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Applewhite, US

Blake F. Applewhite, Belton, SC US

Patent application numberDescriptionPublished
20110229292SWING-AWAY REFUSE RECEPTACLE LIFT - A swing-away lift is provided. The swing-away lift may allow for mechanized dumping of the contents of a refuse receptacle into a refuse container. Further, the swing-away lift may allow unobstructed access to the refuse container for a refuse-gathering vehicle. The swing-away lift may include a pivot leg, a swing arm, and a lift unit, and may be utilized in conjunction with a refuse container and a refuse receptacle. The swing arm may be pivotably connected to the pivot leg, and may pivot between a first closed position and a second open position. The lift unit may provide mechanized lifting and dumping of a refuse receptacle into a refuse container.09-22-2011

Douglas R. Applewhite, Waltham, MA US

Patent application numberDescriptionPublished
20110256929Simulating Musical Instruments - The invention provides a realistic drum experience in a video game. It operates in the context of a video game platform in communication with a display and a drum controller having at least one cymbal and at least one drum pad. It involves determining if a cue to be displayed on the display in a particular sub-lane should be a cue indicating a cymbal input or a cue indicating a pad input. Then, the cue is displayed in the particular sub-lane, indicating the cymbal input or pad input (dependent on the previous determination). Then, input is received from the player via the drum controller; and the input is given a first score if the input was a cymbal input associated with the particular sub-lane and the input is given a second score if the input was an input other than a cymbal input associated with the particular sub-lane.10-20-2011

Douglas Robert Applewhite, Waltham, MA US

Patent application numberDescriptionPublished
20100300265DYNAMIC MUSICAL PART DETERMINATION - Described are methods, systems, and apparatuses, including computer program products, for dynamically determining a musical part performed by a player of a rhythm-action game. In one aspect of a rhythm-action game, microphones are not tied to a particular part and therefore any player can play any of a number of parts, e.g., melody or harmony, lead or rhythm, guitar or bass, without switching instruments. This is accomplished by displaying, on a display, a plurality of target music data associated with a musical composition, receiving a music performance input data via the input device, determining which of the plurality of target music data has a degree of matching with the music performance input data, and assigning the music performance input data to the determined target music data.12-02-2010
20100300268PREVENTING AN UNINTENTIONAL DEPLOY OF A BONUS IN A VIDEO GAME - Described are methods, systems, and apparatuses, including computer program products, for preventing an unintentional deploy of a bonus in a video game. In one aspect this is accomplished by displaying, on a display in communication with a game platform, a target music data of a musical composition. The game platform receives a music performance input data via the microphone, and also determines if the music performance input data has a predetermined degree of matching with a vocal cue. If so, the performance input data is prevented from executing an improvisation deploy.12-02-2010
20100300269Scoring a Musical Performance After a Period of Ambiguity - Described are methods, systems, and apparatuses, including computer program products, for scoring a musical performance after a period of ambiguity in a rhythm-action game. This is accomplished by displaying a first target music data and a second target music data where the first target music data's tolerance threshold overlaps with a second target music data's tolerance threshold. When a music performance input data is received, the game platform determines if the music performance input data is within both tolerance thresholds. Then scores are determined, based on a degree of matching between the music performance input data and the first target music data and between the music performance input data and the second target music data. The game platform then assigns the music performance input data to whichever target music data has the higher score when the difference between the first and second scores is greater than a predetermined value.12-02-2010
20100300270DISPLAYING AN INPUT AT MULTIPLE OCTAVES - Described are methods, systems, and apparatuses, including computer program products, for displaying an input at multiple octaves in a rhythm-action game. In one aspect this is accomplished by receiving by a game platform via a microphone, a music performance input data and displaying, on a display in communication with the game platform, a first pitch marker reflective of the music performance input data. Then substantially simultaneously with the display of the first pitch marker, displaying a second pitch marker at an offset, typically vertical, from the first pitch marker, the offset indicative of an octave difference between the first pitch marker and the second pitch marker.12-02-2010
20100304811Scoring a Musical Performance Involving Multiple Parts - Described are methods, systems, and apparatuses, including computer program products, for scoring a musical performance involving multiple parts in a rhythm-action game. In one aspect this is accomplished by displaying, on a display in signal communication with a game platform, target musical data associated with a musical composition. The game platform receives a first music performance input data, with the first music performance input data being associated with a first part in the musical composition. The game platform also receives a second music performance input data, the second music performance input data associated with a second part in the musical composition. The game platform then calculates a first score based on the first music performance input data and a second score based on the second music performance input data. It then calculates a final or modified score based on the first score and the second score.12-02-2010
20100304863BIASING A MUSICAL PERFORMANCE INPUT TO A PART - Described are methods, systems, and apparatuses, including computer program products, for biasing a musical performance input of a player of a rhythm-action game to a part in the game. In one aspect this is accomplished by providing, by a game platform, a history of a degree of matching between a prior music performance input data and a prior music data associated with a first part in a musical composition. Then, on a display, a plurality of target music data, each associated with a respective part in the musical composition, is displayed, with one of the plurality being associated with the first part. Music performance input data is received by the game platform via an input device, such as a microphone, and, based on the history, the received music performance input is assigned to the target music data of the plurality that is associated with the first part.12-02-2010

Roger Applewhite, Palos Verdes Estates, CA US

Patent application numberDescriptionPublished
20110029382Automated Targeting of Information to a Website Visitor - Embodiments for targeting information to a website visitor are disclosed. One method includes collecting behavioral data of a plurality of users from a plurality of websites. The collected behavioral data is analyzed. For this embodiment, analyzing the collected behavior data includes clustering the collected behavioral data according to behavioral factors wherein collected behavioral data within each cluster include at least one common statistic, and collected behavioral data of different clusters have at least one differentiating statistic. Further, a server collects present user data while a present user is visiting a target website. The present user data is matched with at least one of the clusters of behavior factors based on a comparative analysis of the present user data with the clustered behavior factors. While the present user is still visiting the present website, targeted information is generated and displayed to the present user based on the at least one clustered behavior factor matched to the present user data.02-03-2011

Roger Warren Applewhite, Palos Verdes Estates, CA US

Patent application numberDescriptionPublished
20090119764Method and system for managing virtual objects in a network - A method and apparatus for managing virtual objects in a network is provided. The method includes creating a unique link between at least one virtual object and a physical token. The at least one virtual object is represented by a first set of distinct predefined properties and is associated with a data set. Further, the method includes maintaining information about the unique link between the at least one virtual object and the physical token and information about the first set of distinct predefined properties. Furthermore, the method includes regulating access to the at least one virtual object based on a second set of predefined properties and verification of the physical token.05-07-2009