Method for providing user with user interface
Abstract
Problem to be solved.To provide an instant message system and a method. The system and method allow users to utilize instant messaging client applications to play collaborative and competitive games. The client application can generate a user interface screen that includes an instant message area or window for exchanging instant messages and a game area or window for playing a game. [Selection diagram] Fig. 4

Term
Projected expiry 6 February 2029.
- Priority
- Filed
- Published
- Today
- Projected expiry
6 claims: 1 independent, 5 dependent
- 1インスタントメッセージサービスユーザにユーザインタフェースを提供する方法であって、 インスタントメッセージを交換する第1領域を、インスタントメッセージサーバからユーザの端末に表示するステップと、 前記ゲームに参加することができるユーザを示すバディリストのメンバとともにゲームに参加する第2領域を、前記インスタントメッセージサーバから前記ユーザの端末に表示するステップとを備え、 前記ユーザが、前記バディリストのメンバと前記インスタントメッセージを交換しながら前記ゲームに参加することができることを特徴とする方法。
- 2前記ゲームとは異なる他のゲームの宣伝情報を表示する第3領域を、前記インスタントメッセージサーバから前記ユーザの端末に表示するステップをさらに含むことを特徴とする請求項1に記載の方法。
- 3ゲーム情報を表示する第3領域を、前記インスタントメッセージサーバから前記ユーザの端末に表示するステップをさらに含むことを特徴とする請求項1に記載の方法。
- 4前記ゲーム情報は、ゲームの統計データを含むことを特徴とする請求項3に記載の方法。
- 5前記ゲームの統計データは、少なくとも1つのハイスコアを含むことを特徴とする請求項4に記載の方法。
- 6ユーザプロファイル情報を表示する第3領域を、前記インスタントメッセージサーバから前記ユーザの端末に表示するステップをさらに含むことを特徴とする請求項1に記載の方法。
Independent claims6
31 paragraphs, as filed
Aspects of the present invention relate to application areas of instant messaging. More specifically, aspects of the present invention relate to the application of instant messaging in which users can play collaborative and competitive games.
Playing online games has become more and more common. Remote users connect to the Internet and play competitive and collaborative games hosted on websites. Typically, when a user wants to play a game, the user must first decide which game he wants to play, then seek out the website that offers the game, and then add additional users to play the game. You have to go through the process of looking for. If you want to change the game, you often have to find another website and the user who wants to play the new game.
Traditional online gameplay systems have some limitations associated with them. First, users often have to do a website search to find a website that hosts the desired game. Second, users often have to go through the process of registering and logging on to each website separately. Users often do not know most other users who play games on game websites. If you are not familiar with other users, your online gaming experience may be compromised. For example, matching skill levels can be difficult, and users may not like the way other users play online games.
<p> Therefore, there is a need in the art for online game play systems and methods that allow users to connect to a computer network and suitably play collaborative and competitive games with other known users.</p>
<p> Aspects of the invention address one or more of the above problems, thereby providing a better online gameplay experience. Configure an instant messaging system to access collaborative and competitive games. You can play the game in the same user interface that you use to exchange instant messages. Users of the instant messaging system can select participants from their buddy list. Another advantage is that by providing access to the game through an instant messaging system, the user first selects the game and then considers the buddy list rather than looking for participants to see who in the game. You can select a game after confirming that you can participate. The instant messaging system also provides a convenient way to promote and distribute premier games.</p>
<figref num="1">It is a figure which shows the example of the operating environment of the distributed computing system which can be used to carry out the aspect of this invention.</figref><figref num="2">It is a figure which shows the user interface of the instant message buddy list.</figref><figref num="3">It is a figure which shows the typical user interface which a user can exchange an instant message.</figref><figref num="4">FIG. 5 illustrates an instant messaging system according to an embodiment of the present invention configured to allow a user to play a single or multiplayer game.</figref><figref num="5">It is a figure which shows the flowchart which includes a part of the function which concerns on embodiment of this invention which can be carried out by an instant message server.</figref><figref num="6">It is a figure which shows the example of the user interface which concerns on embodiment of this invention which can be used to make a request to present a game to a user.</figref><figref num="7">FIG. 5 illustrates a user interface according to an embodiment of the invention that may be presented to the user in response to the user selecting a particular link.</figref><figref num="8">It is a figure which shows the example of the user interface which concerns on embodiment of this invention which includes a plurality of statistical data about a game.</figref><figref num="9">Used to provide users with information such as game stats, ranking lists, lists of buddies who have not yet experienced the game and / or a list of buddy attendees for game tournaments and other systematic events. The alternative user interface screen according to the embodiment of the present invention is shown.</figref><figref num="10">It is a figure which shows the method which concerns on embodiment of this invention which advertises and distributes the premier version of a game to the user of an instant message system.</figref><figref num="11">It is a figure which shows the example of the user interface which provides the user with the promotion material about a BEJEWELED Deluxe game.</figref>
Aspects of the present invention will be described with reference to the accompanying figures. The same reference number identifies the same element.
(Example of operating environment) Aspects of the present invention can be implemented by the operating environment of a distributed computer system that provides an instant messaging function. In a distributed computing environment, tasks can be performed by remote computer devices connected via a communication network. A distributed computing environment can include client-server equipment that can communicate locally or over one or more computer networks. Embodiments of the present invention include a CPU (Central Processing Unit) and other processing means that execute instructions that can be executed by a computer, a computer-readable medium that stores the instructions that can be executed, a display that displays or outputs information, and the like. Special purpose and / or general purpose computer equipment that can include standard computer hardware such as output means, keyboards for inputting information, and other input means can be provided. Examples of suitable computer devices include handheld devices, multiprocessor systems, microprocessor-based or programmable consumer electronics, networked PCs, minicomputers, large computers, and the like.
Next, the present invention will be described in the general context of computer-executable instructions such as program modules executed by a processor. This processing device includes, but is not limited to, a personal computer. In general, a program module includes routines, programs, objects, components, data structure definitions and instances that perform a particular task or perform a particular abstract data type. Typically, the functionality of the program module can be combined or distributed as desired in different environments.
Embodiments within the scope of the invention also include computer readable media with executable instructions. Such a computer-readable medium can be any available medium accessible to general purpose or special purpose computers. By way of example, such computer readable media are, but are not limited to, RAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage, or desired executable instructions. It comprises any other medium that can be used to store and is accessible to general purpose or special purpose computers. The above combinations should also be included in the range of computer readable media. Executable instructions include, for example, instructions and data that cause a general purpose computer, special purpose computer, or special purpose processing device to perform certain functions or groups of functions.
FIG. 1 shows an example of an operating environment of an appropriate distributed computing system 100 in which the present invention can be implemented. The distributed computing system 100 is merely an example of a suitable operating environment and does not limit the scope of use or functionality of the present invention. The system 100 is shown as including the communication network 102. Specific network embodiments utilized include any type of LAN (Local Area Network) and associated LAN topologies and protocols, including, for example, public internet and commercial-based network services such as Microsoft networks or American online networks. It can consist of simple point-to-point networks (such as modem-to-modem direct connections) and WANs (wide area networks). The system can include two or more communication networks, such as a LAN connected to the Internet.
The communication device allows the computer device 104, the computer device 106, and the computer device 108 to be connected to the communication network 102. Computer devices 104, 106 and 108 can be connected to the LAN using network interfaces or adapters. When the communication network 102 includes a WAN, a modem or other means can be used to establish communication over the WAN. Computer devices 104, 106 and 108 can communicate with each other via a communication network 102 in a manner well known in the art. It is assumed that one of various well-known protocols such as TCP / IP, Ethernet®, FTP, HTTP, etc. exists. Computer devices 104, 106 and 108 can exchange content, applications, messages and other objects over the communication network 102.
The configuration and operation of instant messaging systems is well known in the art. Examples of instant messaging systems include MSN Messenger, AOL® Instant Messenger® and Yahoo Messenger. Instant messaging is sent between computers connected to a local area network using a peer-to-peer configuration or between computers connected to a wide area network such as the Internet using a client-server configuration. be able to. According to the client-server configuration, when the user connects to the network, the client application connects to the instant message server. After the user connects to the server, the server updates the user's status to indicate that the user is online. Information describing changes in a user's status can be sent to other users identified by the user in the buddy list.
Figure 2 shows the instant messaging user interface 200. The buddy list area 202 shows a user identified as a buddy by the user. Buddy is grouped according to whether they are online. By selecting a buddy that has been identified as online, the user can open a new instant messaging area and send instant messages to that buddy. For example, selecting a buddy can cause the user interface 300 shown in FIG. 3 to appear on the user's display. The user interface 300 includes an instant message area 302 through which the user and the buddy can exchange instant messages. The user interface 300 also allows users to perform tasks such as exchanging text messages, files and photos.
(Explanation of Example of Embodiment) FIG. 4 shows an instant messaging system according to an embodiment of the present invention configured to allow a user to play a single or multiplayer game. Terminals 402 and 404 are configured to run instant messaging client applications such as MSN Messenger, AOL® Instant Messenger®, or Yahoo Messenger. Terminals 402 and 404 can be implemented on computer workstations, personal digital assistants (PDAs), mobile phones or any other device capable of exchanging instant messages. Terminals 402 and 404 display user interfaces 406 and 408, respectively. User interfaces 406 and 408 can be used to exchange instant messages and perform functions such as playing games, as described in detail below. In addition to 402 and 404, there can be multiple other terminals.
Indicates terminals 402 and 404 connected to Internet 410. Of course, aspects of the invention can work with other networks. In one embodiment of the invention, these terminals are connected to a local area network using a peer-to-peer protocol to exchange data. Indicates an instant message server 412 connected to Internet 410. The instant message server 412 can include a user database 418 that keeps track of when a user is online and performs traditional functions such as storing buddy lists. It can include a game database 416 that stores game modules to be sent to terminals 402 and 404. The game can be competitive, collaborative or a combination of competitive and collaborative. In addition, a single user can participate in two or more game sessions at the same time. An example of a collaborative game is a crossword puzzle. An example of a competitive game is Checkers. The game database 416 may include games originally designed for solo or single player play, in which two or more users can play in a competitive or collaborative manner according to aspects of the invention. For example, using the present invention, a user can play a solitaire game, which is originally a game experience for a single player, by using one set of common cards and competing with another player while competing for a high score. You can play together as a team trying to complete the game. When two or more users compete to play a game for a single player, a competition score can be provided to each user in real time. Also, the outcome of one player's actions can affect the score or play of the other player. Certain games can be configured such that gameplay influences an instant messaging session and vice versa. For example, a word game While playing, you can make certain words used in the instant messaging session appear in the game. It can also include a score database 418 that stores game stats such as high scores, handicaps, and rankings. In one embodiment, the score database 418 can be used to store game state information when the user interrupts the game. The status information can be stored when the user later attempts to resume play or after the last user connected to the instant messaging server 412 disconnects. For example, a user can play a chess game and log in to the instant messaging server 412 at different times to move pieces. The status information can be stored after the user moves the piece and disconnects from the instant message server 412.
The instant messaging server 412 can include additional components that perform traditional instant messaging functions. In addition, the functions of databases 414, 416, 418 can be combined and performed by a single database or by other databases. For example, it can include a matchmaking module (not shown) that lets the first instant messaging user play against another user who is not on the first user's buddy list. Matchmaking can be a function of user profiles and other information. In an alternative embodiment, the instant message server does not include a database or other module that performs game functions. The instant messaging client application can be configured to link a collection of data on both the instant messaging server and a separate game server. Those skilled in the art will appreciate that a large number of servers can be included for various instant messaging and gaming functions. These servers can be configured to collect data from each other, and / or instant messaging client applications can be configured to collect data from some or all of these servers.
According to an embodiment of the present invention, an instant message server can be configured to perform some instant message and game functions. As used in this application, an instant messaging server is a group of servers that are configured to work together, such as a server farm. It means to include farm). FIG. 5 shows a flowchart including a part of the functions according to the embodiment of the present invention, which can be implemented by the instant message game experience server. Of course, some embodiments may include one or more additional steps configured in a different order. First, in step 502, the instant message server receives a request from a user to play a game with a member of the user's buddy list. The user can make a request by highlighting an entry in the user's buddy list and then making a selection from the menu. For example, a pointing device can highlight a member of a user's buddy list, press the right button, and then select a particular game from the menu. Next, in step 504, the server sends the game module to the instant messaging user. Of course, the game module can also be sent to the members of the buddy list who will participate in the game. The game module can include an entire application or instructions that can be executed by a computer sufficient for the instant messaging client application to present the game to the user. In one embodiment in which the user connects to the local area network, the instant messaging server sends the game module to the first user, and the first user sends the game module to subsequent users.
FIG. 6 shows an example of a user interface 600 that can be used to request a user to present a game. The user can exchange instant messages in the first area 602. While exchanging instant messages, the user can select a game to play with the participants of the instant message session from the game list area 604. The user can play the checkered game, for example, during an instant messaging session by selecting Link 606 of Checkers. The game list area 604 can be configured to list all available games and may separately indicate which game the user has the right to play. For example, this list may include all games accessible via an instant messaging server and may include an icon next to the game for which the user has the right to play.
FIG. 7 shows a user interface 700 that can be presented to the user in response to the user selecting Link 606 of Checkers (shown in FIG. 6). The user interface 700 includes an instant message area 602 and a game area 702. The data required to generate the game area 702 can be sent from the server in step 504. Region 702 can be a window launched by an instant messaging application, but not controlled by it. The user interface 700 allows users to exchange instant messages while playing a game. In one embodiment, the user may hide some of the members of the user's buddy list from the instant messages exchanged by a subset of the members of the buddy list. For example, when members of the first group are cooperating against members of the second group in the game, the first group should not show the messages exchanged between the members of the first group to the second group. Can be. You can include one or more additional instant messaging areas with different environment or user-defined restrictions. For example, the first instant messaging area can be accessible to all members participating in the game, and the second instant messaging window can be accessible only to members of the same team. In another embodiment, the user can generate a permanent coalition or buddy "team" with a visual icon that identifies the group. This group can share a common instant messaging chat window, share common stats, and participate in systematic tournaments and events as a team.
In one embodiment of the invention, the user interface screen used to exchange instant messages and play the game can also present the user with various game stats and optional options. The instant message server allows you to collect and process game stats. Instant messaging servers can provide services and statistical data in response to requests from users. For example, in step 506, the statistical data of the game is transmitted to the user. Game stats can include high scores, rankings, average scores, number of plays, handicap information, tournament hierarchy information, etc. for each individual or team. The statistical data of the game can include user profile information. Figure 8 shows an example of a user interface 800 that contains multiple statistical data about the game. Statistical data area 802 includes column 804 that identifies members of this user's buddy list who have played the displayed game. Column 806 contains the relative ranking of the members of the buddy list. Column 808 contains the highest score for each member. Column 810 can contain the current score of each member, and columns 812 and 814 can contain the number of games played and the average score, respectively. Of course, additional stats and information such as game ratings provided by the buddy can also be provided. FIG. 9 shows an alternative user interface screen 900 that can be used to display game statistics to the user. The first area 902 identifies a member of the user's buddy list who has played this game. The second area 904 identifies members of the buddy list who have not yet played the game. The user interface screen 900 can be used to introduce new games to buddy list members or to help balance opponents. For example
While playing the game, participants can decide to interrupt the game and resume play later. Returning to FIG. 5, in step 508, the instant message server can receive the game interruption request. Upon receiving this request, step 510 remembers the state of the partially completed game. The status information can include not only the current score of each participant, but also enough information to restart the game later. For example, when the chess game is interrupted, the state information can include information that identifies each location of each piece of chess, who's turn, how much time has passed, and so on. These state information can be stored locally and / or remotely in the instant messaging server on one of the terminals. Reserving the status information remotely makes it easier to restart the game on a different terminal.
In step 512, the instant message server determines whether it has received the game restart request. Upon receiving the request, in step 514, the state of the partially completed game is transmitted to the user. Step 514 can include transmitting the partially completed game state to a plurality of users who have participated in the game. Of course, step 514 may not be necessary when state information is stored locally on the terminal.
Instant messaging servers can be configured to send a variety of different types of information to users. For example, the user may choose to be notified when a certain high score is exceeded. At step 516, the instant messaging server determines if the buddy list members have exceeded the previous high score. In step 518, the instant messaging server may send a game alert to one or more members of the buddy list when the members of the buddy list exceed the previous high score. This game alert allows you to identify not only the members of the buddy list who have exceeded the high score, but also their scores. Members of the buddy list may choose not to receive such notifications or may choose to receive some of the available notifications. Step 518 can include sending an instant message or an email message.
In one embodiment of the invention, user instant message icons are assigned based on game performance. For example, a member of a buddy list who achieves a high score of 1st, 2nd and 3rd in a particular game or group of games will receive the 1st, 2nd and 3rd place trophies. You can give an icon. At step 520, the server determines if the user's performance deserves to be given an icon. This decision can be made on the basis of analyzing multiple scores, individual scores or any criteria provided by members of the buddy list. If these criteria are met, in step 522, the server can give a grade-based icon. Step 522 may also include picking up a grade-based icon from another member. For example, if you use a special icon to identify the member with the highest score, when a new high score is obtained, the high score icon will be picked up by the previous high score holder and given to the new high score holder. Be done. The user can acquire several icons and choose which one to use. Finally, in step 524, the server can update the game information. Step 524 can include reporting scores, updating rankings, listing buddies who have not yet experienced the game, and updating other information that has changed after the game is complete.
Figure 10 shows how to promote and distribute the premier version of the game to users of the instant messaging system. First, in step 1002, the instant messaging system user interface screen gives the instant messaging system user access to a free version of the game. The free version of the BEJEWELED game is shown in the game area 816 of FIG. In step 1004, the user interface screen of the instant messaging system provides promotional information describing the premier version of the game. Figure 11 shows an example 1100 of a user interface that provides users with promotional material about the Bejeweled Deluxe game. User Interface 1100 and / or any previous user interface may also include promotion of other games. The user interface 1100 can provide a premier version that allows a single user to play a game within the framework of an instant message, or can also provide a custom game that is not a premier version.
At step 1006, it is determined if the user has ordered a premier version of this game. If the user orders a premier version of this game, step 1008 will deliver the premier version of this game. Step 1008 can include transmitting the game over a computer network or delivering a computer-readable medium containing the game. The premier version of the game can be a stand-alone application or configured to work with an instant messaging user interface. In one embodiment of the invention, the game is sold as a Windows® 32 gaming application. In step 1010, link this game to the user interface of the instant messaging system. For example, you can add a link to this game to your menu.
You can order premier games using a variety of different payment methods. For example, you can pay for each game you play, or you can pay for the time to buy the game. In one embodiment, the game is purchased using a skill-based game technique. Each user pays the game fee and one or more winners may receive part or all of the total game fee. For example, two users could pay $ 1 each to play the game, the winner would receive $ 1.5, and the remaining amount could probably be recovered to manage the service. Users may also purchase, earn, or otherwise obtain benefits to allow other users who do not have the rights to the game to participate in the game. For example, a user can obtain the consent of a premier game, which allows the user to play the game with another user who has not obtained the consent.
In another embodiment of the invention, the user can earn points or virtual currency based on game play performance or other activity, such as solicitation of a buddy to play a game. Earn digital objects such as trophies, stars and icons with points or cryptocurrencies. In another embodiment of the invention, a user can use an instant messaging user interface to bid on a digital object at an online auction.
The present invention has been described with respect to examples of preferred embodiments of the present invention. One of ordinary skill in the art will recall a number of other embodiments, modifications and variations included in the appended claims and intent by examining this disclosure.
100 distributed computing system 102 Communication network 104,106,108 Computer equipment 402404 terminal 406408 User interface 410 internet 412 instant message server 416 Game database 418 Score database 418 User database
12 sheets
Sheet 1 Sheet 2 Sheet 3 Sheet 4 Sheet 5 Sheet 6 Sheet 7 Sheet 8 Sheet 9 Sheet 10 Sheet 11 Sheet 12
Every citation, both ways
| Document | Relation | Office | Cited during |
|---|---|---|---|
| US10567319B2 | Cited by | United States of America | Applicant |
| JP2014504406A | Cited by | Japan | Examiner |
| KR20150097400A | Cited by | Republic of Korea | Applicant |
| US9647967B2 | Cited by | United States of America | Applicant |
| JP2001202320A | Cites | Japan | Search report |
| JP2002035424A | Cites | Japan | Search report |
| JP2002351806A | Cites | Japan | Examiner |
| JP2003024643A | Cites | Japan | Examiner |
31 members in 16 offices
Priority claims5
| Document | Office | Kind | Date |
|---|---|---|---|
| 10435290 | United States of America | – | |
| 43529003 | United States of America | A | |
| 43529003 | United States of America | A | |
| 2003435290 | – | – | – |
| US20030435290 | – | – | – |
Members31
| Document | Office | Kind | |
|---|---|---|---|
| CA2463273A1 | Canada | A1 | |
| EP1475939A1 | European Patent Office (EPO) | A1 | |
| US2004224772A1 | United States of America | A1 | |
| KR20040095633A | Republic of Korea | A | |
| AU2004201342A1 | Australia | A1 | |
| JP2004329914A | Japan | A | |
| MXPA04003259A | Mexico | A | |
| CN1551030A | China | A | |
| BRPI0401021A | Brazil | A | |
| TW200505537A | Taiwan Province of China | A | |
| ZA200402593B | South Africa | B | |
| HK1071250A1 | Hong Kong, China | A1 | |
| RU2004110746A | Russian Federation | A | |
| RU2004110746A | Russian Federation | A | |
| SG115663A1 | Singapore | A1 | |
| EP1475939B1 | European Patent Office (EPO) | B1 | |
| EP2015539A2 | European Patent Office (EPO) | A2 | |
| AT420521T | Austria | T | |
| ATE420521T1 | Austria | T1 | |
| DE602004018870D1 | Germany | D1 | |
| US7549924B2 | United States of America | B2 | |
| JP2009148580AThis record | Japan | A | |
| RU2364938C2 | Russian Federation | C2 | |
| JP4411125B2 | Japan | B2 | |
| AU2004201342B2 | Australia | B2 | |
| EP2015539A3 | European Patent Office (EPO) | A3 | |
| TWI350195B | Taiwan Province of China | B | |
| JP4851548B2 | Japan | B2 | |
| KR101130381B1 | Republic of Korea | B1 | |
| EP2015539B1 | European Patent Office (EPO) | B1 | |
| CA2463273C | Canada | C |
28 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Cancellation because of no payment of annual feesLAPS | LAPS | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Written notification of registration of transferJAPANESE INTERMEDIATE CODE: R350R350 | R350 | |
| Request for change of ownership or part of ownershipJAPANESE INTERMEDIATE CODE: R313113S111 | S111 | |
| Written notification for declining of transfer of rightsJAPANESE INTERMEDIATE CODE: R360R360 | R360 | |
| Transfer withdrawnWithdrawnJAPANESE INTERMEDIATE CODE: R371R371 | R371 | |
| Written notification for declining of transfer of rightsJAPANESE INTERMEDIATE CODE: R360R360 | R360 | |
| Request for change of ownership or part of ownershipJAPANESE INTERMEDIATE CODE: R313113S111 | S111 | |
| Transfer withdrawnWithdrawnJAPANESE INTERMEDIATE CODE: R371R371 | R371 | |
| Request for change of ownership or part of ownershipJAPANESE INTERMEDIATE CODE: R313113S111 | S111 | |
| Receipt of annual feesJAPANESE INTERMEDIATE CODE: R250R250 | R250 | |
| Renewal fee payment (event date is renewal date of database)FPAY | FPAY | |
| Certificate of patent or registration of utility modelJAPANESE INTERMEDIATE CODE: R150R150 | R150 | |
| Certificate of patent or registration of utility modelJAPANESE INTERMEDIATE CODE: R150R150 | R150 | |
| First payment of annual fees (during grant procedure)JAPANESE INTERMEDIATE CODE: A61A61 | A61 | |
| Written decision to grant a patent or to grant a registration (utility model)JAPANESE INTERMEDIATE CODE: A01A01 | A01 | |
| Written decision to grant a patent or to grant a registration (utility model)JAPANESE INTERMEDIATE CODE: A01A01 | A01 | |
| Decision of grant or rejection writtenTRDD | TRDD | |
| Transfer to examiner for re-examination before appeal (zenchi)AppealJAPANESE INTERMEDIATE CODE: A911A911 | A911 | |
| Written amendmentJAPANESE INTERMEDIATE CODE: A821A521 | A521 | |
| Notification of appointment of power of sub attorneyJAPANESE INTERMEDIATE CODE: A7433RD13 | RD13 | |
| Written amendmentJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Decision of refusalJAPANESE INTERMEDIATE CODE: A02A02 | A02 | |
| Written amendmentJAPANESE INTERMEDIATE CODE: A523A521 | A521 | |
| Notification of reasons for refusalJAPANESE INTERMEDIATE CODE: A131A131 | A131 |
Numbers
- Publication
- 2009148580
- Publication, DOCDB
- 2009148580
- Publication, EPODOC
- JP2009148580
- Application
- 26713
- Application, DOCDB
- 2009026713
- Application, EPODOC
- JP20090026713
Titles2
- Japanese
- ユーザにユーザインタフェースを提供する方法
- English
- How to provide a user interface to the user
Classification
- CPC, 27
- H04L51/04
- A63F13/87
- G06Q50/10
- A63F2300/407
- A63F2300/50
- A63F2300/558
- A63F2300/572
- H04L67/131
- A63F13/533
- A63F2300/61
- A63F2300/308
- A63F2300/5506
- A63F2300/408
- A63F13/34
- A63F2300/5566
- A63F2300/556
- A63F13/46
- A63F13/335
- A63F13/61
- A63F13/798
- A63F13/795
- A63F13/35
- A63F2300/5513
- A63F2300/636
- A63F13/792
- A63F13/493
- G06Q50/40
- IPC, 6
- A63F13 00
- A63F13 12
- G06F1 00
- G06F13 00
- G06Q50 34
- H04L29 06