WO2007099558A2 - A method and system for message-based multi-user conference through wireless communication devices - Google Patents

A method and system for message-based multi-user conference through wireless communication devices Download PDF

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Publication number
WO2007099558A2
WO2007099558A2 PCT/IN2007/000077 IN2007000077W WO2007099558A2 WO 2007099558 A2 WO2007099558 A2 WO 2007099558A2 IN 2007000077 W IN2007000077 W IN 2007000077W WO 2007099558 A2 WO2007099558 A2 WO 2007099558A2
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WO
WIPO (PCT)
Prior art keywords
conference
user
remote server
users
application
Prior art date
Application number
PCT/IN2007/000077
Other languages
French (fr)
Other versions
WO2007099558A3 (en
Inventor
Amit Zaveri
Original Assignee
Indbazaar.Com Ltd.
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 Indbazaar.Com Ltd. filed Critical Indbazaar.Com Ltd.
Publication of WO2007099558A2 publication Critical patent/WO2007099558A2/en
Publication of WO2007099558A3 publication Critical patent/WO2007099558A3/en

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M3/00Automatic or semi-automatic exchanges
    • H04M3/42Systems providing special services or facilities to subscribers
    • H04M3/56Arrangements for connecting several subscribers to a common circuit, i.e. affording conference facilities
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/14Session management
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/14Session management
    • H04L67/148Migration or transfer of sessions
    • 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
    • H04MTELEPHONIC COMMUNICATION
    • H04M2203/00Aspects of automatic or semi-automatic exchanges
    • H04M2203/50Aspects of automatic or semi-automatic exchanges related to audio conference
    • H04M2203/5009Adding a party to an existing conference
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M2203/00Aspects of automatic or semi-automatic exchanges
    • H04M2203/50Aspects of automatic or semi-automatic exchanges related to audio conference
    • H04M2203/5018Initiating a conference during a two-party conversation, i.e. three-party-service or three-way-call
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W4/00Services specially adapted for wireless communication networks; Facilities therefor
    • H04W4/12Messaging; Mailboxes; Announcements
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W4/00Services specially adapted for wireless communication networks; Facilities therefor
    • H04W4/16Communication-related supplementary services, e.g. call-transfer or call-hold
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W76/00Connection management

Definitions

  • This invention relates to exchange of messages between multiple users over a wireless communication network.
  • SMS Short Messaging Services
  • SMSs can be sent from one single person or group to another single person or group on their respective mobile phones.
  • SMS tariffs are different for local and international messages. Sending an International SMS is much costlier as compared to the local SMS rates. This sometimes discourages the usage of SMS in case of international communication.
  • Prior art Japanese Patent document JP 2002009819A2 discloses a method for having a chat by means of mails (messages) among many unspecified people by the use of mobile phones and personal handy phone systems without using a homepage and a specific software program.
  • the method of this invention manages mails (messages) and users via a chat server. By transmitting a nickname and personal information to the chat server, the chat server manages the mails (messages) and the users.
  • JP 2002009819A2 appears quite complex since it involves a chat server and does not suggest exchange of messages at local rates between multiple users located at different countries.
  • Another patent document WO9963729A3 relates to an arrangement and a method for exchange of messages between users in a telecommunications network. Messages are sent from the users mobile phones as SMS messages to a SMS netgate in the telecommunication network. The messages are sent from the netgate to a smsChat server that processes the messages and generates Teletext pages which are transferred to a Teletext inserter which publishes the pages on a public television network.
  • WO9963729A3 does not suggest exchange of messages at local rates between multiple users located at different countries.
  • user interface provided within a mobile phone for sending or receiving SMSs is common for all the services, content and parties and there is no personalization or customization to suit the needs and requirements of the users.
  • Another popular features of a mobile phone is the facility to play different software games on one's personal mobile handset. Playing soft games by means of mobile phones has become a primary mode of entertainment and relaxation to a user. However, a major limitation of this feature is that a user is bound to play these games alone on his/her mobile device and he/she is not able to play the games with the other people in real-time.
  • TW0550929 provides a method to realize real-time game on mobile phone, which is to transmit the data of real-time game by a communication protocol of mobile phone, wherein the packets of the communication protocol defines several protocol data units (PDU), and the PDU comprises different messages in the data of real-time game, so that packets can be transmitted between the mobile phone and the remote mobile phone.
  • the mobile phone reads the protocol data, and proceeds processing to the protocol data, so as to realize the real-time game on the mobile phone.
  • TW0550929B appears quite complex and involves the task of grouping of data packets that can be transmitted between a mobile phone and the remote mobile phone. It appears that TW0550929B involves a GPRS based gaming application, which works with different data packets. This generally gives rise to large bandwidth requirement thereby increasing the cost involved in playing such games.
  • An object of the present invention is to provide a method and system for communication wherein messages are sent and received in a multi user environment across the world through SMS platform.
  • Another object of the present invention is to provide a method and system for playing games in a multi-user environment across the world through SMS platform.
  • a conference application is configured and stored on mobile phones of user.
  • a remote server having a session management module is provided that stores details of each mobile phone having said conference application.
  • Said remote server is communicatively coupled to at least one mobile service provider through wireless medium.
  • Said application is accessible by each user for enabling the message-based multi-user conference such that each message being sent and received in a conference is managed by the session management module of the remote server. All messages are encrypted by the remote server before being sent to a user and are decrypted only when it reaches the intended recipient.
  • the conference application comprises a main menu having various options including Start Conference option, Invite Users option, and Join Conference option.
  • the Start Conference option allows a user to initiate the conference, wherein an SMS is sent to the remote server, which generates a Conference ID for enabling the initiation of the conference.
  • the Conference ID is transparent to the user.
  • the Invite Users option from the main menu allows a user to send an invitation message to other users and the Join Conference option enables a user to join one or more conferences. Further, each user is allowed to save the transcript of the conference.
  • the application is configured to display a history of previous available conferences.
  • the users are allowed to customize their messages by including color and graphics of their own choices depending upon the handsets.
  • a system for providing message-based multi-user conference through mobile phones comprises a conference application configured and stored on mobile phones of each user, a remote server that stores details of each mobile phone having said conference application, and at least one mobile service provider communicatively coupled to the remote server; wherein each user is allowed to activate said application for enabling the message-based multi-user conference and each message being sent and received in the conference is managed by the remote server.
  • a plurality of game applications in a remote server is provided. All players are allowed to download at least one game application from the remote server on their respective mobile phones.
  • the remote server is coupled communicatively to at least one mobile service provider. All players are allowed to activate said game application for playing the message-based multi-user games such that each graphical command being sent and received by the players to each other is managed by the remote server.
  • each game application comprises a main menu having various options including Play with Friend option, Join Game option, Search Players option, Change Profile Option, Help option and Tell a Friend option.
  • the Play with Friend option allows players to send an invitation to other players to play a game.
  • the Join Game option allows the players to join one or more games by accepting the invitation of the other player.
  • the Search Players option allows users to search for a player online.
  • Change Profile option allows the user to enter his/her nickname and actual phone number to create a profile or change the existing profile.
  • the Help option contains information on how to play the game.
  • the Tell a Friend option allows the users to forward the game link to another user.
  • each user is allowed to save the game and the history of previous available games may be displayed.
  • a particular game movement made by a player may be reflected on the opponent's mobile screen. This is accomplished by converting each graphical command given by the players into a corresponding text message or SMS.
  • the Graphical Command may be a game movement made by a player on his/her mobile screen.
  • SMS is sent across to the mobile handset of opponents.
  • the corresponding text message or SMS that is received on the mobile handset of opponents are re- converted into Graphical Command.
  • the conversion of the graphical command to the text sms and vice-versa is hidden from the players in order to provide a feel of real-time game sessions.
  • the messages may be encrypted by the remote server before being sent to a user and are decrypted only when it reaches the intended recipient.
  • a system for providing message-based multi-user games through mobile phones comprises at least one mobile service provider communicatively coupled to a remote server; a plurality of game applications stored in the remote server; a plurality of mobile phones capable of downloading at least one game application from the remote server; wherein each player is allowed to activate said game application for playing the message-based multi-user games such that each graphical command being sent and received by the players to each other is managed by the remote server.
  • Figure 1 shows a block diagram of the system for sending and receiving the text messages according to one embodiment of the invention.
  • Figure 2 shows different options of the application for enabling a conference between different users
  • Figure 3 is a flowchart illustrating the method for sending and receiving the text messages according to one embodiment of the invention.
  • Figure 4 shows a block diagram of the system for sending and receiving the graphical command according to one embodiment of the invention.
  • Figure 5 shows different options of the game application for enabling a game session between different players.
  • Figure 6 is a flowchart illustrating the method for sending and receiving the graphical command according to one embodiment of the invention.
  • the object of the present invention is to provide a system and method for establishing message-based multi-user conference wherein multiple users may exchange their messages through their wireless handsets over a wireless communication network.
  • the system for sending and receiving the text messages comprises a service provider server (10), a remote server (20) and at least two mobile phones (30, 40) available with at least two users including a sender and a receiver respectively.
  • the remote server (20) comprises a session management module (25) for managing all the conference sessions occurring between various users.
  • an application (50) may be provided in the handset (30, 40) or the mobile phone.
  • any handset (55) not having said application (50) residing in it may also be enabled to establish message- based multi-user conference.
  • This application (50) is written in Java and Symbian C and comprises two components namely the client and the server. These components are explained as below.
  • Client is written in Java and Symbian C and comprises two components namely the client and the server. These components are explained as below.
  • Client
  • the client component resides on the handset and performs all interactions with the user depending on the application (50) that is running.
  • the application (50) has two main functionalities namely sending as SMS and receiving an SMS. All SMSs are sent / received at a predefined number (ideally of the SMS Gateway) or the fixed number of the target.
  • the Predefined Number is a short code allocated to the remote server by the telecom operator or the service provider server.
  • the remote server (20) may be allocated one such number. Users are thus able to send the SMSs to this pre- defined number.
  • the user can directly dial the number (fixed number) of the other users and send the SMSs.
  • the application (50) also includes the functionalities in terms of audio, images etc, which are basically different, sub components of the application and can be invoked accordingly when the incoming SMS is parsed in the client Application.
  • the server component if required may reside on the SMS Gateway.
  • the various scripts/programs residing on the server are invoked by specifically assigned 'keywords' for processing/parsing the incoming text. Any processing, storage, retrieval will happen using standard web technologies and databases.
  • an SMS will be sent via the gateway to the targeted recipient.
  • the trace of source and target can be kept on the server if required and used for directing the SMS traffic to the users of the service.
  • Figure 2 shows different options of the application (50) for enabling a conference between different users. These options are:
  • a 'Start Conference' (61) option is displayed within the main menu (60) of the application, for indicating the initiation of the conference. Thereafter, an SMS is sent to the server, which generates a Conference ID.
  • This Conference ID is transparent to the application user and may be used by the session management module at the server level.
  • the session management module keeps a track on the server between various user calls. The session management also checks whether it has any references to previous requests. Thus, the session management keeps the track and manages various user calls at the server level. It also keeps track of the various requests send by the different users and executes these requests.
  • the users are allowed to create the 'name' of the conference of their choice.
  • the conference may be given the names such as "office", “myfriends", "XYZ” etc. This makes the conference user-friendly since it becomes easy for a user to switch between different conferences of his/her choice.
  • the user may select the name already created, for example, instead of using 'Switch/Activate Conference Screen 000293' the user may select 'Switch/Activate XYZ'.
  • these names may be different for different users and may be represented differently on different screens. All interactions in any case between the server and the handset may be accomplished by the use of the Conference ID.
  • the 'Start Conference' (61) also enables an 'Invite Users' (62) option. A conference has to be initiated before a user is allowed to invite anybody to the conference.
  • Invite Users (62) - The 'Invite Users' (62) option from the main menu (60) allows the user to send an invitation message to other members defined in a 'Contacts List'.
  • the users are allowed to select multiple contacts within the list by the means of a check box provided in the application.
  • the 'Join Conference' (63) option is always enabled since the users may anytime receive an invitation message to join the conference from another user.
  • a user When a user is invited, he/she receives a message in the inbox and the message may be read as an example saying Mr. A has invited you to join conference XYZ.
  • This invitation message is delivered to the default inbox of the handsets or the mobile phones.
  • the reason for delivering the invitation message to the default inbox is that the application (50) may not be activated on the handset or the mobile of Mr. A. or in another case where Mr. A might not have the application (50) at all.
  • This option also allows the users to name the particular conference on their own (as discussed above.)
  • the 'Join Conference' (63) option enables a user to switch between conferences.
  • a user might have more than one active conference wherein, one conference might have been just started by the user; another conference might already be running and so on. This option also allows the user to switch between various active conferences.
  • the main screen of the application (for e.g. chat window) opens with previous history (previous conversations) available. If the conference initiator closes the conference, all the users are notified and the conference is closed. Each user gets a chance to save the transcript. But all interaction in the conference stops once the conference initiator leaves the conference.
  • Figure 3 shows the method for providing message-based multi-user conference through mobile phones as per the present invention.
  • the method comprises the following steps.
  • the first step include configuring a conference application and storing the same on mobile phones of users (71).
  • a session management within a remote server is provided that stores details of each mobile phone having said conference application (72).
  • the third step includes coupling the remote server communicatively to at least one mobile service provider (73).
  • the users are allowed to activate said application for enabling the message-based multi-user conference such that each message being sent and received in a conference is managed by the session management of the remote server in the last step (74).
  • Another object of the present invention is to provide a system and method that allows multiple users to play with each other through the platform of Short Message Service (SMS) of mobile phones.
  • SMS Short Message Service
  • the platform is Unicode supported and allows chat / gaming in multiple languages over a wireless communication network.
  • a game interface is provided that allows sending and receiving game-data in the form of SMS.
  • a user is also allowed to find other users based on some pre-defined parameters such as users' age, gender, location etc.
  • a chat interface is also provided that allows users to chat with each other while playing games on the game interface.
  • the system for sending and receiving the graphical command or game - data comprises a service provider server (10'), a remote server (20') and at least two mobile phones (30', 40') available with at least two players including a sender and a receiver respectively.
  • a game application (50') is provided in the handset (30', 40') or the mobile phone of player or user.
  • the game application (50') is written in Java and Symbian C and then stored in the memory of mobile handsets of each player who are subscribed to this game application (50').
  • the game application may be downloaded by a user on his/her handset by sending an SMS comprising preferably 'GAMES' to the remote server. As soon as this SMS is sent a list of latest games is displayed on user's screen and the user selects one or more games and download the same via GPRS link and install it on his/her phone.
  • any mobile handset without downloading this game application may also play the games. This is accomplished by creating a Room ID within the remote server and sending the same to the users who have not downloaded the game application in his/her mobile phone but wish to play the same.
  • the room ID comprises a short code of 4 digits followed by another 4 digits. The user is then allowed to send his/her message to this room ID / Short code.
  • the game application comprises a plurality of software games that can be played by multiple players through their respective mobile handsets.
  • the game application will display relevant interactive game interface on the screen of the mobile handsets. For instance, if the game is 'Chess' the application will display a chessboard on the screen. Initially player 1 may invite player 2 to play chess. This invitation message is sent through an SMS to the player 2. If player 2 accepts the invitation (by loading the application and clicking on invite) the game begins and player 1 and player 2 play the chess game with each other. Both player 1 and player 2 may be located at different places geographically apart.
  • the game application (50') resides on two components namely the client and the server; and performs different functionalities as explained below:
  • the game application residing on the mobile handsets of each player performs all interactions with the players depending upon the kind of game software that is running. As explained above in the example of Chess game, the game application may show a Chessboard on the screen.
  • the game application has two functionalities, which are basically sending a short message 'SMS' and receiving an SMS. All send / receive are accomplished within a predefined number (ideally of the SMS Gateway) or the fixed number of the target.
  • the Predefined Number is a short code allocated to the remote server by the telecom operator or the service provider server.
  • the remote server (20') may be allocated one such number. Users are thus able to send the SMSs to this pre-defined number.
  • the user can directly dial the number (fixed number) of the other users and send the SMSs.
  • the application (50') also includes the functionalities in terms of audio, images etc, which are basically different, sub components of the application and will be invoked accordingly.
  • the server component may reside on the SMS Gateway.
  • the various scripts/programs which will reside on the server, will be invoked by specifically assigned 'keywords' and will process/parse the incoming game-data.
  • the processing, storage, or retrieval of the text messages is based on standard web technologies and databases.
  • an SMS will be sent via the gateway to the targeted recipient.
  • the trace of source and target may be kept on the server if required and used for directing the SMS traffic to the users of the service.
  • each player is required to download the chess game interface from the remote server and store the same in the memory of his/her mobile. Thereafter, Player 1 may activate the chess game application and may key in the mobile number of player 2. The player 1 may also key in his/her choice of the color of the chess pieces (black or white) and send this information to the player 2. This information is sent via SMS to the player 2.
  • both player 1 and player 2 are allowed to play the game of chess with each other, no matter geographically how far they might be, provided mobile handsets of each player is communicatively coupled to the remote server.
  • player 1 selects a particular chess piece and makes it moved at a particular block through his/her mobile handset, the corresponding chess piece is moved at Player 2 end on the screen of his/her mobile handset. This is accomplished by the game application that converts each and every command "Graphical Command" given by the players in to a corresponding text message or SMS.
  • the respective co-ordinates are trapped into an SMS & sent across to the mobile handset of other player i.e.
  • the player 2 is able to see the move made by player 1 on his / her screen by receiving said SMS and re-converting the text message into "Graphical Command".
  • the Graphical Command may be executed by the game application and the same may be displayed on the handset of player 2.
  • the players do not require sending the actual SMS to each other since this is taken care by the game application and the remote server.
  • the conversion of the graphical command to the text SMS and the re-conversion of the text back to the graphical command is automatically accomplished by the respective game application.
  • the conversion of the graphical command to the text SMS and vice-versa is hidden from the players in order to provide a feel of real-time game sessions.
  • a user may download the game application (50') on his/her handset by sending an SMS to the remote server.
  • the main menu comprises the following:
  • player 1 is not the initiator, he/she can also join a game by entering the invitation number and accepting the invitation of the other player.
  • SEARCH PLAYERS - Users may also search for a player online.
  • the 'Search Players' comprises two option including (a) 'Search a Player and (b) 'Make Yourself Online' If a user selects option (a), all players available online may be searched. The results are listed down in a jiffy and the player can select to 'Invite' other players from the options.
  • CHANGE PROFILE the user is required to enter his/her nickname and actual phone number to change the existing profile.
  • TELL A FRIEND - this option allows user to forward a link to other users through SMS.
  • option (b) of the SEARCH PLAYER menu If a user selects option (b) of the SEARCH PLAYER menu, he/she can mark his/her status as 'Online' to play a particular game. An alert 'You are now online' will be displayed and the user will also get a list of available players as part of this option. This way, option (b) performs a dual function. Once a user is made online, he/she can turn off the status as 'Offline' by selecting the same option, which was now changed as 'Make Yourself Unavailable'
  • Each game application may contain sound bits, which may indicate when an opponent of a player makes a movement. There may also be provided 'Green' & 'Red' lights, to indicate one's turn (Green) and Opponents turn (Red)
  • Chat During the game, players are also allowed to chat with the opponent. A chat window may be opened, via main menu. The players can get back to the game any time directly from the chat by selecting 'Resume Game' from the main menu.
  • the initiator may get back to the main menu and press 'Reset Game'.
  • the invitee is not allowed to reset the game. This is due to the turn-based strategy in the game.
  • Exit the Game The players can exit the game by selecting 'Exit' from the main menu and choose 'yes' to send SMS. This cost-free SMS notifies the opponent about player 1 's exit.
  • Figure 6 shows the method for sending and receiving the game message data according to one embodiment of the invention.
  • the method comprises the following steps.
  • the first step includes Configuring a plurality of game applications in a remote server (71').
  • a plurality of players is allowed to download at least one game application from the remote server on their mobile phones (72').
  • the third step includes communicatively coupling the remote server to at least one mobile service provider (73').
  • the users are allowed to activate said application and play the message-based multi-user games such that each graphical command being sent and received by the players to each other is managed by the remote server (74').
  • the above explained method for sending and receiving the game message data had a description of playing the game of chess between two players.
  • more than two players are also allowed to play their choice of games by downloading various kinds of games from the remote server including Bridge, poker etc.
  • the game application in the various embodiments of this invention also include the followings:
  • a web to SMS game platform is provided herein referred to as "Web-2-SMS-2-WEB gaming" wherein users who are connected to the remote server through Internet, or users who are online, may also play with other players who are connected to the remote server via their cell phones or mobile handsets.
  • the game application may be scaled to various other applications including SMS based multi people conference, online quotes relating to Various Stock Exchanges etc.
  • a future aspect of this invention is that the interfaces provided as per various embodiments of this invention may also allows for contextual advertising enabling the users to receive 'permission' driven communication. These are explained below.
  • Contexual Advertising - Relevant advertising in context of the game being played, Chat or conference being held or other communication being taken place between users.
  • the Telecom Operator or any other person to whom the advertising rights are sold may send the contextual advertising to the users.
  • a permission from the user is obtained which is termed as Permission Driven Communication.
  • the application can be downloaded on any phone of any make and there are no specific requirements for its usage.
  • the conversation that takes place can also be saved and stored in the way it took place.
  • the application has unique cost saving that international SMS will be billed at local rates to the users.
  • SMSs are encrypted before being sent to a user and can be decrypted only when it reaches the intended recepient. This assures complete security and secrecy.
  • the SMSs sent and receive can be customized by the users by including color and graphics of their own choices depending upon the handsets.
  • the SMSs can also carry images to make SMS make much more appealing and convenient to use.
  • SMS sent in English by a user may be translated and received by the receiver in Hindi or any other local or foreign languages.
  • Text to speech could also be conceivably embedded in the application so that the text message will be converted into speech / voice, which will be very useful to the users, particularly for visually impaired people.
  • SMSs Another extension could also be communication with the PC where one client has a mobile and another could be using a PC environment.

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  • Engineering & Computer Science (AREA)
  • Signal Processing (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Multimedia (AREA)
  • Telephonic Communication Services (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The present invention discloses a system and a method for providing message- based multi-user conference and games through mobile phone. In one embodiment, a conference application is configured and stored on mobile phones of each user. A remote server is provided that stores details of each mobile phone having said conference application, and at least one mobile service provider is coupled communicatively to the remote server; wherein each user is allowed to activate said application for enabling the message-based multi-user conference and each message being sent and received in the conference is managed by the remote server. In another embodiment a plurality of game applications are stored in the remote server. Each user is allowed to download any number of game applications on his/her mobile phones. A mobile service provider is coupled communicatively to the remote server; wherein each user is allowed to play the message-based multi-user games and each message (graphical command) being sent and received by the users/players is managed by the remote server.

Description

TITLE
A METHOD AND SYSTEM FOR MESSAGE-BASED MULTI-USER CONFERENCE THROUGH WIRELESS COMMUNICATION DEVICES.
FIELD OF THE INVENTION
This invention relates to exchange of messages between multiple users over a wireless communication network.
DESCRIPTION OF THE BACKGROUND ART
The advent of mobile phones has commenced an easy way of communication between people throughout this world. One of the most important and popular features of mobile phone is Short Messaging Services (SMS) by which short text messages or SMSs are sent and received over wireless communication network. The popularity of SMS feature of mobile phones has increased the volume of SMS traffic in leaps and bounds.
The short text messages or SMSs can be sent from one single person or group to another single person or group on their respective mobile phones. However, SMS tariffs are different for local and international messages. Sending an International SMS is much costlier as compared to the local SMS rates. This sometimes discourages the usage of SMS in case of international communication.
Prior art Japanese Patent document JP 2002009819A2 discloses a method for having a chat by means of mails (messages) among many unspecified people by the use of mobile phones and personal handy phone systems without using a homepage and a specific software program. The method of this invention manages mails (messages) and users via a chat server. By transmitting a nickname and personal information to the chat server, the chat server manages the mails (messages) and the users.
However, the method as disclosed in said JP 2002009819A2 appears quite complex since it involves a chat server and does not suggest exchange of messages at local rates between multiple users located at different countries.
Another patent document WO9963729A3 relates to an arrangement and a method for exchange of messages between users in a telecommunications network. Messages are sent from the users mobile phones as SMS messages to a SMS netgate in the telecommunication network. The messages are sent from the netgate to a smsChat server that processes the messages and generates Teletext pages which are transferred to a Teletext inserter which publishes the pages on a public television network.
However, the method as disclosed in said WO9963729A3appears quite complex since it involves a chat server that processes the messages and generates Teletext pages which are transferred to a Teletext inserter which publishes the pages on a public television network. Further, WO9963729A3 does not suggest exchange of messages at local rates between multiple users located at different countries.
Further, user interface provided within a mobile phone for sending or receiving SMSs is common for all the services, content and parties and there is no personalization or customization to suit the needs and requirements of the users.
Another popular features of a mobile phone is the facility to play different software games on one's personal mobile handset. Playing soft games by means of mobile phones has become a primary mode of entertainment and relaxation to a user. However, a major limitation of this feature is that a user is bound to play these games alone on his/her mobile device and he/she is not able to play the games with the other people in real-time.
In the relevant art, there exist some multi-user games, which can be played through mobile phones. For execution, these games require GPRS driven bandwidth or bandwidth over IP / Bluetooth / Infrared etc. Further, in most of these; speed, interconnectivity / Bandwidth / geography etc. become limiting factors. This is due to the fact that Infrared / Blue tooth driven mobile games might be played only when players are located within the Infrared range. Further, the GPRS driven mobile games might not be supported with all handsets, as some handsets might not have GPRS receiver to receive the game data from
GPRS satellite.
One multi-player game system is disclosed in patent application publication no. TW0550929. TW0550929 provides a method to realize real-time game on mobile phone, which is to transmit the data of real-time game by a communication protocol of mobile phone, wherein the packets of the communication protocol defines several protocol data units (PDU), and the PDU comprises different messages in the data of real-time game, so that packets can be transmitted between the mobile phone and the remote mobile phone. The mobile phone reads the protocol data, and proceeds processing to the protocol data, so as to realize the real-time game on the mobile phone.
However, the method as disclosed in said TW0550929B appears quite complex and involves the task of grouping of data packets that can be transmitted between a mobile phone and the remote mobile phone. It appears that TW0550929B involves a GPRS based gaming application, which works with different data packets. This generally gives rise to large bandwidth requirement thereby increasing the cost involved in playing such games.
In view of the above, it was felt necessary to provide a simple and better platform for exchanging messages between multiple users over a wireless communication network. There is also a need for a simple and cost effective system and method for enabling multi-user real time game sessions through mobile phones.
SUMMARY
An object of the present invention is to provide a method and system for communication wherein messages are sent and received in a multi user environment across the world through SMS platform.
Another object of the present invention is to provide a method and system for playing games in a multi-user environment across the world through SMS platform.
In one embodiment of the invention, message-based multi-user conference through mobile phones is facilitated. A conference application is configured and stored on mobile phones of user. A remote server having a session management module is provided that stores details of each mobile phone having said conference application. Said remote server is communicatively coupled to at least one mobile service provider through wireless medium. Said application is accessible by each user for enabling the message-based multi-user conference such that each message being sent and received in a conference is managed by the session management module of the remote server. All messages are encrypted by the remote server before being sent to a user and are decrypted only when it reaches the intended recipient. In one embodiment of the present invention, the conference application comprises a main menu having various options including Start Conference option, Invite Users option, and Join Conference option. The Start Conference option allows a user to initiate the conference, wherein an SMS is sent to the remote server, which generates a Conference ID for enabling the initiation of the conference. As per the present invention the Conference ID is transparent to the user.
The Invite Users option from the main menu allows a user to send an invitation message to other users and the Join Conference option enables a user to join one or more conferences. Further, each user is allowed to save the transcript of the conference.
In one embodiment of the invention, the application is configured to display a history of previous available conferences.
Furthermore, the users are allowed to customize their messages by including color and graphics of their own choices depending upon the handsets.
In another embodiment of the invention a system for providing message-based multi-user conference through mobile phones is disclosed. The system comprises a conference application configured and stored on mobile phones of each user, a remote server that stores details of each mobile phone having said conference application, and at least one mobile service provider communicatively coupled to the remote server; wherein each user is allowed to activate said application for enabling the message-based multi-user conference and each message being sent and received in the conference is managed by the remote server. In one embodiment of the invention, a plurality of game applications in a remote server is provided. All players are allowed to download at least one game application from the remote server on their respective mobile phones. The remote server is coupled communicatively to at least one mobile service provider. All players are allowed to activate said game application for playing the message-based multi-user games such that each graphical command being sent and received by the players to each other is managed by the remote server.
In various embodiments of the invention, each game application comprises a main menu having various options including Play with Friend option, Join Game option, Search Players option, Change Profile Option, Help option and Tell a Friend option. The Play with Friend option allows players to send an invitation to other players to play a game. The Join Game option allows the players to join one or more games by accepting the invitation of the other player. The Search Players option allows users to search for a player online. Change Profile option allows the user to enter his/her nickname and actual phone number to create a profile or change the existing profile. The Help option contains information on how to play the game. The Tell a Friend option allows the users to forward the game link to another user.
In one embodiment of the invention, each user is allowed to save the game and the history of previous available games may be displayed.
In various embodiments of the invention, a particular game movement made by a player may be reflected on the opponent's mobile screen. This is accomplished by converting each graphical command given by the players into a corresponding text message or SMS. The Graphical Command may be a game movement made by a player on his/her mobile screen. The corresponding text message or
SMS is sent across to the mobile handset of opponents. The corresponding text message or SMS that is received on the mobile handset of opponents are re- converted into Graphical Command. The conversion of the graphical command to the text sms and vice-versa is hidden from the players in order to provide a feel of real-time game sessions.
Further, in one embodiment of the invention, the messages may be encrypted by the remote server before being sent to a user and are decrypted only when it reaches the intended recipient.
In one embodiment of the invention, a system for providing message-based multi-user games through mobile phones is disclosed. The system comprises at least one mobile service provider communicatively coupled to a remote server; a plurality of game applications stored in the remote server; a plurality of mobile phones capable of downloading at least one game application from the remote server; wherein each player is allowed to activate said game application for playing the message-based multi-user games such that each graphical command being sent and received by the players to each other is managed by the remote server.
Other objects, features and advantages of the invention will be apparent from the drawings, and from the detailed description that follows below.
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 shows a block diagram of the system for sending and receiving the text messages according to one embodiment of the invention.
Figure 2 shows different options of the application for enabling a conference between different users
Figure 3 is a flowchart illustrating the method for sending and receiving the text messages according to one embodiment of the invention. Figure 4 shows a block diagram of the system for sending and receiving the graphical command according to one embodiment of the invention.
Figure 5 shows different options of the game application for enabling a game session between different players.
Figure 6 is a flowchart illustrating the method for sending and receiving the graphical command according to one embodiment of the invention.
DESCRIPTION OF THE INVENTION
The object of the present invention is to provide a system and method for establishing message-based multi-user conference wherein multiple users may exchange their messages through their wireless handsets over a wireless communication network.
As shown in the block diagram of figure 1 , the system for sending and receiving the text messages comprises a service provider server (10), a remote server (20) and at least two mobile phones (30, 40) available with at least two users including a sender and a receiver respectively. The remote server (20) comprises a session management module (25) for managing all the conference sessions occurring between various users. In one embodiment of the invention, an application (50) may be provided in the handset (30, 40) or the mobile phone. According to another embodiment of the invention, any handset (55) not having said application (50) residing in it may also be enabled to establish message- based multi-user conference.
This application (50) is written in Java and Symbian C and comprises two components namely the client and the server. These components are explained as below. Client:
The client component resides on the handset and performs all interactions with the user depending on the application (50) that is running. The application (50) has two main functionalities namely sending as SMS and receiving an SMS. All SMSs are sent / received at a predefined number (ideally of the SMS Gateway) or the fixed number of the target. According to one embodiment of the invention, the Predefined Number is a short code allocated to the remote server by the telecom operator or the service provider server. The remote server (20) (may be allocated one such number. Users are thus able to send the SMSs to this pre- defined number.
According to an alternate embodiment of the invention, the user can directly dial the number (fixed number) of the other users and send the SMSs.
Further the application (50) also includes the functionalities in terms of audio, images etc, which are basically different, sub components of the application and can be invoked accordingly when the incoming SMS is parsed in the client Application.
Server side
The server component if required may reside on the SMS Gateway. The various scripts/programs residing on the server are invoked by specifically assigned 'keywords' for processing/parsing the incoming text. Any processing, storage, retrieval will happen using standard web technologies and databases. Ultimately an SMS will be sent via the gateway to the targeted recipient. The trace of source and target can be kept on the server if required and used for directing the SMS traffic to the users of the service. Figure 2 shows different options of the application (50) for enabling a conference between different users. These options are:
1 Start Conference (61)- When the application (50) is executed on the handsets (30, 40) of users, a 'Start Conference' (61) option is displayed within the main menu (60) of the application, for indicating the initiation of the conference. Thereafter, an SMS is sent to the server, which generates a Conference ID. This Conference ID is transparent to the application user and may be used by the session management module at the server level. As per the various embodiments of the invention, the session management module keeps a track on the server between various user calls. The session management also checks whether it has any references to previous requests. Thus, the session management keeps the track and manages various user calls at the server level. It also keeps track of the various requests send by the different users and executes these requests.
In various embodiments of the invention, the users are allowed to create the 'name' of the conference of their choice. For example, the conference may be given the names such as "office", "myfriends", "XYZ" etc. This makes the conference user-friendly since it becomes easy for a user to switch between different conferences of his/her choice. Further, instead of using reference numerals for a particular conference ID, the user may select the name already created, for example, instead of using 'Switch/Activate Conference Screen 000293' the user may select 'Switch/Activate XYZ'. However, these names may be different for different users and may be represented differently on different screens. All interactions in any case between the server and the handset may be accomplished by the use of the Conference ID. Furthermore, the 'Start Conference' (61) also enables an 'Invite Users' (62) option. A conference has to be initiated before a user is allowed to invite anybody to the conference.
Invite Users (62) - The 'Invite Users' (62) option from the main menu (60) allows the user to send an invitation message to other members defined in a 'Contacts List'. The users are allowed to select multiple contacts within the list by the means of a check box provided in the application.
Join Conference (63)- The 'Join Conference' (63) option is always enabled since the users may anytime receive an invitation message to join the conference from another user. When a user is invited, he/she receives a message in the inbox and the message may be read as an example saying Mr. A has invited you to join conference XYZ. This invitation message is delivered to the default inbox of the handsets or the mobile phones. The reason for delivering the invitation message to the default inbox is that the application (50) may not be activated on the handset or the mobile of Mr. A. or in another case where Mr. A might not have the application (50) at all. This option also allows the users to name the particular conference on their own (as discussed above.)
Further, the 'Join Conference' (63) option enables a user to switch between conferences. A user might have more than one active conference wherein, one conference might have been just started by the user; another conference might already be running and so on. This option also allows the user to switch between various active conferences.
When the user switches / activates a particular conference, then the main screen of the application (50) (for e.g. chat window) opens with previous history (previous conversations) available. If the conference initiator closes the conference, all the users are notified and the conference is closed. Each user gets a chance to save the transcript. But all interaction in the conference stops once the conference initiator leaves the conference.
Figure 3 shows the method for providing message-based multi-user conference through mobile phones as per the present invention. The method comprises the following steps. The first step include configuring a conference application and storing the same on mobile phones of users (71). Thereafter a session management within a remote server is provided that stores details of each mobile phone having said conference application (72). The third step includes coupling the remote server communicatively to at least one mobile service provider (73). Finally the users are allowed to activate said application for enabling the message-based multi-user conference such that each message being sent and received in a conference is managed by the session management of the remote server in the last step (74).
Another object of the present invention is to provide a system and method that allows multiple users to play with each other through the platform of Short Message Service (SMS) of mobile phones. The platform is Unicode supported and allows chat / gaming in multiple languages over a wireless communication network.
In one embodiment of the invention, a game interface is provided that allows sending and receiving game-data in the form of SMS. A user is also allowed to find other users based on some pre-defined parameters such as users' age, gender, location etc. A chat interface is also provided that allows users to chat with each other while playing games on the game interface. As shown in the block diagram of figure 4, the system for sending and receiving the graphical command or game - data comprises a service provider server (10'), a remote server (20') and at least two mobile phones (30', 40') available with at least two players including a sender and a receiver respectively. A game application (50') is provided in the handset (30', 40') or the mobile phone of player or user. In the preferred embodiment of the invention, the game application (50') is written in Java and Symbian C and then stored in the memory of mobile handsets of each player who are subscribed to this game application (50'). The game application may be downloaded by a user on his/her handset by sending an SMS comprising preferably 'GAMES' to the remote server. As soon as this SMS is sent a list of latest games is displayed on user's screen and the user selects one or more games and download the same via GPRS link and install it on his/her phone.
However, any mobile handset without downloading this game application may also play the games. This is accomplished by creating a Room ID within the remote server and sending the same to the users who have not downloaded the game application in his/her mobile phone but wish to play the same. In the preferred embodiment, the room ID comprises a short code of 4 digits followed by another 4 digits. The user is then allowed to send his/her message to this room ID / Short code.
In various embodiments of the invention, the game application comprises a plurality of software games that can be played by multiple players through their respective mobile handsets. Depending upon the type of said software games, the game application will display relevant interactive game interface on the screen of the mobile handsets. For instance, if the game is 'Chess' the application will display a chessboard on the screen. Initially player 1 may invite player 2 to play chess. This invitation message is sent through an SMS to the player 2. If player 2 accepts the invitation (by loading the application and clicking on invite) the game begins and player 1 and player 2 play the chess game with each other. Both player 1 and player 2 may be located at different places geographically apart. However, when player 1 selects a particular chess piece and makes it moved at a particular block through his/her mobile handset, the corresponding chess piece is moved at Player 2 end on the screen of his/her mobile handset. Thereafter player 2 may make another move and the game continues in real time.
All interactions performed by the players are controlled by the game application. The game application (50') resides on two components namely the client and the server; and performs different functionalities as explained below:
Client Side: The game application residing on the mobile handsets of each player performs all interactions with the players depending upon the kind of game software that is running. As explained above in the example of Chess game, the game application may show a Chessboard on the screen. The game application has two functionalities, which are basically sending a short message 'SMS' and receiving an SMS. All send / receive are accomplished within a predefined number (ideally of the SMS Gateway) or the fixed number of the target. According to one embodiment of the invention, the Predefined Number is a short code allocated to the remote server by the telecom operator or the service provider server. The remote server (20') (may be allocated one such number. Users are thus able to send the SMSs to this pre-defined number.
According to an alternate embodiment of the invention, the user can directly dial the number (fixed number) of the other users and send the SMSs. Further the application (50') also includes the functionalities in terms of audio, images etc, which are basically different, sub components of the application and will be invoked accordingly.
Server side: The server component may reside on the SMS Gateway. The various scripts/programs, which will reside on the server, will be invoked by specifically assigned 'keywords' and will process/parse the incoming game-data.
The processing, storage, or retrieval of the text messages is based on standard web technologies and databases. Ultimately an SMS will be sent via the gateway to the targeted recipient. The trace of source and target may be kept on the server if required and used for directing the SMS traffic to the users of the service.
For example, if two players want to play game of chess through their respective mobile handsets, then each player is required to download the chess game interface from the remote server and store the same in the memory of his/her mobile. Thereafter, Player 1 may activate the chess game application and may key in the mobile number of player 2. The player 1 may also key in his/her choice of the color of the chess pieces (black or white) and send this information to the player 2. This information is sent via SMS to the player 2.
As soon as the player 2 accepts this invitation by sending a return SMS, both player 1 and player 2 are allowed to play the game of chess with each other, no matter geographically how far they might be, provided mobile handsets of each player is communicatively coupled to the remote server. When player 1 selects a particular chess piece and makes it moved at a particular block through his/her mobile handset, the corresponding chess piece is moved at Player 2 end on the screen of his/her mobile handset. This is accomplished by the game application that converts each and every command "Graphical Command" given by the players in to a corresponding text message or SMS. When Player 1 moves a piece on the chessboard, the respective co-ordinates are trapped into an SMS & sent across to the mobile handset of other player i.e. player 2. The player 2 is able to see the move made by player 1 on his / her screen by receiving said SMS and re-converting the text message into "Graphical Command". As per various embodiments of the invention, the Graphical Command may be executed by the game application and the same may be displayed on the handset of player 2. However, the players do not require sending the actual SMS to each other since this is taken care by the game application and the remote server. Thus the conversion of the graphical command to the text SMS and the re-conversion of the text back to the graphical command is automatically accomplished by the respective game application. In other words the conversion of the graphical command to the text SMS and vice-versa is hidden from the players in order to provide a feel of real-time game sessions.
The above-explained method will now be described with the help of Figure 5. As mentioned earlier, a user may download the game application (50') on his/her handset by sending an SMS to the remote server.
When a game application is downloaded, the user is required to open the game and fill up his/her profile by entering his/her nickname and actual phone number. Thereafter, the user is able to access the main menu of the application (50'). The main menu comprises the following:
PLAY WITH FRIEND - when playeri selects this option, he/she may be asked to enter the phone number of player 2 for sending him/her an invitation to play the game. WAITING FOR APPROVAL - After inviting a player, player 1 may receive a 'Please Wait' notification. By this time, player 2 may get into the game and accept the invitation. The game starts after player 1 receives an approval from Player 2. Player 1 is notified about the acceptance of his/her invitation by player2. Thereafter player 1 is connected to the game window where the real action takes place.
JOIN GAME - If player 1 is not the initiator, he/she can also join a game by entering the invitation number and accepting the invitation of the other player.
SEARCH PLAYERS - Users may also search for a player online. The 'Search Players' comprises two option including (a) 'Search a Player and (b) 'Make Yourself Online' If a user selects option (a), all players available online may be searched. The results are listed down in a jiffy and the player can select to 'Invite' other players from the options.
CHANGE PROFILE - the user is required to enter his/her nickname and actual phone number to change the existing profile.
HELP - Information on, how to play each game has been provided in the help text inbuilt in the game.
TELL A FRIEND - this option allows user to forward a link to other users through SMS.
MAKE YOURSELF ONLINE/OFFLINE- If a user selects option (b) of the SEARCH PLAYER menu, he/she can mark his/her status as 'Online' to play a particular game. An alert 'You are now online' will be displayed and the user will also get a list of available players as part of this option. This way, option (b) performs a dual function. Once a user is made online, he/she can turn off the status as 'Offline' by selecting the same option, which was now changed as 'Make Yourself Unavailable'
Other features available in various embodiments of this invention include:
Lights and Sounds: Each game application may contain sound bits, which may indicate when an opponent of a player makes a movement. There may also be provided 'Green' & 'Red' lights, to indicate one's turn (Green) and Opponents turn (Red)
Chat : During the game, players are also allowed to chat with the opponent. A chat window may be opened, via main menu. The players can get back to the game any time directly from the chat by selecting 'Resume Game' from the main menu.
Reset: Once the game is finished, both the players may get indications as 'You
Won' or 'You Lost' and now it's time to reset the game. To reset the game, the initiator may get back to the main menu and press 'Reset Game'. The invitee is not allowed to reset the game. This is due to the turn-based strategy in the game.
Exit the Game: The players can exit the game by selecting 'Exit' from the main menu and choose 'yes' to send SMS. This cost-free SMS notifies the opponent about player 1 's exit.
Figure 6 shows the method for sending and receiving the game message data according to one embodiment of the invention. The method comprises the following steps. The first step includes Configuring a plurality of game applications in a remote server (71'). Thereafter a plurality of players is allowed to download at least one game application from the remote server on their mobile phones (72'). The third step includes communicatively coupling the remote server to at least one mobile service provider (73'). Finally in the last step, the users are allowed to activate said application and play the message-based multi-user games such that each graphical command being sent and received by the players to each other is managed by the remote server (74').
The above explained method for sending and receiving the game message data had a description of playing the game of chess between two players. In various embodiments of this invention, more than two players are also allowed to play their choice of games by downloading various kinds of games from the remote server including Bridge, poker etc. Apart from the games mentioned above, the game application in the various embodiments of this invention also include the followings:
GO - A strategy game
Foresee - A classic game of wits
Tic Tac Toe - A simple board game
Snakes & Ladders - An intriguing board game of chance
Othello - Who will rule the board
Lexicon - A two player word Game with an online dictionary to check that no one cheats
Encounter - A master strategy / puzzle game
Chinese Checkers - A simple, effective board game
Flash - A popular game
Web-2-SMS-2-WEB gaming
In an alternate embodiment of the invention, a web to SMS game platform is provided herein referred to as "Web-2-SMS-2-WEB gaming" wherein users who are connected to the remote server through Internet, or users who are online, may also play with other players who are connected to the remote server via their cell phones or mobile handsets.
As explained in the example of chess game previously, in this embodiment also the players of PC (Personal Computer) environment are allowed to send and receive SMS through the World Wide Web and play multi player games with other users of mobile phones or handsets.
In an alternate embodiment of the invention, the game application may be scaled to various other applications including SMS based multi people conference, online quotes relating to Various Stock Exchanges etc.
A future aspect of this invention is that the interfaces provided as per various embodiments of this invention may also allows for contextual advertising enabling the users to receive 'permission' driven communication. These are explained below.
Contexual Advertising - Relevant advertising in context of the game being played, Chat or conference being held or other communication being taken place between users.
The Telecom Operator or any other person to whom the advertising rights are sold, may send the contextual advertising to the users. For sending such contextual advertising, a permission from the user is obtained which is termed as Permission Driven Communication.
The present invention provides following advantages:
The application can be downloaded on any phone of any make and there are no specific requirements for its usage. The conversation that takes place can also be saved and stored in the way it took place.
The application has unique cost saving that international SMS will be billed at local rates to the users.
SMSs are encrypted before being sent to a user and can be decrypted only when it reaches the intended recepient. This assures complete security and secrecy.
The SMSs sent and receive can be customized by the users by including color and graphics of their own choices depending upon the handsets.
The SMSs can also carry images to make SMS make much more appealing and convenient to use.
This application could further be extended to enable translation of SMS text in different languages i.e. SMS sent in English by a user may be translated and received by the receiver in Hindi or any other local or foreign languages.
Text to speech could also be conceivably embedded in the application so that the text message will be converted into speech / voice, which will be very useful to the users, particularly for visually impaired people.
The SMSs Another extension could also be communication with the PC where one client has a mobile and another could be using a PC environment.
Thus the above-described process provides an efficient and effective solution to overcome the shortcomings and deficiencies of the current system of text messaging on the mobile, cellular phones.
The foregoing description of the invention has been described for purposes of clarity and understanding. It is not intended to limit the invention to the precise form disclosed. Various modifications may be possible within the scope and equivalence of the appended claims.

Claims

1. A method for providing message-based multi-user conference through mobile phones, the method comprising the steps of :
configuring a conference application and storing the same on mobile phones of users;
providing a session management within a remote server that stores details of each mobile phone having said conference application;
communicatively coupling the remote server to at least one mobile service provider; and
allowing users to activate said application for enabling the message-based multi-user conference such that each message being sent and received in a conference is managed by the session management of the remote server.
2. The method as in claimi wherein the conference application comprises a main menu having various options including Start Conference option, Invite
Users option, and Join Conference option.
3. The method as in claim 2 wherein the Start Conference option allows a user to initiate the conference.
4. The method as in claim 3 wherein an SMS is sent to the remote server, which generates a Conference ID for enabling the initiation of the conference.
5. The method as in claim 4 wherein the Conference ID is transparent to the user.
6. The method as in claim 2 wherein the Invite Users option from the main menu allows a user to send an invitation message to other users.
7. The method as in claim 2 wherein the Join Conference option enables a user to join one or more conferences.
8. The method as in claimi wherein each user is allowed to save the transcript of the conference.
9. The method as in claimi wherein the application displays a history of previous available conferences.
10. The method as in claim 1 wherein all messages are encrypted by the remote server before being sent to a user and are decrypted only when it reaches the intended recipient.
11. The method as in claimi wherein users are allowed to customize their messages by including color and graphics of their own choices depending upon the handsets.
12. A system for providing message-based multi-user conference through mobile phones, the system comprising :
a conference application configured and stored on mobile phones of each user;
a remote server that stores details of each mobile phone having said conference application;
at least one mobile service provider communicatively coupled to the remote server;
wherein each user is allowed to activate said application for enabling the message-based multi-user conference and each message being sent and received in the conference is managed by the remote server.
13. The system as in claim12 wherein the conference application comprises a main menu having various options including Start Conference option, Invite Users option, and Join Conference option.
14. The system as in claim 13 wherein the Start Conference option allows a user to initiate the conference.
15. The system as in claim 14 wherein an SMS is sent to the remote server, which generates a Conference ID for enabling the initiation of the conference.
16. The system as in claim 15 wherein the Conference ID is transparent to the user.
17. The system as in claim 13 wherein the Invite Users option from the main menu allows a user to send an invitation message to other users.
18. The system as in claim 13 wherein the Join Conference option enables a user to join one or more conferences.
19. The system as in claim 12 wherein each user is allowed to save the transcript of the conference.
20. The system as in claim12 wherein the application displays a history of previous available conferences.
21. The system as in claim12 wherein all messages are encrypted by the remote server before being sent to a user and are decrypted only when it reaches the intended recipient.
22. The system as in claim 12 wherein users are allowed to customize their messages by including color and graphics of their own choices depending upon the handsets.
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