US20140194201A1 - Communication methods and apparatus for online games - Google Patents
Communication methods and apparatus for online games Download PDFInfo
- Publication number
- US20140194201A1 US20140194201A1 US14/204,242 US201414204242A US2014194201A1 US 20140194201 A1 US20140194201 A1 US 20140194201A1 US 201414204242 A US201414204242 A US 201414204242A US 2014194201 A1 US2014194201 A1 US 2014194201A1
- Authority
- US
- United States
- Prior art keywords
- speech
- player
- online game
- received
- format
- 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.)
- Abandoned
Links
- 238000000034 method Methods 0.000 title claims description 41
- 238000004891 communication Methods 0.000 title claims description 12
- 238000012549 training Methods 0.000 claims description 7
- 230000001172 regenerating effect Effects 0.000 claims description 6
- 230000001419 dependent effect Effects 0.000 abstract 1
- 230000000694 effects Effects 0.000 description 5
- 238000010586 diagram Methods 0.000 description 3
- 230000004044 response Effects 0.000 description 2
- 230000009118 appropriate response Effects 0.000 description 1
- 230000005540 biological transmission Effects 0.000 description 1
- 238000012790 confirmation Methods 0.000 description 1
- 230000002708 enhancing effect Effects 0.000 description 1
- 238000001914 filtration Methods 0.000 description 1
- 239000012530 fluid Substances 0.000 description 1
- 230000003993 interaction Effects 0.000 description 1
- 230000002452 interceptive effect Effects 0.000 description 1
- 210000005155 neural progenitor cell Anatomy 0.000 description 1
- 230000001151 other effect Effects 0.000 description 1
- 238000012552 review Methods 0.000 description 1
Images
Classifications
-
- A63F13/12—
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- G10L19/00—Speech or audio signals analysis-synthesis techniques for redundancy reduction, e.g. in vocoders; Coding or decoding of speech or audio signals, using source filter models or psychoacoustic analysis
- G10L19/0018—Speech coding using phonetic or linguistical decoding of the source; Reconstruction using text-to-speech synthesis
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- G10L15/00—Speech recognition
- G10L15/26—Speech to text systems
-
- G—PHYSICS
- G10—MUSICAL INSTRUMENTS; ACOUSTICS
- G10L—SPEECH ANALYSIS TECHNIQUES OR SPEECH SYNTHESIS; SPEECH RECOGNITION; SPEECH OR VOICE PROCESSING TECHNIQUES; SPEECH OR AUDIO CODING OR DECODING
- G10L21/00—Speech or voice signal processing techniques to produce another audible or non-audible signal, e.g. visual or tactile, in order to modify its quality or its intelligibility
- G10L21/003—Changing voice quality, e.g. pitch or formants
- G10L21/007—Changing voice quality, e.g. pitch or formants characterised by the process used
- G10L21/013—Adapting to target pitch
- G10L2021/0135—Voice conversion or morphing
Definitions
- the present invention relates to online gaming and in particular, but not exclusively, to the provision of IVR (Interactive Voice Response) enhancement of multiplayer online role-playing games.
- IVR Interactive Voice Response
- Multiplayer online role-playing games enable large numbers of players to participate in a single game.
- Some of the more popular games include World of Warcraft, Everquest II, Runescape and Star Wars Galaxies.
- a key element of these games is that players can role-play a character that is very different to their real self.
- a character may be a different age, sex or race.
- Fantasy role-playing games often allow players to play, as non-human characters such as a dwarf or an elf. In both cases, players typically appear to each other in the game as the characters they are playing.
- players routinely interact with each other. Players can cooperate and/or compete with each other to achieve their aims. In many cases, cooperation between several players is essential in order for certain objectives to be achieved and competition between teams of players is not uncommon.
- Players can also interact with computer controlled non-player characters (s) in which dialogue between a player and an will be a textual interaction; with the player selecting from a range of possible responses at each stage of the dialogue.
- non-player characters s
- the present invention allows players to establish voice communications with an IVR system, which performs real-time voice recognition and reproduces the player's speech using a voice appropriate to the player's character.
- the voice will have been chosen by the player from an appropriate selection offered by the game during the character creation phase.
- a user-specific speaker profile can be established and used to improve the effectiveness of the speech recognition, enabling a wider vocabulary to be used.
- a player is asked to provide some simple speech samples of known text, enabling a speech profile to be established.
- players may be provided with a facility that allows them to further coach the system with additional 20 words, including names of other characters.
- the speech output from the IVR process can be used as the player's voice in a number of ways.
- a closed dialogue between several players This requires either a dedicated conference facility or a mixing facility on each player's PC able to combine multiple voice streams.
- the speech can also be reproduced as text to provide confirmation that the speech has been correctly recognised. If errors in recognition do occur the player can use a coaching system to reduce the chances of the same error being repeated.
- a text to speech facility can be provided to allow the player to type in text and have it spoken by their character.
- a profanity filter can be applied to the speech before it is regenerated as the modified voice, enabling obscene language to be replaced with an alternative such as silence. Unlike profanity filters applied to text messages, it is impossible to bypass a speech filter using creative spelling of words.
- the IVR system can also be used to enable players to interact verbally with s.
- the IVR system can identify key words in the player's speech and use these to select an appropriate response by the.
- the use of natural language analysis provides a more fluid dialogue, enhancing the player's experience.
- the invention provides communication apparatus for an online gaming network comprising a voice input, voice recognition means, voice generation means and voice output means connectable to a voice bridge, the voice recognition means being operable to recognise voice received via the voice input and to generate voice data representative of recognised words, the voice generation means being operable to regenerate voice from the voice data using a predetermined voice type and to pass the regenerated voice to the voice output.
- the invention provides a method of communicating in an online game comprising, receiving speech from a game player, performing speech recognition on the received speech, regenerating the speech using a predetermined speech type and passing the regenerated speech to at least one other player in the online game.
- FIG. 1 is a schematic block diagram of a gaming system including apparatus in accordance with the invention
- FIG. 2 is a schematic block diagram of an IVR server in accordance with the invention.
- FIG. 3 is a schematic block diagram of a game server in accordance with the invention.
- a terminal 2 such as an IBM compatible PC or games console is connected to a game server 4 in the conventional way. Typically this will be a connection via a broadband internet connection.
- the game server operates to co-ordinate the activities of a plurality of players connected via a plurality of terminals 2 (not shown).
- Control signals pass between the game server and the terminal.
- the terminal passes control signals to the game server indicating the activities of the role played by the player and control signals pass back from the game server to the terminal to indicate to the terminal 2 what images to render and sounds to create based on the activities of the players and non-player characters.
- voice output from the player is passed to an IVR server 6 .
- the IVR server 6 controls an audio bridge 8 which feeds sound back to the terminal 2 .
- the game server 4 also may control the activity of the audio bridge 8 as described below.
- the audio bridge 8 may be dedicated to a single player or may operate to provide audio feedback to more than one player.
- the IVR server 6 serves to recognise the voice output of a player operating at terminal 2 .
- a voice recognition unit 8 converts the recognised voice into a normalised internal format such as text.
- the internal format may be checked for profanity in a profanity filter 10 .
- the filter may block profane comments and words.
- a revoicer 12 converts the text back to audible voice data which is then fed to the audio bridge for onward transmission to players.
- the revoicer voices the players according to characteristics selected by the player and/or game server. Thus the revoiced sounds typically will sound very different to the original sounds produced by the player prior to voice recognition.
- the internal format produced by the voice recognition unit may also be passed back to the game server. In this way certain aspects of the game may be controlled using voice commands.
- the game server 4 optionally may control the audio bridge 8 . If, for example, a dedicated audio bridge is used for a single player then the game server 4 may accurately control which voices of other players or NPCs may be heard by the player. Also, volume control and other effects such as reverberation and echo may be applied to particular voices depending on the distance and location of the voice in the game, relative to the player. This information is know by the game server and may be processed by audio control unit 14 to provide realistic audio control.
- an audio bridge may be shared by a group of people for example a group of people located in a particular unit within the game such as a room. In this case, all people in the room may be able to hear one another at the same volume. This simplifies audio control and also reduces the number of bridges required.
- Words may be taught to the IVR server 6 via the game client operating on the terminal 2 .
- the game client may include a coaching or training module which allows the player to pronounce particular words which are not initially understood by the IVR server 6 .
Landscapes
- Engineering & Computer Science (AREA)
- Computational Linguistics (AREA)
- Health & Medical Sciences (AREA)
- Audiology, Speech & Language Pathology (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- Acoustics & Sound (AREA)
- Multimedia (AREA)
- Signal Processing (AREA)
- Management, Administration, Business Operations System, And Electronic Commerce (AREA)
Abstract
Description
- This application is a Continuation of copending patent application Ser. No. 11/537,040, filed Sep. 29, 2006, the content of which is herein incorporated by reference in its entirety.
- The present invention relates to online gaming and in particular, but not exclusively, to the provision of IVR (Interactive Voice Response) enhancement of multiplayer online role-playing games.
- Multiplayer online role-playing games enable large numbers of players to participate in a single game. Some of the more popular games include World of Warcraft, Everquest II, Runescape and Star Wars Galaxies.
- A key element of these games is that players can role-play a character that is very different to their real self. For example, a character may be a different age, sex or race. Fantasy role-playing games often allow players to play, as non-human characters such as a dwarf or an elf. In both cases, players typically appear to each other in the game as the characters they are playing.
- Within the context of the games, players routinely interact with each other. Players can cooperate and/or compete with each other to achieve their aims. In many cases, cooperation between several players is essential in order for certain objectives to be achieved and competition between teams of players is not uncommon.
- Communication between players is typically achieved using text-based communications such as chat or private messages. Many games apply profanity filters to these messages, but it is relatively easy for players to bypass them with creative spellings or by using non-alphabetic characters to construct letters.
- Players can also interact with computer controlled non-player characters (s) in which dialogue between a player and an will be a textual interaction; with the player selecting from a range of possible responses at each stage of the dialogue.
- In addition, some groups of players use 3rd party voice conferencing services to coordinate their activities when operating as a team.
- However, if a player is very different to the character they are role-playing, for example, a different sex, this direct voice communication inevitably detracts from the illusion that a player wishes to project.
- The present invention allows players to establish voice communications with an IVR system, which performs real-time voice recognition and reproduces the player's speech using a voice appropriate to the player's character. Typically, the voice will have been chosen by the player from an appropriate selection offered by the game during the character creation phase.
- Since each player will individually log in to play the game, a user-specific speaker profile can be established and used to improve the effectiveness of the speech recognition, enabling a wider vocabulary to be used. As part of the player's registration process, a player is asked to provide some simple speech samples of known text, enabling a speech profile to be established. In addition, players may be provided with a facility that allows them to further coach the system with additional 20 words, including names of other characters.
- The speech output from the IVR process can be used as the player's voice in a number of ways.
- A private dialogue between two players. This requires the modified voice to be delivered to the other player's computer or gaming console.
- A closed dialogue between several players. This requires either a dedicated conference facility or a mixing facility on each player's PC able to combine multiple voice streams.
- An open dialogue between all players in a locale. Since each player should 30 only hear the voices of other characters close to them and this will often be a unique combination for every player, it is necessary to provide a dedicated voice stream mixing facility for each player. This can be network-based, but a mixing facility on each PC is likely to offer the best solution. As a further refinement, distant voices can be reduced in volume to deliver a more realistic experience.
- The speech can also be reproduced as text to provide confirmation that the speech has been correctly recognised. If errors in recognition do occur the player can use a coaching system to reduce the chances of the same error being repeated.
- Similarly, a text to speech facility can be provided to allow the player to type in text and have it spoken by their character.
- As a further refinement, a profanity filter can be applied to the speech before it is regenerated as the modified voice, enabling obscene language to be replaced with an alternative such as silence. Unlike profanity filters applied to text messages, it is impossible to bypass a speech filter using creative spelling of words.
- The IVR system can also be used to enable players to interact verbally with s. The IVR system can identify key words in the player's speech and use these to select an appropriate response by the. The use of natural language analysis provides a more fluid dialogue, enhancing the player's experience.
- According to a first aspect, the invention provides communication apparatus for an online gaming network comprising a voice input, voice recognition means, voice generation means and voice output means connectable to a voice bridge, the voice recognition means being operable to recognise voice received via the voice input and to generate voice data representative of recognised words, the voice generation means being operable to regenerate voice from the voice data using a predetermined voice type and to pass the regenerated voice to the voice output.
- In a second aspect, the invention provides a method of communicating in an online game comprising, receiving speech from a game player, performing speech recognition on the received speech, regenerating the speech using a predetermined speech type and passing the regenerated speech to at least one other player in the online game.
- Other aspects and features of the present invention will become apparent to those ordinarily skilled in the art upon review of the following description of specific embodiments of the invention in conjunction with the accompanying figures.
-
FIG. 1 is a schematic block diagram of a gaming system including apparatus in accordance with the invention; -
FIG. 2 is a schematic block diagram of an IVR server in accordance with the invention; and -
FIG. 3 is a schematic block diagram of a game server in accordance with the invention - With reference to
FIG. 1 , aterminal 2 such as an IBM compatible PC or games console is connected to agame server 4 in the conventional way. Typically this will be a connection via a broadband internet connection. The game server operates to co-ordinate the activities of a plurality of players connected via a plurality of terminals 2 (not shown). Control signals pass between the game server and the terminal. The terminal passes control signals to the game server indicating the activities of the role played by the player and control signals pass back from the game server to the terminal to indicate to theterminal 2 what images to render and sounds to create based on the activities of the players and non-player characters. - In use, voice output from the player is passed to an
IVR server 6. This is described in more detail below. TheIVR server 6 controls anaudio bridge 8 which feeds sound back to theterminal 2. Thegame server 4 also may control the activity of theaudio bridge 8 as described below. Theaudio bridge 8 may be dedicated to a single player or may operate to provide audio feedback to more than one player. - With reference also to
FIG. 2 , theIVR server 6 serves to recognise the voice output of a player operating atterminal 2. Avoice recognition unit 8 converts the recognised voice into a normalised internal format such as text. Optionally the internal format may be checked for profanity in aprofanity filter 10. The filter may block profane comments and words. Arevoicer 12 converts the text back to audible voice data which is then fed to the audio bridge for onward transmission to players. The revoicer voices the players according to characteristics selected by the player and/or game server. Thus the revoiced sounds typically will sound very different to the original sounds produced by the player prior to voice recognition. - Optionally, the internal format produced by the voice recognition unit may also be passed back to the game server. In this way certain aspects of the game may be controlled using voice commands.
- With reference to
FIG. 3 , thegame server 4 optionally may control theaudio bridge 8. If, for example, a dedicated audio bridge is used for a single player then thegame server 4 may accurately control which voices of other players or NPCs may be heard by the player. Also, volume control and other effects such as reverberation and echo may be applied to particular voices depending on the distance and location of the voice in the game, relative to the player. This information is know by the game server and may be processed byaudio control unit 14 to provide realistic audio control. Alternatively, an audio bridge may be shared by a group of people for example a group of people located in a particular unit within the game such as a room. In this case, all people in the room may be able to hear one another at the same volume. This simplifies audio control and also reduces the number of bridges required. - Words may be taught to the
IVR server 6 via the game client operating on theterminal 2. The game client may include a coaching or training module which allows the player to pronounce particular words which are not initially understood by theIVR server 6. - In this way, the realism of the illusion of the game is maintained by providing voices which match those of a particular player/character. Furthermore, the option of voice control of the game is also provided, improved profanity filtering which cannot be bypassed by unusual spellings or use of characters and furthermore, realistic voice volumes may also be applied. These features greatly enhance the accuracy of the game experience.
Claims (28)
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US14/204,242 US20140194201A1 (en) | 2006-09-29 | 2014-03-11 | Communication methods and apparatus for online games |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
US11/537,040 US8696455B2 (en) | 2006-09-29 | 2006-09-29 | Communication methods and apparatus for online games |
US14/204,242 US20140194201A1 (en) | 2006-09-29 | 2014-03-11 | Communication methods and apparatus for online games |
Related Parent Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/537,040 Continuation US8696455B2 (en) | 2006-09-29 | 2006-09-29 | Communication methods and apparatus for online games |
Publications (1)
Publication Number | Publication Date |
---|---|
US20140194201A1 true US20140194201A1 (en) | 2014-07-10 |
Family
ID=39261751
Family Applications (2)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/537,040 Expired - Fee Related US8696455B2 (en) | 2006-09-29 | 2006-09-29 | Communication methods and apparatus for online games |
US14/204,242 Abandoned US20140194201A1 (en) | 2006-09-29 | 2014-03-11 | Communication methods and apparatus for online games |
Family Applications Before (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/537,040 Expired - Fee Related US8696455B2 (en) | 2006-09-29 | 2006-09-29 | Communication methods and apparatus for online games |
Country Status (1)
Country | Link |
---|---|
US (2) | US8696455B2 (en) |
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN105709416A (en) * | 2016-03-14 | 2016-06-29 | 上海科睿展览展示工程科技有限公司 | Personalized dubbing method and system for multi-user operating game |
CN106512401A (en) * | 2016-10-21 | 2017-03-22 | 苏州天平先进数字科技有限公司 | User interaction system |
CN107329725A (en) * | 2016-04-28 | 2017-11-07 | 上海连尚网络科技有限公司 | Method and apparatus for controlling many people's interactive applications |
Families Citing this family (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US10987597B2 (en) * | 2002-12-10 | 2021-04-27 | Sony Interactive Entertainment LLC | System and method for managing audio and video channels for video game players and spectators |
US9339728B2 (en) * | 2002-12-10 | 2016-05-17 | Sony Interactive Entertainment America Llc | System and method for managing audio and video channels for video game players and spectators |
US9132354B2 (en) * | 2011-12-22 | 2015-09-15 | Microsoft Technology Licensing, Llc | Game having a plurality of engines |
US9514750B1 (en) * | 2013-03-15 | 2016-12-06 | Andrew Mitchell Harris | Voice call content supression |
CN104954555B (en) * | 2015-05-18 | 2018-10-16 | 百度在线网络技术(北京)有限公司 | A kind of volume adjusting method and system |
US20200211540A1 (en) * | 2018-12-27 | 2020-07-02 | Microsoft Technology Licensing, Llc | Context-based speech synthesis |
Family Cites Families (10)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US7139031B1 (en) * | 1997-10-21 | 2006-11-21 | Principle Solutions, Inc. | Automated language filter for TV receiver |
US6731307B1 (en) * | 2000-10-30 | 2004-05-04 | Koninklije Philips Electronics N.V. | User interface/entertainment device that simulates personal interaction and responds to user's mental state and/or personality |
GB0029576D0 (en) * | 2000-12-02 | 2001-01-17 | Hewlett Packard Co | Voice site personality setting |
JP2003024625A (en) * | 2001-07-13 | 2003-01-28 | Square Co Ltd | Computer readable recording medium with program for video game recorded thereon, program for video game, method and device for processing video game |
JP2003181136A (en) * | 2001-12-14 | 2003-07-02 | Sega Corp | Voice control method |
US7371175B2 (en) * | 2003-01-13 | 2008-05-13 | At&T Corp. | Method and system for enhanced audio communications in an interactive environment |
US7818178B2 (en) * | 2004-06-09 | 2010-10-19 | Alcatel-Lucent Usa Inc. | Method and apparatus for providing network support for voice-activated mobile web browsing for audio data streams |
US7437290B2 (en) * | 2004-10-28 | 2008-10-14 | Microsoft Corporation | Automatic censorship of audio data for broadcast |
US7636300B2 (en) * | 2005-04-07 | 2009-12-22 | Microsoft Corporation | Phone-based remote media system interaction |
US20080057925A1 (en) * | 2006-08-30 | 2008-03-06 | Sony Ericsson Mobile Communications Ab | Speech-to-text (stt) and text-to-speech (tts) in ims applications |
-
2006
- 2006-09-29 US US11/537,040 patent/US8696455B2/en not_active Expired - Fee Related
-
2014
- 2014-03-11 US US14/204,242 patent/US20140194201A1/en not_active Abandoned
Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN105709416A (en) * | 2016-03-14 | 2016-06-29 | 上海科睿展览展示工程科技有限公司 | Personalized dubbing method and system for multi-user operating game |
CN107329725A (en) * | 2016-04-28 | 2017-11-07 | 上海连尚网络科技有限公司 | Method and apparatus for controlling many people's interactive applications |
CN106512401A (en) * | 2016-10-21 | 2017-03-22 | 苏州天平先进数字科技有限公司 | User interaction system |
Also Published As
Publication number | Publication date |
---|---|
US8696455B2 (en) | 2014-04-15 |
US20080081697A1 (en) | 2008-04-03 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
US20140194201A1 (en) | Communication methods and apparatus for online games | |
US7542553B2 (en) | Interactive voice communications network entertainment | |
JP6719747B2 (en) | Interactive method, interactive system, interactive device, and program | |
US20060025214A1 (en) | Voice-to-text chat conversion for remote video game play | |
US20090191519A1 (en) | Online and computer-based interactive immersive system for language training, entertainment and social networking | |
CN113409778A (en) | Voice interaction method, system and terminal | |
JP6699010B2 (en) | Dialogue method, dialogue system, dialogue device, and program | |
JPH04266781A (en) | Video game method | |
WO2001091109A1 (en) | Interactive voice communication method and system for information and entertainment | |
CN102479506A (en) | Speech synthesis system for online game and implementation method thereof | |
KR20070024918A (en) | Apparatus and method for providing video conference service in virtual space | |
JP2003228279A (en) | Language learning apparatus using voice recognition, language learning method and storage medium for the same | |
KR20100043393A (en) | System for english study service by communication network | |
KR101194794B1 (en) | Foreign language education system and method, and collecting method of corpus using the same | |
KR20010098274A (en) | Method for Service of Language Education Including Foreign Language Education by Role Play on Network | |
KR100898104B1 (en) | Learning system and method by interactive conversation | |
JP7093025B2 (en) | Computer system and how to generate audio information | |
KR100630801B1 (en) | System and contolling method for arcade game possible voice-chatting and voice-command | |
KR20030065259A (en) | Apparatus and method of learnning languages by sound recognition and sotring media of it | |
York | How to teach languages with “Among Us” | |
KR20030081891A (en) | Computer network-based interactive multimedia learning system and method thereof | |
JP2001314649A (en) | Voice game method and apparatus, and recording medium | |
WO2023201534A1 (en) | A system and method for facilitating a virtual event | |
Sharp | Conversational analysis of turn-taking in a dungeons & dragons game session | |
Spöhrer | A History of Disability and Voice-Enabled Gaming from the 1970s to Intelligent Personal Assistants |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AS | Assignment |
Owner name: ROCKSTAR CONSORTIUM US LP, TEXAS Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:ROCKSTAR BIDCO, LP;REEL/FRAME:034086/0173 Effective date: 20120509 |
|
AS | Assignment |
Owner name: RPX CLEARINGHOUSE LLC, CALIFORNIA Free format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNORS:ROCKSTAR CONSORTIUM US LP;ROCKSTAR CONSORTIUM LLC;BOCKSTAR TECHNOLOGIES LLC;AND OTHERS;REEL/FRAME:034924/0779 Effective date: 20150128 |
|
AS | Assignment |
Owner name: JPMORGAN CHASE BANK, N.A., AS COLLATERAL AGENT, IL Free format text: SECURITY AGREEMENT;ASSIGNORS:RPX CORPORATION;RPX CLEARINGHOUSE LLC;REEL/FRAME:038041/0001 Effective date: 20160226 |
|
STCB | Information on status: application discontinuation |
Free format text: ABANDONED -- FAILURE TO RESPOND TO AN OFFICE ACTION |
|
AS | Assignment |
Owner name: RPX CLEARINGHOUSE LLC, CALIFORNIA Free format text: RELEASE (REEL 038041 / FRAME 0001);ASSIGNOR:JPMORGAN CHASE BANK, N.A.;REEL/FRAME:044970/0030 Effective date: 20171222 Owner name: RPX CORPORATION, CALIFORNIA Free format text: RELEASE (REEL 038041 / FRAME 0001);ASSIGNOR:JPMORGAN CHASE BANK, N.A.;REEL/FRAME:044970/0030 Effective date: 20171222 |