EP3393610A1 - Verfahren zum abspielen von applikationen aus einer cloud sowie telekommunikationsnetz zum streamen und zur wiedergabe von anwendungen (apps) über ein bestimmtes telekommunikationssystem sowie verwendung eines telekommunikationsnetzes zum streamen und zur wiedergabe von anwendungen (apps) - Google Patents
Verfahren zum abspielen von applikationen aus einer cloud sowie telekommunikationsnetz zum streamen und zur wiedergabe von anwendungen (apps) über ein bestimmtes telekommunikationssystem sowie verwendung eines telekommunikationsnetzes zum streamen und zur wiedergabe von anwendungen (apps)Info
- Publication number
- EP3393610A1 EP3393610A1 EP15891030.7A EP15891030A EP3393610A1 EP 3393610 A1 EP3393610 A1 EP 3393610A1 EP 15891030 A EP15891030 A EP 15891030A EP 3393610 A1 EP3393610 A1 EP 3393610A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- terminal
- applications
- streaming
- telecommunication
- application
- 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.)
- Withdrawn
Links
Classifications
-
- 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
- A63F13/35—Details of game servers
- A63F13/355—Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
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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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/214—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads
- A63F13/2145—Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
-
- 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
- A63F13/35—Details of game servers
- A63F13/352—Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
Definitions
- APPs Applications over a particular telecommunications system and use of a telecommunications network for streaming and
- the invention relates to a method for playing applications from a cloud.
- the invention relates to a telecommunication network for streaming and replaying applications (APPs) via a particular telecommunication system.
- APPs streaming and replaying applications
- the invention relates to the use of a telecommunications network for streaming and for replaying applications (APPs) via a specific telecommunication system.
- APPs streaming and for replaying applications
- Web apps are applications that are developed for web browsers and are therefore usable on almost all platforms. Often a WCM system (web content management) is used for this purpose. However, these applications can only be accessed via a corresponding browser, which the platform must provide. The disadvantage of this method is that not all applications can be ported with this method. A browser must be used that does not always guarantee a native representation of the application. Streaming: This means that the application runs on a server and only plays on the third-party platform using a client. However, this technology is currently limited to certain applications that are not time-critical (keyword here is "latency").
- WO 2009/073830 a system is described which offers the user access to a service on the basis of a "subscription fee", in which case the customer is assigned a specific streaming server for the booked period Users, however, a geographically optimal streaming server to, without a "subscription fee" is required.
- WO 2010/141522 A1 uses a game server, via which in part the streaming communication between the client and the streaming server takes place. Furthermore, the functionalities of the interactive layer over the video Source, which is handled in this development via a separate server to give third parties access to, for example, advertising space.
- the invention has the object to equip such structurally weak countries with a telecommunications network that facilitates the exchange of digitized data even with low per capita income.
- a method according to the invention offers a cost-effective variant, since in this way, by means of a very simple device, even low-income populations can participate in the digitized data exchange virtually unlimited.
- they only require a very simple and thus inexpensive terminal in the form of a mobile device with a touch screen, wherein the mobile terminal only has to include a small processor which renders the customer and possibly also a WLAN or wifi receiver / transmitter to signals transferred to.
- the computer only has to be able to take on minimal basic functions, for example the processing of user input via the touch screen as well as playback and rendering of video streams.
- the specifications of the processor need only be very low.
- “Rendering” is understood to mean the process that reproduces the image generated in the cloud on the end device, which means that the computing power and the rendering take place in the cloud.
- the end user with the mobile device only becomes one with simple menu guidance such as a pictographed touch screen, which he needs to tap to retrieve the information from the cloud.
- the device thus consists of only four components for performing the method: a) the touch screen, which is responsible for the input and reproduction of the signals with a touch digitizer and an LCT display, b) the processor that is required, to start the streaming client. This is displayed on the touch screen.
- the processor is responsible for rendering the client and the data.
- the third unit is responsible for the communication between the network and the device.
- This can be a WLAN receiver, a Wifi receiver or a radio receiver.
- a small local memory module is needed. This module can be used for different functions. For example, personal data may be stored or this area as private Memory can be declared by storing certain information. So it would be possible to create a virtual purse from the device.
- the device allows the playback of applications from the cloud and it is also a virtual wallet conceivable in the locally stored transaction data in the memory module serve, similar to the BitCon system to exchange information between individual devices.
- Claim 2 describes, as a further inventive embodiment, a method for providing a platform-independent streaming technology that is once programmed and portable to any telecommunications terminal, in which the streaming of the individual applications (applications), for example video games or practical applications, takes place via a WAN, such that a) a communication to the session server by means of the telecommunication terminal (small applications) is performed; b) a specific session is carried out for a specific end user for the telecommunications terminal's geographically closest streaming server of the relevant application, for example a game; c) session information is communicated by the relevant session server to the telecommunication terminal and the streaming server; d) a direct connection is made between the telecommunication terminal and the streaming server of the relevant application, for example a video game; e) when establishing a direct connection between the telecommunications terminal and the relevant streaming server, the following steps are initiated: i.
- Playback of the transmitted inputs on Streaming Server This method makes it possible to play non-native programming applications in software-remote environments, without the hardware-specific requirements of foreign platforms to meet, for example, in terms of computer performance and graphics performance, and without the software-specific requirements of foreign platforms, for example, only applications to run over a specific operating system.
- the invention uses a client created specifically for this application. This client can be used on any platform to ensure a virtually latency-free playback of a h.254 compressed stream.
- the h.254 code is used to transfer the frames.
- H.264 / MPEG-4 AVC is an H. standard for high-efficiency video compression. In 2003 the standard was passed.
- the ITU designation is H.264.
- ISO / IEC MPEG the standard is called MPEG-4 / AVC (Advanced Video Coding) and is the tenth part of the MPEG-4 standard (MPEG-4 / Part 10, ISO / IEC 14496-10).
- MPEG-4 / AVC Advanced Video Coding
- MPEG-4 / Part 10 ISO / IEC 14496-10.
- a resource handling is used, which distributes the load to individual streaming servers, in order to save on the one hand resources, on the other hand, however, also capacities / investments. This allows the system to operate more cost-effectively than comparable systems such as WO 2012/37170 A1. This also provides the option of switching off Streaming Server during operation in order to carry out maintenance work, for example.
- the client application basically consists of three parts (decode thread, render thread and the interactive layer) and is recorded in clientnetwork.so (shared library). These parts are divided into individual modules.
- the Client Session Manager Module is responsible for the administration (start / stop) of the session and is used to administer the session started by the user. Settings for the latency optimization can also be made via this module.
- the Network Module handles network communication and manages communication with the streaming server.
- the controller module intercepts the user input of the application and transmits it to the game streaming server.
- the Decoder Render Audio Module consists of two parts: The decoder module handles the decoding of the h.264 stream. The audio player plays the sound.
- the Evaluator module sends a report to the Streaming Server.
- the Recovery Module handles the actions of corrupt frame strategies.
- the client Ul module is integrated in the interactive layer and is responsible for the UI of the application
- the interactive layer makes it possible to visualize an additional visual representation of information on the underlying render thread, for example to display community feature / assistance or advertising. It lies above the render thread and can be customized by the user.
- a predefined user interface is provided for each platform.
- the user can use a so-called layer scripting to create the appropriate user interface under certain conditions.
- Layer Scripting provides the user with a specially developed scripting environment that enables certain functionalities to be bind defined buttons. This allows the user to customize his UI to suit their needs.
- the streaming server basically consists of three modules (network thread, GPU thread and session handler) and is recorded in the servernetwork.dll (shared library). Each running application on the streaming server is assigned a GPU and a network thread. This automatic process is managed by the session handler.
- the network thread is responsible for the delivery of the encoded audio and video file.
- the GPU thread is responsible for hardware encoding of the application's audio and video frames, handles packet buffering via UDP / TCP and handles time stamping and compression.
- the session handler is responsible for starting / stopping and managing the GPU & Network threads. It coordinates available resources on the Game Streaming Server and communicates with the Session Management Server. The idea behind the session handler is to manage resources automatically to save costs.
- the Session Management Server consists of four modules: Authentication Module; Network modules; Session manager modules; Evaluator modules.
- the authentication of the client is performed by the Access server in order to store the client specifications for the Streaming Server to check whether the client is authorized to retrieve the requested application. Authentication can also work with a third-party system so that third-party systems can also be connected.
- the Network Module is responsible for load balancing, quality assurance and administration.
- Load balancing is the uniform distribution of the load within the network.
- quality assurance each individual stream is monitored and optimized in terms of performance (for example through a specific routing).
- the administration should allow the administrator to view the current load and routing to make certain configurations.
- the Session Manager Module is responsible for load optimization and control of the Game Streaming Server. This unit associates incoming client requests with free space on a game streaming server, and then establishes a direct connection between the client and the streaming server. Decisive criteria for a link are: Latency between streaming server and application client and available resources. The aim is to establish a resource-saving process with this unit in order to be able to switch off unused power.
- Evaluator modules This takes over the generation of statistics and administration and serves for further optimization.
- the Content Server handles the playback of advertising on the interactive layer of the corresponding client for the appropriate game.
- Advertising can be displayed in several forms. Either a permanent placement takes place within the application or certain times are predefined, which, as soon as these are triggered, set a corresponding trigger to play advertising.
- UDP User Datagram Protocol
- UDP User Datagram Protocol
- the problem with UDP is that there is no mechanism for dealing with data packets that have been lost on the network. As a result, screen glitches, jerks and flickering occur while the game is played in the cloud.
- Block User-side strategy that displays a still image while troubleshooting is taking place. This will allow the user a better user experience compared to screen errors, stuttering and flicker. Therefore, this method will ensure that the image is not corrupted in case of packet loss.
- Non-blocking User-side strategy that does not generate a still image while requesting transmission of lost packets to the server. This retransmission is not comparable to TCP transmission because it is under our own control and we only request it efficiently when it is needed.
- This strategy is implemented on the user side, it talks to the video encoder (on the server side) at runtime. In the case of loss of a packet, it requests the encoder to update the image. Therefore, once the image is broken due to loss of image packets, the image is applied in milliseconds to an image that the naked eye does not even notice.
- a particularly advantageous procedure is characterized by claim 3.
- terminals of different operating systems for example terminals with Android software and / or terminals with iOS software, work in one and the same telecommunication system with apps, wherein the applications loaded on a terminal when switching to another terminal, the with another software, eg.
- Android software works, the previously loaded on the earlier terminal applications from the new terminal without new acquisition of the applications via an identification method of the former terminal, which worked with other software, will continue to be used unchanged on the new terminal.
- terminal users such as mobile device users, had to buy the apps again when switching operating systems, for example, from the iOS operating system to the Android operating system.
- the invention will now show a way how this can be avoided. After that, it is no longer necessary to buy previously purchased apps when switching operating systems. Rather, it allows the inventive method continue to reuse the previously purchased and used apps on the new operating system.
- terminal users working on different operating systems for example iOS operating system and / or Android operating system, can shop in any stores. For this purpose, claim 4 describes a further advantageous procedure. Solution of the task concerning the telecommunication network
- a telecommunication network for streaming and reproducing applications (APPs) via a particular telecommunication system, in which one or more streaming servers that can communicate with each other by telecommunication execute the relevant application and with the respective telecommunications terminal to communicate locally, wherein the telecommunication terminal in question retrieves the required application (application) from a local server, which provides the computing power for the rendering and coding of the application in question.
- APPs streaming and reproducing applications
- the telecommunications network according to claim 6 is used to reproduce applications on non-application system environments, which differ either by different hardware or software components, the streaming server handling the different applications and the rendering / encoding of the application and its audio and video signals, where the data is transmitted to the respective telecommunications terminal - mobile device, tablet, laptop, PC, TV - and the transmission is carried out using the modified h.254 protocol and the WAN as a means of transmission for audio / video packets via UDP / TCP is used and the complete computer tion is taken over by the relevant streaming server, wherein the packetized data are decoded only at the telecommunication terminal.
- the telecommunications network according to claim 7 is provided with a telephone terminal having a touch screen with symbols for input and playback of signals, with a processor to start the streaming client, which can be displayed on the touch screen, and for the rendering of the client is responsible, and another communication device, for example a WLAN receiver or a radio receiver for the communication between the cloud and the terminal and a local memory module, wherein the telecommunication terminal is used for communication between two or more devices via said interfaces and for playing applications from the cloud or for playing locally stored transaction data from a memory module.
- a preferred telecommunication network is claimed. This allows the reuse of previously purchased apps when switching between different operating systems.
- the telecommunication network is characterized in that terminals of different operating systems, for example terminals with Android software and / or terminals with iOS software, operate in one and the same telecommunication system with apps, wherein the applications loaded on one terminal change to another Terminal equipped with other software, eg.
- Android software works, the previously loaded on the earlier terminal applications from the new terminal without new acquisition of the applications via an identification method of the former terminal, which worked with other software, will continue to be used unchanged on the new terminal.
- a further advantageous embodiment is described in claim 9, which is characterized in that the working with different operating systems terminals -.
- a telecommunication network for streaming and reproducing applications (APPs) via a particular telecommunication system, in which one or more streaming servers that can communicate with each other by telecommunication execute the relevant application and with the respective telecommunications terminal to contact the local, wherein the telecommunications terminal in question retrieves the required application (application) from a local server, the provides the computing power for the rendering and encoding of the particular application.
- APPs streaming and reproducing applications
- Claim 11 describes the use of a telecommunications network for the reproduction of applications on non-application system environments, which differ either by different hardware or software components, wherein the streaming server handling the different applications and the rendering / coding of the application and its audio - And video signals of the individual frames (frames) takes over, the data being transmitted to the respective telecommunications terminal - mobile device, tablet, laptop, PC, TV - and the transmission is carried out using modified h.254 protocol and the WAN as a means of transmission for audio - Video packets is used via UDP / TCP and the complete computer power is taken over by the relevant streaming server, the packetized data are decoded only at the telecommunication terminal.
- a telecommunication system for providing a platform-independent streaming technology is characterized, which is once programmed and portable to any telecommunication terminal, in which the streaming of the individual applications, for example video games, takes place via a WAN such that ) a communication to the session server by means of the telecommunication terminal (small applications) is performed;
- Session information is communicated by the relevant session server to the telecommunication terminal and the streaming server; d) a direct connection is made between the telecommunication terminal and the streaming server of the relevant application, for example a video game;
- the following steps are initiated: i. Recording the audio A / ideo data of the running application, for example a game, over the relevant streaming server on which the game is running. ii. Compression of audio / video data by high quality hardware encoders; iii. Transmission of compressed audio / video data via WAN; iv. Receiving the audio A / ideo data on the telecommunication terminal side; v. Decompress audio A / video data vi. Visualization of the audio A / ideo data on the telecommunication terminal (small); vii.
- Claim 13 shows the use of a telecommunications network for communication with a client (user, terminal) with the following source code:
- AddPortAsync extends AsyncTask ⁇ void, void, void> ⁇
- externalPort externalPort
- uPnPPortMapper new UPnPPortMapper ();
- IP % s port:% d ", internallP, intemalPort)
- internetGatewayDevices lnternetGatewayDevice.getDevices (5000); ⁇
- a further preferred mode of use is described for streaming and replaying applications (APPs) via a particular telecommunications system, in which terminals of different operating systems, for example terminals with Android software and / or terminals with iOS software, in and the same telecommunications system to work with apps, which are loaded on a terminal applications when switching to another terminal with other software, such.
- apps streaming and replaying applications
- the use according to claim 15 is characterized in that the working with different operating systems terminals -. IOS devices and / or Android devices - using an authentication method the same app stores, eg. As IOS stores and / or Google Playstores use.
- a total of twelve views of a touch screen of a mobile station are shown, wherein on the touch screen, various icons are shown, via which the mobile device user can retrieve applications from the cloud 2, which communicates with a streaming server 3.
- the streaming server 3 has all the data required for communication with the mobile station 1, so that the computing power in the mobile station 1 can be very small.
- the processor may have minimal power, with the various applications mapped by icons on the touch screen become. Behind these icons are hidden amounts of data that are retrieved via the cloud 2 from the streaming server 3.
- telecommunication terminals for example mobile devices or tablets, on which not shown views - symbols - as shown in the embodiment of FIG. 1, via the respective touch screen of the telecommunication terminals 6 and 7 applications can be retrieved.
- mobile devices instead of mobile devices also tablets, laptops or the like can be used.
- the terminals 6 and 7 are via signal paths 8 or 9 with a cloud 10 signaling technology or radio technology as needed in connection from which the applications can be accessed.
- the terminals 6 and 7 thus have a low computer power.
- the cloud 10 communicates as in the embodiment of FIG. 1 with a streaming server 11, which has all the data required for communication with the telecommunication terminals 6 and 7, whereby the computer power in the telecommunication terminals 6 and 7 are kept low can.
- the two telecommunication terminals 6 and 7 shown serve only the example. In practice Depending on how many users want to connect to the Cloud 10 and retrieve applications, fewer or more devices may be provided. Also, it is not necessary to have only a cloud 2 or 10. Depending on requirements, several or numerous such clouds may be provided, with which several or a plurality of telecommunication terminals 6 and 7 and the like communicate and which contain the respective data for applications.
- the cloud 10 is signal-wise via the signal paths 17 or 18 with different stores 12 or 13 in connection, wherein the apparent from the drawing number of stores 12, 13 are also only examples. Only one such store or a plurality of stores can be provided, from which applications can be retrieved.
- the store 12 may be an IOS store while the store 13 is a Google Play store.
- the telecommunication terminal 6 may be, for example, an ipad / mobile device while the terminal 7 is a laptop or mobile terminal operating on the Android standard.
- the user of apps on a telecommunication terminal when changing his device to another operating system, for example, from an iOS device, to a terminal that works to the standard Android, on the had to buy previously downloaded apps again.
- this is no longer necessary because the various telecommunications terminals 6 and 7 can access random stores 12 or 13 via the cloud 10, regardless of the standard they are working on.
- the telecommunication terminal 6 is an Ipad / mobile terminal operating in accordance with the iOS standard, it communicates via the cloud 10 when the app is called up via the signal path 14 with the streaming server 11, which authorizes the user of the telecommunication terminal 6 checked.
- the release via the cloud 10 then takes place via the signal path 8 to the telecommunication terminal 6.
- the user of the telecommunication terminal 6 changes, for example, from the iOS standard to the telecommunication terminal 7, which works according to the Android standard, for example, he can do so without a new purchase the Apps, the previously used on the terminal 6 apps on his new telecommunications terminal 7 continue to use.
- the streaming server 11 checks the authorization of the user of the telecommunication terminal 7 on the basis of an authentication method, if he is authorized to use the app, then transmits via the signal path 14 and the cloud 10 and the signal path 9, the relevant application for the user of the terminal 7 free, which can then fall back on one of the stores 12 or 13.
- a client German "customer”, also called client-side application or client application.
- Client is a computer program that runs on a terminal of a network and communicates with a central server.
- controller module decode thread decoding application decoder render decoding exporter evaluator evaluation unit evaluator module evaluation module frame validation frame reviser interactive layer interactive level intrarefresh interior updating loadbalancing load sharing network modules network module not blocking not blocking overlay Overlay packaging Packaging Recovery Module Recovery Module Recovery Strategies Recovery Strategy
- Visualization exporter is for rendering
Abstract
Description
Claims
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
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PCT/EP2015/002585 WO2017108067A1 (de) | 2015-12-21 | 2015-12-21 | Verfahren zum abspielen von applikationen aus einer cloud sowie telekommunikationsnetz zum streamen und zur wiedergabe von anwendungen (apps) über ein bestimmtes telekommunikationssystem sowie verwendung eines telekommunikationsnetzes zum streamen und zur wiedergabe von anwendungen (apps) |
Publications (1)
Publication Number | Publication Date |
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EP3393610A1 true EP3393610A1 (de) | 2018-10-31 |
Family
ID=57208236
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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EP15891030.7A Withdrawn EP3393610A1 (de) | 2015-12-21 | 2015-12-21 | Verfahren zum abspielen von applikationen aus einer cloud sowie telekommunikationsnetz zum streamen und zur wiedergabe von anwendungen (apps) über ein bestimmtes telekommunikationssystem sowie verwendung eines telekommunikationsnetzes zum streamen und zur wiedergabe von anwendungen (apps) |
Country Status (5)
Country | Link |
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US (1) | US11013994B2 (de) |
EP (1) | EP3393610A1 (de) |
KR (1) | KR20180096693A (de) |
CN (1) | CN109069924A (de) |
WO (1) | WO2017108067A1 (de) |
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US20150087414A1 (en) * | 2013-09-26 | 2015-03-26 | Cellco Partnership D/B/A Verizon Wireless | Cloud gaming implemented using a mobile device and a display device |
US9550118B2 (en) * | 2013-11-13 | 2017-01-24 | Gaijin Entertainment Corp. | Method for simulating video games on mobile device |
US9744458B2 (en) * | 2013-11-13 | 2017-08-29 | Gaijin Entertainment Corp. | Method for simulating video games on mobile device |
US20160001187A1 (en) * | 2014-07-04 | 2016-01-07 | Trendy Entertainment | Multi-platform system and methods |
US20160005257A1 (en) * | 2014-07-04 | 2016-01-07 | Trendy Entertainment | Influence system and methods |
US20160103594A1 (en) * | 2014-10-09 | 2016-04-14 | Wrap Media, LLC | Card based package for distributing electronic media and services |
KR102203381B1 (ko) * | 2015-07-24 | 2021-01-15 | 고릴라박스 게엠베하 아이. 지. | 애플리케이션을 스트리밍하고 재생하기 위한 방법 및 전자통신 네트워크 |
US10187374B2 (en) * | 2015-10-29 | 2019-01-22 | Airwatch Llc | Multi-factor authentication for managed applications using single sign-on technology |
-
2015
- 2015-12-21 EP EP15891030.7A patent/EP3393610A1/de not_active Withdrawn
- 2015-12-21 US US16/061,931 patent/US11013994B2/en active Active
- 2015-12-21 WO PCT/EP2015/002585 patent/WO2017108067A1/de active Application Filing
- 2015-12-21 KR KR1020187020395A patent/KR20180096693A/ko not_active Application Discontinuation
- 2015-12-21 CN CN201580085424.5A patent/CN109069924A/zh active Pending
Also Published As
Publication number | Publication date |
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WO2017108067A1 (de) | 2017-06-29 |
CN109069924A (zh) | 2018-12-21 |
US11013994B2 (en) | 2021-05-25 |
KR20180096693A (ko) | 2018-08-29 |
US20180361236A1 (en) | 2018-12-20 |
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