WO2010103110A2 - System and method for controlling the use of applications on a computer - Google Patents

System and method for controlling the use of applications on a computer Download PDF

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Publication number
WO2010103110A2
WO2010103110A2 PCT/EP2010/053208 EP2010053208W WO2010103110A2 WO 2010103110 A2 WO2010103110 A2 WO 2010103110A2 EP 2010053208 W EP2010053208 W EP 2010053208W WO 2010103110 A2 WO2010103110 A2 WO 2010103110A2
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WIPO (PCT)
Prior art keywords
user
module
profile
games
computer
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PCT/EP2010/053208
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French (fr)
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WO2010103110A3 (en
Inventor
Pierre Gaudet
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Metaboli
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Publication of WO2010103110A3 publication Critical patent/WO2010103110A3/en

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F21/00Security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F21/60Protecting data
    • G06F21/62Protecting access to data via a platform, e.g. using keys or access control rules
    • G06F21/629Protecting access to data via a platform, e.g. using keys or access control rules to features or functions of an application
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F21/00Security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F21/60Protecting data
    • G06F21/62Protecting access to data via a platform, e.g. using keys or access control rules
    • G06F21/6218Protecting access to data via a platform, e.g. using keys or access control rules to a system of files or objects, e.g. local or distributed file system or database
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2221/00Indexing scheme relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/21Indexing scheme relating to G06F21/00 and subgroups addressing additional information or applications relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/2101Auditing as a secondary aspect
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2221/00Indexing scheme relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/21Indexing scheme relating to G06F21/00 and subgroups addressing additional information or applications relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/2109Game systems
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2221/00Indexing scheme relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/21Indexing scheme relating to G06F21/00 and subgroups addressing additional information or applications relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/2117User registration
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2221/00Indexing scheme relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/21Indexing scheme relating to G06F21/00 and subgroups addressing additional information or applications relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/2137Time limited access, e.g. to a computer or data
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2221/00Indexing scheme relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/21Indexing scheme relating to G06F21/00 and subgroups addressing additional information or applications relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/2141Access rights, e.g. capability lists, access control lists, access tables, access matrices
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2221/00Indexing scheme relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/21Indexing scheme relating to G06F21/00 and subgroups addressing additional information or applications relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/2149Restricted operating environment
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2221/00Indexing scheme relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/21Indexing scheme relating to G06F21/00 and subgroups addressing additional information or applications relating to security arrangements for protecting computers, components thereof, programs or data against unauthorised activity
    • G06F2221/2151Time stamp
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L63/00Network architectures or network communication protocols for network security
    • H04L63/10Network architectures or network communication protocols for network security for controlling access to devices or network resources
    • H04L63/104Grouping of entities

Definitions

  • the present invention relates to a system and method for controlling the use of applications on a computer.
  • Computer use, on-line and off-line has now become so widespread in all classes of age that access to specific types of content is a serious concern for parents or institutions who offer computer access to pupils or students. This is specifically the case for gaming applications which can be installed on a computer or accessible on-line.
  • Internet usage restrictions to a definite list of sites or applications based on type of content or on usage hours can be parametrized in an Internet browser IiIe Internet Explorer.
  • These controls are not flexible in the sense that, with these types of controls, it is not possible to define the control parameters based on a specific profile of the user. Local access by a first user to specific applications installed on a computer or available on-line can be prohibited by a second user who has administrator's rights on a computer with a method of the type disclosed in US patent 7,472,424 to Evans and alii. In the methods of this type, though, access is granted or denied according to the preferences set up by the administrator.
  • US patent 7,103,663 to lnoue et alii discloses usage control methods of a type wherein a central server delivers license tickets to a first user to access defined contents, said license tickets being delivered as a function of usage parameters set by a second user in relation to the profile of potential first users.
  • a central server delivers license tickets to a first user to access defined contents, said license tickets being delivered as a function of usage parameters set by a second user in relation to the profile of potential first users.
  • the methods of this type do not contemplate the definition of control parameters which can be defined based on a global usage credit defined from a psychological profile or from other rules, for instance coupons with bonus/malus allocated to gamers based on skills or preferences , said credit being consummated over time by a definite user.
  • Said system and method are versatile enough to allow fine-grained control of said use of a defined type of applications as a function of at least one type of global profile of a definite user in relation with the applications that are available to this definite user and of his/her use of the applications of this type over time.
  • It is an object of the present invention to provide a system for controlling the use of applications on a computer comprising a first module for delivering to at least a first user access rights to at least one application running at least partially on said computer and a second module accessible to at least a second user for creating said access rights from a set of criteria comprising at least a profile of said first user, wherein said profile is defined at least partially from features defining a personality and/or goals of said first user.
  • the invention provides a system wherein said access rights are allocated by said first module to sets of applications having distinguishing features which are defined in said second module to match said personality and/or goals features of said profile of said first user by a matching algorithm.
  • the invention provides a system wherein the sets of applications input to the matching algorithms are selected by one of the first or second user from a first list proposed by a service provider.
  • the invention provides a system wherein said distinguishing features of said sets of applications are selected from a group comprising at least immersion, narration, sociability, violence, valorisation, addiction.
  • the invention provides a system wherein said access rights are allocated by said first module to sets of applications of defined types
  • the invention provides a system wherein the access rights delivered to said first user are consummated over time.
  • the invention provides a system wherein said first module is controlled at least partially from a remote server.
  • the invention provides a system wherein said second module is controlled at least partially from a second server.
  • the invention provides a system wherein said first module is totally operable on said computer.
  • the invention provides a system wherein said second module is totally operable on said computer.
  • the invention provides a system wherein a third module is capable of monitoring actual use of a set of applications by said first user.
  • a third module is capable of monitoring actual use of a set of applications by said first user.
  • the invention provides a system wherein said profile of said first user is defined at least partially based on use history of said first user, defined at least partially at the output of said third module.
  • the invention provides a system wherein said profile of said first user is defined at least partially based on a comparison of history of use of said first user to a statistic of history of use by a set of users having a personality and/or goals substantially similar to the personality and/or goals of said first user.
  • the invention provides a system wherein said third module comprises drivers to receive and process output from sensors capable of measuring frequency and/or strength of strikes of said first user on input devices of at least one application running on said computer.
  • the invention also provides a process for controlling the use of applications on a computer comprising a first module for delivering to at least a first user access rights to at least one application running at least partially on said computer and a second module accessible to at least a second user for creating said access rights from a set of criteria comprising at least a profile of said first user, wherein said profile is defined at least partially from features defining a personality and/or goals of said first user.
  • the invention has other benefits in the case where it is implemented in a pure off-line manner, such as the possibility for a user having administration rights to manage access to the software configuration and control what software are actually allowed to be played under what conditions on this definite computer.
  • Figure 1 is a hierarchical tree of the functions available on a computer implementing one embodiment of the invention
  • Figure 2 is an example of sub-account structure with the main controls which may be set up to control game use by a user of the computer in an embodiment of the invention
  • Figure 3 is an example of user profile configuration which will define a profile of game use
  • Figure 4 is an example of predefined time slots for gaming within a week for a definite gamer profile
  • Figure 5 is an example of criteria for excluding access to games matching these criteria;
  • - Figure 6 displays an example of an access point to on-line child psychology advice to help a parent user define the set of games controls which match their child's personality;
  • Figure 7 is an example of a psychologist report which is there to help parents understand the consequences of their parameters setup
  • Figure 8 is a summary of the parameters set during a parental controls setup session
  • Figure 9 is a list of avatars corresponding to different child psychologies in an embodiment of the invention.
  • Figure 10 is an activity report for games played by a user for whom controls have been set up;
  • Figure 1 1 is an example of an embodiment wherein awards are attributed to a gamer based on a number of criteria;
  • Figure 12 is an example of an embodiment wherein the criteria for attributing awards to a user are selected in a list of criteria by an administrator of the system;
  • Figure 13 is grid for scoring players in relation with a number of criteria and for defining a player profile thereof;
  • - Figure 14 displays an architecture of a system according to the invention wherein the controls are set on a remote server on-line;
  • Figure 15 displays an architecture of a system according to the invention wherein the controls are set on a local station off-line.
  • Figure 1 is a hierarchical tree of the functions available on a computer implementing one embodiment of the invention.
  • a sub-account for a first user is defined by an authorized second user, said first user being granted defined rights defined by said second user.
  • Said second user may define more than one sub-account and set different access criteria and parameters.
  • One of the main purposes of a system according to the invention is to limit access to certain types of games according to these criteria. Also access to certain games can be totally blocked (types of games or definite games). It is even possible in such a system to define awards for gamers who respect a number of behavioural features defined by a controller.
  • One important element of the invention is to assist parents in their selection of games/criteria as a function of the psychological profile of their child/children.
  • FIG 1 is mandatory (ie parental control, define sub-account, etc .), while some other are optional (awards, blockage, access to psycho articles, etc .).
  • Figure 2 is an example of sub-account structure with the main controls which may be set up to control game use by a user of the computer in an embodiment of the invention.
  • a second user can manage a number of sub- accounts (Cecil's and David's on figure 2).
  • a sub-account can be active (Cecil's) or blocked (David's).
  • Age of the sub-accounts holders has to be defined.
  • Maximum time allowed for play can be defined on a number of periods. In the example of figure 2, a maximum play time has been defined for a whole week and for a single session.
  • the second user can also view activity reports for each sub-account, as well as a status of the awards.
  • Figure 3 is an example of user profile configuration which will define a profile of game use.
  • Age, sex, temper or character are the key criteria. Considering age, a number of sub-groups may be defined, as displayed in the example of the figure, where three groups have been defined: under teens, younger teens and elder teens. In addition to temper or character (calm, joyfull, timid, etc ..) a number of other criteria may be used, such as:
  • total time game within a week and maximum time per session are either proposed by the second user (and can be modified by said second user) or are directly entered by the second user. Based on this, default time slots each day are proposed, which can also be amended. Recommended games can be previewed. Access to definite games can be totally blocked.
  • preferences can be set in relation to communications that the first user is allowed to perform (receive news letter, receive private messages, download games, etc .).
  • Figure 5 is an example of criteria for excluding access to games matching these criteria. Access can be blocked based on: an age threshold defined for a game. ; their Multi Player Game (MPG) nature; their category (for instance: action, strategy, management, role, adventure, family, sport simulation, etc .); - the fact that they match some criteria (for instance rude words, discrimination, stupefying, fright, hazard, sex, violence, etc .).
  • MPG Multi Player Game
  • Partial blockage can also be implemented: for instance, access can be granted to an MPG, but access to the community of the game can be blocked.
  • Embodiments of the present invention which are not displayed on the figures above can present more complex combinations of criteria for limiting/blocking access to certain games.
  • the access rights may be defined, for instance, by a combination of the following limitations:
  • Criteria defined by one of the regional boards providing game scoring like ESRB or PEGI;
  • ESRB and PEGI criteria are well known and mostly provide game scoring information to help parents gauge the games which they want to prevent their children to play because they promote discrimination, display violence or sex or have been tested to develop addiction. Similar systems are in place in other countries. These criteria do not take into account the specific psychology of a definite player.
  • the psychological profile of a game user is a more subtle concept which can take into account the possible interactions between a type of game and the specific personality or goals of a player. For instance, age is a well known factor, already included in the traditional scorings referred to above. But, at a definite age, a person who is calm will not react in the same way to a specific amount of practice of a definite game as a person who is nervous. Likewise, there will be different consequences of the same game on a person who is joyful and on a person who is of a sad nature. Or on a person who is socially connected or isolated, extravert or introvert, expansive or timid.
  • a recommended list of proposed games can be proposed to a second user. For instance, for a calm and joyful 10 year old girl with plenty of friends, the risk of isolation as a consequence of playing MPGs (Multi Player Games) is limited. This girl will benefit from adventure and strategy games. Based on these proposals, the second user selects the games from the list. As a function of age and success or difficulties at school, a maximum total duration of game within one week and one day can also be proposed, possibly with proposed time slots, either for each game or for all allowed games. The second user can also validate or change these system's proposals.
  • This set of controls may be supplemented or replaced with more classical controls based on age or prohibition of certain types of games. This can be improved by setting thresholds in terms of ESRB or PEGI scores above which access is denied for an age class.
  • a list of distinguishing features of each game will be defined, for instance by a professional psychologist, an institution of the ESRB or PEGI type or a regulatory body. As a way of example, the following criteria can be rated an a scale from 1 to 10:
  • Immersion the depth up to which the gamer enters the virtual world
  • - Narration the quality of the storyboard of the game, the manner in which it develops during the game, the manner it is narrated to the gamer;
  • Addiction classical ESRB/PEGI criteria.
  • Figure 6 displays an example of an access point to on-line child psychology advice to help a parent user define the set of games controls which match their child.
  • Access to this facility is of specific interest to implement the second embodiment mentioned hereinabove. It may be useful to indeed bring in a famous psychologist who can put his/her notoriety to full use in the community of gamers' parents. Access to tutorials (text and/or videos) can be offered, on the basic principles of child psychology and of parent/child relationship. More precise recommendations can be offered when dealing with video game use by one's children, how this can be controlled to limit damage on the child's education, or even be used to leverage education.
  • Figure 7 is an example of a psychologist report which is there to help parents understand the consequences of their parameters setup.
  • An inference engine can be used to define set of game preferences matching a set of temper/character features, as exemplified in the short text of the feature: based on age, sex, character (joyfull) and temper (calm), maximum durations for a week and for a session are defined, as well as recommended categories (Adventure and Strategy).
  • Figure 8 is a summary of the parameters set during a parental controls setup session.
  • Figure 9 is a list of avatars corresponding to different child psychologies in an embodiment of the invention.
  • Figure 10 is an activity report for games played by a user for whom controls have been set up.
  • Figure 1 1 is an example of an embodiment wherein awards are attributed to a gamer based on a number of criteria.
  • Figure 12 is an example of an embodiment wherein the criteria for attributing awards to a user are selected in a list of criteria by an administrator of the system.
  • Figure 13 is grid for scoring players in relation with a number of criteria and for defining a player profile thereof. The experience of a psychologist will be used to build this grid, using artificial intelligence techniques. A simplified list of criteria and corresponding questions with a scoring system is displayed on figure 13.
  • Games and players can be rated using responses to questionnaires.
  • a first type of questionnaire deals with the games, with the objective to score the psychological impact of the game through the gaming experience of the players, based on a number of features. An example is given below, for illustration purposes only:
  • addiction When is it possible to save the game? If it is at the end of level, is it long to play each level? o What is the importance of the community of gamers and the level of communication between players on the internet ? o Are the different levels difficult to reach ? It is the object of a second type of questionnaire to measure/score the player's personality.
  • An example is given below, for illustration purposes only.
  • a first list of criteria defining the child is given below (and also displayed on figure 13), all answers being for example selected in the list of never, seldom, often, always. Questions can be answered by the child him/herself, by a parent or by a professor:
  • a set of rules can then be defined to connect questions and evaluation criteria; this is where the inference engine of the artificial intelligence system will come into play:
  • Self-esteem in relation with reward and difficulty o If the child has no self-esteem, he will need games with a high mark in valorisation (explicit and difficult reward; mark higher than or equal to 7,5); o If the child has average self-esteem, he will need games with an average mark in procursation (average reward and difficulty; mark between 5 and 7,5); o If I the child has ot of self-esteem, he will need games with a low mark in valorisation (few rewards of an easy nature; mark lower than or equal to 5).
  • Violence and transgression evaluation of the possibility of transgression, of the freedom to act, of the reality of sound and graphics in connection with the internal violence of the child: o If the child has a high level of internal violence, he will need games with a low mark in violence (no immoral content, strict rules, no graphic or verbal violence; mark lower than 3); o If the child has an average level of internal violence, he will need games with an average mark in violence (loose rules with transgression possibilities; average reality; mark between 3 and
  • Narrative evaluation of the colour of the character, of his story, of the scenario and of its metaphorical dimension, in connection with the questions on imagination
  • o If the child has a low level of imagination, he will need games with a high mark to the narrative, (complex character, elaborate scenario, metaphoric richness; mark higher than 6 and lower than or equal to10); o If the child has an adequate level of imagination, he will need games with an average mark to the narrative, (character in the context, simple scenario, simple historical context; mark higher than 3 and lower than or equal to 6); o If the child has a high level of imagination, he will be allowed games with a low mark to the narrative, (character with no precise story, free scenario, precise historical context; mark lower than 3).
  • Addiction evaluation of the possibilities Io save the sessions, easiness of the interface, networking, capabilities with communitarian implication, in connection with the questions about toioiancG/i ⁇ toloranco to frustration
  • o W the child has no tolerance to fiustrauon he will be proposed games with a low mark in possibilities to control operation
  • a list of criteria to evaluate the temper and character of a potential player are also used to rate the games and the two scales are compared to estimate a best fit.
  • a score is defined, for instance by a number of points.
  • a maximum number of points for each feature is defined.
  • the maximum number of points may be defined for each game of a definite type.
  • These credits may be consummated by a user of a definite profile over a definite period of time (day, week, month %) by various combinations of games selected within a list either by the end user himself/herself or by a person controlling gaming.
  • the list from which the selection will be made may be created using a process described in connection with the first embodiment. Certain games may be excluded from the list for a user with a defined profile based on maximum or minimum values of points for a selection of criteria (for instance, violence and/or addiction).
  • Exclusion may also be made simply by browsing the comments of professional psychologists or other users/parents which may be made accessible on-line to a community of users/parents.
  • Priorities within the list can be set, taking into account various criteria other than directly connected with the psychology of the user; for instance marketing promotions may be decided to impact the order of priorities which are presented by a service provider to the users.
  • sequence of calculations performed to determine the selection of games matching the personality of a definite user may be the following:
  • control may be performed at least in two manners: either no flexibility is granted and access rights are only given at the planned time slots for the defined selected games; or, some flexibility is allowed either by varying the time slots or by substituting some games to the selected ones. In this case, counters will accrue the points per criteria for each individual game played by the user. Access will be denied when maximum (minimum) number of points corresponding to the profile is reached.
  • counters may also be increased (decreased in the case of minimum value thresholds) in case of a perceived negative behaviour or decreased (increased in the case of minimum value thresholds) in case of a perceived positive behaviour.
  • Negative and positive are in relation to the individual behaviour.
  • Means for detecting specific behaviours may for instance be: counting the number of strikes on a key or the number of movements of a mouse or a stick; measuring the force applied to the same, etc...in relation to "standard” measures for a normalised score.
  • a gamer who is rated "nervous" will for instance get bonuses if he/she uses less movements or movements of a lesser strength to achieve a target result in a shooting game...
  • Figure 14 displays an architecture of a system according to the invention wherein the controls are set on a remote server on-line.
  • the invention is implemented on a local PC, 1400, in connection with remote servers, 1440.
  • On the local PC reside two modules, an application control module, 1400a, and a profile control module, 1400b.
  • games under control are those which can be played on a remote server.
  • a second user, 1410b (for instance the one who pays%) will be asked to fill in a questionnaire to define the personality/goals of the first user (the usual player), 1410a.
  • Selections of games and time slots will be proposed and validated on line by the second user in the profile control module, 1400b, wherein a set of criteria, 1420b are defined/stored, including the profile of the first user, 1430b.
  • Access rights to an application, 1420a are being granted in the application control module 1400a.
  • the resulting controls to be performed for this gamer will be stored in a database and passed when adequate to the game server scheduler with all necessary parameters.
  • Monitoring of actual use may be also performed by the game server.
  • the controls are performed by a matching algorithm, 1430a.
  • the matching algorithm checks if some credits (time, type of game, etc..) are still available or if the access rights have expired.
  • all controls may be resident on the local computer of the player, provided that the first user does not possess administrator's rights (or skills to bypass said rights). In this latter case, preferences are defined off-line. Access rights to the game server are granted or denied by a specific software module resident on the computer.
  • Figure 15 displays an architecture of a system according to the invention wherein the controls are set on a local station off-line.
  • the invention is implemented on a local PC, 1500, which is not connected to remote servers, while it may be connected from time to time.
  • On the local PC reside at least two modules, an application control module, 1500a, and a profile control module, 1500b.
  • a first user, 1510a is a player and a second user, 1510b, controls the usage of the first user.
  • One way of implementing the invention in an architecture of this type is to configure the computer specifically.
  • an Application Service Provider capable of implementing the invention, can be allowed to take on-line control of the client's computer for some time, create a specific disk partition where all legacy games are transferred and where all games acquired in the future will be installed, implant on said partition a Digital Rights Management (DRM) module, 1500a, which capable of delivering access rights to each of the game applications, 1520a, present on the partition (a first module, 1500a) and a profiling module (a second module, 1500b) to define said access rights using for instance the algorithms described above.
  • DRM Digital Rights Management
  • An example of DRM is the one provided by SecuromTM. The DRM has to be capable of providing access rights with an expiry date or to be revocable.
  • the matching algorithm, 1530a is totally resident on the local computer, 1500.
  • a third module monitoring actual use may be present in the two types of embodiments.
  • This third module comprises the counters mentioned above and the drivers of the possible sensors to detect strength or number of strikes of input devices, as explained.
  • This third module will also trigger revocation of specific access rights when set limits are reached.
  • the two embodiments described hereinabove may be combined with the second and third modules being configured to monitor both on-line and offline gaming. It is also possible in this architecture that on-line gaming purchased from an ASP who is different from the one having installed the parental control modules be also controlled by said modules.

Abstract

The invention discloses a system and a method for controlling on-line or offline the use of a computer. The invention is particularly suitable for implementing rules to restrict video game usage by a child based on his/her psychological profile or other features, such as how he/she fares at school and the type of the games. Certain psychological features such as selfesteem, sociability, internal violence, imagination and tolerance to frustration are matched to certain features of the games using marking rules. Based on the profile, a credit of marks for each criteria or a number of criteria can be defined and its consummation over time can be monitored. In specific embodiments, the behaviour of the player can be monitored by sensors and impact the marks in real-time or quasi real time. The invention can be embodied in two different architectures, in connection with a remote server or in a pure stand-alone off-line mode.

Description

SYSTEM AND METHOD FOR CONTROLLING THE USE OF APPLICATIONS ON A COMPUTER
FIELD OF THE INVENTION The present invention relates to a system and method for controlling the use of applications on a computer. Computer use, on-line and off-line, has now become so widespread in all classes of age that access to specific types of content is a serious concern for parents or institutions who offer computer access to pupils or students. This is specifically the case for gaming applications which can be installed on a computer or accessible on-line.
BACKGROUND
Solutions have been designed to address these concerns.
Internet usage restrictions to a definite list of sites or applications based on type of content or on usage hours (specific time of the day or accumulated usage time) can be parametrized in an Internet browser IiIe Internet Explorer. These controls are not flexible in the sense that, with these types of controls, it is not possible to define the control parameters based on a specific profile of the user. Local access by a first user to specific applications installed on a computer or available on-line can be prohibited by a second user who has administrator's rights on a computer with a method of the type disclosed in US patent 7,472,424 to Evans and alii. In the methods of this type, though, access is granted or denied according to the preferences set up by the administrator. These methods only allow use/dont'use access rights, for instance for game applications, as a function of the games overall ratings decided by private institutions like the ESRB (Entertainment Software Rating Board) in the United States of America or PEGI (Pan European Game Information) in Europe. These ratings are typically based on content scoring (rude words, race or gender discrimination, drug, chance, sex, violence...) and matching of this content with allowed/prohibited age classes. These methods do not allow flexible control of usage of certain applications within certain limits set for instance as a function of a profile of the user and of his/her passed use.
US patent 7,103,663 to lnoue et alii discloses usage control methods of a type wherein a central server delivers license tickets to a first user to access defined contents, said license tickets being delivered as a function of usage parameters set by a second user in relation to the profile of potential first users. In the methods of this type, though, there is a need for a central server to set the parameters of delivery of the license tickets. Also, the methods of this type do not contemplate the definition of control parameters which can be defined based on a global usage credit defined from a psychological profile or from other rules, for instance coupons with bonus/malus allocated to gamers based on skills or preferences , said credit being consummated over time by a definite user. It is therefore an object of the present invention to overcome these limitations by providing a system and method for controlling the use of applications on a computer, specifically game applications available on-line or off-line. Said system and method are versatile enough to allow fine-grained control of said use of a defined type of applications as a function of at least one type of global profile of a definite user in relation with the applications that are available to this definite user and of his/her use of the applications of this type over time.
SUMMARY OF THE INVENTION It is an object of the present invention to provide a system for controlling the use of applications on a computer comprising a first module for delivering to at least a first user access rights to at least one application running at least partially on said computer and a second module accessible to at least a second user for creating said access rights from a set of criteria comprising at least a profile of said first user, wherein said profile is defined at least partially from features defining a personality and/or goals of said first user. Advantageously, the invention provides a system wherein said access rights are allocated by said first module to sets of applications having distinguishing features which are defined in said second module to match said personality and/or goals features of said profile of said first user by a matching algorithm. Advantageously, the invention provides a system wherein the sets of applications input to the matching algorithms are selected by one of the first or second user from a first list proposed by a service provider. Advantageously, the invention provides a system wherein said distinguishing features of said sets of applications are selected from a group comprising at least immersion, narration, sociability, violence, valorisation, addiction. Advantageously, the invention provides a system wherein said access rights are allocated by said first module to sets of applications of defined types
Advantageously, the invention provides a system wherein the access rights delivered to said first user are consummated over time. Advantageously, the invention provides a system wherein said first module is controlled at least partially from a remote server. Advantageously, the invention provides a system wherein said second module is controlled at least partially from a second server. Advantageously, the invention provides a system wherein said first module is totally operable on said computer. Advantageously, the invention provides a system wherein said second module is totally operable on said computer.
Advantageously, the invention provides a system wherein a third module is capable of monitoring actual use of a set of applications by said first user. Advantageously, the invention provides a system wherein said profile of said first user is defined at least partially based on use history of said first user, defined at least partially at the output of said third module.
Advantageously, the invention provides a system wherein said profile of said first user is defined at least partially based on a comparison of history of use of said first user to a statistic of history of use by a set of users having a personality and/or goals substantially similar to the personality and/or goals of said first user.
Advantageously, the invention provides a system wherein said third module comprises drivers to receive and process output from sensors capable of measuring frequency and/or strength of strikes of said first user on input devices of at least one application running on said computer.
The invention also provides a process for controlling the use of applications on a computer comprising a first module for delivering to at least a first user access rights to at least one application running at least partially on said computer and a second module accessible to at least a second user for creating said access rights from a set of criteria comprising at least a profile of said first user, wherein said profile is defined at least partially from features defining a personality and/or goals of said first user.
Also, the invention has other benefits in the case where it is implemented in a pure off-line manner, such as the possibility for a user having administration rights to manage access to the software configuration and control what software are actually allowed to be played under what conditions on this definite computer.
BRIEF DESCRIPTION OF THE DRAWINGS
The invention will be better understood and its advantages will become even more apparent when looking at the appended figures which represent embodiments of the present invention:
Figure 1 is a hierarchical tree of the functions available on a computer implementing one embodiment of the invention;
Figure 2 is an example of sub-account structure with the main controls which may be set up to control game use by a user of the computer in an embodiment of the invention;
Figure 3 is an example of user profile configuration which will define a profile of game use;
Figure 4 is an example of predefined time slots for gaming within a week for a definite gamer profile;
Figure 5 is an example of criteria for excluding access to games matching these criteria; - Figure 6 displays an example of an access point to on-line child psychology advice to help a parent user define the set of games controls which match their child's personality;
Figure 7 is an example of a psychologist report which is there to help parents understand the consequences of their parameters setup;
Figure 8 is a summary of the parameters set during a parental controls setup session;
Figure 9 is a list of avatars corresponding to different child psychologies in an embodiment of the invention; Figure 10 is an activity report for games played by a user for whom controls have been set up;
Figure 1 1 is an example of an embodiment wherein awards are attributed to a gamer based on a number of criteria; - Figure 12 is an example of an embodiment wherein the criteria for attributing awards to a user are selected in a list of criteria by an administrator of the system;
Figure 13 is grid for scoring players in relation with a number of criteria and for defining a player profile thereof; - Figure 14 displays an architecture of a system according to the invention wherein the controls are set on a remote server on-line; Figure 15 displays an architecture of a system according to the invention wherein the controls are set on a local station off-line.
DETAILED DESCRIPTION OF SOME EMBODIMENTS
Figure 1 is a hierarchical tree of the functions available on a computer implementing one embodiment of the invention.
In a system according to the invention, a sub-account for a first user is defined by an authorized second user, said first user being granted defined rights defined by said second user. Said second user may define more than one sub-account and set different access criteria and parameters. One of the main purposes of a system according to the invention is to limit access to certain types of games according to these criteria. Also access to certain games can be totally blocked (types of games or definite games). It is even possible in such a system to define awards for gamers who respect a number of behavioural features defined by a controller. One important element of the invention is to assist parents in their selection of games/criteria as a function of the psychological profile of their child/children. For so doing, access may be provided to articles, general or specific advice (of Professor Who, for instance). Some of the features displayed on figure 1 are mandatory (ie parental control, define sub-account, etc .), while some other are optional (awards, blockage, access to psycho articles, etc .). Figure 2 is an example of sub-account structure with the main controls which may be set up to control game use by a user of the computer in an embodiment of the invention.
A second user (parent, supervisor, etc ..) can manage a number of sub- accounts (Cecil's and David's on figure 2). A sub-account can be active (Cecil's) or blocked (David's). Age of the sub-accounts holders has to be defined. Maximum time allowed for play can be defined on a number of periods. In the example of figure 2, a maximum play time has been defined for a whole week and for a single session. The second user can also view activity reports for each sub-account, as well as a status of the awards. He/she can also amend, delete, add a sub-account or go for advice to Pr Who's articles to assist him/her in setting the parameters of the sub-accounts in a manner suited to the tempers/characters of the sub-accounts holders.
Figure 3 is an example of user profile configuration which will define a profile of game use.
Age, sex, temper or character are the key criteria. Considering age, a number of sub-groups may be defined, as displayed in the example of the figure, where three groups have been defined: under teens, younger teens and elder teens. In addition to temper or character (calm, joyfull, timid, etc ..) a number of other criteria may be used, such as:
In relation to school: good at math, weak at literature, or the reverse, good in all disciplines, etc...
In relation to social behaviour: extravert, introvert, etc... - In relation to family behaviour: self-effacing, good relation, difficult relation, etc...
Other criteria can be defined, possibly adapted to the preferences of certain countries or communities. Once the sub-account holder (the first user) profile has been defined by the second user, this second user will be proposed the games in a catalogue which best fit the profile of the first user. It is then possible to grant access to all the games which are proposed by the system based on the criteria defined in the profile of the first user or to further customize the list of games which are accessible to the first user by adding or deleting manually some of the results of the system's selection. Figure 4 is an example of predefined time slots for gaming within a week for a definite gamer profile.
Based on the profile, total time game within a week and maximum time per session are either proposed by the second user (and can be modified by said second user) or are directly entered by the second user. Based on this, default time slots each day are proposed, which can also be amended. Recommended games can be previewed. Access to definite games can be totally blocked.
Also, preferences can be set in relation to communications that the first user is allowed to perform (receive news letter, receive private messages, download games, etc .).
Figure 5 is an example of criteria for excluding access to games matching these criteria. Access can be blocked based on: an age threshold defined for a game. ; their Multi Player Game (MPG) nature; their category (for instance: action, strategy, management, role, adventure, family, sport simulation, etc .); - the fact that they match some criteria ( for instance rude words, discrimination, stupefying, fright, hazard, sex, violence, etc .).
Partial blockage can also be implemented: for instance, access can be granted to an MPG, but access to the community of the game can be blocked.
Viewing capabilities are also offered by a system to implement the invention.
Embodiments of the present invention which are not displayed on the figures above can present more complex combinations of criteria for limiting/blocking access to certain games. The access rights may be defined, for instance, by a combination of the following limitations:
Total duration of use of all controlled games or duration of use of a definite type of game or of a definite game; Time of the day or the week or the month, or of an other period, when gaming is allowed/not allowed or a playing a definite type of game or a definite game is allowed/not allowed;
Frequency of use of all games or of a definite type of game or of a definite game;
Age or gender;
Criteria defined by one of the regional boards providing game scoring, like ESRB or PEGI;
Types of games; - Lists of games;
List of editors;
Psychological profile;
Goals;
History of use ; - Bonus, malus
ESRB and PEGI criteria are well known and mostly provide game scoring information to help parents gauge the games which they want to prevent their children to play because they promote discrimination, display violence or sex or have been tested to develop addiction. Similar systems are in place in other countries. These criteria do not take into account the specific psychology of a definite player.
The psychological profile of a game user is a more subtle concept which can take into account the possible interactions between a type of game and the specific personality or goals of a player. For instance, age is a well known factor, already included in the traditional scorings referred to above. But, at a definite age, a person who is calm will not react in the same way to a specific amount of practice of a definite game as a person who is nervous. Likewise, there will be different consequences of the same game on a person who is joyful and on a person who is of a sad nature. Or on a person who is socially connected or isolated, extravert or introvert, expansive or timid. Success at school, in various disciplines - mathematics, sciences, arts - may also modify the impact of a definite game on a specific person. Likewise, the relationship of the gamer with his/her family may have some consequences. A person can also have goals which can be better achieved with certain games. Some of them have been tested to help develop certain skills: reflexes, interaction, reactions to stimuli from the environment, learning... These goals can be taken into account in defining the access rights.
In a first embodiment of the present invention, for a definite profile of a first user thus defined, a recommended list of proposed games can be proposed to a second user. For instance, for a calm and joyful 10 year old girl with plenty of friends, the risk of isolation as a consequence of playing MPGs (Multi Player Games) is limited. This girl will benefit from adventure and strategy games. Based on these proposals, the second user selects the games from the list. As a function of age and success or difficulties at school, a maximum total duration of game within one week and one day can also be proposed, possibly with proposed time slots, either for each game or for all allowed games. The second user can also validate or change these system's proposals.
This set of controls may be supplemented or replaced with more classical controls based on age or prohibition of certain types of games. This can be improved by setting thresholds in terms of ESRB or PEGI scores above which access is denied for an age class.
In a second embodiment of the present invention, a list of distinguishing features of each game will be defined, for instance by a professional psychologist, an institution of the ESRB or PEGI type or a regulatory body. As a way of example, the following criteria can be rated an a scale from 1 to 10:
Immersion: the depth up to which the gamer enters the virtual world; - Narration: the quality of the storyboard of the game, the manner in which it develops during the game, the manner it is narrated to the gamer;
Sociability: number of characters in the game;
Violence: classical ESRB/PEGI criteria; Valorisation: the extent to which the performance of the gamer is recognised;
Addiction: classical ESRB/PEGI criteria.
Figure 6 displays an example of an access point to on-line child psychology advice to help a parent user define the set of games controls which match their child.
Access to this facility is of specific interest to implement the second embodiment mentioned hereinabove. It may be useful to indeed bring in a famous psychologist who can put his/her notoriety to full use in the community of gamers' parents. Access to tutorials (text and/or videos) can be offered, on the basic principles of child psychology and of parent/child relationship. More precise recommendations can be offered when dealing with video game use by one's children, how this can be controlled to limit damage on the child's education, or even be used to leverage education.
Figure 7 is an example of a psychologist report which is there to help parents understand the consequences of their parameters setup. An inference engine can be used to define set of game preferences matching a set of temper/character features, as exemplified in the short text of the feature: based on age, sex, character (joyfull) and temper (calm), maximum durations for a week and for a session are defined, as well as recommended categories (Adventure and Strategy).
Figure 8 is a summary of the parameters set during a parental controls setup session.
This is specifically useful when a second user has many sub-accounts of first users to manage.
Figure 9 is a list of avatars corresponding to different child psychologies in an embodiment of the invention.
Avatars are good symbols of a type of child personality and are therefore useful to simplify the task of parents who manage sub-accounts of their children. Figure 10 is an activity report for games played by a user for whom controls have been set up.
It is important to be in a position to monitor actual activity of each sub- account. These screens provide this facility.
Figure 1 1 is an example of an embodiment wherein awards are attributed to a gamer based on a number of criteria.
Since game control can be perceived as a punishment by some children, it is important for the system to be more easily accepted to propose positive strokes as a counterpart. This is the purpose of the awards system which is one feature of some embodiments of the invention.
For instance, a child who is helpful at home will be allowed extra gaming time in a definite week.
Figure 12 is an example of an embodiment wherein the criteria for attributing awards to a user are selected in a list of criteria by an administrator of the system.
Of course, other types of behaviours can be encouraged and preferences can be set and amended regularly in the system of the invention. The period of time on which awards apply may also be parameterized.
Figure 13 is grid for scoring players in relation with a number of criteria and for defining a player profile thereof. The experience of a psychologist will be used to build this grid, using artificial intelligence techniques. A simplified list of criteria and corresponding questions with a scoring system is displayed on figure 13.
Games and players can be rated using responses to questionnaires. A first type of questionnaire deals with the games, with the objective to score the psychological impact of the game through the gaming experience of the players, based on a number of features. An example is given below, for illustration purposes only:
What is the name of the game? How long did it take to go through the whole of it? Tell what the storyboard of the game is or, if none, just describe the game in a few words; First psychological impact : valorisation/self-esteem of the player o How difficult was it? o Describe the avatar ; o How is success rewarded in the game (object, meassage, etc..) ;
Second psychological impact : violence and transgression o Is it possible to act against morality in the game and if so, does law enforcement or morality authorities appear in the scenario when this is the case ? o Are the graphics of the game reality oriented, specifically in relation to violence ? o What did you think of the sound environment and sound effects of the game ? Are there violent and frightening ?
Third psychological impact : sociability o Is there an MPG mode? o If so, describe the mode of interaction with the other players
(assistance, collaboration, competition) o Is there a community implication?
Fourth psychological impact: narrative o What can you say about the story of the character ? o What can you say about the storyboard in general ? Is it consistent? Is the story important and detailed ? o In which universe does the game take place?
Fifth psychological impact: addiction o When is it possible to save the game? If it is at the end of level, is it long to play each level? o What is the importance of the community of gamers and the level of communication between players on the internet ? o Are the different levels difficult to reach ? It is the object of a second type of questionnaire to measure/score the player's personality. An example is given below, for illustration purposes only. A first list of criteria defining the child is given below (and also displayed on figure 13), all answers being for example selected in the list of never, seldom, often, always. Questions can be answered by the child him/herself, by a parent or by a professor:
Questions on self-esteem : o I happen to think I am a zero ; o I think I'll be successfull in life ; o I feel badly when criticized ; o I feel good about myself.
- Questions on sociability : o I spend time with my friends ; o I like to play team games; o I use communication devices (telephone, internet, MSN, etc.) ; o I like to be on my own.
Questions on violence : o I easily speak my emotions to others ; o I have difficulties to abide by the rules ; o I have low self control when one puts me out of temper ; o I happen to react physically when I loose.
Questions on fancy : o I like to build stories ; o I like to read ; o I like maths ; o I like to write narratives.
Questions on intolerance to frustration : o I always want more ; o I cannot accept prohibition ; o I accept to stop a session to go and eat ; o I have other hobbies than video games.
A set of rules can then be defined to connect questions and evaluation criteria; this is where the inference engine of the artificial intelligence system will come into play:
Self-esteem in relation with reward and difficulty : o If the child has no self-esteem, he will need games with a high mark in valorisation (explicit and difficult reward; mark higher than or equal to 7,5); o If the child has average self-esteem, he will need games with an average mark in valorisation (average reward and difficulty; mark between 5 and 7,5); o If I the child has ot of self-esteem, he will need games with a low mark in valorisation (few rewards of an easy nature; mark lower than or equal to 5).
Sociability (evaluation of the on-line cooperation mode in relation with the social connections of the child) : o If the child has no sociability, he will need games with a high mark in sociability (cooperation an communitarian implication in MPG mode; mark higher than or equal to 7,5); o If the child has average sociability, he will need games with an average mark in sociability (mark between 2,5 and 7,5); o If the child has a high level of sociability, he will need games with a low mark in sociability (no MPG mode; mark lower than or equal to 2,5).
Violence and transgression (evaluation of the possibility of transgression, of the freedom to act, of the reality of sound and graphics in connection with the internal violence of the child): o If the child has a high level of internal violence, he will need games with a low mark in violence (no immoral content, strict rules, no graphic or verbal violence; mark lower than 3); o If the child has an average level of internal violence, he will need games with an average mark in violence (loose rules with transgression possibilities; average reality; mark between 3 and
6); o If the child has a low level of internal violence, he will be allowed games with a high mark in violence (allowed transgression, high level of graphic and verbal violence, ample freedom to act; mark higher than 6 and lower than or equal to 10).
Narrative (evaluation of the colour of the character, of his story, of the scenario and of its metaphorical dimension, in connection with the questions on imagination) o If the child has a low level of imagination, he will need games with a high mark to the narrative, (complex character, elaborate scenario, metaphoric richness; mark higher than 6 and lower than or equal to10); o If the child has an adequate level of imagination, he will need games with an average mark to the narrative, (character in the context, simple scenario, simple historical context; mark higher than 3 and lower than or equal to 6); o If the child has a high level of imagination, he will be allowed games with a low mark to the narrative, (character with no precise story, free scenario, precise historical context; mark lower than 3).
Addiction (evaluation of the possibilities Io save the sessions, easiness of the interface, networking, capabilities with communitarian implication, in connection with the questions about toioiancG/iπtoloranco to frustration) o W the child has no tolerance to fiustrauon, he will be proposed games with a low mark in possibilities to control operation
(wherein it is possible to save anytime, there is no communitarran implication, which arc difficult , mark lowoi than 3); o Sf the child has an average tolerance to frustration, he wii! be proposed games with an average mark in possibilities to control operation (save at the end of each levei. networking mode, average difficulty; mark higher than 3 and lower than or equal to 6); o It the child has a good tolerance to frustration, he will be proposed games with a high mark in possibilities to control operation (few save options, easy games or games with communitarian implication since he is capable of benefiting while doing something else in life; mark higher than 6 and lower than or equal to 10).
Such rules which match psychological features with games recommendations are given as examples only. These rules can be drawn from theory or experience and be adapted to contexts which may vary from a country to the other, depending also on the type of socio-economic or cultural environment and varying over time. A basic principle is to avoid games which may reinforce weaknesses of a player and to recommend games which would compound his/her strengths.
In the method according to the invention, a list of criteria to evaluate the temper and character of a potential player are also used to rate the games and the two scales are compared to estimate a best fit.
We now come to describe how the invention may be implemented to allocate a maximum duration of play time over a certain period between a number of recommended games.
For each distinguishing feature, a score is defined, for instance by a number of points. For a definite user profile, a maximum number of points for each feature is defined. Alternatively, the maximum number of points may be defined for each game of a definite type. These credits may be consummated by a user of a definite profile over a definite period of time (day, week, month ...) by various combinations of games selected within a list either by the end user himself/herself or by a person controlling gaming. The list from which the selection will be made may be created using a process described in connection with the first embodiment. Certain games may be excluded from the list for a user with a defined profile based on maximum or minimum values of points for a selection of criteria (for instance, violence and/or addiction). Exclusion may also be made simply by browsing the comments of professional psychologists or other users/parents which may be made accessible on-line to a community of users/parents. Priorities within the list can be set, taking into account various criteria other than directly connected with the psychology of the user; for instance marketing promotions may be decided to impact the order of priorities which are presented by a service provider to the users. Of course, it is also possible to change the list and its priorities over time. Possibly this number of points is apportioned to a set of selected games, said selection having been made for instance by a process described in connection with the first embodiment.
As a way of example, the sequence of calculations performed to determine the selection of games matching the personality of a definite user may be the following:
Determine the personality features of the first user;
Determine the maximum number of hours to be played within a period of time (a week, for instance); - Determine the maximum number of points per hour per distinguishing feature of each game in the list for this user profile
(certain criteria may have a minimum and not a maximum threshold);
Eliminate all games which are above (under) the threshold for at least one criteria;
Edit a default allocation of time slots allowed for gaming to the list of retained games in the order of priority (this list can be shortened by default to a definite number of games);
Let the controller (parent) amend this allocation while he can see in real time the impact of the amendments on the points per criteria;
Let the controller finally validate the allocation.
When the first user actually plays, control may be performed at least in two manners: either no flexibility is granted and access rights are only given at the planned time slots for the defined selected games; or, some flexibility is allowed either by varying the time slots or by substituting some games to the selected ones. In this case, counters will accrue the points per criteria for each individual game played by the user. Access will be denied when maximum (minimum) number of points corresponding to the profile is reached.
In an improvement of the system, counters may also be increased (decreased in the case of minimum value thresholds) in case of a perceived negative behaviour or decreased (increased in the case of minimum value thresholds) in case of a perceived positive behaviour. Negative and positive are in relation to the individual behaviour. Means for detecting specific behaviours may for instance be: counting the number of strikes on a key or the number of movements of a mouse or a stick; measuring the force applied to the same, etc...in relation to "standard" measures for a normalised score. A gamer who is rated "nervous" will for instance get bonuses if he/she uses less movements or movements of a lesser strength to achieve a target result in a shooting game...
In the improvement wherein history of use of the person can be measured and his/her reactions can be monitored either in real time or through activity reports, it is possible to adjust the algorithm matching profile with maximum values of distinguishing features of the games played based on the evolution of the player, possibly in response to a number of tests. Of course, controls, measurements, monitoring and tests have to be compliant with local regulations protecting privacy and personal freedom.
Figure 14 displays an architecture of a system according to the invention wherein the controls are set on a remote server on-line.
The invention is implemented on a local PC, 1400, in connection with remote servers, 1440. On the local PC reside two modules, an application control module, 1400a, and a profile control module, 1400b.
In this first embodiment, games under control are those which can be played on a remote server. In this embodiment, at the time of registration and payment, a second user, 1410b, (for instance the one who pays...) will be asked to fill in a questionnaire to define the personality/goals of the first user (the usual player), 1410a. Selections of games and time slots will be proposed and validated on line by the second user in the profile control module, 1400b, wherein a set of criteria, 1420b are defined/stored, including the profile of the first user, 1430b. Access rights to an application, 1420a, are being granted in the application control module 1400a. The resulting controls to be performed for this gamer will be stored in a database and passed when adequate to the game server scheduler with all necessary parameters. Monitoring of actual use may be also performed by the game server. When access is requested, the controls are performed by a matching algorithm, 1430a. The matching algorithm checks if some credits (time, type of game, etc..) are still available or if the access rights have expired. Alternatively, all controls may be resident on the local computer of the player, provided that the first user does not possess administrator's rights (or skills to bypass said rights...). In this latter case, preferences are defined off-line. Access rights to the game server are granted or denied by a specific software module resident on the computer.
Figure 15 displays an architecture of a system according to the invention wherein the controls are set on a local station off-line. The invention is implemented on a local PC, 1500, which is not connected to remote servers, while it may be connected from time to time. On the local PC reside at least two modules, an application control module, 1500a, and a profile control module, 1500b. A first user, 1510a is a player and a second user, 1510b, controls the usage of the first user. In this second embodiment, it is also possible to implement the invention for controlling off-line use of games, ie games which are resident on a computer or used through an external storage device. One way of implementing the invention in an architecture of this type is to configure the computer specifically. For effecting said configuration, an Application Service Provider (ASP) capable of implementing the invention, can be allowed to take on-line control of the client's computer for some time, create a specific disk partition where all legacy games are transferred and where all games acquired in the future will be installed, implant on said partition a Digital Rights Management (DRM) module, 1500a, which capable of delivering access rights to each of the game applications, 1520a, present on the partition (a first module, 1500a) and a profiling module (a second module, 1500b) to define said access rights using for instance the algorithms described above. An example of DRM is the one provided by Securom™. The DRM has to be capable of providing access rights with an expiry date or to be revocable. In this case, the matching algorithm, 1530a is totally resident on the local computer, 1500.
A third module monitoring actual use may be present in the two types of embodiments. This third module comprises the counters mentioned above and the drivers of the possible sensors to detect strength or number of strikes of input devices, as explained. This third module will also trigger revocation of specific access rights when set limits are reached.
The two embodiments described hereinabove may be combined with the second and third modules being configured to monitor both on-line and offline gaming. It is also possible in this architecture that on-line gaming purchased from an ASP who is different from the one having installed the parental control modules be also controlled by said modules.
Of course, it is important to find procedures to smooth the impediment for the client to have to grant access to the ASP to take control of his/her computer. One way is to plan the execution of these tasks at night. There is of course a necessity that the ASP is a trusted third party.
It is also a necessity that this system be user friendly enough to be actually used, which is not the case of parental control systems of the prior art. The appendix gives examples of the screens used by the second user to enter the control criteria in the second module and of the screen used by the first user to use his/her access rights to perform a game, in situations where access is granted or access is denied.
The examples which have been described hereinabove are only a number of specific embodiments which do not limit the scope of the invention, which is defined by the appended claims.

Claims

1 . A system for controlling the use of applications on a computer comprising a first module (1400a, 1500a) for delivering to at least a first user (1410a, 1510a) access rights to at least one application (1420a, 1520a) running at least partially on said computer and a second module (1400b, 1500b) accessible to at least a second user (1410b, 1510b) for creating said access rights from a set of criteria (1420b, 1520b) comprising at least a profile (1430b, 1530b) of said first user, wherein said profile is defined at least partially from features defining a personality and/or goals of said first user.
2. System according to claim 1 , wherein said access rights are allocated by said first module to sets of applications having distinguishing features which are defined in said second module to match said personality and/or goals features of said profile of said first user by a matching algorithm.
3. System according to any one of claims 1 to 2, wherein the sets of applications input to the matching algorithms are selected by one of the first or second user from a first list proposed by a service provider.
4. System according to any one of claims 1 to 3, wherein said distinguishing features of said sets of applications are selected from a group comprising at least immersion, narration, sociability, violence, valorisation, addiction.
5. System according to any one of claims 1 to 4, wherein said access rights are allocated by said first module to sets of applications of defined types.
6. System according to any one of claims 1 to 5, wherein the access rights delivered to said first user are consummated over time.
7. System according to any one of claims 1 to 6, wherein said first module is controlled at least partially from a remote server.
8. System according to any one of claims 1 to 7, wherein said second module is controlled at least partially from a second server.
9. System according to any one of claims 1 to 6, wherein said first module is totally operable on said computer.
10. System according to any one of claims 1 to 6 or 9, wherein said second module is totally operable on said computer.
1 1. System according to any one of claims 1 to 10, wherein a third module is capable of monitoring actual use of a set of applications by said first user.
12. System according to any one of claims 1 to 1 1 , wherein said profile of said first user is defined at least partially based on use history of said first user, defined at least partially at the output of said third module.
13. System according to any one of claims 1 to 12, wherein said profile of said first user is defined at least partially based on a comparison of history of use of said first user to a statistic of history of use by a set of users having a personality and/or goals substantially similar to the personality and/or goals of said first user.
14. System according to any one of claims 1 to 13, wherein said third module comprises drivers to receive and process output from sensors capable of measuring frequency and/or strength of strikes of said first user on input devices of at least one application running on said computer.
15. A process for controlling the use of applications on a computer comprising a first module for delivering to at least a first user access rights to at least one application running at least partially on said computer and a second module accessible to at least a second user for creating said access rights from a set of criteria comprising at least a profile of said first user, wherein said profile is defined at least partially from features defining a personality and/or goals of said first user.
PCT/EP2010/053208 2009-03-13 2010-03-12 System and method for controlling the use of applications on a computer WO2010103110A2 (en)

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