User avatar available across computing applications and devices
Claim Score by NHIP
Abstract
An avatar along with its accessories, emotes, and animations may be system provided and omnipresent. In this manner, the avatar and its accessories, emotes, and animations may be available across multiple environments provided or exposed by multiple avatar computing applications, such as computer games, chats, forums, communities, or instant messaging services. An avatar system may change the avatar and its accessories, emotes, and animations, e.g. pursuant to a request from the user, instructions from an avatar computing application, or updates provided by software associated with a computing device. The avatar and its accessories, emotes, and animations may be changed by a system or computing application associated with a computing device outside of a computer game or computing environment in which the avatar may be rendered or used by the user.

Term
Projected expiry 18 June 2028.
- Priority and filed
- Published
- Today
- Projected expiry
20 claims: 3 independent, 17 dependent
- 1A method of providing an avatar across a plurality of computing environments, comprising:rendering an avatar and a plurality of features in a first computing application;storing data pertaining to the avatar and the features rendered in the first computing application;rendering the avatar and the features in a second computing application based on the stored data.
- 10Broadest claimClaim Score 92, very broad(NHIP)A method of providing a feature to an avatar, comprising:receiving a selection of a feature for an avatar;and storing data pertaining to the avatar and the feature in a storage accessible to a plurality of avatar computing applications.
- 16An avatar system, comprising:an avatar that is available across a plurality of environments associated with a plurality of avatar computing applications;and a storage device comprising data pertaining to the avatar and is accessible by the avatar computing applications.
Independent claims3
65 paragraphs in 4 sections, as filed
BACKGROUND
p-0002An avatar is a computer representation of a user and typically takes the form of a two-dimensional (2D) or three-dimensional (3D) model in various environments such as computer games, applications, chats, forums, communities, and instant messaging services, for example. An avatar may be thought of as an object representing the embodiment of a user, and may represent their actions and aspects of their persona, beliefs, interests, or social status.
p-0003Some environments allow a user to upload an avatar image that may have been designed by the user or acquired from elsewhere. Other environments may generate an avatar for a user or allow a user to select an avatar from a preset list. A user may customize an avatar by adding hairstyle, skin tone, body build, etc. An avatar may also be provided with accessories, emotes, and animations.
p-0004Typically, an avatar cannot move between different environments and may exist only within the context of a single environment. For example, an avatar created for one environment such as a particular computer game, as well as the avatar's accessories, emotes, and animations, cannot be used in another environment such as a different computer game.
SUMMARY
p-0005An avatar along with its accessories, emotes, and animations may be system provided and omnipresent. The avatar and its accessories, emotes, and animations may be available across multiple environments provided or exposed by multiple avatar computing applications, such as computer games, chats, forums, communities, or instant messaging services.
p-0006In an implementation, an avatar system may change the avatar and its accessories, emotes, and animations, e.g. pursuant to a request from the user, instructions from an avatar computing application, or updates provided by software associated with a computing device. The avatar and its accessories, emotes, and animations may be changed by a system or computing application associated with a computing device outside of a computer game or computing environment in which the avatar may be rendered or used by the user.
p-0007In an implementation, a closet may be provided as system software associated with a computing device. The closet may be provided to the user at any time over any computing application, and may allow the user to apply accessories they already own to an avatar, as well as to try on accessories they do not own, as stored in a marketplace for example, and to purchase the accessories before applying them.
p-0008This summary is provided to introduce a selection of concepts in a simplified form that are further described below in the detailed description. This summary is not intended to identify key features or essential features of the claimed subject matter, nor is it intended to be used to limit the scope of the claimed subject matter.
BRIEF DESCRIPTION OF THE DRAWINGS
p-0009The foregoing summary, as well as the following detailed description of illustrative embodiments, is better understood when read in conjunction with the appended drawings. For the purpose of illustrating the embodiments, there are shown in the drawings example constructions of the embodiments; however, the embodiments are not limited to the specific methods and instrumentalities disclosed. In the drawings:
p-0010<figref idrefs="DRAWINGS">FIG. 1</figref> shows an example of a computing environment in which aspects and embodiments may be potentially exploited;
p-0011<figref idrefs="DRAWINGS">FIG. 2</figref> is an operational flow of an implementation of a method for providing an avatar across multiple computing environments;
p-0012<figref idrefs="DRAWINGS">FIG. 3</figref> is an operational flow of an implementation of a method for providing features to an avatar;
p-0013<figref idrefs="DRAWINGS">FIG. 4</figref> is an operational flow of an implementation of a method for rendering an avatar;
p-0014<figref idrefs="DRAWINGS">FIG. 5</figref> is an operational flow of another implementation of a method for rendering an avatar; and
p-0015<figref idrefs="DRAWINGS">FIG. 6</figref> illustrates functional components of an example multimedia console computing environment.
DETAILED DESCRIPTION
p-0016<figref idrefs="DRAWINGS">FIG. 1</figref> shows an example of a computing environment <b>10</b> in which aspects and embodiments may be potentially exploited. The computing environment <b>10</b> includes a computing device shown as a multimedia console <b>100</b>. Although a multimedia console <b>100</b> may be described with respect to aspects and embodiments herein, it is contemplated that any computing device may be used such as a personal computer (PC), a gaming console, a handheld computing device, a personal digital assistant (PDA), a mobile phone, etc. An example multimedia console <b>100</b> is described with respect to <figref idrefs="DRAWINGS">FIG. 6</figref>.
p-0017The multimedia console <b>100</b> may include an avatar system <b>30</b> that comprises an avatar <b>40</b>. Although only one avatar is shown in the avatar system <b>30</b>, it is contemplated that the avatar system <b>30</b> may maintain any number of avatars. The avatar system <b>30</b> may reside in the multimedia console <b>100</b> as system software.
p-0018A user <b>12</b> may access and interact with avatar computing applications, such as avatar computing applications <b>50</b><i>a, </i><b>50</b><i>b, </i>and <b>50</b><i>c, </i>via the multimedia console <b>100</b>. Each avatar computing application may be a computer game or other application that renders or otherwise uses the avatar <b>40</b> in an environment such as a chat, a forum, a community, or an instant messaging service. Although only three avatar computing applications <b>50</b><i>a, </i><b>50</b><i>b, </i>and <b>50</b><i>c </i>are illustrated in <figref idrefs="DRAWINGS">FIG. 1</figref>, it is contemplated that any number of avatar computing applications may be associated with a computing device such as the multimedia console <b>100</b>.
p-0019In an implementation, an avatar computing application such as avatar computing application <b>50</b><i>a </i>may comprise a game engine <b>52</b>. As described further herein, e.g. with respect to the methods <b>400</b> and <b>500</b>, the game engine <b>52</b> may receive an avatar <b>40</b> drawn or otherwise rendered by a renderer <b>32</b> of the avatar system <b>30</b> or may render an avatar <b>40</b> using its own renderer <b>54</b>.
p-0020The avatar <b>40</b>, along with its accessories <b>43</b>, emotes <b>45</b>, and animations <b>47</b> may be system provided and omnipresent. In this manner, the avatar <b>40</b> and its accessories <b>43</b>, emotes <b>45</b>, and animations <b>47</b> may be available across multiple environments provided or exposed by multiple avatar computing applications, such as the avatar computing applications <b>50</b><i>a, </i><b>50</b><i>b, </i>and <b>50</b><i>c. </i>The avatar system <b>30</b> may change the avatar <b>40</b> and its accessories <b>43</b>, emotes <b>45</b>, and animations <b>47</b>, e.g. pursuant to a request from the user <b>12</b>, instructions from an avatar computing application, or updates provided by software associated with the multimedia console <b>100</b> such as system software <b>37</b>. In an implementation, the avatar <b>40</b> and its accessories <b>43</b>, emotes <b>45</b>, and animations <b>47</b> may be changed by a system or computing application associated with the multimedia console <b>100</b> outside of a computer game or computing environment in which the avatar <b>40</b> may be rendered or used by the user <b>12</b>.
p-0021The avatar system <b>30</b> may maintain a skeletal structure <b>41</b> for the avatar <b>40</b>. The skeletal structure <b>41</b> may comprise a standardized skeleton that allows an avatar computing application to move parts of the skeleton at well-defined pivot points. Therefore, any avatar computing application may animate any avatar with only knowledge of the standard skeletal structure <b>41</b> and no other specific knowledge about the appearance of the associated avatar.
p-0022The avatar <b>40</b> may have accessories <b>43</b> such as clothing, handbags, sunglasses, etc. The accessories <b>43</b> may currently be used by the avatar <b>40</b> in an avatar computing application or may be available to the avatar for selection and use at a later time. The accessories <b>43</b> may be stored in storage associated with the multimedia console <b>100</b>, such as a storage device <b>72</b>. The storage device <b>72</b> may be any type of computer data storage and may be internal to or external from the multimedia console <b>100</b>. The storage device <b>72</b> may store data directed to users (e.g., profiles), avatars, computing applications, etc. Associated data may be stored on any number of storage devices, although only one storage device <b>72</b> is shown.
p-0023System software <b>37</b> of the multimedia console <b>100</b> may allow the user <b>12</b> to apply accessories <b>43</b> to the avatar <b>40</b>. A profile of the user <b>12</b> may be stored, e.g. in the storage device <b>72</b>, and may record which accessories <b>43</b> the user <b>12</b> owns and which accessories <b>43</b> are currently applied to the avatar <b>40</b>.
p-0024Accessories may be provided by or otherwise available from avatar computing applications and/or a marketplace <b>70</b>. The marketplace <b>70</b> may be accessible to the user <b>12</b> via the multimedia console <b>100</b>. In an implementation, the accessories <b>43</b> may be awarded by avatar computing applications, acquired for free, or purchased in a marketplace such as the marketplace <b>70</b>. Each accessory may include a 3D mesh, one or more bitmapped textures, and information on where the accessory may be placed on the avatar <b>40</b>.
p-0025Like avatars, the accessories <b>43</b> may be system provided and omnipresent, and therefore may be updated or changed by the system software <b>37</b> associated with the multimedia console <b>100</b>, outside of any computing application that renders or otherwise uses the avatar <b>40</b>. In this manner, the same avatar and accessory functionality may be available in multiple avatar computing applications and multiple environments.
p-0026Each accessory may use a standard mesh format, allowing it to be rendered over the skeletal structure <b>41</b>. As an avatar computing application is animating the skeletal structure <b>41</b>, the accessory meshes automatically move and deform to match the skeletal structure <b>41</b>, allowing the avatar computing application to be agnostic as to the appearance or even presence of the accessories <b>43</b>.
p-0027Thus, any avatar computing application may render the avatar <b>40</b> or have the avatar <b>40</b> rendered for them without any specific knowledge of the accessories <b>43</b> possessed by the avatar <b>40</b>. Once an accessory appears on the avatar <b>40</b>, the avatar system <b>30</b> may provide the corresponding meshes to any avatar computing application that requests avatar assets for rendering. In this way, for example, one computer game may provide an avatar with, for example, a shirt and that same shirt will still be on the avatar in a different computer game. This allows accessories to be granted by any entity (e.g., a computer game, a marketplace, etc.) to appear in various different environments (e.g., different computer games, chats, forums, communities, instant messaging services, etc.).
p-0028Each accessory that may be granted to the avatar <b>40</b> may be added to a list of accessories that may be maintained outside of the avatar computing application or environment that granted the accessory. The user <b>12</b> may add accessories to or remove them from the avatar <b>40</b> in an editing application referred to as a closet <b>35</b>, comprised within the avatar system <b>30</b>. The closet <b>35</b> may comprise a user interface for allowing the user <b>12</b> to modify the set of accessories <b>43</b> applied to the avatar <b>40</b>. In addition to allowing the user <b>12</b> to change the accessories <b>43</b> of the avatar <b>40</b>, the closet <b>35</b> may also allow the user <b>12</b> to change the expressions and functionality of the avatar <b>40</b>, such as the emotes <b>45</b> and animations <b>47</b> of the avatar <b>40</b>, for example.
p-0029The closet <b>35</b> may be provided as system software <b>37</b> associated with the multimedia console <b>100</b>, as opposed to an avatar computing application. The closet <b>35</b> may be provided to the user <b>12</b> at any time over any computing application. For example, the closet <b>35</b> may be provided to the user <b>12</b> while an avatar computing application is being run. In this manner, the user <b>12</b> may modify the avatar <b>40</b> while playing a computer game or in another computing application or environment that renders or otherwise uses the avatar <b>40</b>. The user interface of the closet <b>35</b> may not interfere with the underlying software (e.g., an avatar computing application) that is being run, apart from notifying the underlying software when the closet <b>35</b> is being provided to the user <b>40</b> or when it is being closed. The closet <b>35</b> may also provide notification to the software when the accessories or other expressions or functionality have been changed via the closet <b>35</b>.
p-0030A profile of the user <b>12</b> may be stored in the storage device <b>72</b> and may record the set of currently applied accessories to an avatar, as well as the larger set of accessories that the user <b>12</b> currently owns. Once in the closet <b>35</b>, the user <b>12</b> may remove accessories <b>43</b> applied to the avatar <b>40</b> and/or apply new accessories <b>43</b>.
p-0031In an implementation, the closet <b>35</b> may allow the user <b>12</b> to apply accessories <b>43</b> they already own, as well as to try on accessories they do not own, as stored in the marketplace <b>70</b> for example, and to purchase the accessories before applying them. Thus, the user <b>12</b> may also browse the accessories available in the marketplace <b>70</b> for purchase, previewing items on the avatar <b>40</b> before deciding to purchase them. The closet <b>35</b> may notify an avatar computing application when an accessory is to be shown on the avatar <b>40</b> and when it is to be removed from the avatar <b>40</b> or otherwise not shown. The closet <b>35</b> may notify an avatar computing application if the set of applied accessories changes. The avatar computing application may accordingly change the appearance of the avatar <b>40</b> and retrieve accessories for rendering on the avatar <b>40</b>.
p-0032The avatar system <b>30</b> may comprise a standard set of emotes <b>45</b> and animations <b>47</b> for the avatar that may be used by any avatar computing application without specific knowledge of how the emote or animation is rendered within the environment corresponding to the avatar computing application. This allows the user <b>12</b> to see a consistent avatar personality over multiple separate avatar computing applications. The emotes <b>45</b> and animations <b>47</b> may comprise standard movements that may be applied to the skeletal structure <b>41</b>.
p-0033In an implementation, the emotes <b>45</b> and animations <b>47</b> may be generated by the user <b>12</b>, may be obtained from the marketplace <b>70</b> or other online source, or may be obtained from fixed media such as optical media, memory cards, etc.
p-0034It is contemplated that the avatar system <b>30</b> may provide an avatar with accessories, emotes, and animations that are released after the avatar computing application itself has been released. The avatar computing application may use programming APIs to incorporate such an avatar.
p-0035One or more additional computing device <b>80</b><i>a, </i><b>80</b><i>b </i>may be implemented in the computing environment <b>10</b>. Similar to the multimedia console <b>100</b>, each computing device may have an associated user and may run one or more avatar computing applications that may be a computer game or other application that renders or otherwise uses an avatar in an environment such as a chat, a forum, a community, or an instant messaging service. Each computing device may be a multimedia console, a PC, a gaming console, a handheld computing device, a PDA, a mobile phone, etc. Although only two computing devices <b>80</b><i>a, </i><b>80</b><i>b </i>are illustrated in <figref idrefs="DRAWINGS">FIG. 1</figref>, it is contemplated than any number of computing devices may be implemented in the computing environment <b>10</b>.
p-0036The multimedia console <b>100</b> and/or the computing devices <b>80</b><i>a, </i><b>80</b><i>b </i>may be in communication with one another via a network <b>60</b>, such as an intranet, the Internet, a local area network (LAN), a wide area network (WAN), a wireless fidelity (WiFi) network, a public switched telephone network (PSTN), a cellular network, a voice over Internet protocol (VoIP) network, and the like. Furthermore, the multimedia console <b>100</b> and/or the computing devices <b>80</b><i>a, </i><b>80</b><i>b </i>may be in communication with the marketplace <b>70</b> and/or the storage device <b>72</b> via the network <b>60</b>.
p-0037Each computing device <b>80</b><i>a, </i><b>80</b><i>b </i>may have system software and a renderer, and may access the storage device <b>72</b> or other storage for data pertaining to a user and an avatar. In an implementation, the avatar <b>40</b> and its accessories <b>43</b>, emotes <b>45</b>, and animations <b>47</b> may be available and provided across multiple platforms such as the computing devices <b>80</b><i>a, </i><b>80</b><i>b. </i>The data to render the avatar <b>40</b> may be exposed to the computing devices <b>80</b><i>a, </i><b>80</b><i>b </i>via the network <b>60</b>. For example, the computing device <b>80</b><i>a </i>may comprise a web-enabled handheld computing device, and the computing device <b>80</b><i>b </i>may comprise a mobile phone. The avatar <b>40</b>, along with its accessories <b>43</b>, emotes <b>45</b>, and animations <b>47</b> may be rendered to the user <b>12</b> on any of the platforms, such as the web-enabled handheld computing device and the mobile phone. Thus, the same avatar functionality that may be available on the multimedia console <b>100</b> may also be available on other types of computing devices.
p-0038<figref idrefs="DRAWINGS">FIG. 2</figref> is an operational flow of an implementation of a method <b>200</b> for providing an avatar across multiple computing environments. At <b>210</b>, an avatar may be generated on a first computing device, such as the multimedia console <b>100</b>. The avatar may be generated by a user and/or a computing application, such as an avatar computing application or other computing application associated with the computing device. The avatar and its accessories, emotes, and animations may be stored in storage associated with the first computing device. A profile of the user may also be stored.
p-0039At <b>220</b>, the avatar may be rendered in a first avatar computing application running on the first computing device. For example, the user may be playing a computer game in a session on the first computing device that renders or otherwise displays the avatar. The session may end at <b>230</b>. Data pertaining to the current state of the avatar, such as the accessories that the avatar is wearing, as well as the accessories, animations, and emotes that are available to the avatar, may be stored in storage at <b>240</b>. In this manner, the avatar and the associated data may be used in other avatar computing applications running on the first computing device or on other computing devices.
p-0040At <b>250</b>, another avatar computing application may be run on the first computing device. For example, the user may be playing another computer game that uses the avatar on the first computing device. Alternatively, an avatar computing application may be run on a second computing device that is maintained separately from the first computing device.
p-0041At <b>260</b>, data pertaining to the current state of the avatar may be retrieved from storage by the presently running avatar computing application and/or the computing device that is presently running the avatar computing application. The avatar may be rendered or otherwise displayed in a session of the presently running avatar computing application at <b>270</b> using the retrieved data pertaining to the current state of the avatar. The session may end at <b>280</b>, and processing may continue at <b>240</b> with data pertaining to the current state of the avatar being stored in storage.
p-0042<figref idrefs="DRAWINGS">FIG. 3</figref> is an operational flow of an implementation of a method <b>300</b> for providing features to an avatar. At <b>310</b>, a user may initiate a process of creating an avatar for an avatar computing application or environment. The user may select or provide features such as accessories, emotes, and/or animations at <b>320</b>, e.g. using an avatar system on a computing device. The avatar, along with its available accessories, emotes, and/or animations, may be stored in storage associated with the user at <b>330</b>. As described further herein, the storage may be accessed by various avatar computing applications and various computing devices so that the avatar may be rendered or otherwise displayed throughout the avatar computing applications and environments.
p-0043At some point, at <b>340</b>, the user may access the closet to change the accessories, emotes, and/or animations that are provided or displayed on the avatar in its current state. The closet may access storage and provide a listing of the available features to the user. Any changes may be saved in storage associated with the computing device at <b>350</b>.
p-0044Additionally or alternatively, at <b>360</b>, the user may change the accessories, emotes, and/or animations that are available to the avatar. The user may purchase accessories, emotes, and/or animations from a marketplace or other source or may otherwise obtain or provide such features. The accessories, emotes, and/or animations that are currently available for the avatar may be stored in storage.
p-0045In an implementation, an avatar may be rendered by an avatar computing application. <figref idrefs="DRAWINGS">FIG. 4</figref> is an operational flow of an implementation of a method <b>400</b> for rendering an avatar. At <b>410</b>, an avatar computing application is started on a computing device. At <b>420</b>, an avatar may be called by the avatar computing application to be rendered.
p-0046The avatar computing application may retrieve data representing the avatar from the computing device or storage associated with the computing device at <b>430</b>. The data may comprise a skeletal structure of the avatar along with its features such as accessories, emotes, and animations. The game engine of the avatar computing application may use this data at <b>440</b> to render the avatar and its features. The avatar computing application may incorporate the data into its 3D character system so that it can render and animate the avatar in the computing application's own 3D environment.
p-0047In an implementation, the avatar computing application may use an API to retrieve the data, and then construct, render, and animate the avatar in the computing application's environment. The avatar computing application that renders the avatar may apply animation movements to a skeletal structure, but does not need to know any other specifics about the animation, such as what emotion or action the animation represents.
p-0048In an implementation, an avatar may be rendered by the computing device on which the avatar computing application is being run. <figref idrefs="DRAWINGS">FIG. 5</figref> is an operational flow of another implementation of a method <b>500</b> for rendering an avatar. At <b>510</b>, an avatar computing application is started on a computing device. At <b>520</b>, the avatar computing application requests the computing device to render an avatar along with its features. In this manner, the avatar computing application does not have to understand how to apply movements or features to a skeletal structure. At <b>530</b>, the computing device (e.g., the avatar system <b>30</b> on the computing device) may render the avatar and provide the avatar and its features and movements for display.
p-0049<figref idrefs="DRAWINGS">FIG. 6</figref> illustrates functional components of an example multimedia console <b>100</b> computing environment. The multimedia console <b>100</b> has a central processing unit (CPU) <b>101</b> having a level 1 cache <b>102</b>, a level 2 cache <b>104</b>, and a flash ROM (read only memory) <b>106</b>. The level 1 cache <b>102</b> and a level 2 cache <b>104</b> temporarily store data and hence reduce the number of memory access cycles, thereby improving processing speed and throughput. The CPU <b>101</b> may be provided having more than one core, and thus, additional level 1 and level 2 caches <b>102</b> and <b>104</b>. The flash ROM <b>106</b> may store executable code that is loaded during an initial phase of a boot process when the multimedia console <b>100</b> is powered ON.
p-0050A graphics processing unit (GPU) <b>108</b> and a video encoder/video codec (coder/decoder) <b>114</b> form a video processing pipeline for high speed and high resolution graphics processing. Data is carried from the GPU <b>108</b> to the video encoder/video codec <b>114</b> via a bus. The video processing pipeline outputs data to an A/V (audio/video) port <b>140</b> for transmission to a television or other display. A memory controller <b>110</b> is connected to the GPU <b>108</b> to facilitate processor access to various types of memory <b>112</b>, such as, but not limited to, a RAM (random access memory).
p-0051The multimedia console <b>100</b> includes an I/O controller <b>120</b>, a system management controller <b>122</b>, an audio processing unit <b>123</b>, a network interface controller <b>124</b>, a first USB host controller <b>126</b>, a second USB controller <b>128</b>, and a front panel I/O subassembly <b>130</b> that are preferably implemented on a module <b>118</b>. The USB controllers <b>126</b> and <b>128</b> serve as hosts for peripheral controllers <b>142</b>(<b>1</b>)-<b>142</b>(<b>2</b>), a wireless adapter <b>148</b>, and an external memory device <b>146</b> (e.g., flash memory, external CD/DVD ROM drive, removable media, etc.). The network interface controller <b>124</b> and/or wireless adapter <b>148</b> provide access to a network (e.g., the Internet, home network, etc.) and may be any of a wide variety of various wired or wireless interface components including an Ethernet card, a modem, a Bluetooth module, a cable modem, and the like.
p-0052System memory <b>143</b> is provided to store application data that is loaded during the boot process. A media drive <b>144</b> is provided and may comprise a DVD/CD drive, hard drive, or other removable media drive, etc. The media drive <b>144</b> may be internal or external to the multimedia console <b>100</b>. Application data may be accessed via the media drive <b>144</b> for execution, playback, etc. by the multimedia console <b>100</b>. The media drive <b>144</b> is connected to the I/O controller <b>120</b> via a bus, such as a serial ATA bus or other high speed connection (e.g., IEEE 1394).
p-0053The system management controller <b>122</b> provides a variety of service functions related to assuring availability of the multimedia console <b>100</b>. The audio processing unit <b>123</b> and an audio codec <b>132</b> form a corresponding audio processing pipeline with high fidelity and stereo processing. Audio data is carried between the audio processing unit <b>123</b> and the audio codec <b>132</b> via a communication link. The audio processing pipeline outputs data to the A/V port <b>140</b> for reproduction by an external audio player or device having audio capabilities.
p-0054The front panel I/O subassembly <b>130</b> supports the functionality of the power button <b>150</b> and the eject button <b>152</b>, as well as any LEDs (light emitting diodes) or other indicators exposed on the outer surface of the multimedia console <b>100</b>. A system power supply module <b>136</b> provides power to the components of the multimedia console <b>100</b>. A fan <b>138</b> cools the circuitry within the multimedia console <b>100</b>.
p-0055The CPU <b>101</b>, GPU <b>108</b>, memory controller <b>110</b>, and various other components within the multimedia console <b>100</b> are interconnected via one or more buses, including serial and parallel buses, a memory bus, a peripheral bus, and a processor or local bus using any of a variety of bus architectures.
p-0056When the multimedia console <b>100</b> is powered ON, application data may be loaded from the system memory <b>143</b> into memory <b>112</b> and/or caches <b>102</b>, <b>104</b> and executed on the CPU <b>101</b>. The application may present a graphical user interface that provides a consistent user experience when navigating to different media types available on the multimedia console <b>100</b>. In operation, applications and/or other media contained within the media drive <b>144</b> may be launched or played from the media drive <b>144</b> to provide additional functionalities to the multimedia console <b>100</b>.
p-0057The multimedia console <b>100</b> may be operated as a standalone system by simply connecting the system to a television or other display. In this standalone mode, the multimedia console <b>100</b> allows one or more users to interact with the system, watch movies, or listen to music. However, with the integration of broadband connectivity made available through the network interface controller <b>124</b> or the wireless adapter <b>148</b>, the multimedia console <b>100</b> may further be operated as a participant in a larger network community.
p-0058When the multimedia console <b>100</b> is powered ON, a set amount of hardware resources are reserved for system use by the multimedia console operating system. These resources may include a reservation of memory (e.g., 16 MB), CPU and GPU cycles (e.g., 5%), networking bandwidth (e.g., 8 kbs), etc. Because these resources are reserved at system boot time, the reserved resources do not exist from the application's view.
p-0059In particular, the memory reservation preferably is large enough to contain the launch kernel, concurrent system applications, and drivers. The CPU reservation is preferably maintained at a constant level.
p-0060With regard to the GPU reservation, lightweight messages generated by the system applications (e.g., popups) are displayed by using a GPU interrupt to schedule code to render popups into an overlay. The amount of memory used for an overlay depends on the overlay area size and the overlay preferably scales with screen resolution. Where a full user interface is used by the concurrent system application, it is preferable to use a resolution independent of game resolution. A scaler may be used to set this resolution such that the need to change frequency and cause a TV resynch is eliminated.
p-0061After the multimedia console <b>100</b> boots and system resources are reserved, concurrent system applications execute to provide system functionalities. The system functionalities are encapsulated in a set of system applications that execute within the reserved system resources described above. The operating system kernel identifies threads that are system application threads versus multimedia application threads. The system applications are preferably scheduled to run on the CPU <b>101</b> at predetermined times and intervals in order to provide a consistent system resource view to the application. The scheduling is to minimize cache disruption for the multimedia application running on the console.
p-0062When a concurrent system application requires audio, audio processing is scheduled asynchronously to the multimedia application due to time sensitivity. A multimedia console application manager controls the multimedia application audio level (e.g., mute, attenuate) when system applications are active.
p-0063Input devices (e.g., controllers <b>142</b>(<b>1</b>) and <b>142</b>(<b>2</b>)) are shared by multimedia applications and system applications. The input devices are not reserved resources, but are to be switched between system applications and the multimedia application such that each will have a focus of the device. The application manager preferably controls the switching of input stream, without knowledge the multimedia application's knowledge and a driver maintains state information regarding focus switches.
p-0064It should be understood that the various techniques described herein may be implemented in connection with hardware or software or, where appropriate, with a combination of both. Thus, the processes and apparatus of the presently disclosed subject matter, or certain aspects or portions thereof, may take the form of program code (i.e., instructions) embodied in tangible media, such as floppy diskettes, CD-ROMs, hard drives, or any other machine-readable storage medium where, when the program code is loaded into and executed by a machine, such as a computer, the machine becomes an apparatus for practicing the presently disclosed subject matter.
p-0065Although exemplary implementations may refer to utilizing aspects of the presently disclosed subject matter in the context of one or more stand-alone computer systems, the subject matter is not so limited, but rather may be implemented in connection with any computing environment, such as a network or distributed computing environment. Still further, aspects of the presently disclosed subject matter may be implemented in or across a plurality of processing chips or devices, and storage may similarly be affected across a plurality of devices. Such devices might include PCs, network servers, and handheld devices, for example.
p-0066Although the subject matter has been described in language specific to structural features and/or methodological acts, it is to be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or acts described above. Rather, the specific features and acts described above are disclosed as example forms of implementing the claims.
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14 members in 11 offices
Priority claims2
| Document | Office | Kind | Date |
|---|---|---|---|
| 14110908 | United States of America | A | |
| US20080141109 | – | – | – |
Members14
| Document | Office | Kind | |
|---|---|---|---|
| CA2724664A1 | Canada | A1 | |
| WO2009155142A2 | World Intellectual Property Organization (WIPO) | A2 | |
| US2009315893A1 | United States of America | A1 | |
| WO2009155142A3 | World Intellectual Property Organization (WIPO) | A3 | |
| MX2010013603A | Mexico | A | |
| IL209013A0 | Israel | A0 | |
| IL209013D0 | Israel | D0 | |
| KR20110021877A | Republic of Korea | A | |
| EP2291816A2 | European Patent Office (EPO) | A2 | |
| CN102067165A | China | A | |
| JP2011527779A | Japan | A | |
| RU2010151912A | Russian Federation | A | |
| EP2291816A4 | European Patent Office (EPO) | A4 | |
| BRPI0913333A2 | Brazil | A2 |
4 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
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|---|---|---|
| AssignmentAS | AS | |
| Information on status: application discontinuationABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTIONSTCB | STCB | |
| AssignmentAS | AS | |
| AssignmentAS | AS |
Numbers
- Publication, DOCDB
- 2009315893
- Publication, EPODOC
- US2009315893
- Application
- 12141109
- Application, DOCDB
- 14110908
- Application, EPODOC
- US20080141109
Titles
- English
- USER AVATAR AVAILABLE ACROSS COMPUTING APPLICATIONS AND DEVICES
Classification
- CPC, 9
- A63F13/12
- A63F13/79
- A63F2300/554
- A63F2300/5553
- A63F2300/575
- A63F2300/8082
- A63F13/30
- A63F13/49
- A63F13/63
- IPC, 3
- G06F3 048
- G06T13 00
- G06T1 00
- USPC, 2
- 345473000
- 345418000