System and method for application management through threshold events
Abstract
This record has no abstract on file.
Term
Projected expiry 3 October 2028.
- Priority
- Filed
- Granted
- Today
- Projected expiry
33 claims: 16 independent, 17 dependent
- 1A system that manages distributed applications downloaded onto two or more communication devices in a wireless network via monitoring the scores that occur in the application, including:下記を具備する、アプリケーションに生じる得点の監視を介して無線ネットワークの2以上の通信装置上にダウンロードされた分散されたアプリケーションを管理するシステム: A server that communicates with a wireless communication network, said server containing one or more applications, one of which is selected by at least one communication device and for a group of related communication devices. Be broadcast;無線通信ネットワークと通信するサーバー、前記サーバーは1つ以上のアプリケーションを含み、それらのアプリケーションのうちの一つが少なくとも一つの通信装置により選択され、関連する複数の通信装置から成る一つのグループに対してブロードキャストされる;At least one communication device capable of operating to communicate with the server over the wireless communication network, the communication device, executes the selected application and generates application usage data, where it is running on the server. The applet does the following: 前記無線通信ネットワークを介して前記サーバーと通信するように動作可能な少なくとも1つの通信装置、通信装置では選択されたアプリケーションが実行され、アプリケーション使用データを発生する、 ここで、サーバー上で実行中のアプレットは下記を実行する: Obtaining application usage data from the communication device;前記通信装置からアプリケーション使用データを取得すること;Identify the communication device from which the application usage data is generated;前記アプリケーション使用データが発生される通信装置を識別すること;Determining whether a score has been generated in the communication device based on the application usage data;and recording the occurrence of the score in the communication device;前記アプリケーション使用データに基づいて前記通信装置において得点が生じたかどうかを判断すること;および、 前記通信装置に関して得点の発生を記録すること;Here, the application is a match game application, and the server broadcasts the selected application by performing the following steps: ここにおいて、前記アプリケーションは試合ゲームアプリケーションであり、前記サーバーは下記ステップを実行することにより、前記選択されたアプリケーションをブロードキャストする: Searching the list of opponent teams, but each of the opponent teams has a previous score, and the search is based on the previous score;対戦相手チームのリストを検索すること、ただし対戦相手チームの各々は以前の得点を有し、前記検索することは前記以前の得点に基づく;Sending the searched list to the communication device to allow the opponent team to be selected in the communication device;前記検索されたリストを前記通信装置に送信し、前記対戦相手チームが前記通信装置において選択されることを可能にすること;Receiving the selection result of the opponent team from the communication device;前記通信装置から前記対戦相手チームの選択結果を受信すること;Send an invitation to the user's teammates and the selected opponent team;and broadcast the selected application if all the teammates and the selected opponent team accept the invitation. thing. ユーザーのチームメートと前記選択された対戦相手チームに招待状を送信すること;および、 前記チームメート全員と前記選択された対戦相手チームが前記招待状を受諾した場合に、前記選択されたアプリケーションをブロードキャストすること。
- 5The server isscore4 is stored in the database. 前記サーバーは前記得点を前記データベースに記憶する、請求項4のシステム。
- 11A system that manages multiple distributed applications on a wireless network through monitoring the scores that occur in the application, including:下記を具備する、アプリケーションにおいて生じる得点の監視を介して無線ネットワーク上の分散された複数の前記アプリケーションを管理するシステム: Server means for sending and receiving data to and from the wireless network, provided that one of the plurality of applications is selected by at least one remote communication means and broadcast to a group of related communication devices;前記無線ネットワークにデータを送受信するサーバー手段、ただし、複数の前記アプリケーションのうちの一つが少なくとも一つの遠隔通信手段により選択され、関連する複数の通信装置から成る一つのグループに対してブロードキャストされる;A remote communication means for transmitting and receiving data over the wireless network, however, the application is executed in the remote communication means, application usage data is generated according to a user's input to the remote communication means, and in parallel with this, the server The applet running on the means performs the following steps: 前記無線ネットワークにわたってデータを送受信する遠隔通信手段、ただし、前記遠隔通信手段において、アプリケーションが実行され、前記遠隔通信手段に対するユーザーの入力に従ってアプリケーション使用データが発生され、これと同時並行して、前記サーバー手段の上で実行中のアプレットは下記ステップを実行する: The server means obtains the application usage data from the remote communication means, identifies a user from whom the application usage data is generated, and determines whether or not a score is generated in the remote communication means based on the application usage data. The application is a match game application, and the server means broadcasts the selected application by performing the following steps: 前記サーバー手段は、前記遠隔通信手段から前記アプリケーション使用データを取得すること、 前記アプリケーション使用データが発生されるユーザーを識別すること、 前記遠隔通信手段において得点が生じたかどうかを前記アプリケーション使用データに基づいて判断すること、 前記ユーザーに対する得点の発生を記録すること、 ここにおいて、前記アプリケーションは試合ゲームアプリケーションであり、前記サーバー手段は下記ステップを実行することによって前記選択されたアプリケーションをブロードキャストする: The server means is an opponentteamSearch the list of, however, said opponentsteamHas a previous score, and the search is based on the previous score;前記サーバー手段は対戦相手チームのリストを検索すること、ただし、前記対戦相手チームは以前の得点を有し、前記検索することは前記以前の得点に基づく;The searched list is transmitted to the telecommunications means, allowing selection of an opponent team in the telecommunications means;前記検索されたリストを前記遠隔通信手段に送信し、前記遠隔通信手段における対戦相手チームの選択を可能にする;Receiving the result of the opponent team's selection from the telecommunications means;前記遠隔通信手段から対戦相手チームの選択の結果を受信すること;Sending an invitation to the user's teammates and the selected opponent team;and when all of the teammates and the selected opponent team accept the invitation, the selected application. To broadcast. 前記ユーザーのチームメートと前記選択された対戦相手チームに招待状を送信すること;および、 前記チームメートの全員と前記選択された対戦相手チームが前記招待状を受諾した際に、前記選択されたアプリケーションをブロードキャストすること。
- 12A method in which a CPU on a server manages a distributed application residing on a communication device on a wireless network, wherein the communication device is capable of operating to communicate with at least one server across the wireless network and on the server. The running applet is configured to be able to manage applications of a plurality of communication devices via a wireless communication network, the server acquires application usage data from the communication device, and scores in the communication device based on the application usage data. Determining if has occurred and recording the occurrence of points for the communication device, the method comprises the following steps:無線ネットワーク上の通信装置上に常駐する分散アプリケーションをサーバー上のCPUが管理する方法、ここにおいて前記通信装置は前記無線ネットワークにわたって少なくとも1つのサーバーと通信するように動作可能であり、 前記サーバー上で実行中のアプレットは無線通信ネットワークを介して複数の通信装置のアプリケーションを管理可能に構成され、前記サーバーは前記通信装置からアプリケーション使用データを取得し、前記アプリケーション使用データに基づいて前記通信装置において得点が生じたかどうかを判断し、前記通信装置に関して得点の発生を記録し、該方法は下記ステップを備える: The CPU on the server running the applet stores a list of opponent teams and the previous score of the opponent team in the database;前記アプレットを実行中の前記サーバー上のCPUはデータベース内に対戦相手チームのリストと前記対戦相手チームの以前の得点を格納するステップ;A step in which a CPU on the server running the applet on the server receives user identification information, where the identification information identifies the user of the communication device;前記サーバーにおいて前記アプレットを実行中の前記サーバー上のCPUがユーザーの識別情報を受信するステップ、ここにおいて、前記識別情報は、前記通信装置の前記ユーザーを識別する;The step of transmitting selection information to the server indicating that the communication device selects the game game application as the application to be executed;前記通信装置は実行すべき前記アプリケーションとして試合ゲームアプリケーションを選択することを示す選択情報をサーバーに送信するステップ;A step in which a CPU on the server running the applet searches the database for a list of the opponent teams based on the previous score of the opponent teams;前記アプレットを実行中の前記サーバー上のCPUが前記データベースから前記対戦相手チームのリストを前記対戦相手チームの前記以前の得点に基づいて検索するステップ;A step in which the CPU on the server running the applet sends the search results to the communication device, causing the user to select an opponent team;前記アプレットを実行中の前記サーバー上のCPUが前記検索の結果を前記通信装置に送信し、前記ユーザーに対戦相手チームを選択させるステップ;A step in which a CPU on the server running the applet receives the result of the selection of the opponent team from the communication device;前記アプレットを実行中の前記サーバー上のCPUが前記通信装置から前記対戦相手チームの前記選択の結果を受信するステップ;A step in which the CPU on the server running the applet sends an invitation to all of the user's teammates and the selected opponent team;前記アプレットを実行中の前記サーバー上のCPUが前記ユーザーのチームメート全員と前記選択された対戦相手チームに対して招待状を送信するステップ;When all of the user's teammates and the selected opponent team accept the invitation, the CPU on the server running the applet broadcasts the selected application;前記ユーザーの前記チームメートの全員と前記選択された対戦相手チームが前記招待状を受諾した際に、前記アプレットを実行中の前記サーバー上のCPUが前記選択されたアプリケーションをブロードキャストするステップ;A step in which a CPU on the server running the applet searches the server database for user information using the identification information, where the user information is for the user.scoreAnd the CPU on the server running the applet was retrieved from the database.scoreA step of exchanging information with the communication device based on the above. 前記アプレットを実行中の前記サーバー上のCPUが前記識別情報を用いてサーバーのデータベースからユーザー情報を検索するステップ、ただし前記ユーザー情報は、前記ユーザーのための得点を含む;および、 前記アプレットを実行中の前記サーバー上のCPUが前記データベースから検索された前記得点に基づいて前記通信装置と情報のやりとりをするステップ。
- 16The step of selecting a server-resident application accessible to the user according to the user information;and said in the user information.scoreSteps to set the level of access to the application according to;前記ユーザー情報に従って、前記ユーザーに対してアクセス可能なサーバー常駐アプリケーションを選択するステップ;および 前記ユーザー情報内の前記得点に従って前記アプリケーションに対してアクセスのレベルを設定するステップ;12. The method of claim 12. をさらに具備する、請求項12の方法。
- 17A step of selecting an application for the user according to the user information;and a step of transmitting the application to the communication device;前記ユーザー情報に従って、前記ユーザーのためのアプリケーションを選択するステップ;および、 前記アプリケーションを前記通信装置に送信するステップ;12. The method of claim 12. をさらに具備する、請求項12の方法。
- 22A method of managing a plurality of distributed applications resident on a communication device on a wireless network, executed by a CPU on the server and capable of operating to communicate with at least one server across the wireless network, wherein. The applet running on the server is configured to be able to manage applications of a plurality of communication devices via a wireless communication network, and the server acquires application usage data from the communication device and based on the application usage data. Determining if a score has been generated in the communication device and recording the occurrence of the score for the communication device, the method comprises the following steps:サーバー上のCPUによって実行され、無線ネットワークにわたって少なくとも1つのサーバーと通信するように動作可能である、前記無線ネットワーク上の通信装置上に常駐する分散された複数のアプリケーションを管理する方法、ここにおいて、前記サーバー上で実行中のアプレットは無線通信ネットワークを介して複数の通信装置のアプリケーションを管理可能に構成され、前記サーバーは前記通信装置からアプリケーション使用データを取得し、前記アプリケーション使用データに基づいて前記通信装置において得点が生じたかどうかを判断し、前記通信装置に関して得点の発生を記録し、該方法は下記ステップを備える: The CPU on the server running the applet is an opponent in the databaseteamList and the opponentteamSteps to store your previous score;前記アプレットを実行中の前記サーバー上のCPUがデータベース内に対戦相手チームのリストと前記対戦相手チームの以前の得点を格納するステップ;A user identification step for the CPU on the server running the applet to identify the user of the communication device communicating with the server;前記アプレットを実行中の前記サーバー上のCPUが前記サーバーと通信する前記通信装置のユーザーを識別するためのユーザー識別ステップ;A step of sending selection information to the server indicating that the communication device selects a match game application as the application to be executed;前記通信装置が実行すべき前記アプリケーションとして試合ゲームアプリケーションを選択することを示す選択情報をサーバーに送信するステップ;A step in which a CPU on the server running the applet searches the database for a list of the opponent teams based on the previous score of the opponent teams;前記アプレットを実行中の前記サーバー上のCPUが前記データベースから前記対戦相手チームのリストを前記対戦相手チームの前記以前の得点に基づいて検索するステップ;The CPU on the server running the applet sends the search results to the user, and the opponent is sent to the user.teamSteps to select;前記アプレットを実行中の前記サーバー上のCPUが前記検索の結果を前記ユーザーに送信し、前記ユーザーに対戦相手チームを選択させるステップ;A step in which a CPU on the server running the applet receives the result of the selection of the opponent team from the communication device;前記アプレットを実行中の前記サーバー上のCPUが前記通信装置から前記対戦相手チームの前記選択の結果を受信するステップ;A step in which the CPU on the server running the applet sends an invitation to all of the user's teammates and the selected opponent team;前記アプレットを実行中の前記サーバー上のCPUが前記ユーザーのチームメート全員と前記選択された対戦相手チームに対して招待状を送信するステップ;When all of the user's teammates and the selected opponent team accept the invitation, the CPU on the server running the applet broadcasts the selected application;前記ユーザーの前記チームメートの全員と前記選択された対戦相手チームが前記招待状を受諾した際に、前記アプレットを実行中の前記サーバー上のCPUが前記選択されたアプリケーションをブロードキャストするステップ;From the database where the CPU on the server running the applet communicates with the serverscoreA data search step for retrieving user information including;and an application management step in which a CPU on the server running the applet manages an application of the device from the server, the application management step is searched from the database. The abovescorebased on. 前記アプレットを実行中の前記サーバー上のCPUが前記サーバーと通信する前記データベースから得点を含むユーザー情報を検索するためのデータ検索ステップ;および 前記アプレットを実行中の前記サーバー上のCPUが前記サーバーから前記装置のアプリケーションを管理するアプリケーション管理ステップ、前記アプリケーション管理ステップは前記データベースから検索された前記得点に基づく。
- 23When run by a CPU on a server, the CPU can communicate with two or more wireless communication devices on the wireless network and manage multiple distributed applications residing on the communication device on the wireless network. A computer program resident in a computer-readable medium that executes the following steps, where the applet running on the server is configured to manage applications of multiple communication devices via a wireless communication network, and the server Acquires application usage data from the communication device, determines whether or not a score has been generated in the communication device based on the application usage data, and records the occurrence of the score for the communication device:サーバー上のCPUにより実行されると、無線ネットワーク上の2以上の無線通信装置と通信し、前記無線ネットワーク上の通信装置上に常駐する分散された複数のアプリケーションを管理するために、該CPUに下記ステップを実行させる、コンピュータ読み出し可能な媒体内に常駐するコンピュータープログラム、ここにおいて前記サーバー上で実行中のアプレットは無線通信ネットワークを介して複数の通信装置のアプリケーションを管理可能に構成され、前記サーバーは前記通信装置からアプリケーション使用データを取得し、前記アプリケーション使用データに基づいて前記通信装置において得点が生じたかどうかを判断し、前記通信装置に関して得点の発生を記録する: The CPU on the server running the applet is an opponent in the databaseteamList and the opponentteamStores previous scores of;前記アプレットを実行中の前記サーバー上のCPUがデータベース内に対戦相手チームのリストと前記対戦相手チームの以前の得点を格納する;The CPU on the server running the applet receives identification information from the communication device, which identifies the user of the device;前記アプレットを実行中の前記サーバ上のCPUは通信装置からの識別情報を受信する、前記識別情報は、前記装置のユーザーを識別する;Selection information indicating that the communication device selects the game game application as the application to be executed is transmitted to the server;前記通信装置が実行すべき前記アプリケーションとして試合ゲームアプリケーションを選択することを示す選択情報を前記サーバーに送信する;The CPU on the server running the applet is from the database to the opponent.teamList of the opponentsteamSearch based on the previous score of;前記アプレットを実行中の前記サーバー上のCPUは前記データベースから前記対戦相手チームのリストを前記対戦相手チームの前記以前の得点に基づいて検索する;The CPU on the server running the applet sends the search results to the user and the opponent to the user.teamLet me choose;前記アプレットを実行中の前記サーバー上のCPUは前記検索の結果を前記ユーザーに送信し、前記ユーザーに対戦相手チームを選択させる;The CPU on the server running the applet receives the result of the selection of the opponent team from the communication device;前記アプレットを実行中の前記サーバー上のCPUが前記通信装置から前記対戦相手チームの前記選択の結果を受信すること;The CPU on the server running the applet sends an invitation to all of the user's teammates and the selected opponent team;前記アプレットを実行中の前記サーバー上のCPUが前記ユーザーのチームメート全員と前記選択された対戦相手チームに対して招待状を送信すること;When all of the user's teammates and the selected opponent team accept the invitation, the CPU on the server running the applet broadcasts the selected application;前記ユーザーの前記チームメートの全員と前記選択された対戦相手チームが前記招待状を受諾した際に、前記アプレットを実行中の前記サーバー上のCPUが前記選択されたアプリケーションをブロードキャストすること;The CPU on the server running the applet searches the database of the server for user information using the identification information, where the user information is for the user.scoreIncludes;and said that was retrieved from said databasescoreThe CPU on the server running the applet manages the application of the device based on. 前記アプレットを実行中の前記サーバー上のCPUは、前記サーバーの前記データベースから前記識別情報を用いてユーザー情報を検索する、ここにおいて、前記ユーザー情報は、前記ユーザーのための得点を含む;および、 前記データベースから検索された前記得点に基づいて前記アプレットを実行中の前記サーバー上のCPUは前記装置のアプリケーションを管理する。
- 24Receive application usage data from the communication device;and update the user information with the received application usage data;前記通信装置からアプリケーション使用データを受信し;および 前記受信したアプリケーション使用データで前記ユーザー情報を更新する;23. The program of claim 23, which further directs the computer to do this. ことを前記コンピュータに実行させることをさらに指示する、請求項23のプログラム。
- 27Select a resident application accessible to the user according to the user information;and in the user informationscoreSet the level of access to the application according to;前記ユーザー情報に従って、前記ユーザーに対してアクセス可能な常駐アプリケーションを選択する;および、 前記ユーザー情報内の得点に従って、前記アプリケーションに対するアクセスのレベルを設定する;23. The program of claim 23, which further directs the computer to do this. ことを前記コンピュータに実行させるようにさらに指示する、請求項23のプログラム。
- 28Select an application for the user according to the user information;and send the application to the communication device;前記ユーザー情報に従って前記ユーザーのためのアプリケーションを選択する;および、 前記アプリケーションを前記通信装置に送信する;23. The program of claim 23, which further directs the computer to do this. ことを前記コンピュータに実行させるようにさらに指示する、請求項23のプログラム。
- 29A system that manages distributed applications downloaded onto two or more communication devices in a wireless network via monitoring the scores that occur in the application, including:下記を具備する、アプリケーションに生じる得点の監視を介して無線ネットワークの2以上の通信装置上にダウンロードされた分散されたアプリケーションを管理するシステム: A server that communicates with a wireless communication network, said server contains at least one application;無線通信ネットワークと通信するサーバー、前記サーバーは少なくとも1つのアプリケーションを含む;At least one communication device capable of operating to communicate with the server over the wireless communication network, the communication device, executes the selected application and generates application usage data;前記無線通信ネットワークを介して前記サーバーと通信するように動作可能な少なくとも1つの通信装置、通信装置では選択されたアプリケーションが実行され、アプリケーション使用データを発生する;The server acquires application usage data from the communication device, identifies the communication device from which the application usage data is generated, determines whether or not a score has been generated in the communication device based on the application usage data, and performs the communication. The generation of points for the device is recorded, and here, in the monitoring of the points, the points generated in one of the plurality of communication devices are broadcast to all the other communication devices. All communication devices monitor the same score. 前記サーバーは前記通信装置からアプリケーション使用データを取得し、前記アプリケーション使用データが発生される通信装置を識別し、前記アプリケーション使用データに基づいて前記通信装置において得点が生じたかどうかを判断し、前記通信装置に関して得点の発生を記録する、 さらにここにおいて、前記得点の監視においては、複数の前記通信装置の中の一つにおいて発生した得点を他の全ての前記通信装置に対してブロードキャストすることにより、全ての通信装置が同一の得点を監視する。
- 30A system that manages distributed applications on a wireless network through monitoring the scores that occur in the application, including:下記を具備する、アプリケーションにおいて生じる得点の監視を介して無線ネットワーク上の分散アプリケーションを管理するシステム: Server means for sending and receiving data to and from the wireless network;前記無線ネットワークにデータを送受信するサーバー手段;A remote communication means for transmitting and receiving data over the wireless network, in which the application is executed and application usage data is generated according to a user's input to the remote communication means;and the server means is said to be said. The application usage data is acquired from the remote communication means, the user from whom the application usage data is generated is identified, and whether or not a score is generated in the remote communication means is determined based on the application usage data, and the score for the user is determined. In addition, in monitoring the score, the score generated in one of the plurality of remote communication means is broadcast to all the other remote communication means. The remote communication means of the above monitors the same score. 前記無線ネットワークにわたってデータを送受信する遠隔通信手段、なお、前記遠隔通信手段では、アプリケーションが実行され、前記遠隔通信手段に対するユーザーの入力に従ってアプリケーション使用データが生成される;および、 前記サーバー手段は、前記遠隔通信手段から前記アプリケーション使用データを取得し、前記アプリケーション使用データが発生されるユーザーを識別し、前記遠隔通信手段において得点が生じたかどうかを前記アプリケーション使用データに基づいて判断し、前記ユーザーに対する得点の発生を記録する、 さらにここにおいて、前記得点の監視においては、複数の前記遠隔通信手段の中の一つにおいて発生した得点を他の全ての前記遠隔通信手段に対してブロードキャストすることにより、全ての前記遠隔通信手段が同一の得点を監視する。
- 31A method in which a CPU on a server manages a distributed application residing on a communication device on a wireless network, wherein the communication device can operate to communicate with at least one server over the wireless network, and the server is wireless. It is configured to be able to manage applications of a plurality of communication devices via a communication network, and the server acquires application usage data from the communication device and determines whether or not a score has been generated in the communication device based on the application usage data. And record the occurrence of points for the communication device, the method comprises the following steps:無線ネットワーク上の通信装置上に常駐する分散アプリケーションをサーバー上のCPUが管理する方法、ここにおいて前記通信装置は前記無線ネットワークにわたって少なくとも1つのサーバーと通信するように動作可能であり、前記サーバーは無線通信ネットワークを介して複数の通信装置のアプリケーションを管理可能に構成され、前記サーバーは前記通信装置からアプリケーション使用データを取得し、前記アプリケーション使用データに基づいて前記通信装置において得点が生じたかどうかを判断し、前記通信装置に関して得点の発生を記録し、該方法は下記ステップを備える: In the server, the CPU on the server receives the user's identification information, which is the step of identifying the user of the communication device;前記サーバーにおいてサーバー上のCPUがユーザーの識別情報を受信する、前記識別情報は、前記通信装置の前記ユーザーを識別するステップ;The step in which the CPU on the server searches the server database for user information using the identification information, the user information is the user.Scored beforeAnd the CPU on the server was retrieved from the database saidScores previously earned by the userThe step of exchanging information with the communication device based on the above, and here, during the period in which the CPU on the server exchanges information with the communication device, it occurred in one of the plurality of communication devices. By broadcasting the score to all other communication devices, all communication devices monitor the same score. サーバー上のCPUが前記識別情報を用いてサーバーのデータベースからユーザー情報を検索するステップ、前記ユーザー情報は、前記ユーザーが以前に獲得した得点を含む;および サーバー上のCPUが前記データベースから検索された前記ユーザーが以前に獲得した得点に基づいて前記通信装置と情報のやりとりをするステップ、 さらにここにおいて、サーバー上のCPUが前記通信装置と情報のやりとりをする期間内においては、複数の前記通信装置の中の一つにおいて発生した得点を他の全ての通信装置に対してブロードキャストすることにより、全ての通信装置が同一の得点を監視する。
- 32A method of managing a distributed application that resides on a communication device on the wireless network, which is run by a CPU on the server and is capable of operating to communicate with at least one server across the wireless network, where the server is wireless. It is configured to be able to manage applications of a plurality of communication devices via a communication network, and the server acquires application usage data from the communication device and determines whether or not a score has been generated in the communication device based on the application usage data. And record the occurrence of points for the communication device, the method comprises the following steps:サーバー上のCPUによって実行され、無線ネットワークにわたって少なくとも1つのサーバーと通信するように動作可能である、前記無線ネットワーク上の通信装置上に常駐する分散アプリケーションを管理する方法、ここにおいて、前記サーバーは無線通信ネットワークを介して複数の通信装置のアプリケーションを管理可能に構成され、前記サーバーは前記通信装置からアプリケーション使用データを取得し、前記アプリケーション使用データに基づいて前記通信装置において得点が生じたかどうかを判断し、前記通信装置に関して得点の発生を記録し、該方法は下記ステップを備える: A user identification step for the CPU on the server to identify the user of the communication device communicating with the server;前記サーバー上のCPUが前記サーバーと通信する前記通信装置のユーザーを識別するためのユーザー識別ステップ;The CPU on the server is from the database on the serverScores previously earned by the userA data search step for retrieving user information including the above;an application management step in which a CPU on the server manages an application of the communication device from the server, and the application management step is the said search from the database.Scores previously earned by the userBased on, further here, in the application management step, all the communication devices are the same by broadcasting the score generated in one of the plurality of the communication devices to all the other communication devices. Monitor your score. 前記サーバー上のCPUが前記サーバーのデータベースから前記ユーザーが以前に獲得した得点を含むユーザー情報を検索するためのデータ検索ステップ;および、 前記サーバー上のCPUが前記サーバーから前記通信装置のアプリケーションを管理するアプリケーション管理ステップ、前記アプリケーション管理ステップは前記データベースから検索された前記ユーザーが以前に獲得した得点に基づく、 さらにここにおいて、前記アプリケーション管理ステップにおいては、複数の前記通信装置の中の一つにおいて発生した得点を他の全ての前記通信装置に対してブロードキャストすることにより、全ての通信装置が同一の得点を監視する。
- 33When executed by a CPU on a server, it performs the following steps on the CPU to communicate with two or more wireless communication devices on the wireless network and manage distributed applications residing on the communication devices on the wireless network. A computer program resident in a computer-readable medium, wherein the server is configured to manage applications of a plurality of communication devices via a wireless communication network, and the server acquires application usage data from the communication device. Then, based on the application usage data, it is determined whether or not a score is generated in the communication device, and the occurrence of the score is recorded for the communication device:サーバー上のCPUにより実行されると、無線ネットワーク上の2以上の無線通信装置と通信し、前記無線ネットワーク上の通信装置上に常駐する分散アプリケーションを管理するために、該CPUに下記ステップを実行させる、コンピュータ読み出し可能な媒体内に常駐するコンピュータープログラム、ここにおいて前記サーバーは無線通信ネットワークを介して複数の通信装置のアプリケーションを管理可能に構成され、前記サーバーは前記通信装置からアプリケーション使用データを取得し、前記アプリケーション使用データに基づいて前記通信装置において得点が生じたかどうかを判断し、前記通信装置に関して得点の発生を記録する: The CPU on the server receives the identification information from the communication device, which identifies the user of the device;サーバ上のCPUは通信装置からの識別情報を受信する、前記識別情報は、前記装置のユーザーを識別する;The CPU on the server searches the server database for user information using the identification information, and the user information is the user.Scored beforeIncludes;and said that was retrieved from said databaseScores previously earned by the userBased on the above, the CPU on the server manages the application of the device, and here, in the monitoring of the score, the score generated in one of the plurality of communication devices is transmitted to all the other communication devices. By broadcasting to, all communication devices monitor the same score. サーバー上のCPUは、サーバーのデータベースから前記識別情報を用いてユーザー情報を検索する、前記ユーザー情報は、前記ユーザーが以前に獲得した得点を含む;および、 前記データベースから検索された前記ユーザーが以前に獲得した得点に基づいてサーバー上のCPUは前記装置のアプリケーションを管理する、 さらにここにおいて、前記得点の監視においては、複数の前記通信装置の中の一つにおいて発生した得点を他の全ての前記通信装置に対してブロードキャストすることにより、全ての通信装置が同一の得点を監視する。
Independent claims16
17 paragraphs, as filed
The present invention generally relates to computer networks and wireless communications. In particular, the present invention relates to managing a remote application in a wireless communication network that causes a threshold event during application execution.
Mobile communication devices such as mobile phones and personal digital assistants have computer platforms that can provide more services than simple voice or data communication services. Existing mobile phones can receive "short messages" such as paging messages or emails. The mobile phone can also act as a web browser, allowing users to access the Internet and view a variety of information. Current mobile device processors generally manage any resident application, which simply runs the application and does not interact with servers or other computer devices on the wireless network.
Simplex communication is common in existing wireless networks. One example is a short message downloaded from a server to a mobile device, such as a page or email. These unidirectional communications generally use a limited amount of expensive bandwidth in cellular networks. Therefore, two-way communication is provided for voice calls between members on the network.
It is also known to have multiple user environments and substantially real-time interactions between personal computer devices on a wired LAN or the Internet. Such interactions generally occur via servers on the Internet or LAN, or selectively. And, like application management, market data collection, and the dissemination of software patches and updates, the server can store a record of multiple user interactions that the host desires for some purpose. However, the interaction and management of such applications has been unnecessary and impractical in wireless devices due to bandwidth constraints and the lack of a multi-user interaction environment.
Therefore, in wireless networks, it would be advantageous to provide systems and methods that enable remote application management on remote and mobile computer devices. Therefore, it is to provide such systems and methods to which the present invention is primarily directed.
Outline of the invention
The present invention is a system, method, and program that provides an interactive game or application among multiple users located at different geographic locations. In this case, the system manages the application according to the threshold events that occur in the application. Such threshold events can occur for individual users in a shared application or for a group of users.
The system includes a server connected to a wireless communication network and optionally a database accessible by the server. The server communicates with a plurality of wireless communication devices such as mobile phones or other mobile terminals via a wireless communication network. One or more users can start an application by connecting to the server and selecting the application. The server identifies the user through the identity associated with the mobile device and searches for the appropriate level or access or application for one or more users. The server can also send invitations to other users identified as teammates to that user, or, if desired, acquire other users for a multi-user environment. .. If the application contains opponents, the server can send a list of opponents and let the user select an opponent. After the user selects an opponent, the server can send an invitation to the opponent and set up the application between the two members.
In one embodiment, the server selects an application available to the user based on the user's previous application data, such as the score earned or the duration of use of the application. Therefore, the server compares the application data to determine if the threshold event was delivered by the user or a group of users, and if the threshold event is delivered, the server can change the application that exists for the user. You can provide users with different levels of access, or you can record the events delivered. The server or other database tracks and stores application event data for that user or group, especially for remotely used applications, thus eliminating the possibility of threshold data being tampered with by the user. ..
In another embodiment, the server executes the selected application using the display information transmitted to the screen on each mobile communication device, and each user inputs data from his / her mobile communication device. It is transmitted from the mobile device to the server via the wireless communication network. The server receives the input and incorporates it into the application. The output from the application is broadcast by the server to each mobile device for display. The server tracks events for multi-user interactions.
In an alternative embodiment, the selected application can be downloaded to and executed on each mobile device. In this embodiment, the user takes the input, the mobile device locally performs an input and an application de- transmits the over data to the server on the network. As such, the server-side user can determine the threshold events that occur on a single mobile device.
Therefore, systems, methods, and programs offer advantages in managing applications on remote mobile devices and in controlling access to server-side applications, through server-side decisions on threshold events. To benefit users. The invention can be used by a single user or application on a device with a common user team and is therefore extensible to multi-user applications. And since the application data for the mobile device is held at least on the server side, the data is safe against user tampering.
Other objectives, advantages, and features of the invention will become apparent after a brief description of the drawings described below, a detailed description of the invention, and a scrutiny of the claims.
In this description, the terms "game" and "application" are used interchangeably. "Score" and "threshold event" are used interchangeably. Similar symbols throughout some drawings refer to similar elements. As technology for third-generation (3G) wireless communications matures, more service providers are beginning to update the data transfer rates and communications capabilities of wireless networks. Using 3G technology, transmission speeds can be increased to 2.4 million bits per second (mbps) in fixed environments or 500 kilobits per second (kbps) in mobile environments. This increase in transmission speed provides more bandwidth for mobile communications, as well as other mobile communications that can communicate data to and from other mobile and fixed computer devices over wireless networks. To do. Mobile communication devices such as mobile phones and personal digital assistance have computer platforms that can provide more services than simple voice or data communication services. A 3G mobile phone can act as a web browser, allowing you to access the Internet to view various information, or connect to a server and download software applications. With the higher data transfer rates possible in 3G mobile phone networks, very fast unidirectional or bidirectional communication is possible that allows interactive computer sessions with multiple users. Such an interactive session can include a game or other computer application that requires the mobile device to engage in data download and upload while the application is running. Increased bandwidth in this wireless network allows interactive applications with graphic displays to play games between multiple users in addition to providing regular telecommunications services between users. To. The wireless communication network 100 shown in FIG. 1 includes a plurality of communication towers 102. Each communication tower 102 is connected to a serving user having a base station 104 and a communication device 106. Communication device 106 can be a mobile phone, pager, PDAs, laptop computer, or portable, fixed, or portable communication device that uses wireless and cellular telecommunications networks. The commands and data input by each user are transmitted to the communication tower 102 as digital data. Communication between the user using the communication device 106 and the communication tower 103 is code division multiple access, time division multiple access, frequency division multiple access, global system for mobile communication (GSM), or wireless communication network or data communication. The network can be based on different technologies such as other protocols that may be used. Data from each user is transmitted from the communication tower 102 to the base station (BS) 104 and to the mobile communication switchboard (MSC) 108, which may be connected to the public switched telephone network (PSTN) 110. .. The MSC108 sends data to a server 112 that may connect directly to the MSC108 or PSTN110. Server 112 runs an application that may be a special computer program that parses the data and provides a response that follows it. This response can be a graphical display, command, or data. This response is broadcast to one or more users over the wireless communication network 100. The application executed by the server 112 may have the architecture 200 shown in the block diagram of FIG. 2, and the application runs on the server, block 202. The application may access block 204, a database in which application data is stored. The application communicates with an applet running on the mobile communication device 206 via download link 208 or upload link 210. The applet receives a command or data from the application and modifies the display 212 on the communication device. The applet also receives input from the user via input device 214 and uploads the input to the application on the server. An applet can be a simple software application that runs independently on a communication device.
An alternative embodiment of Architecture 300 is shown in the block diagram of FIG. In this embodiment, a copy of the application is downloaded to each communication device, block 302, and a simpler applet runs on the server, block 304. In this embodiment, the applet on the server performs the simple task of receiving inputs from each communication device and broadcasting those inputs to all communication devices 106 running the same application. The input is received by each communication device and executed by an application on the communication device 106. In most cases, each application modifies the graphical display on the communication device 106. The applet on the server, block 304, is also responsible for tracking score or threshold events and accessing application data on the database, block 204. When a user in communication device 1 scores against another user in communication device 2, a score or event is transmitted from communication device 1 to the server. The applet on the server receives the score or event and broadcasts it to communication device 2. At the end of the application, the applet stores the score or event information in the server-side database 204. By storing the score information in the database 204, the system prevents potential user tampering with the score. Threshold data such as scores, or duration of application use or criteria for application use can be stored in the database. It provides users (s) of applications with special services such as advanced application availability, competitive entry, application updates, or other benefits that are provided to the user (s) when a threshold event occurs. Can also be supplied to). FIG. 4 illustrates an exemplary flowchart for a communication device process 400 for playing a game, including changes in game application availability that occur in a threshold event. The user activates the communication device 106 and starts the communication device process 400 by accessing the server 112. The user may connect to the server 112 by dialing the predefined access number assigned by the server 112. Further, the connection between the communication device 106 and the server 112 may be via a predetermined data communication channel or may follow a predetermined communication protocol. After the communication device 106 is connected to the server 112, the communication device 106 transmits the identification information to the server 112, block 402. Identification is, for example, the user's initials or personal identification number (PIN), or mobile identification number (MIN) assigned to the mobile device, or electronic serial number (ESN) or device identification number (EID) of the mobile device, Or it may be user identification information such as a combination thereof. After transmitting the identification information, the communication device 106 receives a user-tailored menu (block 404) and displays it on the display screen on the communication device 106. The menu received by the communication device can be changed according to the user. The menu may be a list of applications available to the user and may include a list of levels. User access to more advanced levels depends on the user's past behavior at lower levels, and user scores at lower levels are preferably stored in database 204. For applications that do not include prizes or competition, the user's score may be stored locally in the communication device 106. The user can select an application from the menu (block 406), and if there are multiple levels for the selected application, the user can also select the application level. However, for multi-level applications, the server 112 may automatically determine the application level. Server 112 finds the user's score associated with such an application and determines the application level by comparing the score with the score table. The result of the comparison determines the level the user must play. Thus, if the user acquires a threshold event for the duration of play, the advanced gaming application can be supplied to the user's communication device 106. After the user selects an application, the selection information is sent to server 112 (block 408), which sends the application to communication device 106 for execution. The communication device 106 receives the application (block 410) and executes the application (block 412). Execution of the application in the communication device is further described in FIG. The server can also launch applets related to the application as described above. FIG. 5 is an exemplary flowchart of the server process 500 for managing a game application running on the communication device 106. The server 112 receives the identification information from the communication device 106 and checks it against the user table or the subscriber table. If the user is a subscriber or otherwise an authorized user, the server sends a menu to the communicator (block 504). If the user is a visitor, the server must retrieve the user's information from the user's home server before making the user accessible to the system. After the user makes a selection, the server receives the selection (block 506) and retrieves the user's score from the database (block 508). Scores are associated with each application and stored in a database. The server compares the user's score to the score table to determine if the user is eligible to play the application or at a certain level (block 510). The server then selects an application based on the score (block 512) and sends the application to communication device 106 (block 514). If the application selected is a team application, i.e. includes two or more users and a communicator 106, the server can query the user for information about other teammates and invite the teammates (block 518). ). This invitation can arise from finding a message indicating that a member wants to play a team game when prepared and sending it to another communication device 106. The teammate information may also be stored in the database, and the server can retrieve the teammate information from the database before inviting the teammates. If the selected application contains a match application, i.e. an opponent, the server may search the database for an opponent list and send the opponent list to the communications device (block 522). The opponent list can be predefined by all users who have previously played this application, or it can be predefined by the user. After the user selects an opponent, which may be an individual or a team of several people, the server receives the opponent selection and invites the opponent (block 526). When teammates and / or opponents accept the invitation, the server broadcasts the application to each (block 528) and the server runs the application or its applet (block 530). At the end of the application, the server stores the score and application information in the database (block 532). FIG. 6 is a detail of block 412 of FIG. While the communication device 106 is running the application, the communication device 106 checks for input from the user (block 602). If there is input from the user, communication device 106 executes it (block 604) and sends the input to the server (block 606). However, if the communication device 106 is only executing the applet of the application, the communication device 106 only sends the input to the server and does not have to execute it locally. The input from each user can be sent to the server as part of a data packet containing the user's identity. Communication device 106 also checks for commands from the server (block 608). When the command is received from the server, communication device 106 executes the command (block 610). Execution of the command may include updating the screen display, generating sound effects, or other effects equipped with communication device 106. The communication device 106 repeatedly executes the steps shown in FIG. 6 until the input from the user for terminating the application is received or the termination command is received from the server. FIG. 7 is a detail of block 530 of FIG. While the server is running the application, the server checks input from the user, block 532. When the input is received from the user, the server executes the input (block 534) and broadcasts the resulting command to all communication devices 106 connected to the same application (block 536). These commands are used by the communication device 106 to synchronize with the server. If the server is running an applet for an application, the server uses the input to update its state and broadcast the input to all communication devices 106. In this case, the input is performed individually on each communication device. After the server broadcasts the command to the communication device, the server 112 stores the score in its internal register, block 538. When the application is finished, the score is stored in the database. Server 112 iteratively performs the steps shown in FIG. 7 until the application termination event is received. The application termination event may be user input or other criteria that may be technically known. In addition to coordinating behavior between communication devices 106 and tracking scores or other thresholds, server 112 may also be responsible for billing. Users may be billed for access time or on a per-application basis. FIG. 8 illustrates the user application data 800 that can be stored in the database 204. Information about User Joe includes applications he subscribes to, 802, scores per application he subscribes to, teams he subscribes to per application, 806, and opponents per application he subscribes to, 808. You may. If the application is not a match application, the opponent field remains blank for that application. If the application is not a team application, the team field remains blank for that application. Therefore, the system can run multiple user match applications. In this case, the multiple teams compete with each other. For example, the user may choose to choose a basketball game for other teams. When a user connects to server 112, their identity, such as the ESN of their mobile device, is sent to server 112. Server 112 enables its identity to the database and ensures that the user has permission to access the service. As part of the activation, the server may also require the user to enter a PIN. After ensuring that the user has permission to access the service, server 112 provides a menu of games for the user to select. The user selects a basketball game and the selection information is sent to the server. Server 112 checks if the user belongs to a predetermined team, and if the user belongs to a team, server 112 sends an invitation to the user's teammates. Server 112 also checks for previous scores earned by the user's team and selects a list of opponents. A list of opponents is sent to the user, who can select one opponent team. After the opponent team is selected, server 112 sends an invitation to the members of the opponent team.
With all teammates and opponents in place, Server 112 then broadcasts the game to all participants. Each communication device 106 receives a copy of the game and executes it locally. The screen display is locally controlled from the output of the game relayed by the server 112. During the game, input from each user is executed locally and uploaded to the server. After receiving input from the user to one person, the server broadcasts those input to all players in the same game. When the communication device 106 receives the input, each device executes the input and updates the screen accordingly. For example, when user 1 inputs a jump shot, that user's communication device 106 jumps. Execute shoot) and upload the jump shot with all the support information to the server 112. The support information may include the position of the user, the angle of the jump shot, the force of the jump shot, and the like. The jump shot is received by the server 112 along with all support information and is broadcast by the server to all communication devices 106. Each device performs a jump shot, and if the jump shot is good, all communication devices show the jump shot as a score for the user's team. The server 112 tracks the score by receiving information from the communication device 106 during the game. At the end of the game, Server 112 stores the score in a database that will be available the next time the user selects a basketball game. Although the present invention has been specifically shown and described using some embodiments, various modifications in form and detail may be made without departing from the spirit and scope of the invention as described in the following claims. Good things will be understood by those skilled in the art. Further, although the elements of the invention may be described or claimed in the singular, they are intended to be plural unless the limitation to the singular is explicitly stated.
<figref num="1">Figure 1 shows the architecture of a wireless communication network.</figref><figref num="2">FIG. 2 is a block diagram of an embodiment of an application managed via a threshold event.</figref><figref num="3">FIG. 3 is a block diagram of another embodiment of the application managed via threshold events.</figref><figref num="4">FIG. 4 is a flowchart for an embodiment of a process executed on a mobile device to receive and execute a game application.</figref><figref num="5">FIG. 5 is a flowchart for another embodiment of the process running on a server in a wireless network to manage a gaming application running on the device of FIG.</figref><figref num="6">FIG. 6 is a flow chart for a process to be executed on a mobile device when executing a command while executing an application such as a game.</figref><figref num="7">FIG. 7 is a flowchart for the server to receive and execute the command transmitted from the mobile device of FIG.</figref><figref num="8">FIG. 8 shows an example of application data stored in the server-side database.</figref>
Every citation, both ways
| Document | Relation | Office |
|---|---|---|
| JP10240493A | Cites | Japan |
| JP11122202A | Cites | Japan |
| JP11203127A | Cites | Japan |
| JP2000350801A | Cites | Japan |
| JP2000508940A | Cites | Japan |
| JP2001053901A | Cites | Japan |
| JP2001204971A | Cites | Japan |
| JP2001298408A | Cites | Japan |
| JP2001321570A | Cites | Japan |
| JP2001327749A | Cites | Japan |
| JP2002011251A | Cites | Japan |
| JP2002066139A | Cites | Japan |
| JP2002143558A | Cites | Japan |
| WO01026397A1 | Cites | World Intellectual Property Organization (WIPO) |
| WO01027771A1 | Cites | World Intellectual Property Organization (WIPO) |
| WO02015995A1 | Cites | World Intellectual Property Organization (WIPO) |
| WO02035769A1 | Cites | World Intellectual Property Organization (WIPO) |
28 members in 14 offices
Priority claims5
| Document | Office | Kind | Date |
|---|---|---|---|
| 10187067 | United States of America | – | |
| 18706702 | United States of America | A | |
| 18706702 | United States of America | A | |
| 2002187067 | – | – | – |
| US20020187067 | – | – | – |
Members28
| Document | Office | Kind | |
|---|---|---|---|
| US2004002326A1 | United States of America | A1 | |
| CA2490822A1 | Canada | A1 | |
| WO2004004293A1 | World Intellectual Property Organization (WIPO) | A1 | |
| AU2003261097A1 | Australia | A1 | |
| TW200404444A | Taiwan Province of China | A | |
| KR20050022010A | Republic of Korea | A | |
| AR039764A1 | Argentina | A1 | |
| MXPA04012329A | Mexico | A | |
| BR0312202A | Brazil | A | |
| EP1527596A1 | European Patent Office (EPO) | A1 | |
| RU2005102010A | Russian Federation | A | |
| CN1666492A | China | A | |
| JP2005531370A | Japan | A | |
| EP1527596A4 | European Patent Office (EPO) | A4 | |
| RU2336109C2 | Russian Federation | C2 | |
| JP2008289893A | Japan | A | |
| US7502610B2 | United States of America | B2 | |
| JP2009106733A | Japan | A | |
| KR100976288B1 | Republic of Korea | B1 | |
| JP2011010335A | Japan | A | |
| JP4773481B2 | Japan | B2 | |
| JP4908477B2This record | Japan | B2 | |
| EP1527596B1 | European Patent Office (EPO) | B1 | |
| ES2392425T3 | Spain | T3 | |
| CN102984398A | China | A | |
| JP2013118657A | Japan | A | |
| JP2015180085A | Japan | A | |
| JP6312628B2 | Japan | B2 |
33 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Cancellation because of completion of termEXPY | EXPY | |
| Receipt of annual feesR250 | R250 | |
| Receipt of annual feesR250 | R250 | |
| Receipt of annual feesR250 | R250 | |
| Receipt of annual feesR250 | R250 | |
| Receipt of annual feesR250 | R250 | |
| Receipt of annual feesR250 | R250 | |
| Receipt of annual feesR250 | R250 | |
| Receipt of annual feesR250 | R250 | |
| Receipt of annual feesR250 | R250 | |
| Receipt of annual feesR250 | R250 | |
| Receipt of annual feesR250 | R250 | |
| Receipt of annual feesR250 | R250 | |
| Renewal fee payment (event date is renewal date of database)FPAY | FPAY | |
| Certificate of patent or registration of utility modelR150 | R150 | |
| Certificate of patent or registration of utility modelR150 | R150 | |
| First payment of annual fees (during grant procedure)A61 | A61 | |
| Written decision to grant a patent or to grant a registration (utility model)A01 | A01 | |
| Written decision to grant a patent or to grant a registration (utility model)A01 | A01 | |
| Decision of grant or rejection writtenTRDD | TRDD | |
| Request for written amendment filedA521 | A521 | |
| Written permission of extension of timeA602 | A602 | |
| Written request for extension of timeA601 | A601 | |
| Written permission of extension of timeA602 | A602 | |
| Written request for extension of timeA601 | A601 | |
| Notification of reasons for refusalA131 | A131 | |
| Transfer to examiner for re-examination before appeal (zenchi)AppealA911 | A911 | |
| Request for written amendment filedA521 | A521 | |
| Decision of refusalA02 | A02 | |
| Request for written amendment filedA521 | A521 | |
| Written permission of extension of timeA602 | A602 | |
| Written request for extension of timeA601 | A601 | |
| Notification of reasons for refusalA131 | A131 |
Numbers
- Publication
- 4908477
- Publication, DOCDB
- 4908477
- Publication, EPODOC
- JP4908477B
- Application
- 257908
- Application, DOCDB
- 2008257908
- Application, EPODOC
- JP20080257908
Titles2
- Japanese
- 閾値イベントを介したアプリケーション管理のためのシステム及び方法
- English
- Systems and methods for application management via threshold events
Classification
- CPC, 9
- H04M3/493
- H04M3/42178
- H04M2201/18
- H04M2201/38
- H04M2203/052
- H04M2203/1016
- H04M2203/1066
- H04M2207/18
- H04L67/535
- IPC, 11
- A63F13 12
- H04M3 42
- H04W88 02
- H04W4 06
- H04M3 493
- A63F13 33
- A63F13 30
- A63F13 77
- A63F13 795
- H04M1 00
- H04M11 00