Patent application number | Description | Published |
20090076894 | Advertising in Virtual Environments Based on Crowd Statistics - Embodiments of the invention may be used to place a targeted advertisement on a billboard (or other advertising location) in an immersive virtual environment by determining the interests of a group of users at a given location to calculate an advertisement matching the whole group. The selected advisement may be based not only on the sum of individual interests for the avatars present in the particular location, but also current interaction between the avatars. As groups of users communicate with one another within a virtual world, the substance of their communications may contribute to what advertisement is selected and presented to the avatars at the advertising location. | 03-19-2009 |
20090141047 | VIRTUAL WORLD COMMUNICATION DISPLAY METHOD - A method for displaying an instant message within a text box visible to a first avatar in a virtual world is disclosed. The instant message is sent from a second avatar to a third avatar. The method includes determining a distance within the virtual world between the first avatar and at least one of the second avatar and the third avatar, assigning a distance reduction factor to a word of the instant message based upon context of the word, and multiplying the distance by the distance reduction factor to thereby define a logical distance of the word. The logical distance is compared to a threshold value and a display option is selected for the word based upon the comparison. The instant message is displayed within the text box with the word having the selected display option. | 06-04-2009 |
20090164918 | SYSTEM FOR MANAGING ENCOUNTERS IN A VIRTUAL WORLD ENVIRONMENT - Embodiments of the invention provide techniques for providing information for avoiding specific users of an immersive virtual environment. Generally, a primary user may specify other users to be avoided in a blacklist. The blacklisted users may be specified to be avoided at all times, or may be specified to be avoided in certain situations. In one embodiment, a user may be added to the blacklist during a specific situation, resulting in the characteristics of the situation being automatically stored in the blacklist. Subsequently, the blacklist may be used to determine the locations of the blacklisted users matching the current situation. The primary user may then avoid the locations having the greatest probability of encountering blacklisted users. | 06-25-2009 |
20090164919 | GENERATING DATA FOR MANAGING ENCOUNTERS IN A VIRTUAL WORLD ENVIRONMENT - Embodiments of the invention provide techniques for providing information for avoiding specific users of an immersive virtual environment. Generally, a primary user may specify other users to be avoided in a blacklist. The blacklisted users may be specified to be avoided at all times, or may be specified to be avoided in certain situations. In one embodiment, a user may be added to the blacklist during a specific situation, resulting in the characteristics of the situation being automatically stored in the blacklist. Subsequently, the blacklist may be used to determine the locations of the blacklisted users matching the current situation. The primary user may then avoid the locations having the greatest probability of encountering blacklisted users. | 06-25-2009 |
20090172146 | Media Playlist Construction for Virtual Environments - Embodiments of the invention provide techniques for generating song playlists for use in an immersive virtual environment. Generally, playlists may be generated based on stored music preference data. The music preference data may be generated by storing user interactions with specific songs. The user interactions may be associated with characteristics of the user's situational context within the virtual world. The music preference data may be indexed by song name, and/or by musical properties. Subsequently, the music preference data may be used to generate a playlist adapted to the user's current situation within the virtual world. | 07-02-2009 |
20090172538 | Generating Data for Media Playlist Construction in Virtual Environments - Embodiments of the invention provide techniques for generating song playlists for use in an immersive virtual environment. Generally, playlists may be generated based on stored music preference data. The music preference data may be generated by storing user interactions with specific songs. The user interactions may be associated with characteristics of the user's situational context within the virtual world. The music preference data may be indexed by song name, and/or by musical properties. Subsequently, the music preference data may be used to generate a playlist adapted to the user's current situation within the virtual world. | 07-02-2009 |
20090172539 | Conversation Abstractions Based on Trust Levels in a Virtual World - Embodiments of the invention provide techniques for abstracting conversations between avatars within a virtual world. In one embodiment, the user of an avatar observing a conversation between other avatars may be presented with an abstracted version of the conversation. The abstraction may be performed so as to enable the user to determine the general topic or nature of the conversation, without receiving sensitive or detailed information included in the conversation. In one embodiment, the abstraction is performed by substituting words of the conversation with fewer words, or words having a more general meaning. The degree of abstraction performed may be based on a level of trust between the observer and the users engaged in conversation. | 07-02-2009 |
20100037152 | Presenting and Filtering Objects in a Virtual World - Embodiments of the invention provide techniques for filtering and presenting elements of an immersive virtual environment. The elements may be filtered according to importance to the user, based on user-specified importance of each element, the number and type of past interactions with the elements, and the like. Further, the filtering may be performed on the basis of the user's preference for density of element presentation. The user may then be presented with a view of the virtual world in which elements having a higher degree of interest to the user are highlighted visually, and in which elements having a lesser degree of interest to the user are made partially transparent or invisible. | 02-11-2010 |
20100180216 | MANAGING INTERACTIONS IN A VIRTUAL WORLD ENVIRONMENT - Methods and apparatus associate a computed trust level to avatars that interact with one another in a simulated environment. The avatars may represent legitimate users of the virtual world or spammers. System monitoring of each avatar provides ability to recognize potential spammers and create an alternate indication of the spammers. A user index may be used to store data describing attributes of each avatar for analysis using programs stored in memory. | 07-15-2010 |
20110131239 | MEDIA PLAYLIST CONSTRUCTION FOR VIRTUAL ENVIRONMENTS - Embodiments of the invention provide techniques for generating song playlists for use in an immersive virtual environment. Generally, playlists may be generated based on stored music preference data. The music preference data may be generated by storing user interactions with specific songs. The user interactions may be associated with characteristics of the user's situational context within the virtual world. The music preference data may be indexed by song name, and/or by musical properties. Subsequently, the music preference data may be used to generate a playlist adapted to the user's current situation within the virtual world. | 06-02-2011 |
20140344725 | GENERATING DATA FOR MANAGING ENCOUNTERS IN A VIRTUAL WORLD ENVIRONMENT - Embodiments of the invention provide techniques for providing information for avoiding specific users of an immersive virtual environment. Generally, a primary user may specify other users to be avoided in a blacklist. The blacklisted users may be specified to be avoided at all times, or may be specified to be avoided in certain situations. In one embodiment, a user may be added to the blacklist during a specific situation, resulting in the characteristics of the situation being automatically stored in the blacklist. Subsequently, the blacklist may be used to determine the locations of the blacklisted users matching the current situation. The primary user may then avoid the locations having the greatest probability of encountering blacklisted users. | 11-20-2014 |