appearance of the avatar, the user can accept the changes by selecting the publish button 955. Selecting the publish button 955 saves the changes made to the appearance of the avatar. In addition, when a copy of the avatar is held by another user of the instant messaging system to reflect the changes made, the other user may see the changes made by the user to the avatar. An updated copy of the reflecting avatar will be sent. A copy of the avatar can be updated, so all copies of the avatar have the same appearance so that there is consistency between the avatars used to send and receive out-of-band communications. Appearance modification user interface 900 can be used by the user to modify only the copy of the avatar corresponding to the user. Therefore, the user is prevented from making changes to other avatars that correspond to other users that can be overwritten, and the user is sent an updated copy of the other avatar. This is because other users have made changes to other avatars. Preventing the user from modifying other avatars ensures that all copies of the avatar are identical.
The avatar shown in the avatar viewer 930 can have an appearance that does not include one of the hair, eyes, nose, lips, or skin shades modified using sliders 905-925. For example, the appearance of Avatar 805l from FIG. 8 does not include hair, eyes, nose, or skin shades. In such cases, the appearance modification user interface 900 may omit sliders 905 to 925 and may instead include sliders for controlling other aspects of the avatar's appearance. For example, the appearance modification user interface 900 can include a tooth slider when the appearance of the avatar 805l is being modified. In addition, Interface 900 can be customized based on the selected avatar to allow appropriate and relevant visual enhancements for the selected avatar.
In another embodiment that constitutes the appearance of the avatar, the configurable facial features of the avatar can be created using the formulation geometry of the animation model that corresponds to the avatar. The compounding shape defines the part of the avatar that can be animated. In some embodiments, the formulation shape can include a mesh percentage that can be modified to cause the corresponding modification in the facial features. In such cases, the user can configure the avatar's facial features by using sliders or other types of controls to correct the mesh proportions of the formula for the facial features that are being constructed. It can be possible.
Appearance Modification In addition to modifying the appearance of the avatar using the user interface 900, you can modify the color, texture, and particles of the avatar. More specifically, you can change the color or shadow of your avatar. The texture applied to the avatar can be modified to age or weather the avatar's skin. In addition, the width, length, and particle color of the avatar can be customized. In one embodiment, the avatar particles used to depict hair, or facial hair such as chin whiskers, can be modified to indicate hair or chin whiskers growth in the avatar.
With reference to Figure 7, the wallpaper on which the avatar is shown and the animation for the objects in the wallpaper can be selected (step 720). This can be achieved, for example, by selecting a wallpaper from a set of possible wallpapers. The wallpaper can include animated objects, or the user can choose an object and an animation for the selected object to add to the selected wallpaper.
You can create a trading card that contains an image of your avatar and a description of your avatar (step 725). In some embodiments, the trading card may also include a user description of the avatar. Trading cards can be shared with other users of the instant messaging system to inform other users about their avatars.
See also Figure 10 to depict an example of a trading card. The front 1045 of the trading card shows the avatar 1046. The avatar animation can be played by selecting the animation control device 1047. The back 1050 of the trading card contains 1051 descriptive information about the avatar, including the avatar's name, date of birth, city, species, likes, dislikes, hobbies, and future dreams. As shown in FIG. 10, both the front 1045 and the back 1050 of the trading card are shown. In some embodiments, only one side of the trading card, 1045 or 1050, can be displayed at a time. In such cases, the user can control the face of the trading card being displayed by using one of the flip controls, 1048 or 1052. Stores with accessories for Avatar 1046 shown on the trading card can be accessed by selecting the shopping controller 1049.
With reference to Figure 7 again, the avatar can also be exported for use in another application (step 730). In some embodiments, the avatar can also be used by applications other than message transmission applications. In one embodiment, the avatar can be displayed as part of a user's customized home page for a user's access provider, such as an Internet service provider. The sender of the instant message can drag and drop the avatar onto the user's customized home page so that the avatar can be viewed by the user corresponding to the avatar. In another embodiment, the avatar can be used in an application in which the avatar is visible to anyone. Instant message senders can drag and drop the sender's avatar into the sender's blog or other types of publicly accessible online journals. The user may repeat one or more of the steps in step 700 until he is satisfied with the appearance and behavior of the avatar. The avatar is stored and made available for use in instant messaging activities.
Referring again to FIG. 10, the avatar setting user interface 1000 includes the personality interval 1002. Selecting the personality tab 1010 displays the personality section of the avatar setting interface 1000 for modifying the behavior of one or more avatars. In one embodiment, the avatar setup user interface 1000 can be used in conjunction with step 700 of FIG. 7 to select an avatar wallpaper and / or to create a trading card for an avatar.
The personality section 1002 of the avatar configuration interface 1000 includes an avatar list 1015 containing one or more different avatars corresponding to the user of the instant messaging system. Each of one or more avatars can be designated to have a distinct personality for use, while communicating with or in a particular situation. In one embodiment, the avatar can change its appearance or behavior depending on the person with whom the user interacts. For example, an avatar can be created with a personality suitable for business communication, and other avatars can be created with a personality suitable for communication with a family member. Each of the avatars can be presented in a list with a name and a small display of the appearance of each avatar. Selecting an avatar from the avatar list 1015 allows you to specify the behavior of the selected avatar. For example, the avatar 1020 selected to be the user's default avatar is selected from the avatar list 1015, so the behavior of the avatar 1020 can be specified.
The names of avatars in the avatar list can be changed via the selection of the rename button 1025. Selecting the Rename button displays a tool for renaming the avatar selected from the avatar list 1015. Similarly, an avatar can be designated as the default avatar by selecting the avatar from the avatar list 1015 and then selecting the default button 1030. The avatar can be deleted by selecting the avatar from the avatar list 1015 and then selecting the delete button 1035. In one embodiment, a notification is displayed before the avatar is removed from the avatar list 1015. Avatar can be created by selecting the create button 1040. When the create button 1040 is pressed, new input is added to the avatar list 1015. The input is selected and can be modified in the same way as any other avatar in Avatar List 1015.
The behavior of the avatar is summarized in the card front 1045 and card back 1050 displayed in the personality section. The front 1045 of the card contains a picture of the avatar and a wallpaper showing the avatar 1020. The card front 1045 also includes a shopping control device 1049 as a means to purchase belongings for the selected avatar 1020. The back of the card 1050 contains information describing the selected avatar 1020 and the user of the selected avatar. The description may include name, date of birth, location, and other information for identifying and describing the avatar and the user of the avatar. The back of the card 1050 can also include a picture of the avatar and a wallpaper showing the avatar 1020. Trading cards created as part of the Avatar Customization Process 700 include a card front 1045 and a card back 1050 automatically generated by the Avatar Setup Interface 1000.
The personality section 1002 of the avatar configuration interface 1000 can include numerous links 1055 to 1070 to tools for modifying other aspects of the behavior of the selected avatar 1020. For example, Avatar Link 1055 can be linked to a tool for modifying the appearance of the selected Avatar 1020. In one embodiment, selecting the avatar link 1055 can display the appearance modification user interface 900 from FIG. In another embodiment, the avatar link 1055 can replace the selected avatar 1020 or otherwise display a tool for selecting it. In yet another embodiment, Avatar Link 1055 can allow the appearance of the avatar to be altered to a different species. For example, the tool can allow the appearance of Avatar 1020 to change from the appearance of a dog to the appearance of a cat.
Wallpaper link 1060 can be selected to display a tool for selecting the wallpaper from which the selected avatar 1020 will be drawn. In one embodiment, the wallpaper can be animated.
Acoustic link 1065 can be selected to display tools that can modify the acoustics created by Avatar 1020. The sound can be played when the avatar is animated or at other times to get the user's attention.
Emotion link 1070 can be selected to display tools for specifying emotions that are available when communicating with the selected avatar 1020. Emotions are two-dimensional non-animated images sent when the text of an instant message contains a particular trigger. Changes made using tools accessible via links 1055 to 1070 can be reflected on the card front 1045 and card back 1050. After all desired changes have been made to the avatars contained in the avatar list 1015, the avatar setup interface 1000 can be terminated by selecting the exit button 1075.
A comprehensive "online personality" that users can later save and optionally associate with one or more customized names, especially with respect to FIGS. 11A-14, through the systems and techniques described herein. It can be made possible to assemble a large number of self-expression items into "or" online personality ". Each self-expression item is used to represent an instant message sender or an instant message sender's characteristics or preferences, and can include a user-selectable binary object. The self-expression item is by the instant message potential recipient (instant message recipient) before, during, or after the start of communication by the instant message potential sender (instant message sender). Can be recognizable. For example, the self-expression item can include images such as avatars, wallpapers, etc. that are applied to positions that have a contextual arrangement on the user interface. The contextual arrangement typically shows the association with the user represented by the self-expression item. For example, the wallpaper can be placed in the area where the message from the instant message sender is displayed, or in the area around the dialogue area on the user interface. Self-expression items also include acoustics, animations, video clips, and emotions (eg, smileys). Individuality can also include a set of characteristics or functions related to individuality. For example, features such as encrypted transmission, instant message conversation recording, and transfer of instant messages to alternative communication systems can be made possible for a given personality.
A user can assign a personality that is projected when talking to another user, either prior to the communication activity or at "runtime" during the communication activity. This makes it possible to project different personalities to different people who are online. In particular, the user can store one or more personalities (eg, each personality is, for example, an avatar, BuddySounds, Buddy). Wallpaper and / or when it typically contains a set of instant message self-expression items such as a set of features and features), and these to allow the user to recall these personalities. In order to be able to name the personalities of the user and automatically display the appropriate / selected personality during communication with the user or group with which the user communicates, the user communicates with each of the various personalities of the user. Alternatively, it can be associated with such a group of users, or the user establishes each of the various personalities during this process of creating, adding, or customizing a list of users' groups or individual users themselves. be able to. Therefore, personality is an online environment that can interact according to the assignments made by the user (eg Instant Messaging and). Can be projected to others in Chat). In addition, personality is a chat when a particular personality is in time, geographical or virtual location, or their respective characteristics or attributes (eg, Colorado's cold winter personality, or participating in a chat room. Can be assigned, established, and / or associated with other settings so that they can be projected based on even their personality.
In many embodiments, the instant message sender can have a number of online personalities for use in instant message communication activities. Each online personality relates to an avatar that represents the particular online personality of the instant message sender. In many cases, each online personality of a particular instant message sender relates to a different avatar. This does not necessarily have to be the case. Moreover, even when two or more online personalities of a particular instant message sender contain the same avatar, the appearance or behavior of this avatar can be different for each of the online personalities. In one embodiment, one starfish avatar can be associated with two online personalities of a particular instant message sender. A starfish avatar for one online personality can have a different animation than another starfish avatar for another online personality. Even when both starfish avatars contain the same animation, one of the starfish avatars will have a particular type of animation based on a different activation trigger than the same animation displayed for the other of the starfish avatars. Can be animated for display.
Figure 11A shows the relationship between online personality, avatars, avatar behavior, and avatar appearance. In particular, FIG. 11A shows avatars 1104a to 1104d with respect to the online personalities 1102a to 1102e and the online personalities 1102a to 1102e. Each of the avatars 1104a to 1104d contains appearances 1106a to 1106c and behaviors 1108a to 1108d. More specifically, avatar 1104a contains appearance 1106a and behavior 1108a, avatar 1104b contains appearance 1106b and behavior 1108b, avatar 1104c contains appearance 1106c and behavior 1108c, and avatar 1104d contains appearance 1106c and behavior 1108d. Including. The avatars 1104c and 1104d are similar in that they both contain the appearance 1106c. However, avatars 1104c and 1104d differ in that avatar 1104c contains behavior 1108c, while avatar 1104d contains behavior 1108d.
Each of the online personalities 1102a-1102e relates to one of the avatars 1104a-1104d. More specifically, the online personality 1102a relates to the avatar 1104a, the online personality 1102b relates to the avatar 1104b, the online personality 1102c also relates to the avatar 1104b, the online personality 1102d relates to the avatar 1104c, and the online personality 1102e relates to the avatar 1104d. Online personalities for avatars 1104a As shown by 1102a, online personalities can relate to avatars that are also not related to different online personalities.
Many online personalities can use the same avatar. This is demonstrated by the online personalities 1102b and 1102c, both relating to Avatar 1104b. In this case, the appearance and behavior shown by Avatar 1104b is the same for both the online personalities 1102b and 1102c. In some cases, many online personalities can use the same avatar with the same appearance that behaves differently, as indicated by the online personalities 1102d and 1102e. Online personalities 1102d and 1102e relate to the same avatars 1104c and 1104d with the same appearance 1106c. However, the avatars 1102d and 1102e exhibit different behaviors 1108c and 1108d, respectively.
When creating a personality, the instant message sender may be prohibited from showing a particular personality in order to specify the instant message recipient and / or group. For example, if an instant message sender wants to ensure that his or her boss or colleague does not accidentally see his "normal" personality, then the instant message sender is an individual-based "usual" to his boss. The display of "individuality" can be prohibited, and the display of "normal" individuality based on the group for the "colleague" group can be prohibited. Appropriate user interfaces can be provided to assist instant message senders in making such choices. Similarly, an instant message sender has a personality to an instant message recipient or a group of instant message recipients to defend against accidental or unintended personality switching and / or increase. Can be provided with the option of "locking". So, for example, an instant message sender chooses to lock his "work" personality to his boss on an individual basis, or his "work" personality to a "colleague" group on a group basis. can do. In one embodiment, the usual personality does not apply to the locked personality.
FIG. 11B shows an exemplary step 1100 for allowing an instant message sender to choose an online personality to make it recognizable to an instant message recipient. The selected online personality includes an avatar that represents the online personality of the instant message sender. Step 1100 is generally involved in the selection and projection of online personalities, including avatars that represent the sender. The instant message sender creates or modifies one or more online personalities that contain an avatar that represents the sender (step 1105). Online personalities can be created or modified using, for example, the Avatar Settings User Interface 1000 or Figure 10. Creating an online personality means that an instant message sender should display one or more self-expression items and / or features and / or features for a particular instant message recipient or group of instant message recipients. In general involved in selecting features. As shown in Figure 12, a user interface is provided to assist the instant message sender in making such choices.
Figure 12 shows a selector user that allows instant message senders to choose from the personalities available 1205, 1210, 1215, 1220, 1225, 1230, 1235, 1240, 1245, 1250, and 1255. -Indicates interface 1200. The user interface 1200 provides a controller 1260 to allow the instant message sender to "steal" the personality of another user, and the personality settings currently selected by the instant message sender. It also has a controller 1265 for consideration. Through the use of the avatar configuration interface 1000, users modify their personalities, including avatars that are projected to instant message recipients before, during, or after an instant message conversation with the recipient. be able to.
Alternatively, the choice of personality can occur automatically without the intervention of the sender. For example, you can make an automatic decision that the sender is sending an instant message from work. In such cases, the personality to be used at work is automatically selected and can be used for all communications. As another embodiment, an automatic determination can be made that the sender is sending an instant message from the home, the personality to be used at home is automatically selected and used for all communications. be able to. In such an embodiment, the sender has no control over which personality is selected for use. In another embodiment, the automatic selection of personality can be used at the same time as the selection by the sender of the personality, in which case the automatically selected personality serves as a default that can be changed by the sender. be able to.
Figure 13 allows instant message senders to create and save personalities and / or select various aspects of personality such as avatars, buddy wallpapers, buddy sounds, and smileys. An exemplary set of user interfaces 1300 is shown. As shown, user interface 1305 allows the sender to select one or more sets of self-expression items and save the set of self-expression items as personalities. User interface 1305 also allows instant message senders to review and make changes to instant message personalities. For example, user interface 1305 allows instant message senders to select avatar 1310 (here called SuperBuddy), buddy wallpaper 1315, emotion 1320 (here called Smileys), and buddy sound 1325. To. A set of controllers 1340 is provided to allow instant message senders to review profiles 1340a and store these selected self-expression items as personalities 1340b. The instant message sender can name and store personality 1345, and subsequently personality 1350 to one or more individual instant message recipients or one or more groups of instant message recipients. Can be applied to. Management area 1350a is provided to allow instant message senders to delete, store, or rename various instant message personalities. In selecting self-expression items, other interfaces, such as the user interface 1355, can be displayed to allow the instant message sender to select a particular self-expression item. The user interface 1355 allows the instant message sender to select a particular theme 1365 and the selected theme. Includes a set of Themes 1360 for avatars that allows you to select a particular avatar 1370 in. A set of controllers 1375 is provided to assist the instant message sender in selecting self-expression items. Similarly, the instant message sender may be able to select a given theme, for example by using the user interface 1380. In the user interface 1380, the instant message sender can select various categories 1385 for a given theme, and when a particular category 1390 is selected, a set of default preselected self-expression items 1390a , 1390b, 1390c, 1390d, 1390e, and 1390f are displayed. This set can be immutable, or the instant message sender can individually change any of the preselected self-expression items in this set. Control section 1395 is also provided to allow instant message senders to select a theme. Can be. Control section 1395 is also provided to allow instant message senders to select a theme. Can be. Control section 1395 is also provided to allow instant message senders to select a theme.
In another embodiment, the features or functions of the instant messaging interface can be varied based on the choices selected or selected by the user for the personality currently in use, or preselected. These features or features can be transparent to instant message senders. For example, when using a "work" personality, an outing instant message can be encrypted and a copy can be recorded in the register, or a copy can be a designated contact such as an administrative assistant. Can be transferred to. Instant message conversations can provide instant message recipients with a warning that they have been recorded and viewed by others appropriate to the situation. By comparison, if a non-professional "ordinary" personality is selected, the outing instant message cannot be encrypted and a copy is not recorded or forwarded.
As a further embodiment, if the "work" personality is selected and the instant message sender is not available to receive the instant message (eg, through the selection of the "away" message). Or, if indicated (by disconnecting), messages received from others during the unavailable period can be forwarded to other instant message recipients, such as administrative assistants, or instantly. -Can be forwarded to the email address for the message sender. By comparison, if a non-professional "ordinary" personality is selected, no action is taken to ensure the delivery of the message.
In one embodiment, personality features and features are transparent to the instant message sender and can be based on one or more preselected profile types when setting personality. For example, an instant message sender may be asked to choose from a group of personality types such as professional, administrative, informal, occupational, outlandish, and in the above embodiment, the "work" personality is "professional". It can be constructed as a "target" personality type, and a "normal" personality can be constructed as an "informal" personality type. In another embodiment, the instant message sender can individually select features and features related to personality.
Looking back at Figure 11B, the personality is subsequently preserved (step 1110). Personality can be stored on an instant message sender system, on an instant message host system, or on a different host system, such as a legitimate partner or access provider's host system.
The instant message sender then assigns a personality that is projected during future instant message activities or during future instant message conversations with instant message recipients (step 1115). Instant message senders may wish to display different personalities to different instant message recipients and / or groups on the buddy list. Instant message senders can use the user interface to assign personalized items to personalities, at least on a per buddy group basis. For example, an instant message sender can assign a global avatar to all personalities, but assign various buddy sounds on a group basis to other personalities (eg work, family, friends) and within the group. Buddy wallpapers and smileys can be assigned on an individual basis to the personality of an individual corresponding to a particular instant message recipient. Instant message senders can assign other personality attributes based on the occurrence of a particular given event or trigger. For example, if the weather shows rain at the geographic location of an instant message sender, a particular instant message potential recipient can be designated to see a particular aspect of the "rainy day" personality. The default-priority rule can be implemented to resolve a refutation, or the user resolves a refutation between projected personalities or between projected self-expression items against the fused personality. Therefore, the priority rule can be selected.
For example, a set of default priority rules would assign the highest priority to individual-based personality and personality self-expression items, followed by group-based personality and personalization item assignments. By assigning high priority to, and assigning the lowest priority to the assignment of personalities and personalized items made on a global basis, the rebuttal between the assigned personalities can be resolved. However, the user can be given the option to override these default priority rules and can be assigned different priority rules to resolve the rebuttal.
The instant message activity between the instant message sender and the instant message recipient is then initiated (step 1120). Instant messaging activity can be initiated by either the instant message sender or the instant message recipient.
As shown, for example, in user interface 100 of FIG. 1, an instant message user interface is given to an instant message recipient and is configured to project a personality that includes an avatar and is an instant message sender. Assigned to instant message recipients (step 1125). The personality selected by the instant message recipient, including the personality avatar, is recognizable at the start of the communication window by the instant message sender for a particular instant message recipient, but prior to the start of communication. be able to. This can allow the user to decide whether to initiate communication with the instant message recipient. For example, an instant message sender can notify that an instant message recipient is projecting a personality at work, and an instant message sender can decide to refrain from sending an instant message. .. This can be especially true when the instant message recipient's avatar appears on the contact list. On the other hand, giving an instant message recipient avatar after sending an instant message can result in more efficient communication.
When a buddy communicates with an instant message sender through an instant message client program, the appropriate set of personalization / personalization items for the buddy is sent to the buddy. For example, in embodiments corresponding to global personalization items, group personalization items, and personal personalization items, if set, the personal personalization item is sent to the buddy, otherwise it is set. If so, the group personalization item is sent. If neither personal or group personalization items are set, a global personalization item is sent. As another embodiment, in the embodiment corresponding to the global personalization item and the group personalization item, if set, the group personalization item is transmitted to the group to which the buddy belongs, otherwise the global personalization item. The item is sent. In the embodiment corresponding only to the group personalization item, the group personalization item for the group to which the buddy belongs is transmitted to the buddy.
Instant messaging activity between an instant message sender and another instant message recipient can also be initiated by either the instant message sender or the instant message recipient (step 1130).
Similar to the user interface shown in Figure 1, the second instant message user interface is given to the second instant message recipient and includes the avatar, relative to the second instant message activity. It is configured to project personality and is assigned by the instant message sender to a second instant message recipient (step 1135). Individuality can be projected in the same way as described above for step 1125. However, the personality and avatar projected on the second instant message recipient can be different from the personality and avatar projected on the first instant message recipient described above in step 1125. ..
Referring to FIG. 14, exemplary step 1400 allows an instant message sender to change the personality assigned to an instant message recipient. In step 1400, a user selection of a new online personality to be assigned to the instant message recipient, including the avatar, is received (step 1405). Changes can be received via the instant message selector 1200, such as those discussed above with respect to FIG. 12, and include selecting self-expression items and / or features and features using an interface or the like. It can or can include "stealing" a buddy's online personality or avatar using such an interface. Stealing an avatar refers to the allocation by an instant message sender of one or more personalized items, such as an avatar used by an instant message recipient. Typically, all personalization items in the instant message recipient's online personality are allocated by the instant message sender while "stealing" the online personality.
The updated user interface for that instant message recipient is then given based on the newly selected personality (step 1410).
FIG. 15 shows Example Step 1500 for modifying the appearance or behavior of an avatar with respect to an instant message sender to communicate an out-of-band message to an instant message recipient. The process can be performed by an instant messaging system such as the communication systems 1600, 1700, and 1800 described with respect to FIGS. 16, 17, and 18, respectively. Out-of-band messages send messages that communicate the situation out-of-band, that is, they carry information independently of the information that is carried directly through the text of the instant message itself sent to the recipient. Point to. Therefore, the recipient views the appearance and behavior of the avatar to receive information that has not been carried directly or explicitly in the instant message itself. According to the method of the embodiment, the out-of-band communication is about the sender's settings, environment, activity, or mood that is not being communicated and is not part of the textual message exchanged between the sender and the receiver. Information can be included.
Step 1500 begins with an instant messaging system that monitors the communication environment and sender environment for out-of-band communication indicators (step 1510). The metric can be a metric of the sender's settings, environment, activity, or mood that is not explicitly carried in the instant message sent by the sender. For example, the out-of-band metric can be a time and date metric for the sender's location, which can be obtained from an instant messaging system or a clock application for the sender's computer. The index can be an index of the physical position of the sender. The indicator can be an indicator of the weather condition of the sender's location, which can be obtained from a weather reporting service such as a website that provides weather information for the geographical location.
In addition, the metric can indicate the sender's activity at or near the time the instant message was sent. For example, the metric can determine from the sender's computer other applications that are active at or near the time the instant message was sent. For example, the metric can detect that the sender is using a media playback application to play music, so the avatar for the sender reflects that the sender is listening to music. You can make it look like you're wearing headphones. As another example, the metric can detect that the sender is doing work using a computer application, so the avatar is to reflect that the sender is doing work. You can make it look like you are wearing glasses.
The sender's activity can be monitored through the use of a camera focused on the sender. The visual information taken from the camera can be used to determine the activity and mood of the sender. For example, the position of each point on the sender's face can be determined from visual information taken from the camera. The position and movement of each point on the face can be reflected in the avatar for the sender. Therefore, if the sender is supposed to smile, for example, the avatar will also smile.
The sender's mood metric (display) can also come from other devices that can determine the sender's mood and act to send the sender's mood metric to the sender's computer. For example, the sender can wear a device that monitors the heart rate and determine the sender's mood from the heart rate. For example, the device can conclude that the sender is upset or excited when an elevated heart rate is detected. The device can send a sender's mood index to the sender's computer for use on the sender's avatar.
The instant messaging system makes a decision as to whether an out-of-band communication indicator has been detected (step 1520). When an out-of-band communication metric is detected, the instant messaging system determines whether the avatar must be modified, customized, or animated to reflect the detected out-of-band communication metric ( Step 1530). On the other hand, or otherwise, the instant messaging system continues to monitor out-of-band communication indicators (step 1510). To determine if an action is required, the instant messaging system uses a data table, list, or file containing out-of-band communication indicators and related actions to be taken for each out-of-band communication indicator. be able to. Action may not be required for each out-of-band communication index detected. For example, if an indicator changes from a previous indicator setting, action may only be required for some out-of-band communication indicators. According to the method of the embodiment, the instant messaging system can periodically monitor the clock application to determine whether the settings for the sender are daytime or nighttime. Once the instant messaging system has taken action based on the detection of an out-of-band communication indicator with a night setting, the instant messaging system must take action based on the subsequent detection of the night setting indicator. Absent. The instant messaging system only takes action based on the nighttime setting after receiving the intervening out-of-band communication indicator for the daytime setting.
When action is required (step 1540), the appearance and / or behavior of the avatar is modified according to the out-of-band communication index (step 1550).
In one embodiment, if the out-of-band communication indicator indicates that the sender is sending an instant message at night, the appearance of the avatar will be modified to look like wearing pajamas. If the metric indicates that the sender is sending an instant message during the holidays, the avatar can be disguised as a holiday. According to the method of the example, the avatar can be disguised as Santa Claus in December, a pumpkin near All Saints' Day, or Uncle Sam in early July.
In another embodiment, if the out-of-band indicator indicates that the sender is in the office, the avatar can be dressed for business, such as a suit and tie. The appearance of the avatar can also reflect the weather or general climate of the sender's geographic location. For example, if an out-of-band communication indicator indicates that it is raining at the sender's location, the avatar wallpaper can be modified to include raindrops or show an open umbrella. You can and / or make your avatar look like you're wearing a rain cap.
As another embodiment, if the out-of-band communication index indicates that the sender is listening to music, the appearance of the avatar can be modified to indicate the avatar wearing headphones. As an addition or alternative, the appearance of the avatar can be changed based on the type of music the sender is listening to. If the indicator indicates that the sender is working (at the sender's workplace or elsewhere), the avatar can appear in business attire, such as wearing a suit and tie. As shown in this embodiment, different out-of-band communication indicators can trigger the same appearance of the avatar. In particular, make both the out-of-band communication index of the sender located at work and the out-of-band communication index of the sender performing work activities appear to be wearing a suit and tie to the avatar. ..
In yet another embodiment of the out-of-band communication index, the mood of the sender can also be shown in this way. In this case, the appearance of the avatar can be modified to reflect the mood shown. For example, if the sender is sad, the avatar can be modified to reflect the sender's sad state, such as by frowning or animating the avatar to cry. In another embodiment, a tired, busy, or cornered mood can be detected based on the sender's detected activity, and the avatar animates to communicate such emotional states. be able to.
After the avatar's appearance and / or behavior has been modified to reflect the out-of-band metric (step 1550), the updated avatar or avatar updated metric is communicated to the recipient (step 1560). Generally, updated avatars or avatar-modified indicators are provided for the next instant message sent by the sender, but this is not always the case in each embodiment. In some embodiments, the avatar change can communicate with the recipient independently of the transmission of the communication. As an addition or alternative, when the buddy list in the instant messaging user interface contains a display of the sender's avatar, changes in the appearance of the avatar can communicate to each buddy list, including the sender. Thus, the recipient is allowed to recognize the updated avatar, behavior, and / or appearance that provides the sender with out-of-band communication.
FIG. 16 shows a communication system 1600 including an instant message sender system 1605 capable of communicating with an instant message host system 1610 via communication link 1615. The communication system 1600 also includes an instant message receiver system 1620 capable of communicating with the instant message host system 1610 via communication link 1615. Using communication system 1600, users of instant message sender system 1605 can exchange communications with users of instant message receiver system 1620. Communication system 1600 is capable of animating avatars for use in self-expression by instant message senders.
In one embodiment, either the instant message sender system 1605, the instant message receiver system 1620, or the instant message host system 1610 is one or more general purpose computers, one or more dedicated computers (eg, one or more dedicated computers). , Devices uniquely programmed to communicate with each other), or a combination of one or more general purpose computers and one or more dedicated computers. According to the method of the embodiment, the instant message sender system 1605 or the instant message receiver system 1620 is a personal computer or another type of personal information device such as a personal digital assistant or a mobile communication device. Can be done. In some embodiments, the instant message sender system 1605 and / or the instant message receiver 1620 can be a mobile phone capable of receiving instant messages.
The instant message sender system 1605, the instant message receiver system 1620, and the instant message host system 1610 are, for example, one or more LANs (Local Area Networks) and / or one or more WANs (Local Area Networks). It can be configured to work within or in collaboration with one or more other systems such as Wide Area Networks). Communication link 1615 typically includes a delivery network (not shown) that provides direct or indirect communication between instant message sender system 1605 and instant message host system 1610 regardless of physical isolation. .. An example of a delivery network is the Internet, World Wide Various embodiments of the Web, WAN, LAN, analog or digital wired and wireless telephone networks (eg, Public Switched Telephone Network (PSTN), Integrated Services Digital Network (ISDN), and Digital Subscriber Line (DSL), Includes radio, television, cable, or satellite systems, as well as other delivery mechanisms for carrying data. Communication link 1615 allows communication over one or more of the delivery networks described above (not shown). ) Communication paths can be included. Each of the communication paths can include, for example, a wired, wireless, cable, or satellite communication path.
The instant message host system 1610 can support instant message services regardless of the instant message sender's network or Internet access. Therefore, the instant message host system 1610 allows users to send and receive instant messages regardless of whether they have access to any particular Internet service provider (ISP). Can be. The instant message host system 1610 can also support other services, including, for example, accounting services, roster services, and chat services. The instant message host system 1610 has an architecture that allows devices (eg, servers) within the instant message host system 1610 to communicate with each other. To carry data, the instant message host system 1610 employs one or more standard or dedicated instant message protocols.
To access the instant message host system 1610 to initiate the instant message activity in the embodiment of FIG. 16, the instant message sender system 1605 is an instant message host system via communication link 1615. Establish a connection to 1610. Once the connection to the instant message host system 1610 is established, the instant message sender system 1605 transmits data directly or indirectly to the instant message host system 1610 and the system 1610. You can access the content from. By accessing the instant message host system 1610, the instant message sender can see if a particular user is online so that the user can receive the instant message and the particular instant message recipient. You can exchange instant messages with, join a group chat room, trade files such as images, invitations, or documents, find other instant message recipients with the same interests, An instant message client located on the instant message sender system 1605 to see if you can get customized information such as news and stock quotes and search the web. You can use the application. The instant message recipient system 1620 can be operated in the same way to establish a simultaneous connection with the instant message host system 1610.
In addition, the instant message sender may view or recognize the online personality avatar and / or other aspects of the instant message sender prior to engaging in communication with the instant message recipient. Certain aspects of the personality selected by the instant message recipient, such as the avatar selected by the instant message recipient, can be made recognizable through the buddy list itself prior to involvement in the communication. .. Another aspect of the selected personality selected by the instant message recipient is when the instant message sender opens a communication window for a particular instant message recipient, but prior to the start of communication. Can be recognizable. For example, in a communication window such as the user interface 100 of FIG. 1, only the animation of the avatar related to the instant message sender can be viewed.
In one embodiment, the instant message sent between the instant message sender system 1605 and the instant message receiver system 1620 is directed via the instant message host system 1610. In another embodiment, the instant message sent between the instant message sender system 1605 and the instant message receiver system 1620 is directed through a third party server (not shown) and some. In the case of, it is also sent via the instant messaging host system 1610. In yet another embodiment, the instant message is sent directly between the instant message sender system 1605 and the instant message recipient system 1620.
The techniques, processes, and concepts described herein can be implemented using communication system 1600. One or more of the steps can be performed in a client / host context, a stand-alone or offline client context, or a combination thereof. For example, some functions of one or more of the steps can be fully performed by the instant message sender system 1605, while other functions are the host system 1610, or the instant message sender system 1605 and the host system. It can be done by the integrated operation of 1610. According to the method of the embodiment, in step 300, the instant message sender's avatar can be individually selected and given by a self-contained / offline device, other than the instant message sender's online personality. Aspects can be accessed or updated via remote devices in non-client / host environments, such as LAN servers servicing end users or mainframes servicing terminal devices.
FIG. 17 shows a communication system 1700 including an instant message sender system 1605, an instant message host system 1610, a communication link 1615, and an instant message receiver 1620. System 1700 illustrates another possible embodiment of communication system 1600 of FIG. 16 used to animate an avatar used for self-expression by an instant message sender.
In contrast to the description of the instant message host system 1610 in Figure 16, the instant message host system 1610 allows access by the instant message sender and is with the instant message sender system 1605. Includes login server 1770 for directing communication with other elements of instant messaging host system 1610. The instant message host system 1610 also includes the instant message server 1790. To enable access to the instant message host system 1610 and facilitate interaction with the system 1610, the instant message sender system 1605 and the instant message receiver system 1620 are described, for example, online. It can include communication software such as service provider client applications and / or instant messaging client applications.
In one embodiment, the instant message sender system 1605 establishes a connection to the login server 1770 to access the instant message host system 1610 and initiate instant message activity. Login server 1770 typically validates the identity and password of an instant message sender to see if a particular instant message sender is authorized to access the instant message host system 1610. To decide. If the instant message sender is authorized to access the instant message host system 1610, the login server 1770 is the instant message host for active use of the instant message sender. Hashing technology is typically used for the on-screen names of instant message senders to identify a particular instant message server 1790 in system 1610. The login server 1770 provides the instant message sender (for example, the instant message sender system 1605) with the Internet Protocol ("IP") address 1790 of the instant message sender to the instant message sender system 1605. Give the encrypted key and disconnect. The instant message sender system 1605 subsequently uses an IP address and an encrypted key to establish a connection to a particular instant message server 1790 over communication link 1615. To gain access to instant messaging server 1790. Typically, the instant message sender system 1605 can establish an open TCP connection to the instant message server 1790. The instant message recipient system 1620 contacts the instant message host system 1610 in a similar manner.
In one embodiment, the instant message host system 1610 also includes a user profile server (not shown) connected to a database (not shown) for storing large amounts of user profile data. The user profile server can be used to enter, search, edit, manipulate, or otherwise process user profile data. In one embodiment, the instant message sender's profile data includes, for example, the instant message sender's on-screen name, buddy list, identified interests, and geographic location. The instant message sender's profile data can also include self-expression items selected by the instant message sender. The instant message sender uses the installed instant message client application on the instant message sender system 1705 to enter, edit, and edit profile data to interact with the user profile server. And / or can be deleted.
Because the instant message sender's data is stored in the instant message host system 1610, the instant message sender has a new or different instant message sender system 1605. If you use to access instant messaging host system 1610, you do not need to re-enter or update such information. Therefore, when an instant message sender accesses the instant message host system 1610, the instant message server asks the user profile server to retrieve the instant message sender's profile data from the database. And the instant message server can be instructed to provide, for example, an instant message sender's self-expression item and buddy list. Alternatively, user profile data can be stored locally on the instant message sender system 1605.
FIG. 18 shows another example communication system 1800 in which communications can be exchanged between users who project avatars for self-expression. The communication system 1800 includes an instant message sender system 1605, an instant message host system 1610, a communication link 1615, and an instant message receiver system 1620.
Host system 1610 includes instant message server software 1832 that directs communication between instant message sender system 1605 and instant message receiver system 1620. Instant messaging server software 1832 can utilize user profile data 1834. User profile data 1834 includes a display of self-expression items selected by the instant message sender. User profile data 1834 also includes an avatar model association 1834a with a user (eg, an instant message sender). User profile data 1834 can be stored, for example, in a database or other type of data collector, such as a set of extensible markup language (XML) files. In some embodiments, some portion of the user profile data 1834 may be stored in the database, while other parts, such as the association of the avatar model with the user 1834a, may be stored in an XML file. it can.
One embodiment of user profile data 1834 can be found in the table below. In this embodiment, the user profile data is an on-screen name for uniquely identifying the user to which the user profile data is applied, a password for signing on to the instant messaging service, and a user. Includes avatars related to, and any online personality. As shown in Table 1, each user can have multiple online personalities with respect to the same or different avatars.
<tables num="1"><img file="JP2006520053A_D0001.tif" /></tables>
Host system 1610 also includes the avatar model storage location 1835, which stores avatar definitions that can be used in instant messaging services. In this embodiment, the avatar definition includes an avatar model file, an avatar representation file for storing instructions for controlling avatar animation, and a wallpaper file. Therefore, the avatar model storage location 1835 includes the avatar model file 1836, the avatar representation file 1837, and the avatar wallpaper file 1838.
The avatar model file 1836 defines the appearance and animation of each avatar contained in the avatar model storage location 1835. Each of the avatar model files 1836 defines the meshes, textures, lights, sounds, and animations used to give the avatar. The mesh in the model file defines the avatar's morphology, and the texture defines the image that covers the mesh. The mesh can be represented as a wire structure consisting of a large number of polygons that can be geometrically transformed to allow the display of avatars to give the illusion of movement. In one embodiment, the lighting information in the avatar model file is in the form of a light map that depicts the effect of the light source on the avatar. The avatar model file also contains a number of animation identifiers. Each animation identifier identifies a particular animation that can be played against the avatar. For example, each animation identifier transforms the mesh of the avatar and one or more displacement image goals to describe the change in display to display the change in the view of the camera used to display the avatar. Can be identified.
When an instant messaging user projects an avatar self-expression, the avatar is defined using a number of animations, including facial animations, to provide more types of animation available to the user for self-expression. It can be desirable to do so. In addition, it may be desirable for facial animation to use a large number of formulation shapes. This can result in avatars that can look more expressive when given. Formulation shapes define some of the avatars that can be animated, and in general, the more blending shapes defined for an animation model, the more expressive the image given by the animation model can be. it can.
Various data management techniques can be used to implement the avatar model file. In some embodiments, the information for defining avatars can be stored in a number of avatar files that can be arranged in a hierarchical structure such as a roster structure. In such cases, the association between the user and the avatar can be created through the user's association with the root file in the list of model files for the avatar.
In one embodiment, the avatar model file can include all possible appearances of the avatar, including various features and belongings available for user customization. In such cases, the user's preference for the appearance of the user's avatar may include indicators by which the part of the avatar model should be displayed, and other indicators for flags or any of the appearance features, or belongings. , Features or belongings can be set to indicate whether they should be displayed. According to the method of the embodiment, the avatar model can be configured to display sunglasses, reading glasses, short hair, and long hair. When the user wears sunglasses and configures the avatar to have long hair, the sunglasses features and long hair features are turned on, the reading glasses and short hair features are turned off, and the avatar is subsequently donated. Displays avatars with long hair and sunglasses.
The avatar model storage location 1835 also includes the avatar representation file 1837. Each of the avatar representation files 1837 defines a trigger to trigger the animation in the avatar. For example, as already described with respect to FIGS. 3 and 4, each of the avatar representation files 1837 can define a sentence trigger to trigger an animation when the text trigger is identified in the instant message. The avatar representation file can also store the association between the out-of-band communication index and the animation that is played when a particular out-of-band communication index is detected. One example of some of the avatar representation files is shown in Table 2 below.
<tables num="2"><img file="JP2006520053A_D0002.tif" /></tables>
In some embodiments, the association between a particular animation for a particular animation identifier is indirectly determined for a particular activation trigger or out-of-band communication indicator. For example, as shown in Table 2, certain activation triggers or out-of-band communication indicators can be associated with certain types of animation (such as smiling, leaving, or sleeping). As shown in Table 3 below, certain types of animations can also be associated with specific animation identifiers contained in specific avatar model files. In such cases, the type of animation is identified, the animation identifier for the identified type of animation is determined, and identified by the animation identifier in order to play the animation based on a particular activation trigger or out-of-band communication indicator. The generated animation is played. Other computer animation and programming techniques can also be used. For example, each avatar can use the same animation identifier for a particular animation type, rather than including the avatar name shown in the table. Alternatively or additionally, the association between the animation type and the animation identifier can be stored separately for each avatar.
<tables num="3"><img file="JP2006520053A_D0003.tif" /></tables>
The avatar representation file 1837 also contains information for defining how an avatar responds to the animation of other avatars. In one embodiment, the avatar representation file contains several pairs of animation identifiers. One of the animation identifiers in each pair identifies the type of animation that triggers the animation identified by the other animation identifier in the pair in another avatar when that type of animation is played for one avatar. .. In this way, the avatar expression file can define the animation played against the avatar of the instant message recipient according to the animation played by the avatar of the instant message sender. In some embodiments, the avatar representation file 1837 contains elements for defining sentence triggers for each of the corresponding avatar animations, and an animation played in response to the animation seen by another avatar. It can contain an XML file that has elements to define.
The avatar model storage location 1835 also includes the avatar wallpaper file 1838, which defines the wallpaper from which the avatar is drawn. Wallpapers can be defined using the same or different types of file structures as avatar model files. For example, an avatar model file can be defined as a playable animation model file that is generated using animation software from Viewpoint Corporation, New York City, NY, whereas a wallpaper. The file can be in the form of a Macromedia Flash file that is generated and playable using animation software commercially available from Macromedia, Inc., San Francisco, Calif. When a wallpaper contains an instant message, an out-of-band communication indicator, or an animated object triggered by an avatar animation, the avatar wallpaper file 1838 may also contain one or more activation triggers for the wallpaper animation.
Each of the instant message sender system 1605 and the instant message receiver system 1620 includes an instant message communication application 1807 or 1827 that can exchange instant messages with the instant message host system 1610 via communication link 1615. .. The instant messaging application 1807 or 1827 can also be referred to as an instant messaging client.
Each of the instant message sender system 1605 and the instant message receiver system 1620 also contains avatar data 1808 or 1828. Avatar data 1808 or 1828 can be provided by the instant message sender system 1605 and the instant message receiver system 1620, respectively, for the avatar model file 1808a or 1828a, the avatar representation file 1808b or 1828b, and Contains avatar wallpaper files 1808c or 1828c. Avatar data 1808 or 1828 can be stored using persistent storage, transient storage, or a combination of persistent and transient storage. When all or some of the avatar data 1808 or 1828 is stored in persistent storage, all or some of the avatar data 1808 or 1828 is instant message sender system 1605 or instant message recipient system 1620. It can be useful to associate with certain data that should be deleted from each. Thus, the avatar data is the instant message sender system 1605 or after the data has been on the instant message sender system 1605 or 1620 for a predetermined length of time and is probably no longer needed. It can be removed from the instant message recipient system 1620. This can help reduce the size of the storage space used to make instant messages on the instant message sender system 1605 or instant message receiver system 1620.
In one embodiment, the avatar data 1808 or 1828 is an instant message sender using instant message client software installed on the instant message sender system 1605 or the instant message recipient system 1620. It is installed on System 1605 or Instant Message Recipient System 1620, respectively. In another embodiment, the avatar data 1808 or 1828 is transmitted from the avatar model storage location 1835 of the instant message host system 1610 to the instant message sender system 1605 or the instant message recipient system 1620, respectively. In yet another embodiment, the avatar data 1808 or 1828 is copied from a data source unrelated to the instant message and is instant on the instant message sender system 1605 or instant message recipient system 1620, respectively. -Saved for use as a message avatar. In yet another embodiment, the avatar data 1808 or 1828 uses or accompanies an instant message sent to the instant message sender system 1605 or the instant message recipient system 1620. Sent to instant message sender system 1605 or instant message recipient system 1620, respectively. Avatar data sent using an instant message corresponds to the instant message sender who sent the message.
The avatar representation file 1808b or 1828b is used to determine when an avatar is given on the instant message sender system 1605 or the instant message recipient system 1620, respectively. To give an avatar, one of the avatar model files 1808a is displayed on the two-dimensional display of the instant messaging system 1605 or 1620 by the avatar model playback device 1809 or 1829, respectively. In one embodiment, the avatar model playback device 1808 or 1829 is a Viewpoint. An animation playback device by Corporation. More specifically, the processor of the instant messaging system 1605 or 1620 calls the avatar model player 1809 or 1829 and identifies the animation contained in one of the avatar model files 1808a or 1828a. Animations are generally identified by an animation identifier in the avatar model file. The avatar model playback device 1809 or 1829 then accesses the avatar model file and plays the identified animation.
In many cases, a large number of animations can be played based on a single activation trigger or out-of-band communication index. This happens, for example, when one avatar reacts to the animation of another avatar animated based on the text activation trigger, as described above for FIG.
In system 1800, four animations can be started separately based on a sentence activation trigger in one instant message. Instant message senders projecting self-expressing avatars use instant message sender system 1605 to send text messages to instant message recipients using instant message recipient system 1620. .. Instant message recipients are also projecting self-expression avatars. As with the display of the instant message recipient system 1620, the display of the instant message sender system 1605 indicates an instant message user interface, such as the user interface 100 of FIG. Thus, the sender avatar is shown on both the instant message sender system 1605 and the instant message recipient system 1620, as is the recipient avatar. Instant messages sent from the instant message sender system include a sentence trigger that triggers an animation of the sender avatar on the instant message sender system 1605 and the sender avatar on the instant message recipient system 1620. As described above with respect to FIG. 6, the recipient avatar is animated according to the animation of the sender avatar. The responsive animation of the recipient avatar occurs in both the recipient avatar displayed on the instant message sender system 1605 and the recipient avatar displayed on the instant message recipient system 1620.
In some embodiments, the instant message user has an avatar animation, the wallpaper displayed for the avatar, an activation trigger or out-of-band communication indicator for animating the wallpaper object, and the appearance of the avatar. In contrast, it is permissible to customize one or more of the animation activation triggers or out-of-band communication indicators. In one embodiment, a copy of the avatar model file, representation file, or wallpaper file is made, and user modifications are stored in the avatar model file, representation file, or copy of the wallpaper file. The copy containing the modification is then associated with the user. As an alternative or addition, only the changes, that is, the differences between the unmodified avatar and the modified avatar are saved. In some embodiments, different versions of the same avatar are stored and associated with the user. This can allow the user to modify the avatar, use the modified avatar for a period of time, and then revert to using the previous version of the avatar without the modification.
In some embodiments, some avatars that the user can select can be restricted by the instant messaging service provider. This can be referred to as closing or locking. In such an embodiment, the animation and activation trigger for each avatar in the closed set of avatars can be reconstructed. In some closure implementations, the user can customize the animation and / or trigger of the selected avatar. For example, the user can include a video clip of their choice as an animation of the avatar, and the avatar should be configured to play this video clip after a particular sentence trigger trigger appears in a message sent by the user. Can be done. In other closures, users are also prevented from adding animations to their avatars.
In some embodiments, the set of avatars that the user can select is not limited by the instant messaging service provider, and the user uses avatars other than those provided by the instant messaging service provider. Can be done. This can be referred to as an open or unlocked implementation. For example, an avatar that can be used with an instant messaging service can be shared with animation software provided by an instant messaging service provider, commercially available computer animation software, or one or more instant messaging services. It can be created by the user using software tools provided by a third party specializing in creating instant avatars.
In some embodiments, a combination of closed and open practices can be used. For example, an instant messaging service provider may limit the choices made by a minor user to a set of predetermined avatars provided by this instant messaging service provider, while for adult users. It also allows the use of avatars other than those available from this instant messaging service provider.
In some embodiments, the avatars that the user can select can be limited based on user characteristics such as age. Using the avatars shown in Table 4 below and as a mere example, users under the age of 10 can be restricted to one group of avatars. Users between the ages of 10 and 18 can be restricted to different groups of avatars, some of which are the same as the avatars selectable by users under the age of 10. Users over the age of 18 can choose from any of the avatars available from the services of this instant messaging provider.
<tables num="4"><img file="JP2006520053A_D0004.tif" /></tables>
Instant messaging programs typically allow instant message senders to communicate with each other in real time in a variety of ways. For example, many instant message programs allow instant message senders to send text as instant messages to transfer files and to communicate by voice. Examples of instant message communication applications are AIM (American Online Instant Messenger), AOL (America Online) Buddy List and Instant Messages, Yahoo Messenger, MSN, which is one aspect of many client communication applications provided by AOL. Includes Messenger and ICQ. Although primarily discussed above for instant messaging applications, other embodiments may be considered to provide similar functionality in platform and online applications. For example, the technology and concepts can be applied to animated avatars that act as information aids to convey news, weather, or other information to users of computer systems or information devices.
The technology and concepts are generally described in the context of instant messaging systems that use instant messaging host systems to facilitate instant messaging communication between instant message senders and instant message recipients. Was done. Other embodiments of instant messaging, such as an instant messaging service, in which instant messages are exchanged directly between the instant message sender system and the instant message receiver system, are also conceivable.
For example, the above embodiment was given in the context of instant messaging, but other communication systems with similar attributes can also be used. For example, many personalities can be used in chat rooms or email communications. Similarly, the user interface can be a viewable interface, an audible interface, a tactile interface, or a combination thereof.
Other embodiments are within the scope of the following claims.
<figref num="1">FIG. 5 is a diagram of a user interface for an instant messaging service that allows a user to project an avatar for self-expression.</figref><figref num="2">FIG. 5 is a diagram of a user interface for an instant messaging service that allows a user to project an avatar for self-expression.</figref><figref num="3">It is a flowchart of a process for animating an avatar based on the content of an instant message.</figref><figref num="4">It is a block diagram which shows the exemplary animation of the avatar and the sentence trigger for each animation.</figref><figref num="5">FIG. 5 is a diagram of a user interface for an instant messaging service that allows a user to project an avatar for self-expression.</figref><figref num="6">It is a diagram illustrating an exemplary process involved in communication between two instant message client systems and one instant message host system, thereby allowing one user of the instant message client system. The avatar is animated based on the animation of another user's avatar on the instant messaging client system.</figref><figref num="7">It is a flowchart of a process for selecting an avatar and customizing it arbitrarily.</figref><figref num="8">FIG. 6 is a block diagram illustrating an example of an avatar that can be projected by the user for self-expression.</figref><figref num="9">FIG. 5 is a diagram of a user interface for customizing the appearance of an avatar.</figref><figref num="10">FIG. 5 is a diagram of a user interface used to present a quick copy description of an avatar.</figref><figref num="11A">It is a block diagram which shows the relationship between the online personality, the avatar, the behavior of the avatar, and the appearance of the avatar.</figref><figref num="11B">A flow chart of the process for using different online personalities to communicate with each of the two instant message recipients.</figref><figref num="12">It is a diagram of a user interface that allows an instant message sender to choose from the available online personalities.</figref><figref num="13">FIG. 5 is an exemplary user interface diagram that allows an instant message sender to create and store an online personality that includes an avatar for self-expression.</figref><figref num="14">It is a flowchart of a process for allowing a user to change an online personality including an avatar for self-expression.</figref><figref num="15">It is a flowchart of a process for using an avatar to communicate an out-of-band message to an instant message recipient.</figref><figref num="16">FIG. 5 is an exemplary communication system diagram that allows an instant message user to project an avatar for self-expression.</figref><figref num="17">FIG. 5 is an exemplary communication system diagram that allows an instant message user to project an avatar for self-expression.</figref><figref num="18">FIG. 5 is an exemplary communication system diagram that allows an instant message user to project an avatar for self-expression.</figref>
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| JP2001117894A | Cites | Japan | Search report |
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| JP2001338077A | Cites | Japan | Search report |
| JP2003058484A | Cites | Japan | Search report |
| JPH11184790A | Cites | Japan | Search report |
| 月刊アスキー.PC, vol. 第2巻 第2号, JPN6009055281, 1 February 1999 (1999-02-01), JP, pages 100 - 101, ISSN: 0001448535 | Non-patent | – | Search report |
69 members in 7 offices
Priority claims13
| Document | Office | Kind | Date |
|---|---|---|---|
| 60450663 | United States of America | – | |
| 45066303 | United States of America | P | |
| 60512852 | United States of America | – | |
| 51285203 | United States of America | P | |
| 10747255 | United States of America | – | |
| 10747652 | United States of America | – | |
| 10747696 | United States of America | – | |
| 10747701 | United States of America | – | |
| 74725503 | United States of America | A | |
| 74765203 | United States of America | A | |
| 74769603 | United States of America | A | |
| 74770103 | United States of America | A | |
| 2004006284 | United States of America | W |
Members69
| Document | Office | Kind | |
|---|---|---|---|
| US2003222907A1 | United States of America | A1 | |
| US2003225846A1 | United States of America | A1 | |
| US2003225847A1 | United States of America | A1 | |
| US2003225848A1 | United States of America | A1 | |
| WO03102799A1 | World Intellectual Property Organization (WIPO) | A1 | |
| WO03103208A2 | World Intellectual Property Organization (WIPO) | A2 | |
| AU2003237261A1 | Australia | A1 | |
| AU2003237261A8 | Australia | A8 | |
| AU2003238768A1 | Australia | A1 | |
| WO03103208A3 | World Intellectual Property Organization (WIPO) | A3 | |
| WO2004049113A2 | World Intellectual Property Organization (WIPO) | A2 | |
| AU2003291041A1 | Australia | A1 | |
| AU2003291041A8 | Australia | A8 | |
| US2004148346A1 | United States of America | A1 | |
| WO2004049113A3 | World Intellectual Property Organization (WIPO) | A3 | |
| AU2004216758A1 | Australia | A1 | |
| CA2517909A1 | Canada | A1 | |
| US2004179037A1 | United States of America | A1 | |
| US2004179038A1 | United States of America | A1 | |
| US2004179039A1 | United States of America | A1 | |
| WO2004079530A2 | World Intellectual Property Organization (WIPO) | A2 | |
| WO2004049113A9 | World Intellectual Property Organization (WIPO) | A9 | |
| WO2004079530A3 | World Intellectual Property Organization (WIPO) | A3 | |
| US2004221224A1 | United States of America | A1 | |
| US2005108329A1 | United States of America | A1 | |
| EP1599862A2 | European Patent Office (EPO) | A2 | |
| CN1757057A | China | A | |
| JP2006520053AThis record | Japan | A | |
| US2007113181A1 | United States of America | A1 | |
| US2007168863A1 | United States of America | A1 | |
| WO2007120981A2 | World Intellectual Property Organization (WIPO) | A2 | |
| WO2007127669A2 | World Intellectual Property Organization (WIPO) | A2 | |
| WO2007120981A3 | World Intellectual Property Organization (WIPO) | A3 | |
| WO2007127669A3 | World Intellectual Property Organization (WIPO) | A3 | |
| US7484176B2 | United States of America | B2 | |
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| US2018054466A1 | United States of America | A1 | |
| US10291556B2 | United States of America | B2 | |
| US10504266B2 | United States of America | B2 | |
| US10616367B2 | United States of America | B2 |
3 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Decision of refusalJAPANESE INTERMEDIATE CODE: A02A02 | A02 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 | |
| Written request for application examinationJAPANESE INTERMEDIATE CODE: A621A621 | A621 |
Numbers
- Publication
- 2006520053
- Application
- 2006508976
Titles2
- Japanese
- 通信するためにアバターを使用する方法
- English
- How to use an avatar to communicate
Classification
- CPC, 2
- H04L51/18
- H04L51/04
- IPC, 7
- G06F13 00
- H04M11 00
- G06F3 048
- G06F
- G06F3 04842
- G09G5 00
- H04L12 58
Designated states4
- Regional, 4
- Zimbabwe
- Turkmenistan
- Türkiye
- Togo