EP2219749A2 - Method of managing the displaying or the deleting of a representation of a user in a virtual environment - Google Patents
Method of managing the displaying or the deleting of a representation of a user in a virtual environmentInfo
- Publication number
- EP2219749A2 EP2219749A2 EP08864905A EP08864905A EP2219749A2 EP 2219749 A2 EP2219749 A2 EP 2219749A2 EP 08864905 A EP08864905 A EP 08864905A EP 08864905 A EP08864905 A EP 08864905A EP 2219749 A2 EP2219749 A2 EP 2219749A2
- Authority
- EP
- European Patent Office
- Prior art keywords
- user
- representation
- virtual environment
- appearance
- area
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
Links
Classifications
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5573—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history player location
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
Definitions
- the present invention relates to the implementation and control of virtual environments, for example "virtual worlds", allowing for example for users to meet virtually and communicate through their respective terminals. More precisely, the invention relates to the display, the reproduction and / or the deletion of the representations of the users operating in these virtual environments, on the different terminals on which these representations can be viewed.
- virtual environments for example "virtual worlds”
- the invention relates to the display, the reproduction and / or the deletion of the representations of the users operating in these virtual environments, on the different terminals on which these representations can be viewed.
- a virtual environment can be seen as a representation of a particular universe at which real-world users are present, in the form of avatars.
- An avatar is a representation, defined using a set of parameters. 'an user.
- Such a representation may in particular be in the form of an image or an animated object, taking on a human or fancy appearance.
- Such a representation is generally constructed from calculations, sometimes complex, made from different parameters specific to a user.
- Such a representation can be in two or three dimensions and evolve in real time as well according to parameters and / or actions performed by the user in the virtual environment as a function of actions performed by others users (or by their respective avatars) evolving within the same virtual environment.
- a virtual environment is said to be “immersive" when the user is immersed in it by means of a representation of a space and users, for example in three dimensions. the user. 2.
- a first user may wish to contact a second user through their respective avatars.
- the avatar of the second user is not located near the avatar of the first user, it is necessary that the avatar of the first user joins the avatar of the second user.
- the avatar of the first user must be able to join the avatar of the second user in a different region of the same virtual environment, or even in a separate virtual environment.
- the representation of one of the users disappears for join the representation of the other user, and appears directly next to the representation of the other user.
- the avatar of the first user disappears from its original position and appears at once next to the avatar of the second user.
- This technique of displaying avatars by appearance, and removal of avatars by disappearance, is also implemented when the avatar of a user arrives in a virtual world or leaves a virtual world
- a disadvantage of this positioning technique is that 'she is not natural for other users Indeed, other users see or suddenly disappear an avatar on their respective terminals, which slice and is not possible in real life.
- the invention proposes a new solution that does not have these drawbacks of the prior art, in the form of a method for managing the display of a representation of a user in a virtual environment. wherein a plurality of user representations evolve.
- such a method implements the following steps, for a given user: determination of a destination zone in the virtual environment in which the representation of the user must go; determining an area of appearance of the representation in the virtual environment; - display of the representation in the area of appearance; and automatically moving the representation of the area of appearance to the destination area
- zone is meant in particular one or more sets of coordinates, each defining a location point in the virtual environment.
- a “zone” may be a precise point in the virtual space, or a region of proximity around a chosen point (for example to allow the exact point of appearance to be adapted according to the needs, within this region).
- the invention is based on a new and inventive approach to the management of the display of a representation of a user, also called avatar, in a virtual environment
- This display corresponds to the appearance, sudden or gradual, of the avatar in the virtual environment.
- Such a method is for example implemented when a new user wishes to enter a virtual environment, through his avatar, or move from a virtual environment to another virtual environment, or even move inside. in the same virtual environment
- the invention proposes to show the representation of the user at a first location, called area of appearance, different from where the user wants his representation to go. This step of displaying the representation in the zone of appearance allows a different and adapted restitution on the terminals of the users present in the world. Next, the invention provides for automatically moving this representation to a second location, called the destination zone. .
- the step of determining an area of occurrence selects an area of occurrence from a group of at least one predefined appearance area in the virtual environment
- it may exist in the virtual environment one or more areas dedicated to displaying avatars
- Each of these areas may have a predefined area of appearance, for example a perimeter around a statue in the central square of the village, around a large tree in the forest, or around a restaurant on the edge from the beach.
- appearance zones can also be predefined in the same region of the virtual environment.
- An appearance zone can then be chosen from several predefined zones so as to minimize the trajectory to be followed during the automatic movement.
- the step of determining an area of appearance selects an area of appearance located outside the field of view of the representation of at least one other user in the virtual environment.
- the avatar of a user can for example appear behind the statue, or behind the big tree, or behind the restaurant.
- the avatar of this user is hidden, and does not enter the field of vision of the avatar of another user.
- the appearance zone is located outside the fields of view of all the users present in the virtual environment.
- the zone of appearance is located outside the fields of view of some of the users present in the environment. virtual. For example, one can ignore the field of view of avatars who are discussing with each other, and who will not pay attention to the appearance of another avatar in their field of vision.
- the step of determining an apparition zone comprises a prior step of storing the positions and fields of view of the representations of the other users in said virtual environment.
- the zone of appearance is thus determined by comparing the fields of view of the representations of one or more other users of the virtual environment, and by extracting from this comparison the zones of the virtual environment that are not present in any of these areas. field of view. It is then possible to select the area of appearance closest to the destination zone in which the representation of the first user is to go.
- the step of determining a destination zone implements: a step of obtaining a location information of a representation of a second user in the virtual environment; a step of obtaining the destination zone from the location information.
- this characteristic it is considered according to this characteristic that the given user, still called the first user, tries to get closer to a second user, via their respective avatars.
- this second user is chosen by the first user based on the visual aspect of his avatar or on characteristics defined by this user.
- the destination zone is then determined, for example by defining an outline relative to one or more referential (s) given (s), such as the location of the avatar of the user that we seek to join.
- the automatic moving step comprises a preliminary step (and if necessary repeated) of updating the destination zone.
- the avatar of the second user is on the move.
- the destination zone can be updated according to a displacement of the second user. This updating step can be implemented several times during the displacement of the second user, or only once when the second user stops at the end of displacement.
- the destination zone can also be updated if the avatar of a third user appears near the avatar of the second user. In this situation, the destination zone is for example enlarged to "encompass" the avatar of the third user.
- the automatic displacement step comprises a step of determining a trajectory to be followed by the representation to reach the destination zone.
- This path allows for example to respect the environment, following a sidewalk for example, and avoiding fixed obstacles (such as trees, statues, panels, etc.) or mobile (as the representations of other users). It may therefore be necessary to update the calculation of the trajectory during the step of automatically moving the avatar. For example, this path is chosen to approach the destination area by one side of the visual field of the second user.
- the exit direction of the appearance zone takes into account the position and / or field of view of at least one other user.
- the appearance area includes a door separating a store from the street
- the avatar of a first user seems to come from the street and enter the store if the avatar of a second user is in the store .
- the avatar of a second user is in the street
- the avatar of the first user seems to come from the store and go out on the street.
- the representation performs predetermined movements during the automatic displacement step.
- she waved her greetings to the second and / or other users, or she ran and spread her arms to join the second user's avatar, and so on.
- the invention relates to a computer program product downloadable from a communication network and / or recorded on a computer-readable and / or executable medium by a processor, including program code instructions for the computer. execution of the management method of displaying a representation of a user as described above.
- a management entity of user representations in at least one virtual environment comprising: means for determining a destination area in one of the virtual environments, in which a representation of a user is to travel; means for determining an appearance zone of the representation in the virtual environment; means for managing the display of the representation in the area of appearance; means for automatically moving the representation of the zone of appearance towards the zone of destination.
- Such an entity is particularly capable of implementing the management method described above.
- This is for example a server managing the representations of users operating in a virtual environment.
- a user terminal connected to a user representation management entity in at least one virtual environment, comprising: means for managing the display of a representation of a user in a an area of appearance in a virtual environment, determined by said management entity; means for automatically moving said representation of said area of appearance to a destination area of said virtual environment, in which said representation is to go.
- a terminal may also comprise means for determining the destination zone and means for determining the zone of appearance, according to its capabilities.
- the invention also relates to a method, which can be complementary of the above, managing the deletion of a representation of a user in a virtual environment in which a plurality of user representations evolves.
- such a method comprises the following steps, for a given user: determination of a disappearance zone in the virtual environment; automatic movement of the user's representation to the disappearance zone; deletion of the representation when it is in said disappearing zone.
- Such a management method is for example implemented when a user wishes to leave a virtual environment, through his avatar, or move from a virtual environment to another virtual environment, or even move inside. of the same virtual environment. It makes it possible in particular to avoid unnatural behaviors in the impression of immersion in a virtual world during the removal of avatars, occurring for example during the disconnection of a user, or during a displacement of a region. to another or from one virtual environment to another. In particular, it is recalled that an avatar deleted in one region of a virtual environment may be displayed in another region of the same environment, or in a region of another virtual environment.
- the moving of the user's avatar is automatically supported for example by the user's terminal or the user representation management entity in the virtual environment.
- the step of determining a disappearance zone selects a disappearance zone from a group of at least one disappearance zone predefined in the virtual environment. These zones correspond, for example, to the previously mentioned zones of appearance. According to a particular aspect of the invention, the step of determining a disappearance zone selects a disappearance zone located outside the field of view of the representation of at least one other user in the virtual environment.
- this disappearing zone can be updated according to the movements of the users.
- the step of determining a disappearance zone may also include a prior step of storing positions and fields of view of the representations of other users in the virtual environment.
- the step of automatic displacement during the deletion of a representation may include a step of determining a trajectory to be followed by the representation to reach said destination zone.
- the representation can perform predetermined movements.
- the invention also relates to a computer program product downloadable from a communication network and / or recorded on a computer readable medium and / or executable by a processor, comprising program code instructions for executing the management method. the deletion of a representation of a user as described above, when said program is executed on a computer.
- a user representation management entity in at least one virtual environment, comprising: means for determining a disappearance area in the virtual environment; means for automatically moving a representation of a user towards the disappearance zone; means for managing the suppression of the representation when it is in said disappearing zone.
- Yet another aspect of the invention relates to a user terminal connected to a user representation management entity in at least one a virtual environment, comprising means for automatically moving a representation of a user to a disappearance zone, determined by said management entity; means for managing the suppression of the representation when it is in said disappearance zone.
- FIG. 1 illustrates an example of a general system for implementing the method of the invention
- FIG. 2 presents the main steps of the display method according to one embodiment of the invention
- FIG. 3 presents the main steps of the suppression method according to one embodiment of the invention
- FIG. 4 illustrates a particular example of implementation of the display or suppression method according to the invention in a system as illustrated in FIG. 1
- Figure 5 illustrates an exemplary implementation of the invention, in a region of a virtual environment representing a street and a store
- FIG. 6 shows the structure of a device for managing the display and / or the deletion of a representation of a user according to a particular embodiment of the invention.
- the invention proposes a new solution for managing the display and / or the deletion of a representation of a user in a virtual environment, making it possible to display or disappear this virtual representation (or avatar) in a natural way in a virtual environment, that is to say a way close to reality (in a real environment).
- FIG. 1 illustrates more precisely an example of a system in which this new technique for managing the display / deletion of an avatar can be implemented.
- a user 12 can access a virtual world 20, via a user terminal 11 (such as a computer or any other immersion system, for example a telephone, a PDA , etc).
- a virtual world 20 comprises: one or more virtual spaces 21, representing for example a neighborhood, a city, a country, existing or imaginary; user representations, or avatars, representing 12 real-world users.
- Such a system also comprises: a communication network 30 enabling the immersion terminals 11 to communicate with each other as well as with servers 40; servers 40, or control or management entities on servers, providing a coordinating, broadcasting and memorizing role.
- the user 12 of the real world 10 is represented by his avatar 22 in the virtual world 20.
- the user 12 controls his representation 22 and sees the visual field seen by this avatar 22 using the terminal User (also called immersion terminal) 11.
- the terminal User also called immersion terminal
- Figure 2 illustrates the main steps of the method of displaying a representation of a user in a virtual environment in which a plurality of user representations is evolving.
- Such a method can be implemented in various ways, in particular in cable form or in software form
- a destination zone in the virtual environment in which the representation of the user must go is determined, for a given user, still called first user, a destination zone in the virtual environment in which the representation of the user must go.
- the identification data of this zone are stored, at least temporarily, in a memory
- this destination zone corresponds to a meeting place with the avatar of a second user, or to a location defined by default when creating the virtual environment (such as the village center for example) .
- a zone of appearance in the virtual environment is determined.
- This zone of appearance is preferably located near the destination zone.
- this zone may be chosen from a group comprising at least one predefined appearance zone in the virtual environment.
- the identification data for this second zone is also stored, at least temporarily
- the representation of the first user is displayed in the appearance zone.
- this display is visible on the terminal of the first user, but not necessarily visible on the terminals of the other users.
- area of appearance can be located out of the field of view representations of the avatars of other users in the virtual environment.
- a processing can be performed, in each user terminal, to introduce, if necessary, the avatar concerned in the image returned to the user, taking into account the identification data of the area of appearance .
- this processing can be performed by a server, or management entity, which then delivers to the different terminals the information necessary to adapt the rendered images.
- a fourth step 54 the representation of the first user is automatically moved, that is to say without user intervention, from the zone of appearance to the destination zone.
- a processing for calculating and updating the coordinates of the moving avatar is implemented, according to the stored coordinates of the points of appearance and destination, and if necessary other information, as detailed below.
- the steps for determining the destination zone 51 and for determining the zone of appearance 52 may be implemented by a server or a management entity as described in relation to FIG. 1. These steps may also be be implemented by the terminal, if its capabilities permit.
- the display steps 53 and displacement 54, less expensive in terms of resources, can be implemented by the user's terminal.
- Figure 3 illustrates the main steps of the method of removing a representation of a user in a virtual environment in which a plurality of user representations evolves.
- Such a method can be implemented in various ways, in particular in hard-wired form or in software form.
- a disappearance zone is determined in the virtual environment.
- This zone of disappearance is preferentially located near the avatar.
- this zone may be chosen from a group comprising at least one predefined disappearance zone in the virtual environment.
- the representation of the user is automatically moved, that is to say without user intervention, from its original position to the disappearing zone.
- the representation is deleted when it enters (or remains for a certain time) in the disappearing zone.
- FIG. 4 shows a particular example of implementation of the display or suppression method according to the invention in a system as illustrated in FIG. 1.
- an avatar 200 can move, perform movements, communicate, ... in the virtual world 20.
- This avatar 200 is driven by the user 12 in the real world 10.
- the reception by the terminal 11 of a new final position of an avatar triggers calculation operations 102 of the initial positioning of the avatar in the new region or new environment, and avatar removal in the region or environment of origin.
- the calculation operations 102 make it possible to determine an apparition zone 402 (respectively of disappearance), located near the destination zone (respectively of the current position of the avatar), and situated outside the fields of view of the avatars present in the virtual world.
- this container 300 for example a file or a database, stores the positions and the fields of view 401 of the avatars in the virtual world, at a given moment.
- the zone of appearance (or disappearance) is thus determined by comparing the fields of view of the representations of one or more other users of the virtual environment, and by extracting from this comparison the zones of the virtual environment that are not present in none of these fields of vision
- the appearance zone 402 is chosen from the predefined appearance zones (behind a tree, behind a statue, behind a restaurant, in the airlock between a store and the street, etc.) by calculating the distance between each zone. predefined appearance and the destination area. The selected zone of appearance then corresponds to the predefined appearance zone presenting the smallest distance to the zone of destination
- its axis of vision is determined as being the intersection between the horizontal and vertical bisecting planes of its field of vision 401, in the virtual environment 20 from this axis of vision, and if consider a virtual environment
- a next step 103 the avatar 200 is displayed, or "positioned", in this apparition zone 402 of the virtual world. Respectively, the avatar is removed from the disappearing zone. displacement 403 are transmitted to a pilot interface 104 of the immersive terminal 11 in the real world 10, which translates these displacement commands 403 into the virtual world 20 to move the avatar to the desired end position.
- control interface 104 controls the movements of the avatar 200 in the virtual world 20.
- the avatar 200 of the first user moves to get closer to the avatar of a second user
- the avatar 200 can run to the avatar of the second user by spreading the arms, or make him a sign of the hand, to show him his affection. If the 200 avatar tries to leave the scene, he can leave by waving his hand.
- the control interface 104 also controls the movements of the avatar 200 in the virtual world 20. For example, it determines a trajectory to be followed by the representation to reach the destination zone.
- this trajectory is chosen so as to approach the destination zone by one side of the visual field of the avatar of the second user, or face the avatar of this second user.
- the avatar of the first user can arrive in front of the avatar of the second user or by a side, and not behind, which makes it possible to optimize a progressive and natural appearance of the avatar of the first user in the field of view of the avatar of the second user.
- this second user understands that the first user is trying to get in touch with him.
- FIG. 5 illustrates an exemplary implementation of the invention, in a region of a virtual environment representing a street 61 and a store 62
- the avatar of a first user seeks to relate to the avatar 64 of a second user. It is also considered that the avatar 64 is present in the magazine 62, and that the door 63 of the store is closed Whatever the direction towards which the avatar 64 looks, its field of vision is limited inside the store ( assuming there is no window, or that there are blackout blinds).
- This destination zone 66 defines a perimeter around the avatar 64 inside the magazine 62. It could also correspond to the whole of the magazine 62. An area of appearance is then determined in which the avatar of the first user can to be posted
- the appearance area 65 is selected from a set of predefined appearance areas in the virtual environment. It is noted that the portion of the appearance zone 65 located on the street side 61 is outside the field of view of the avatar 64.
- the avatar of the first user can therefore appear in the portion of the appearance zone 65 located street 61, and cross the door 63 to enter the store 62 and join the avatar 64.
- the destination zone corresponds to a portion of the street 61, located near the avatar 64
- the avatar of the first user can then appear in the portion of the appearance zone 65 located on the store side 62, and pass the door 63 to leave the store 62 and join the avatar 64 in the street 61.
- the direction of exit from the area of appearance takes into account the position and / or field of view of the avatar of at least one other user.
- an avatar deleted in one region of a virtual environment may be displayed in another region of the same environment, or in a region of another virtual environment. Therefore, the same device can handle both the display, that is, the appearance, of an avatar in a new region, and the deletion, that is, the disappearance, of the avatar in his region of origin.
- Such a device comprises a memory 71 consisting of a buffer memory, a processing unit 72, equipped for example with a microprocessor ⁇ P, and driven by the computer program 73, implementing the steps of the display method and / or deletion according to the invention.
- the code instructions of the computer program 73 are for example loaded into a RAM memory before being executed by the processor of the processing unit 72.
- the processing unit 72 receives as input information representative of a current location of a representation of the user and, if the avatar is to move around the world, an area in which the representation of the user is to go.
- the microprocessor of the processing unit 72 implements the steps of the display or deletion methods described above, according to the instructions of the computer program 73, to determine an area of appearance, a destination area and automatically move. the avatar to this area, or to determine an area of disappearance and automatically move the avatar from its original location to that area.
- the display and / or suppression device comprises, in addition to the buffer memory 71:
- means for determining a destination zone in one of the virtual environments means for determining a zone of appearance in the virtual environment, means for managing the display of the representation in the zone of appearance, and means for automatically moving the representation of the area of appearance to the destination area;
- means for determining a disappearance zone in the virtual environment means for automatically moving a representation of a user towards the disappearance zone, and means for managing the suppression of the representation when is in the disappearing area.
Abstract
Description
Claims
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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FR0759854 | 2007-12-14 | ||
PCT/FR2008/052276 WO2009080995A2 (en) | 2007-12-14 | 2008-12-11 | Method of managing the displaying or the deleting of a representation of a user in a virtual environment |
Publications (1)
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EP2219749A2 true EP2219749A2 (en) | 2010-08-25 |
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EP08864905A Ceased EP2219749A2 (en) | 2007-12-14 | 2008-12-11 | Method of managing the displaying or the deleting of a representation of a user in a virtual environment |
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US (1) | US9108109B2 (en) |
EP (1) | EP2219749A2 (en) |
CA (1) | CA2708958A1 (en) |
WO (1) | WO2009080995A2 (en) |
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US8694734B2 (en) * | 2009-01-31 | 2014-04-08 | International Business Machines Corporation | Expiring virtual content from a cache in a virtual universe |
US20100281433A1 (en) * | 2009-04-29 | 2010-11-04 | International Business Machines Corporation | Computer Method and Apparatus Specifying Avatar Entrance and Exit |
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2008
- 2008-12-11 EP EP08864905A patent/EP2219749A2/en not_active Ceased
- 2008-12-11 US US12/808,068 patent/US9108109B2/en active Active
- 2008-12-11 CA CA2708958A patent/CA2708958A1/en not_active Abandoned
- 2008-12-11 WO PCT/FR2008/052276 patent/WO2009080995A2/en active Application Filing
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WO2009080995A2 (en) | 2009-07-02 |
US9108109B2 (en) | 2015-08-18 |
WO2009080995A3 (en) | 2009-09-24 |
US20100293477A1 (en) | 2010-11-18 |
CA2708958A1 (en) | 2009-07-02 |
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