WO2002084948A1 - Systeme de communication mobile en temps reel pour conversation par ordinateur - Google Patents

Systeme de communication mobile en temps reel pour conversation par ordinateur Download PDF

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Publication number
WO2002084948A1
WO2002084948A1 PCT/IB2002/002218 IB0202218W WO02084948A1 WO 2002084948 A1 WO2002084948 A1 WO 2002084948A1 IB 0202218 W IB0202218 W IB 0202218W WO 02084948 A1 WO02084948 A1 WO 02084948A1
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WO
WIPO (PCT)
Prior art keywords
user
real
communication
mobile
time communication
Prior art date
Application number
PCT/IB2002/002218
Other languages
English (en)
Inventor
Neeraj Jhanji
Kazunori Sato
Original Assignee
Imahima, Inc.
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Imahima, Inc. filed Critical Imahima, Inc.
Publication of WO2002084948A1 publication Critical patent/WO2002084948A1/fr

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L69/00Network arrangements, protocols or services independent of the application payload and not provided for in the other groups of this subclass
    • H04L69/30Definitions, standards or architectural aspects of layered protocol stacks
    • H04L69/32Architecture of open systems interconnection [OSI] 7-layer type protocol stacks, e.g. the interfaces between the data link level and the physical level
    • H04L69/322Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions
    • H04L69/329Intralayer communication protocols among peer entities or protocol data unit [PDU] definitions in the application layer [OSI layer 7]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L51/00User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
    • H04L51/04Real-time or near real-time messaging, e.g. instant messaging [IM]
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/34Network arrangements or protocols for supporting network services or applications involving the movement of software or configuration parameters 
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W28/00Network traffic management; Network resource management
    • H04W28/02Traffic management, e.g. flow control or congestion control
    • H04W28/06Optimizing the usage of the radio link, e.g. header compression, information sizing, discarding information
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L12/00Data switching networks
    • H04L12/02Details
    • H04L12/16Arrangements for providing special services to substations
    • H04L12/18Arrangements for providing special services to substations for broadcast or conference, e.g. multicast
    • H04L12/189Arrangements for providing special services to substations for broadcast or conference, e.g. multicast in combination with wireless systems
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L51/00User-to-user messaging in packet-switching networks, transmitted according to store-and-forward or real-time protocols, e.g. e-mail
    • H04L51/58Message adaptation for wireless communication
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W28/00Network traffic management; Network resource management
    • H04W28/16Central resource management; Negotiation of resources or communication parameters, e.g. negotiating bandwidth or QoS [Quality of Service]
    • H04W28/18Negotiating wireless communication parameters
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W48/00Access restriction; Network selection; Access point selection
    • H04W48/08Access restriction or access information delivery, e.g. discovery data delivery
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W48/00Access restriction; Network selection; Access point selection
    • H04W48/16Discovering, processing access restriction or access information
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W74/00Wireless channel access
    • H04W74/04Scheduled access
    • H04W74/06Scheduled access using polling
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W88/00Devices specially adapted for wireless communication networks, e.g. terminals, base stations or access point devices
    • H04W88/14Backbone network devices

Definitions

  • the present invention relates to a system and device for communication between a user on a mobile client application and another user, via a remote server. More specifically, the present invention permits mobile real-time chatting between the user and another user by using server side push technology to minimize network traffic.
  • mobile telephone communication is performed via speaker (e.g., audio) in real-time.
  • a text message sent from another user may be displayed on a mobile phone.
  • the related art communication system does not display the text message in real-time, as the message is only displayed via non-real-time messaging.
  • the related art system uses voicemail and electronic mail to store messages for future retrieval.
  • the related art system doe not permit realtime communication between multiple users, so as to allow simultaneously received real-time messages to be processed in a manner that useful to the user.
  • the related art computer program and system have various problems and disadvantages.
  • the related art system results in high network traffic.
  • the refresh rate of the related art system is not disclosed to be conducted at periodic intervals for mobile communication devices, thus resulting continuous refresh operations that result in increased network traffic.
  • the user cannot communicate instantaneously with any other multiple users via mobile communication device.
  • the users cannot perform such real-time activities as scheduling events in the short-term future.
  • a system consistent with the present invention relates to a system for communicating between a first user and at least one second user, including a mobile communication device including an application and a user interface, the application configured to operate in accordance with information received from the first user.
  • the system also includes a remote server configured to communicate with the mobile communication device and enable realtime communication between the first user and the at least one second user in accordance with one of a plurality of states of at lease one of the first user and the at least one second user.
  • another system for communicating between a first user and at least one second user including a mobile means for receiving and transmitting information with the first user, the mobile means configured to operate in accordance with information received from the first user, and a remote communication means for enabling real-time communication between the mobile means and the at least one second user in accordance with one of a plurality of states of at lease one of the first user and the at least one second user.
  • Figure 1 illustrates a user interface according to an exemplary embodiment of the present invention
  • Figure 2 illustrates a system according to the exemplary embodiment of the present invention
  • FIG. 3 illustrates a communication architecture according to the preferred embodiment of the present invention.
  • Figures 4(a)-4(f) illustrate data flow according to the exemplary embodiment of the present invention.
  • chat is defined to include any and all real-time electronic communication between a user having a mobile communication device, and at least one other user at a remote location.
  • instant messaging is a specific instance of chat, and instant messaging includes communication between the user and one other user.
  • buddy is defined as another user that the user has placed on a list (i.e., a buddy list) for potentially performing a chat session, hi the present invention, the terms “communication” and “chat” may be used interchangeably without narrowing the conventional definition of either term.
  • the present invention relates to a system for real-time communication (e.g., instant messenger) between a user and at least one other user via a mobile communication device. For example, but not by way of limitation, instant messaging or chatting can be performed. Further, a status list of potential recipient users (i.e., "buddies") is provided for the user, and the system is configured to automatically detect the location of a buddy. The list of buddies is automatically refreshed from a database. Preferably, the database is stored on a database server, but the present invention is not limited thereto. Further, the present invention allows the user to provide their status information to other users in a manner substantially similar to the user's own buddy list.
  • a status list of potential recipient users i.e., "buddies”
  • the database is stored on a database server, but the present invention is not limited thereto.
  • the present invention allows the user to provide their status information to other users in a manner substantially similar to the user's own buddy list.
  • the present invention employs a mobile client application that communicates with a remote chat server linked to a database.
  • the mobile client application may comprise a Java applet in the mobile communication device of the user (e.g., mobile phone, pager, PDA).
  • the present invention also "flashes" new messages to the client through the use of HTTP.
  • Server-side push technology is used to minimize network traffic.
  • another exemplary embodiment of the present invention may perform polling to search for new messages or a change in buddy status, based on a predetermined frequency of incoming messages.
  • a client is a mobile device, as described above, used by the user to communicate with at least one other user having a mobile or non-mobile communications device.
  • the user starts the application (e.g., applet) on the front end.
  • the applet at the client sends a packet containing a unique identifier associated with the mobile communication device to a chat server.
  • the packet notifies the chat server that the user is "online" (i.e., logged in).
  • the chat server then creates a connection identifier, indicative that the user is online and is reachable for real-time communication, that is stored on the server.
  • the connection identifier on the server expires if the applet on the client side does not reset a timer at a predetermined interval.
  • the user On the front end at the client, the user is then shown their buddy list, along with the status of each of the buddies, as discussed in greater detail with respect to Figure 1.
  • This buddy information is retrieved from a database via the network (i.e., through the chat server). Accordingly, the user selects at least one buddy from the buddy list with whom they wish to initiate a chat session. If the connection identifier still exists, the user's entered message is stored in a queue by the chat server, and is flashed on the user interface of the selected buddy or buddies when the applet of the buddy's client retrieves the typed message (i.e., in realtime). Optionally, an audible tone may also be provided by the client to alert the buddy of the chat session. Thus, the buddy is informed in real-time.
  • An alternate means may be used to inform the buddy of the chat session.
  • the user may send a message to the buddy via non-real-time (e.g., email), requesting the buddy to start their chat applet in order to begin the chat session.
  • non-real-time e.g., email
  • the server is polled as described above. While the chat session is live, the prescribed polling frequency is increased for participating (e.g., chatting) users. Thus, the users can send and/or receive queues messages for efficiently. However, once the user exits the chat session, the polling frequency is changed to a predetermined rate (e.g., 300 seconds) that is lower than the active polling rate, and the connection identifier is maintained. Thus, network traffic is minimized.
  • a predetermined rate e.g. 300 seconds
  • Figure 1 illustrates a user interface for a mobile device according to an exemplary embodiment of the present invention.
  • a buddy list 1 and a chat window 2 are provided.
  • states are represented by three different state icons.
  • the states include, but are not limited to offline, idle online and chatting online.
  • the offline state is represented as a circled "X" 3
  • the idle online state is represented as a circled "happy face” 4
  • the online chatting state is represented as a circled "sad face” 5.
  • the buddy list 1 is provided when the user is in the idle online state.
  • the buddy list 1 displays a status of at least one buddy (e.g., 6a).
  • a buddy e.g., 6a
  • five buddies 6a...6e are illustrated, along with their status.
  • the present invention is not limited thereto, and fewer or more buddies may be displayed on the buddy list, along with icons representing their respective states.
  • the first buddy 6a listed is "Club 1,” which represents a plurality of users with which the user may chat.
  • the status of Club 1 is online idle, which means that the user can presently chat with the users that are members of Club 1. If the state of a buddy is online idle, then a chat window, which is described in greater detail below, is opened, so that the user can communicate with the recipient.
  • Figure 1 also illustrates that the status of the second buddy 6b, Club 2, which also represents a plurality of users with which the user may chat, is chatting online.
  • Club 2 which also represents a plurality of users with which the user may chat
  • the user cannot chat with Club 2, because chatting is already occurring such that the user cannot participate. For example, but not by way of limitation, a maximum number of chatting participants may have been exceeded, or a user may not have permission to chat.
  • a user wishes to communicate with another user (or users) having a status of offline, then the user's message will be sent to the recipient as part of an electronic mail message for delivery to a mailbox of the user.
  • the offline recipient may read the user's message at a future time.
  • the user may also include individuals for instant messaging on the list.
  • the third buddy 6c listed on the buddy list is Yoshi Home Free, with a status of idle online.
  • the fourth buddy 6d, Buddy 2 Office Busy has a status of offline
  • the fifth buddy 6e, Buddy 3 Shibuya Busy has a status of chatting online. Therefore, Buddy 2 and Buddy 3 are not available for chatting and/or instant messaging.
  • Previous/next selections 7 are provided in the buddy list interface, so that the user may scroll if the length of the list of buddies exceeds the available space of the buddy list interface 1.
  • the user may update status settings by selecting the "options" option 8, or close the buddy list by selecting the "exit" option 9.
  • the user is communicating with Yoshi (i.e., entry 3 of the buddy list) in a chatting online state, such that the buddy list 1 is replaced by the chat window 2.
  • Yoshi i.e., entry 3 of the buddy list
  • the user is communicating with Yoshi as shown in the chat text box 10.
  • a header 11 is provided for the chat text box as a text entry, which includes, but is not limited to, the subject of the communication.
  • the chat window may also be closed by selecting the "close" option 12 on the communication interface (i.e., chat window).
  • the system of the present invention can provide a system message 13 to the user.
  • the system will send the user a message indicating that another user is interested in joining the commumcation.
  • the user may initiate (or respond to) a conversation with another user, such that multiple chat sessions can be performed simultaneously.
  • multiple users may all participate in a single chat session, or may participate as members of a group (e.g., Club 1 and/or Club 2).
  • the user may add multiple buddies in a recursive manner by using the "Add more" option 14.
  • FIG. 2 illustrates the system of the exemplary embodiment of the present invention.
  • a messaging midlet 16 is provided to perform the sending and receiving functionality for the communication.
  • a status update module 17, a friends status (i.e., buddy list) 18 and a buddy list maintenance module 19 are also provided.
  • a buddy may be added to the buddy list as an individual member, and/or as a member of a group (i.e., club).
  • a screen saver 20 may be optionally provided.
  • a user may only be in one active chat group, and the system has two modes: 1:1 and 1 :many, representing instant messaging and chatting, respectively.
  • FIG. 3 graphically illustrates the difference between instant messaging and chatting.
  • a club 21 may include a group of member 22. Alternatively, the members 22 may be listed individually.
  • Figures 4(a)-4((f) illustrate the relationship between the mobile device (i.e., client) 23 and a remote server 24 according to the preferred embodiment of the present invention. A chronological description of the various functions performed by the client 23 and the server 24 are described. However, the sequencing is not limited thereto, and may further include a different sequence of events illustrated in Figures 4(a)-4(f).
  • Figure 4(a) illustrates a user performing a login operation according to the exemplary embodiment of the present invention.
  • the user initiates the application, and performs a login function at the client 23.
  • the client 23 is configured to transmit a signal 25 to the server 24 indicating that the client 23 has completed the login process successfully.
  • the server 24 is configured to authenticate the user's login.
  • the user is added to the chat server 24, which determines the status of the user's buddies, updates the status of the user on the chat server, and sends the user's buddy list to the client via a signal 26.
  • the client receives the user's buddy list, and displays the buddy list in a user interface.
  • Figure 4(b) illustrates a default polling function that is performed in the present invention to update the user as to the status of at least one buddy.
  • a predetermined interval e.g. 300 seconds
  • the client 23 automatically polls the server 24 via a polling signal 27.
  • the default polling is performed at the predetermined interval when the user is not participating in any chat session.
  • the client 23 requests that the server 24 provide buddy status information, retrieve messages for the user that is currently using the client 23, and perform a chat invite to allow other users to communicate with the user in realtime.
  • the client 23 receives the aforementioned information in a signal 28 from the server 24, the client 23 updates the buddy list in accordance with the updated buddy status received from the server 24.
  • the client 23 also displays any messages and chat requests generated in response to the chat invite.
  • this default polling is performed when the user is not in a chat session, the connection between the user, via the client 23, and the server 24 is maintained.
  • Figure 4(c) illustrates a client request to another user having a status of offline, according to the exemplary description of the present invention.
  • the client 23 sends a chat request 29 to a buddy or a club for a logged-in user to the server 24.
  • the server 24 reviews buddy permissions to determine if the user is permitted to chat with the requested buddy, and accordingly, sends an invite to the buddy to chat. Because the buddy has an offline status, the message is sent to the buddy via a non-real-time communication. For example, but not by way of limitation, e-mail may be used to send the invite to the buddy.
  • Figure 4(d) illustrates a client request to another user having a status of idle online.
  • the client 23 sends a chat request 30 to the buddy or club, and the server 24 accordingly checks buddy permissions. Further, the server 24 sends an invite to chat to the buddy. Because the buddy is online while idle, this message is sent to the buddy by real-time message.
  • Figure 4(e) illustrates a chat request received at the client 23 from the server 24.
  • the user is receiving a request to communicate from another user.
  • the server 24 sends a pending chat request 31 to the client 23.
  • the user receives the chat request 31, and accordingly, displays a system message 13, as illustrated in Figure 1 and described in greater detail above.
  • the operation of the client 23 may be determined by the user. For example, but not by way of limitation, if the user is not available to chat, the client 23 sends a wait message 32 to the server, and the server accordingly sends the wait message to the buddy.
  • the client 23 sends a switch signal 33 to the server 24 for the user, and begins the chat window 2.
  • the server 24 sends a start message to the buddy, links the chat together by adding the user to the chat room and updates the status of buddies for the user.
  • the chat session continues, and once the chat session has been terminated by the user, the server 24 ends the current chat session and sends a termination (e.g., bye) message to the group and/or buddy.
  • Figure 4(e) illustrates the user, via the client 23, receiving a wait request 34 from the server 24.
  • the server 24 transmits the wait request 34 to the client 23.
  • the client 23 receives the wait request 34, and display the wait request 34 to the user on the interface. At this point, the user must wait to begin the requested chat.
  • the messages communicated between users are understood to be output to the user interface.
  • the messages may include, but are not limited to, text characters of one or more languages, audio messages and audio-visual messages that include video streams.
  • the present invention has various advantages over the related art. For example, but not by way of limitation, the present invention varies the polling frequency for the polling performed on the server by the client. When the user is not participating in a chat session, the polling frequency is lowered to minimize network traffic. Additionally, the user of applets on the client side further reduces network traffic by use of the aforementioned server side push technology. It will be apparent to those skilled in the art that various modifications and variations can be made to the described illustrative embodiments of the present invention without departing from the spirit or scope of the invention. Thus, it is intended that the present invention cover all modifications and variations of this invention consistent with the scope of the appended claims and their equivalents.

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  • Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Computer Security & Cryptography (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

Cette invention se rapporte à un système de communication mobile qui permet une communication en temps réel via une interface utilisateur entre un utilisateur et un ou plusieurs autres utilisateurs, cette communication étant également connue sous le terme de 'chat' ou conversation par ordinateur. L'interface utilisateur est disposée dans une station client et fonctionne selon une application (par exemple une mini-application Java) dans la station client. L'utilisateur peut vérifier la disponibilité de multiples 'camarades de conversation', pour participer à une communication simultanée en temps réel dans un groupe sur un mode de communication individuel. Ainsi, les messages peuvent être échangés instantanément entre plusieurs utilisateurs en temps réel via HTTP. Les camarades de conversation disponibles sont affichés dans une 'liste de camarades de conversation' et un sondage d'informations est réalisé périodiquement à partir d'un serveur de 'chat' qui gère les communications entre l'utilisateur et au moins un camarade de conversation. Ce sondage est réalisé à un débit qui est basé au moins partiellement sur le fait de savoir si l'utilisateur est effectivement en train de converser. Le débit de régénération est optimisé pour réduire au minimum le trafic réseau, tout en maximisant le débit de régénération pendant les périodes d'utilisation intense.
PCT/IB2002/002218 2001-04-05 2002-04-04 Systeme de communication mobile en temps reel pour conversation par ordinateur WO2002084948A1 (fr)

Applications Claiming Priority (2)

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US28140401P 2001-04-05 2001-04-05
US60/281,404 2001-04-05

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EP1536607A1 (fr) * 2003-11-27 2005-06-01 France Telecom Système et procédé de partage et d'adaptation de données entre un terminal WAP et des terminaux non compatibles
FR2865087A1 (fr) * 2004-05-13 2005-07-15 France Telecom Systeme de gestion d'une communication multipoints et procede correspondant
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Cited By (20)

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US7720962B2 (en) 2002-04-29 2010-05-18 Microsoft Corporation Peer-to-peer name resolution protocol (PNRP) security infrastructure and method
US7251694B2 (en) 2002-04-29 2007-07-31 Microsoft Corporation Peer-to peer name resolution protocol (PNRP) security infrastructure and method
US7725567B2 (en) 2002-04-29 2010-05-25 Microsoft Corporation Peer-to-peer name resolution protocol (PNRP) security infrastructure and method
US7418479B2 (en) 2002-04-29 2008-08-26 Microsoft Corporation Peer-to-peer name resolution protocol (PNRP) security infrastructure and method
US7444372B2 (en) 2002-04-29 2008-10-28 Microsoft Corporation Peer-to-peer name resolution protocol (PNRP) security infrastructure and method
US7680930B2 (en) 2002-04-29 2010-03-16 Microsoft Corporation Peer-to-peer name resolution protocol (PNRP) security infrastructure and method
EP1535178A2 (fr) * 2002-07-17 2005-06-01 Fastmobile, Inc. Technique de gestion d'affichage de groupes vocaux et textuels de clavardage pour terminaux mobiles sans fil
EP1535178A4 (fr) * 2002-07-17 2006-09-20 Fastmobile Inc Technique de gestion d'affichage de groupes vocaux et textuels de clavardage pour terminaux mobiles sans fil
EP1536607A1 (fr) * 2003-11-27 2005-06-01 France Telecom Système et procédé de partage et d'adaptation de données entre un terminal WAP et des terminaux non compatibles
EP1587239A1 (fr) * 2004-04-14 2005-10-19 Siemens Mobile Communications S.p.A. Méthode et appareil pour gérer du côté serveur des listes d'amis
FR2865087A1 (fr) * 2004-05-13 2005-07-15 France Telecom Systeme de gestion d'une communication multipoints et procede correspondant
EP1672855A1 (fr) * 2004-12-15 2006-06-21 France Telecom Procédé de limitation du nombre de conversations simultanées dans une messagerie instantanée
EP1677487A1 (fr) * 2004-12-30 2006-07-05 Tadiran Telecom Ltd. Utilisation d'un object informatique dans un réseau réparti de communication
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EP1924094A1 (fr) * 2006-11-14 2008-05-21 Samsung Electronics Co.,Ltd. Terminal de communications mobile pour l'appel vidéo et procédé pour la sauvegarde de ses messages de clavardage
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