CA2896196A1 - Real estate virtual reality (vr) tour experience and proprietary booth and system to maximize user's vr immersion - Google Patents
Real estate virtual reality (vr) tour experience and proprietary booth and system to maximize user's vr immersion Download PDFInfo
- Publication number
- CA2896196A1 CA2896196A1 CA2896196A CA2896196A CA2896196A1 CA 2896196 A1 CA2896196 A1 CA 2896196A1 CA 2896196 A CA2896196 A CA 2896196A CA 2896196 A CA2896196 A CA 2896196A CA 2896196 A1 CA2896196 A1 CA 2896196A1
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- virtual reality
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- 238000007654 immersion Methods 0.000 title description 3
- 238000004088 simulation Methods 0.000 abstract description 16
- 230000002452 interceptive effect Effects 0.000 abstract description 5
- 201000003152 motion sickness Diseases 0.000 abstract description 5
- 238000009877 rendering Methods 0.000 abstract description 5
- 230000000694 effects Effects 0.000 abstract description 3
- 238000010586 diagram Methods 0.000 description 4
- 238000000034 method Methods 0.000 description 4
- 125000001475 halogen functional group Chemical group 0.000 description 2
- 239000003086 colorant Substances 0.000 description 1
- 239000011521 glass Substances 0.000 description 1
- 210000003128 head Anatomy 0.000 description 1
- 230000000977 initiatory effect Effects 0.000 description 1
- 230000035515 penetration Effects 0.000 description 1
- 239000002023 wood Substances 0.000 description 1
Classifications
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
- G06Q50/10—Services
- G06Q50/16—Real estate
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/06—Buying, selling or leasing transactions
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/06—Buying, selling or leasing transactions
- G06Q30/0601—Electronic shopping [e-shopping]
- G06Q30/0623—Item investigation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/06—Buying, selling or leasing transactions
- G06Q30/0601—Electronic shopping [e-shopping]
- G06Q30/0641—Shopping interfaces
- G06Q30/0643—Graphical representation of items or shoppers
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/006—Mixed reality
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- Business, Economics & Management (AREA)
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- Finance (AREA)
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- Development Economics (AREA)
- Tourism & Hospitality (AREA)
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- General Health & Medical Sciences (AREA)
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- User Interface Of Digital Computer (AREA)
- Processing Or Creating Images (AREA)
Abstract
The hereby invention is a solution for a user to do an online tour of a residential, commercial or office space property in a three dimensional (3D) virtual reality (VR) setting. A user will now be able to send a request to a real estate properties library server for a visit, which will then display the desired property virtually to the user's computer in a 3D interactive simulation viewed through any consumer VR headset, thus emulating a real-life visiting experience for the user.
A software platform will gather, organize and allow the user to choose from all the 360° full sphere video renderings of the actual real estate properties. The user will then explore a desired property through our proprietary HausLife booth, for maximizing the user's virtual reality touring experience and comfort. Our HausLife booth is essential for eliminating the well-documented motion-sickness effects currently associated with VR
experiences.
A software platform will gather, organize and allow the user to choose from all the 360° full sphere video renderings of the actual real estate properties. The user will then explore a desired property through our proprietary HausLife booth, for maximizing the user's virtual reality touring experience and comfort. Our HausLife booth is essential for eliminating the well-documented motion-sickness effects currently associated with VR
experiences.
Description
Description REAL ESTATE VIRTUAL REALITY (VR) TOUR EXPERIENCE AND PROPRIETARY
BOOTH AND SYSTEM TO MAXIMIZE USER'S VR IMMERSION
The present invention relates to virtual reality. More particularly, the present invention relates to a realistic three dimensional virtual reality experience of visiting a real estate property.
It is common practice to go on the internet to start the purchasing process of a property. The Internet has become an excellent tool to view and share information, photos, videos and descriptions of the properties for sale on the market. The high penetration rate as well as an easy access to the Internet has created a lively platform where buyers, sellers and real estate brokers meet.
Once the initial steps are made and a potential buyer has set eyes on a limited number of properties, the following step would be to go on-site and do a visit of each one of the properties.
Photos and video tours currently found on the different brokers and agencies websites can only offer limited cues and information to a potential buyer, because of their inherent nature of being two dimensional representations; hence the importance of visiting a property on-site.
Unfortunately, today's consumers can be faced with many obstacles preventing them from booking a visit. They could be limited in time, limited in geography (live too far from a desired property), or be unable to meet a property owner in the pre-determined time slots made available for visits. On the seller's perspective, it can be very inconvenient to have many strangers visiting your property. Also, a potential buyer who already visited a property once might want to revisit that property and spend more time exploring it before closing a transaction, but is unwilling to bother the owner with additional visit time.
The hereby invention is a solution for a user to do an online visit of a residential, commercial or office space property in a three dimensional (3D) virtual reality (VR) setting. A user will now be able to send a request to a real estate properties library server for a visit, which will then display the desired property virtually to the user's computer in a 3D interactive simulation viewed through any consumer VR headset, thus emulating a real-life visiting experience for the user.
BOOTH AND SYSTEM TO MAXIMIZE USER'S VR IMMERSION
The present invention relates to virtual reality. More particularly, the present invention relates to a realistic three dimensional virtual reality experience of visiting a real estate property.
It is common practice to go on the internet to start the purchasing process of a property. The Internet has become an excellent tool to view and share information, photos, videos and descriptions of the properties for sale on the market. The high penetration rate as well as an easy access to the Internet has created a lively platform where buyers, sellers and real estate brokers meet.
Once the initial steps are made and a potential buyer has set eyes on a limited number of properties, the following step would be to go on-site and do a visit of each one of the properties.
Photos and video tours currently found on the different brokers and agencies websites can only offer limited cues and information to a potential buyer, because of their inherent nature of being two dimensional representations; hence the importance of visiting a property on-site.
Unfortunately, today's consumers can be faced with many obstacles preventing them from booking a visit. They could be limited in time, limited in geography (live too far from a desired property), or be unable to meet a property owner in the pre-determined time slots made available for visits. On the seller's perspective, it can be very inconvenient to have many strangers visiting your property. Also, a potential buyer who already visited a property once might want to revisit that property and spend more time exploring it before closing a transaction, but is unwilling to bother the owner with additional visit time.
The hereby invention is a solution for a user to do an online visit of a residential, commercial or office space property in a three dimensional (3D) virtual reality (VR) setting. A user will now be able to send a request to a real estate properties library server for a visit, which will then display the desired property virtually to the user's computer in a 3D interactive simulation viewed through any consumer VR headset, thus emulating a real-life visiting experience for the user.
2 A software platform will gather, organize and allow the user to choose from all the 3600 full sphere video renderings of the actual real estate properties. The user will then explore a desired property through our proprietary HausLife booth, for maximizing the user's virtual reality touring experience and comfort. The user will therefore be able to visit a property without actually travelling on-site, and still get all the cues and information as if he was there. The user will be able to visit a property as freely, as many times and for as long as he likes, without encountering any of the aforementioned obstacles.
The accompanying drawings, which are incorporated into and constitute a part of this specification, illustrate one or more embodiments of the present invention and, together with detailed description, serve to explain the principles and implementations of the invention. An advised person will realize that these irawings help illustrate our concept, but are in no way limitative in what they could be translated in nature.
In the drawings:
FIG. 1 is a block diagram illustrating the virtual reality open house experience in accordance with an embodiment of the present invention.
FIG. 2 is a flow diagram that illustrates the process of going through a virtual reality open house in accordance with an embodiment of the present invention.
FIG. 3 illustrates the physical HausLife booth in which the user will experience the VR
simulation.
FIG. 4 shows a side view of the luxury couch seat included in the HausLife booth, which sits on a rotating platform, a component that is crucial for eliminating the motion-sickness effects currently associated with VR experiences.
DETAILED DESCRIPTION
The present invention relates to a realistic three-dimensional (3D) virtual reality open house experience. Most real estate listings websites are two dimensional and do not allow a user to experience a true-to-life visiting expeLence. By allowing a user to take advantage of an online 3D virtual environment, the real estate shopping experience would be enhanced.
Moreover,
The accompanying drawings, which are incorporated into and constitute a part of this specification, illustrate one or more embodiments of the present invention and, together with detailed description, serve to explain the principles and implementations of the invention. An advised person will realize that these irawings help illustrate our concept, but are in no way limitative in what they could be translated in nature.
In the drawings:
FIG. 1 is a block diagram illustrating the virtual reality open house experience in accordance with an embodiment of the present invention.
FIG. 2 is a flow diagram that illustrates the process of going through a virtual reality open house in accordance with an embodiment of the present invention.
FIG. 3 illustrates the physical HausLife booth in which the user will experience the VR
simulation.
FIG. 4 shows a side view of the luxury couch seat included in the HausLife booth, which sits on a rotating platform, a component that is crucial for eliminating the motion-sickness effects currently associated with VR experiences.
DETAILED DESCRIPTION
The present invention relates to a realistic three-dimensional (3D) virtual reality open house experience. Most real estate listings websites are two dimensional and do not allow a user to experience a true-to-life visiting expeLence. By allowing a user to take advantage of an online 3D virtual environment, the real estate shopping experience would be enhanced.
Moreover,
3 virtual reality uses any or all senses to create a virtual world, which may be a model of a real world or a wholly artificial one. Additionally, the experience may be rendered interactive by any special human interface device(s) used today.
FIG. 1 is a block diagram illustrating the virtual reality open house experience in accordance with an embodiment of the present invention. The user will experience our solution through a physical booth 100 we've called HausLife. We will later describe each component of this HausLife booth in FIG. 3. The HausLife booth 100, such as a computer, will connect to the Internet 200. The Internet 200 will then connect to a HausLife VR simulation server 300 to send virtual reality contents to the user's HausLife booth to provide a 3D virtual reality open house experience. The VR simulation server 300 will contain a real estate properties library database 500 that stores and organizes all virtual reality data that is used for rendering the properties in the HausLife booth 100. The virtual reali'y data will have been collected by capturing 360 full sphere video footage 400 of each property using VR-ready cameras.
The simulation server 300 will also contain the HausWise database 700, a proprietary decision-support system that includes residential market information to help accompany potential buyers.
The HausWise database 700 will provide the VR simulation server 300 with vital information 600 on the property that is being toured. The VR simulation server 300 will then, in turn, transfer this information 600 along with the virtual property renderings 400 to the HausLife booth 100, through the Internet 200.
FIG. 2 is a flow diagram that illustrates the process of going through a virtual reality open house.
In step 1, the user will have to stand in front of the HausLife booth, facing it.
In step 2, a camera attached to the outside of the HausLife booth with take a snapshot of the user.
This step will serve the process of generating the user's avatar in the HausLife VR simulation. A
recognition system will map different colors and styles of pieces of clothing in order to match the user's attire, and create continuity between the "real" world and the "virtual" representation of the user for the HausLife VR experience.
In step 3, the user will enter the HausLiie booth and take place on a luxury couch seat.
FIG. 1 is a block diagram illustrating the virtual reality open house experience in accordance with an embodiment of the present invention. The user will experience our solution through a physical booth 100 we've called HausLife. We will later describe each component of this HausLife booth in FIG. 3. The HausLife booth 100, such as a computer, will connect to the Internet 200. The Internet 200 will then connect to a HausLife VR simulation server 300 to send virtual reality contents to the user's HausLife booth to provide a 3D virtual reality open house experience. The VR simulation server 300 will contain a real estate properties library database 500 that stores and organizes all virtual reality data that is used for rendering the properties in the HausLife booth 100. The virtual reali'y data will have been collected by capturing 360 full sphere video footage 400 of each property using VR-ready cameras.
The simulation server 300 will also contain the HausWise database 700, a proprietary decision-support system that includes residential market information to help accompany potential buyers.
The HausWise database 700 will provide the VR simulation server 300 with vital information 600 on the property that is being toured. The VR simulation server 300 will then, in turn, transfer this information 600 along with the virtual property renderings 400 to the HausLife booth 100, through the Internet 200.
FIG. 2 is a flow diagram that illustrates the process of going through a virtual reality open house.
In step 1, the user will have to stand in front of the HausLife booth, facing it.
In step 2, a camera attached to the outside of the HausLife booth with take a snapshot of the user.
This step will serve the process of generating the user's avatar in the HausLife VR simulation. A
recognition system will map different colors and styles of pieces of clothing in order to match the user's attire, and create continuity between the "real" world and the "virtual" representation of the user for the HausLife VR experience.
In step 3, the user will enter the HausLiie booth and take place on a luxury couch seat.
4 In step 4, using the VR headset and physical remote controller, the user will select ambiance music and go through quick steps for display calibration.
In step 5, the user will choose a property to visit using the remote controller. The user will do so by navigating in our HausLife software, scrolling through floating windows of property facades.
The user will also be able to directly imput a property identification number and select a desired property.
In step 6, the user will witness a rendering of his luxury couch seat gently hover above the ground, and progress through the property's front door as if it were on EMP
rails. Once inside the house, the user will then have full control of its hovering couch on rails, being able to progress forward, backwards, or pause anywhere in the property on a virtual blue EMP track.
The hovering couch will be controlled by the user through the physical remote controller.
In step 7, the user will be able to end the visit at will using the controller and an interactive display menu.
In step 8, the user can decide to continue the visit for as long as desired, initiating progress in any direction or by restarting at the beginning of the visit.
In step 9, when the user decides to end the visit of the property, he is then hovered back to the VR simulation main menu.
In step 10, the user will have the choice to visit a different property. If that's the case, the user will then redo step 5 and scroll through the available properties until he decides on the next property to visit.
In step 11, when the user is done browsing through the virtual properties, he can remove the VR
headset and simply exit the HausLife booth.
FIG. 3 illustrates the physical HausLife booth in which the user will experience the VR
simulation.
Element 20 are four frosty premium glass walls surrounding the HausLife booth.
Element 30 is a floor made with engineered wood.
Element 40 is a computer mainframe used to render the HausLife VR simulation.
Element 50 is a 1-seat luxury sofa couch. The base of the couch includes a smooth blue LED-emitting halo light. The light serves to indicate when the VR simulator experience is ON. A side view in FIG. 4 will also show that the base sits on a rotating platform.
Element 60 is a camera attached to the outside of the booth. It it used to take a snapshot and generate the user's avatar in the VR simulation.
Element 70 is a camera attached to the inside of the booth. It is used as tracking device for head and body movements, as bundled with any typical VR headset.
Element 80 is the VR headset used for displaying the HausLife VR simulation experience.
Element 90 is a physical remote controller used to select preferences and interact inside the virtual reality simulation.
FIG. 4 shows a side view of the luxury couch seat 50 included in the HausLife booth. The base 51 of the couch includes a smooth blue LED-emitting halo light. The light serves to indicate when the VR simulator experience is ON. The base 51 sits on a rotating platform 52, a component that is crucial for eliminating the motion-sickness effects currently associated with VR experiences. Indeed, it has been well tested and documented that motion-sickness is a side-effect to Virtual Reality (VR) experiences. That occurs when what the user is seeing through the VR headset doesn't match the body's movements and inclination. As of today, experiences are developed for VR and many of them include movement or free-roaming in the virtual environment. Problems and motion-sickness are prone to appear and affect the user, because in physical reality his body doesn't move, but what he is seeing through the VR
headset is.
Therefore, our HausLife booth will incorporate a rotating platform in order to effectively match any body movement that the user sees in the virtual world. Our HausLife booth will eliminate the difference between what eyes see and what body feels, therefore maximizing the user's immersion and comfort experiencing a VR experience.
Brokers and real estate agencies may register to our service and be billed in a variety of ways.
For example, they can be billed a simple recurring subscription fee. In another example, agencies and brokers can be billed a set fee for purchasing a HausLife booth and a recurring monthly fee for the use of our service license. In another example, the agencies and brokers may be billed base upon the number of properties available in the virtual reality library, such as a fixed cost for up to 100 properties, or per house. Additionally, brokers and agencies may be charged an extra fee for additional services such as the ability to use the HausWise decision-support system as part of the simulation, integrated through interactive displays.
In step 5, the user will choose a property to visit using the remote controller. The user will do so by navigating in our HausLife software, scrolling through floating windows of property facades.
The user will also be able to directly imput a property identification number and select a desired property.
In step 6, the user will witness a rendering of his luxury couch seat gently hover above the ground, and progress through the property's front door as if it were on EMP
rails. Once inside the house, the user will then have full control of its hovering couch on rails, being able to progress forward, backwards, or pause anywhere in the property on a virtual blue EMP track.
The hovering couch will be controlled by the user through the physical remote controller.
In step 7, the user will be able to end the visit at will using the controller and an interactive display menu.
In step 8, the user can decide to continue the visit for as long as desired, initiating progress in any direction or by restarting at the beginning of the visit.
In step 9, when the user decides to end the visit of the property, he is then hovered back to the VR simulation main menu.
In step 10, the user will have the choice to visit a different property. If that's the case, the user will then redo step 5 and scroll through the available properties until he decides on the next property to visit.
In step 11, when the user is done browsing through the virtual properties, he can remove the VR
headset and simply exit the HausLife booth.
FIG. 3 illustrates the physical HausLife booth in which the user will experience the VR
simulation.
Element 20 are four frosty premium glass walls surrounding the HausLife booth.
Element 30 is a floor made with engineered wood.
Element 40 is a computer mainframe used to render the HausLife VR simulation.
Element 50 is a 1-seat luxury sofa couch. The base of the couch includes a smooth blue LED-emitting halo light. The light serves to indicate when the VR simulator experience is ON. A side view in FIG. 4 will also show that the base sits on a rotating platform.
Element 60 is a camera attached to the outside of the booth. It it used to take a snapshot and generate the user's avatar in the VR simulation.
Element 70 is a camera attached to the inside of the booth. It is used as tracking device for head and body movements, as bundled with any typical VR headset.
Element 80 is the VR headset used for displaying the HausLife VR simulation experience.
Element 90 is a physical remote controller used to select preferences and interact inside the virtual reality simulation.
FIG. 4 shows a side view of the luxury couch seat 50 included in the HausLife booth. The base 51 of the couch includes a smooth blue LED-emitting halo light. The light serves to indicate when the VR simulator experience is ON. The base 51 sits on a rotating platform 52, a component that is crucial for eliminating the motion-sickness effects currently associated with VR experiences. Indeed, it has been well tested and documented that motion-sickness is a side-effect to Virtual Reality (VR) experiences. That occurs when what the user is seeing through the VR headset doesn't match the body's movements and inclination. As of today, experiences are developed for VR and many of them include movement or free-roaming in the virtual environment. Problems and motion-sickness are prone to appear and affect the user, because in physical reality his body doesn't move, but what he is seeing through the VR
headset is.
Therefore, our HausLife booth will incorporate a rotating platform in order to effectively match any body movement that the user sees in the virtual world. Our HausLife booth will eliminate the difference between what eyes see and what body feels, therefore maximizing the user's immersion and comfort experiencing a VR experience.
Brokers and real estate agencies may register to our service and be billed in a variety of ways.
For example, they can be billed a simple recurring subscription fee. In another example, agencies and brokers can be billed a set fee for purchasing a HausLife booth and a recurring monthly fee for the use of our service license. In another example, the agencies and brokers may be billed base upon the number of properties available in the virtual reality library, such as a fixed cost for up to 100 properties, or per house. Additionally, brokers and agencies may be charged an extra fee for additional services such as the ability to use the HausWise decision-support system as part of the simulation, integrated through interactive displays.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
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CA2896196A CA2896196A1 (en) | 2015-07-06 | 2015-07-06 | Real estate virtual reality (vr) tour experience and proprietary booth and system to maximize user's vr immersion |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
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CA2896196A CA2896196A1 (en) | 2015-07-06 | 2015-07-06 | Real estate virtual reality (vr) tour experience and proprietary booth and system to maximize user's vr immersion |
Publications (1)
Publication Number | Publication Date |
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CA2896196A1 true CA2896196A1 (en) | 2017-01-06 |
Family
ID=57681836
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Application Number | Title | Priority Date | Filing Date |
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CA2896196A Abandoned CA2896196A1 (en) | 2015-07-06 | 2015-07-06 | Real estate virtual reality (vr) tour experience and proprietary booth and system to maximize user's vr immersion |
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CA (1) | CA2896196A1 (en) |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP3385892A1 (en) * | 2017-04-07 | 2018-10-10 | Virtual Trade Center Oy | Shared use real estate marketing premises |
EP3385898A1 (en) * | 2017-04-07 | 2018-10-10 | Virtual Trade Center Oy | Arrangement for real estate marketing |
US11568615B2 (en) | 2019-11-26 | 2023-01-31 | Rufina Shatkina | Collaborative on-demand experiences |
-
2015
- 2015-07-06 CA CA2896196A patent/CA2896196A1/en not_active Abandoned
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP3385892A1 (en) * | 2017-04-07 | 2018-10-10 | Virtual Trade Center Oy | Shared use real estate marketing premises |
EP3385898A1 (en) * | 2017-04-07 | 2018-10-10 | Virtual Trade Center Oy | Arrangement for real estate marketing |
US11568615B2 (en) | 2019-11-26 | 2023-01-31 | Rufina Shatkina | Collaborative on-demand experiences |
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Effective date: 20180130 |