KR20040096489A - 다중-사용자 애플리케이션 프로그램 인터페이스 - Google Patents
다중-사용자 애플리케이션 프로그램 인터페이스 Download PDFInfo
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- KR20040096489A KR20040096489A KR10-2004-7004067A KR20047004067A KR20040096489A KR 20040096489 A KR20040096489 A KR 20040096489A KR 20047004067 A KR20047004067 A KR 20047004067A KR 20040096489 A KR20040096489 A KR 20040096489A
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F15/00—Digital computers in general; Data processing equipment in general
- G06F15/16—Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
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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
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- G06Q10/025—Coordination of plural reservations, e.g. plural trip segments, transportation combined with accommodation
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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
- 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
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- A—HUMAN NECESSITIES
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- 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
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
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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
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
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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
- G06Q20/00—Payment architectures, schemes or protocols
- G06Q20/08—Payment architectures
- G06Q20/10—Payment architectures specially adapted for electronic funds transfer [EFT] systems; specially adapted for home banking systems
- G06Q20/108—Remote banking, e.g. home banking
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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
- G06Q40/00—Finance; Insurance; Tax strategies; Processing of corporate or income taxes
- G06Q40/12—Accounting
- G06Q40/123—Tax preparation or submission
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/10—Protocols in which an application is distributed across nodes in the network
- H04L67/1001—Protocols in which an application is distributed across nodes in the network for accessing one among a plurality of replicated servers
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/10—Protocols in which an application is distributed across nodes in the network
- H04L67/1001—Protocols in which an application is distributed across nodes in the network for accessing one among a plurality of replicated servers
- H04L67/1004—Server selection for load balancing
- H04L67/1012—Server selection for load balancing based on compliance of requirements or conditions with available server resources
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- H—ELECTRICITY
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- H04L67/01—Protocols
- H04L67/10—Protocols in which an application is distributed across nodes in the network
- H04L67/1001—Protocols in which an application is distributed across nodes in the network for accessing one among a plurality of replicated servers
- H04L67/1004—Server selection for load balancing
- H04L67/1014—Server selection for load balancing based on the content of a request
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
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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
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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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
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
- A63F2300/208—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards for storing personal settings or data of the player
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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
- A63F2300/40—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 characterised by details of platform network
- A63F2300/401—Secure communication, e.g. using encryption or authentication
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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
- A63F2300/40—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 characterised by details of platform network
- A63F2300/407—Data transfer via internet
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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
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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
- A63F2300/51—Server architecture
- A63F2300/513—Server architecture server hierarchy, e.g. local, regional, national or dedicated for different tasks, e.g. authenticating, billing
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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
- A63F2300/53—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 details of basic data processing
- A63F2300/532—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 details of basic data processing using secure communication, e.g. by encryption, authentication
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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
- A63F2300/53—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 details of basic data processing
- A63F2300/534—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 details of basic data processing for network load management, e.g. bandwidth optimization, latency reduction
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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
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- Y10—TECHNICAL SUBJECTS COVERED BY FORMER USPC
- Y10S—TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y10S707/00—Data processing: database and file management or data structures
- Y10S707/99931—Database or file accessing
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y10—TECHNICAL SUBJECTS COVERED BY FORMER USPC
- Y10S—TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y10S707/00—Data processing: database and file management or data structures
- Y10S707/99931—Database or file accessing
- Y10S707/99933—Query processing, i.e. searching
- Y10S707/99936—Pattern matching access
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Abstract
Description
Claims (44)
- 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경에서 사용자들을 관리하는 방법에 있어서,네트워크 사용자 노드에서 네트워크 애플리케이션 컴퓨팅 환경으로의 액세스를 확립하는 단계;로비 서버와의 통신을 통해 하나 이상의 네트워크 애플리케이션에 관한 애플리케이션 레벨 정보로의 액세스를 확립하는 단계; 및네트워크 애플리케이션들 중 선택된 하나와 연관된 애플리케이션 서버와의 통신을 통해 다중-사용자 애플리케이션에 참여하는 단계를 포함하는, 방법.
- 제 1 항에 있어서,상기 로비 서버 및 상기 애플리케이션 서버는 사용자에 관한 데이터 및 로비 서버 유용성 및 애플리케이션 서버 유용성에 관한 상태를 관리하는 유니버스 관리자(universe manager)와 통신하는, 방법.
- 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경에 있어서,인증된 다중 네트워크 사용자들과 통신하고 하나 이상의 사용 가능한 네트워크 애플리케이션들에 관한 애플리케이션 레벨 정보로의 액세스를 제공하는 로비 서버; 및사용자 선택에 따라 사용자가 상기 로비 서버에 의해 다이렉트되는 애플리케이션 서버를 포함하며,상기 애플리케이션 서버는 사용 가능한 네트워크 애플리케이션과 연관되고 상기 사용 가능한 네트워크 애플리케이션에 프로그래밍 환경을 제공하여, 사용자가 상기 애플리케이션 서버와 통신함으로써 상기 사용 가능한 네트워크 애플리케이션에 참여하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 3 항에 있어서,상기 사용자들과 상기 로비 서버 사이의 데이터 통신을 관리하는 유니버스 관리자를 더 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 4 항에 있어서,상기 유니버스 관리자는 사용자들에 관한 데이터 및 로비 서버 유용성 및 애플리케이션 서버 유용성에 관한 상태를 유지하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 1 항에 있어서,상기 애플리케이션 레벨 정보는 하나 이상의 네트워크 애플리케이션들 및 각각의 애플리케이션들의 현재 참여중인 사용자들에 관한 정보를 포함하는, 방법.
- 제 6 항에 있어서,상기 애플리케이션 레벨 정보는 상기 로비 서버에 의해 유지되는, 방법.
- 제 1 항에 있어서,상기 네트워크 애플리케이션 각각에 대한 애플리케이션 환경은 대응하는 애플리케이션 서버에 제공되는, 방법.
- 제 2 항에 있어서,상기 유니버스 관리자는 사용자와 통신하는 인증 서버를 통해 확립된 액세스를 갖는 사용자들에 관한 정보를 유지하여 사용자들에 의한 네트워크 애플리케이션으로의 액세스를 관리하고,상기 유니버스 관리자는 인증 서버, 로비 서버, 및 애플리케이션 서버를 통해 사용자들과 통신하는, 방법.
- 제 2 항에 있어서,상기 액세스를 확립하는 단계는 애플리케이션에 로그인하기 위한 사용자 요청을 수신하는 단계, 사용자를 인증 서버로 다이렉트하는 단계, 및 사용자 어카운트 정보의 확인을 위해 인증 서버로부터 인증 데이터 서버로 인증 요청을 전송하는 단계를 포함하는, 방법.
- 제 2 항에 있어서,상기 유니버스 관리자는 각각의 로비 서버로부터의 반복되는 주기적 보고들을 수신함으로써 사용자들에 대해 사용 가능한 로비 서버들을 결정하고, 각각의 애플리케이션 서버들로부터의 반복되는 주기적 보고들을 수신함으로써 사용 가능한 애플리케이션 서버들의 상태를 결정하는, 방법.
- 제 2 항에 있어서,상기 다중 사용자들은 로비 서버를 통해 로그인 할 수 있고, 클라이언트-서버 구성 또는 피어-피어(peer-to-peer)구성을 통해 동일한 애플리케이션에 참여할 수 있는, 방법.
- 제 2 항에 있어서,상기 로비 서버 및 상기 애플리케이션 서버는 상기 유니버스 관리자를 통해 통신하고 서로 직접 통신하지 않는, 방법.
- 제 1 항에 있어서,특정한 애플리케이션에 대한 사용자 성능 데이터에 기초하여 애플리케이션 사용자들의 래더 랭킹(ladder ranking)을 유지하는, 방법.
- 제 14 항에 있어서,상기 애플리케이션의 사용자들에 대한 사용자 성능 데이터는 상기 애플리케이션의 사용자로부터 수신된 래더 랭킹 요청에 응답하여 래더 랭킹 요청을 생성하는 래더 랭킹 엔진에 의해 검색되는, 방법.
- 제 1 항에 있어서,리더(leader)로서 애플리케이션 사용자를 지정하는 단계;상기 리더에 의해 식별된 클랜(clan)에 참가하기 위한 상기 리더로부터의 초대를 전송하는 단계; 및상기 클랜에 참가한 사용자로부터 상기 클랜에 참가한 다른 사용자에게 통신 메시지들이 전송될 수 있도록, 전송된 초대에 긍정 응답하는 클랜, 클랜 리더, 및 사용자들을 식별하는 데이터베이스를 유지하는 단계를 더 포함하는, 방법.
- 제 16 항에 있어서,상기 데이터베이스는 식별된 클랜과 하나 이상의 네트워크 애플리케이션들에 관한 정보를 포함하는, 방법.
- 제 1 항에 있어서,상기 액세스를 확립하는 단계는 인증 서버를 통한 네트워크 컴퓨팅 환경으로의 액세스에 대한 사용자의 인증을 확인하는 단계를 포함하는, 방법.
- 제 3 항에 있어서,상기 애플리케이션 레벨 정보는 하나 이상의 네트워크 애플리케이션들 및 각각의 애플리케이션들의 현재 참여중인 사용자들에 관한 정보를 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 19 항에 있어서,상기 애플리케이션 레벨 정보는 상기 로비 서버에 의해 유지되는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 19 항에 있어서,상기 네트워크 애플리케이션들 각각에 대한 대응하는 애플리케이션 환경을 집합적으로 제공하는 하나 이상의 애플리케이션 서버들을 더 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 30 항에 있어서,상기 인증 서버는 애플리케이션에 로그인하기 위한 요청을 수신하고, 사용자를 상기 인증 서버로 다이렉트하고, 사용자 어카운트 정보의 확인을 위해 상기 인증 서버로부터 인증 데이터 서버로 인증 요청을 전송함으로써 액세스를 확립하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 4 항에 있어서,상기 유니버스 관리자는 각각의 로비 서버들로부터의 반복되는 주기적 보고들을 수신함으로써 사용자들에 대해 사용 가능한 로비 서버들을 결정하고, 각각의 애플리케이션 서버들로부터의 반복되는 주기적 보고들을 수신함으로써 사용 가능한 애플리케이션 서버들의 상태를 결정하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 4 항에 있어서,상기 다중 사용자는 로비 서버를 통해 로그인 할 수 있고, 클라이언트-서버 구성 또는 피어-피어(peer-to-peer)구성을 통해 동일한 애플리케이션에 참여할 수 있는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 4 항에 있어서,상기 로비 서버 및 상기 애플리케이션 서버는 상기 유니버스 관리자를 통해 통신하고 서로 직접 통신하지 않는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 3 항에 있어서,애플리케이션 사용자들의 래더 랭킹이 제공되는 특정한 애플리케이션에 대한 사용자 성능 데이터를 포함하는 데이터베이스를 더 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 26 항에 있어서,애플리케이션의 사용자들에 대한 상기 사용자 성능 데이터를 검색하고, 상기 애플리케이션의 사용자로부터 수신된 래더 랭킹 요청에 응답하여 래더 랭킹 보고를 생성하는 래더 랭킹 엔진을 더 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 3 항에 있어서,리더로서 지정되며 사용자가 리더인 클랜을 식별하는 사용자로부터 데이터를 수신하는 클랜 엔진을 더 포함하여, 상기 클랜 엔진은 리더로 하여금 리더에 의해 식별된 클랜에 참가하기 위한 초대를 애플리케이션의 다른 사용자들에게 전송하게 하고, 상기 클랜 엔진은 상기 클랜에 참가한 사용자로부터 상기 클랜에 참가한 다른 사용자들에게 통신 메시지들이 전송될 수 있도록, 전송된 초대에 긍정 응답하는 사용자들, 클랜, 클랜 리더를 식별하는 데이터베이스를 유지하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 28 항에 있어서,상기 데이터베이스는 식별된 클랜 및 하나 이상의 네트워크 애플리케이션들에 관한 정보를 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 4 항에 있어서,사용자 인증을 제공하기 위해 사용자와 통신하여 사용자들에 의한 네트워크 애플리케이션으로의 액세스를 관리하는 인증 서버를 더 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경에 있어서,네트워크를 통해 사용자들과 통신하여 사용자들에 의한 네트워크 애플리케이션으로의 액세스를 관리하는 인증 서버;사용자 선택에 따라 하나 이상의 사용 가능한 네트워크 애플리케이션들에 관한 애플리케이션 레벨 정보의 수신 이후에 사용자가 다이렉트되는 애플리케이션 서버로서, 상기 사용 가능한 네트워크 애플리케이션과 연관되고 상기 사용 가능한 네트워크 애플리케이션에 프로그래밍 환경을 제공하여, 사용자가 애플리케이션 서버와 통신하며 이에 따라 상기 사용 가능한 네트워크 애플리케이션에 참여하는, 상기 애플리케이션 서버; 및상기 네트워크를 통해 상기 사용자들과 상기 인증 서버 사이의 데이터 통신들을 관리하는 유니버스 관리자를 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 31 항에 있어서,상기 유니버스 관리자는 사용자들에 관한 데이터 및 애플리케이션 레벨 정보 및 애플리케이션 서버 유용성에 관한 상태를 유지하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 31 항에 있어서,상기 애플리케이션 레벨 정보는 하나 이상의 네트워크 애플리케이션들 및 각각의 애플리케이션들의 현재 참여중인 사용자들에 관한 정보를 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 33 항에 있어서,상기 애플리케이션 레벨 정보는 인증된 다중 네트워크 사용자들과 통신하고 하나 이상의 사용 가능한 네트워크 애플리케이션들에 관한 애플리케이션 레벨 정보로의 액세스를 제공하는 로비 서버에서 유지되는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 33 항에 있어서,상기 네트워크 애플리케이션들 각각에 대한 대응하는 애플리케이션 환경을 집합적으로 제공하는 하나 이상의 애플리케이션 서버들을 더 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 34 항에 있어서,상기 유니버스 관리자는 상기 사용자들과 상기 로비 서버 사이의 데이터 통신을 관리하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 31 항에 있어서,상기 인증 서버는 애플리케이션에 로그인하기 위한 사용자 요청을 수신하고, 사용자를 상기 인증 서버로 다이렉트하고, 사용자 어카운트 정보의 확인을 위해 상기 인증 서버로부터 인증 데이터 서버로 인증 요청을 전송함으로써 액세스를 확립하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 34 항에 있어서,상기 유니버스 관리자는 각각의 로비 서버들로부터의 반복되는 주기적 보고들을 수신함으로써 사용자들에 대해 사용 가능한 로비 서버를 결정하고, 각각의 애플리케이션 서버로부터의 반복되는 주기적 보고들을 수신함으로써 사용 가능한 애플리케이션 서버들의 상태를 결정하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 34 항에 있어서,상기 다중 사용자들은 로비 서버를 통해 로그인 할 수 있고, 클라이언트-서버 구성 또는 피어-피어(peer-to-peer)구성을 통해 동일한 애플리케이션에 참여할수 있는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 34 항에 있어서,상기 로비 서버 및 상기 애플리케이션 서버는 상기 유니버스 관리자를 통해 통신하고 서로 직접 통신하지 않는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 31 항에 있어서,애플리케이션 사용자들의 래더 랭킹이 제공되는 특정한 애플리케이션에 대한 사용자 성능 데이터를 포함하는 데이터베이스를 더 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 41 항에 있어서,애플리케이션의 사용자들에 대한 상기 사용자 성능 데이터를 검색하고 상기 애플리케이션의 사용자로부터 수신된 래더 랭킹 요청에 응답하여 래더 랭킹 요청을 생성하는 래더 랭킹 엔진을 더 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 31 항에 있어서,리더로서 지정되며 사용자가 리더인 클랜을 식별하는 사용자로부터 데이터를수신하는 클랜 엔진을 더 포함하여, 상기 클랜 엔진은 리더로 하여금 리더에 의해 식별된 클랜에 참가하기 위한 초대를 애플리케이션의 다른 사용자에게 전송하게 하고, 상기 클랜 엔진은 상기 클랜에 참가한 사용자로부터 상기 클랜에 참가한 다른 사용자들에게 통신 메시지들이 전송될 수 있도록, 전송된 초대에 긍정 응답하는 사용자들, 클랜, 클랜 리더를 식별하는 데이터베이스를 유지하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
- 제 43 항에 있어서,상기 데이터베이스는 식별된 클랜 및 하나 이상의 네트워크 애플리케이션들에 관한 정보를 포함하는, 다중-사용자 네트워크 애플리케이션 컴퓨팅 환경.
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
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KR101316711B1 (ko) * | 2012-02-17 | 2013-10-10 | 심재훈 | 사용자간 온라인 접촉 지원시스템 |
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US7962549B2 (en) | 2011-06-14 |
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CN1556958B (zh) | 2014-07-23 |
KR100638071B1 (ko) | 2006-10-26 |
CN104069637B (zh) | 2017-12-29 |
JP2005531048A (ja) | 2005-10-13 |
EP1499987A1 (en) | 2005-01-26 |
CN104069637A (zh) | 2014-10-01 |
US7711847B2 (en) | 2010-05-04 |
US20090006604A1 (en) | 2009-01-01 |
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AU2003231076A1 (en) | 2003-11-10 |
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US20100279767A1 (en) | 2010-11-04 |
TWI274486B (en) | 2007-02-21 |
US7822809B2 (en) | 2010-10-26 |
WO2003091894A1 (en) | 2003-11-06 |
USRE48802E1 (en) | 2021-11-02 |
US7613800B2 (en) | 2009-11-03 |
CN1556958A (zh) | 2004-12-22 |
USRE48700E1 (en) | 2021-08-24 |
US20090006545A1 (en) | 2009-01-01 |
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