WO2010077960A2 - Systems and methods for purchasing, sending, and receiving gifts and donations through social networks, and other online mediums across the web, desktop, and mobile environments - Google Patents

Systems and methods for purchasing, sending, and receiving gifts and donations through social networks, and other online mediums across the web, desktop, and mobile environments Download PDF

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Publication number
WO2010077960A2
WO2010077960A2 PCT/US2009/068284 US2009068284W WO2010077960A2 WO 2010077960 A2 WO2010077960 A2 WO 2010077960A2 US 2009068284 W US2009068284 W US 2009068284W WO 2010077960 A2 WO2010077960 A2 WO 2010077960A2
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WIPO (PCT)
Prior art keywords
gift
user
recipient
network
computer system
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Application number
PCT/US2009/068284
Other languages
French (fr)
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WO2010077960A3 (en
Inventor
Atif K. Khan
Original Assignee
Deeda, 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 Deeda, Inc. filed Critical Deeda, Inc.
Publication of WO2010077960A2 publication Critical patent/WO2010077960A2/en
Publication of WO2010077960A3 publication Critical patent/WO2010077960A3/en

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/06Buying, selling or leasing transactions

Definitions

  • the field of invention relates to systems, devices and methods for web, computer desktop and mobile gift giving and receiving software applications.
  • An aspect of the disclosure provides a unique gift option beyond currently available options, whereby a first user can purchase a gift for a second user by placing the value of the gift, immediately and directly, on an account of the second user.
  • Accounts include credit cards, debit cards, gift on loyalty cards, cell phone SIM card or other user identifiable location or account.
  • the Redemption through a "Gift Page” or "Gift Application” can be provided to further enhance the process by providing a unique engaging experience.
  • This Page or Application can be in the form of a virtual game that stimulates a recipient to buy another real gift for an additional friend, as well as unlock additional sponsorship and advertising opportunities.
  • the goal is to not just limit the experience in a one-to-one relationship between a single sender and a single recipient, but to promote a single gift to spawn into multiple gifts or engaging experiences that further promote the gift, product, or brand.
  • An aspect of the disclosure relates to a communications system.
  • the communication system comprises: a gift server computer system; a gift database; a gift creation module on the server computer system for permitting the creation of a gift from a gift giver electronic device over a network; a gift icon database for associating a gift icon with a selected gift; a storing module on the server computer system for storing the gift on the gift server database; at least one of an SMS engine connected to the storing module to create an SMS message about the gift and transmit the SMS message over a cellular phone SMS network to a gift recipient mobile device having a predetermined gift recipient telephone number, an API engine connected to the storing module to create an message about the gift and transmit the message over an API integrated network to a gift recipient having a predetermined gift recipient user name, and an email engine connected to the storing module to create an email message about the gift and transmit the email message over the network to a gift recipient email having a predetermined gift recipient email address.
  • a plurality of telephone numbers are held in the gift server database and fewer than all the telephone numbers can be individually selectable from the gift host computer system, and the SMS message being transmitted to at least one mobile device having at least one selected telephone number.
  • the gift giver electronic device can also be configured to be connectable to the server computer system over at least one of a mobile phone network and an Internet network, and a browser on the gift giver electronic device is used to retrieve an interface on the server computer system.
  • a plurality of email addresses that are held in the gift database can be accessed and fewer than all the email addresses then individually selectable by the gift giver from the gift giver host computer system, the email message being transmitted to at least one gift recipient email having at least one selected email address.
  • the gift giver electronic device can also be configured to be connectable to the server computer system over the Internet, and a browser on the gift giver electronic device is used to retrieve an interface on the server computer system.
  • a plurality of user names such as Facebook® name or Twitter handle, are held in the gift database and fewer than all the user names are individually selectable from the gift giver host computer system, the message being transmitted to at least one gift recipient user name via an API.
  • the gift giver electronic device is connectable to the server computer system over the Internet, and a browser on the gift giver electronic device is used to retrieve an interface on the server computer system. Additionally, the gift giver electronic device is connected to the server computer system over a cellular phone network.
  • the gift giver electronic device is a gift giver mobile device.
  • an interface on the server computer system the interface being retrievable by an application on the gift giver mobile device.
  • a downloadable application can be provided that resides on the gift giver mobile device, the downloadable application being used to create the gift.
  • the SMS gift can then be received by a message application on the gift recipient mobile device.
  • a plurality of SMS gifts can be received for the gift, each by a respective message application on a respective gift recipient mobile device.
  • At least one SMS engine receives an SMS response over the cellular phone SMS network from the gift recipient mobile device and stores an SMS response on the server computer system.
  • a gift recipient phone number ID can then be transmitted with, for example, the SMS gift to the SMS engine and is used by the server computer system to associate the SMS gift with the SMS response.
  • the server computer system can also be configured such that it is connectable over a cellular phone network to receive a response from the gift recipient mobile device.
  • the SMS gift may also include a URL that is selectable at the gift recipient mobile device to respond from the gift recipient mobile device to the server computer system, the server computer system utilizing the URL to associate the response with the SMS gift.
  • a downloadable application may be provided that is configured to reside on the gift recipient mobile device, the downloadable application transmitting the response and a gift recipient phone number ID over the cellular phone network to the server computer system, the server computer system utilizing the gift recipient phone number ID to associate the response with the SMS gift.
  • a transmissions module that transmits the gift over a network other than the cellular phone SMS network to a gift recipient user computer system, can be provided that transmits in parallel with the gift that is sent over the cellular phone SMS network.
  • a downloadable application can be provided that resides on the gift recipient host computer, the downloadable application transmitting a response and a gift recipient phone number ID over the cellular phone network to the server computer system, the server computer system utilizing the gift recipient phone number ID to associate the response with the SMS gift.
  • a method is provided that is executable by a networked computer system for sending a gift from a first user to a second user.
  • the method comprises: receiving an instruction from an input device connected to the network from a first user wherein the instruction includes a selection of a gift, a selection of a recipient and a selection of a payment method; confirming the payment method over the computer network; sending an electronic communication to the first user confirming the instructed gift and recipient information or requesting a secondary payment method; selecting a geographic location where the gift can be redeemed; generating an electronic communication to the second user; sending the electronic communication to the second user via the networked computer system confirming the gift and identifying at least one location where the gift can be redeemed.
  • the method can further comprise the step of electronically communicating the gift selection and a geographic location to a retailer and/or the step of receiving an identified preference for a geographic location of the retailer electronically from the retailer.
  • the electronic communication to the second user identifies at least one location where the gift can be redeemed correlating to the identified preference communicated from the retailer.
  • the step of selecting a geographic location can further include the step of at least one of identifying a location of a mobile device of the second user and identifying a location of a user from a user profile database.
  • the step of confirming the payment method over the computer network further comprises the steps of establishing a communication link with a third party, providing at least one of user name and account information to the third party, providing a transaction to the third party, and receiving a communication from the third party at least one of confirming availability of funds or denying availability of funds.
  • the method can include one or more of the steps of communicating with at least one of the first user and the second user an gift to make another purchase, obtaining an account information for the second user, wherein the account is at least one of a of a gift card, a loyalty card, a store rechargeable card, a bank card, a debit card, a credit card, and a rewards card, forwarding the electronic communication to the second user via the networked computer to a third user via the networked computer, and receiving an instruction from an input device connected to the network from the second user including an instruction with a selection of a gift and a payment method wherein the user is automatically selected as the first user.
  • the process of confirming payment can further include sending an electronic communication to the second user confirming the instructed gift and recipient information or requesting a secondary payment method; selecting a geographic location where the gift can be redeemed; generating an electronic communication to the first user; sending the electronic communication to the first user via the networked computer system confirming the gift and identifying at least one location where the gift can be redeemed; and communicating a gift selection to at least one social network account associated with at least one of the first user and the second user.
  • Additional features of the method can include one or more of querying a sponsor database, identifying the existence of a vendor sponsor for the gift, and preparing an electronic communication to the sponsor confirming the transaction, and querying a user account of the second user, indentifying one or more accounts, and crediting a gift to at least one account associated with the user account of the second user.
  • the steps can be performed on a computer-readable storage device storing instructions that when executed by a computer cause the computer to perform the method. Additionally, the step of communicating a gift selection to at least one social network account associated with at least one of the first user and the second user.
  • Still another method includes a method executed by a networked computer system for sending a donation from a first user to a second user.
  • the method comprises: receiving an instruction from an input device connected to the network from a first user wherein the instruction includes a selection of a donation, a selection of a recipient and a selection of a payment method; confirming the payment method over the computer network; sending an electronic communication to the first user confirming the instructed donation and recipient information or requesting a secondary payment method; generating an electronic communication to a third party; sending the electronic communication to the third party confirming the donation and identifying a location where the donation can be applied; generating an electronic communication to the second user; sending the electronic communication to the second user via the networked computer system confirming the donation and identifying at least one location where the donation can be applied; and communicating a donation selection to at least one social network account associated with at least one of the first user and the second user.
  • the method can include displaying a visual representation of the donation on the at least one social network account, and/or receiving an instruction from an input device connected to the network from the second user including an instruction with a selection of a donation and a payment method wherein the user is automatically selected as the first user.
  • additional steps can include, for example, confirming the payment method over the computer network; sending an electronic communication to the second user confirming the instructed donation and recipient information or requesting a secondary payment method; selecting a geographic location where the donation will be redeemed; generating an electronic communication to the first user; sending the electronic communication to the first user via the networked computer system confirming the donation and identifying at least one location where the donation will be applied; and communicating a donation selection to at least one social network account associated with at least one of the first user and the second user.
  • the method can include querying a sponsor database, identifying the existence of a third party sponsor for the donation, and preparing an electronic communication to the sponsor confirming the transaction. As will be appreciated by those skilled in the art, these steps are typically performed on a computer-readable storage device storing instructions that when executed by a computer cause the computer to perform the method.
  • the networked apparatus comprises: a memory; a processor; a communicator; a display; a notification receiving mechanism configured to receive a notification electronically from a remote user on the network wherein the notification includes a selection of a gift, a selection of a recipient and a selection of a payment method, to confirm the payment method over the computer network, send an electronic communication to the first user confirming the instructed gift and recipient information or requesting a secondary payment method, select a geographic location where the gift can be redeemed, generate an electronic communication to the second user, send the electronic communication to the second user via the networked computer system confirming the gift and identifying at least one location where the gift can be redeemed, and communicate a gift selection to at least one social network account associated with at least one of the first user and the second user.
  • the network apparatus comprises a memory; a processor; a communicator; a display; a notification receiving mechanism configured to receive an instruction from an input device connected to the network from a first user wherein the instruction includes a selection of a donation, a selection of a recipient and a selection of a payment method, confirm the payment method over the computer network, send an electronic communication to the first user confirming the instructed donation and recipient information or requesting a secondary payment method, generate an electronic communication to a third party, send the electronic communication to the third party confirming the donation and identifying a location where the donation can be applied, generate an electronic communication to the second user, send the electronic communication to the second user via the networked computer system confirming the donation and identifying at least one location where the donation can be applied, and communicate a donation selection to at least one social network account associated with at least one of the first user and the second user.
  • FIG. IA is a block diagram showing a representative example of a logic device through which dynamic data analysis and modeling can be achieved
  • FIG. IB is a block diagram of an exemplary computing environment through which dynamic data analysis and modeling can be achieved
  • FIG. 1C is an illustrative architectural diagram showing some structure that can be employed by devices through which dynamic data analysis and modeling is achieved;
  • FIG. 2 is an exemplary diagram of a server in an implementation suitable for use in a system where dynamic data analysis and modeling is achieved;
  • FIG. 3 is an exemplary diagram of a master system in an implementation suitable for use in a system where dynamic analysis and modeling is achieved;
  • FIG. 4A is a block diagram showing the cooperation of exemplary components of a system suitable for use in a system where dynamic data analysis and modeling is achieved;
  • FIG. 4B is a diagram that shows a gift transaction initiated through a computer;
  • FIG. 4C is a diagram that illustrates how a transaction can be transferred or sent from one mobile device to another;
  • FIG. 4D is a diagram that shows a gift transaction between cell phones;
  • FIG. 4E illustrates areas on a mobile device where a gift can be stored;
  • FIG. 5 illustrates a process for giving a gift via the system
  • FIG. 6 illustrates a flow chart of how a gift marker associated with a recipient's device would update itself based on location information
  • FIG. 7 illustrates a platform across which gifts could be purchased
  • FIG. 8 illustrates a sample communication advising a recipient that a gift had been purchased
  • FIGS. 9A-C illustrate a variety of gift analytics available
  • FIG. 10 illustrates a gift display marker generated in combination with a map and associated with a store location
  • FIG. 11 illustrates a display
  • FIG. 12 illustrates a display of makers by location
  • FIG. 13 illustrates a branded gift marker
  • FIG. 14 illustrates a gift and game environment
  • FIG. 15 illustrates a process for displaying a gift icon or message within a social network
  • FIG. 16 illustrates a process for game flow during the gifting/donating process
  • FIG. 17 illustrates a process for donations
  • FIG. 18 illustrates a process for a Twitter® action window
  • FIG. 19 illustrates a process for delivery
  • FIG. 20 illustrates an authentication process
  • FIG. IA is a block diagram showing a representative example logic device through which a browser can be accessed to implement the present invention.
  • a computer system (or digital device) 100 which may be understood as a logic apparatus adapted and configured to read instructions from media 114 and/or network port 106, is connectable to a server 110, and has a fixed media 116.
  • the computer system 100 can also be connected to the Internet or an intranet.
  • the system includes central processing unit (CPU) 102, disk drives 104, optional input devices, illustrated as keyboard 118 and/or mouse 120 and optional monitor 108.
  • Data communication can be achieved through, for example, communication medium 109 to a server 110 at a local or a remote location.
  • the communication medium 109 can include any suitable means of transmitting and/or receiving data.
  • the communication medium can be a network connection, a wireless connection or an internet connection. It is envisioned that data relating to the present invention can be transmitted over such networks or connections.
  • the computer system can be adapted to communicate with a participant and/or a device used by a participant.
  • the computer system is adaptable to communicate with other computers over the Internet, or with computers via a server.
  • FIG. IB depicts another exemplary computing system 100.
  • the computing system 100 is capable of executing a variety of computing applications 138, including computing applications, a computing applet, a computing program, or other instructions for operating on computing system 100 to perform at least one function, operation, and/or procedure.
  • Computing system 100 is controllable by computer readable instructions, which may be in the form of software.
  • the computer readable instructions can contain instructions for computing system 100 for storing and accessing the computer readable instructions themselves.
  • Such software may be executed within CPU 102 to cause the computing system 100 to perform desired functions.
  • CPU 102 is implemented by micro-electronic chips CPUs called microprocessors.
  • a co-processor distinct from the main CPU 102, can be provided that performs additional functions or assists the CPU 102.
  • the CPU 102 may be connected to co-processor through an interconnect.
  • One common type of coprocessor is the floating-point coprocessor, also called a numeric or math coprocessor, which is designed to perform numeric calculations faster and better than the general-purpose CPU 102.
  • the CPU 102 fetches, decodes, and executes instructions, and transfers information to and from other resources via the computer's main data- transfer path, system bus 140.
  • a system bus connects the components in the computing system 100 and defines the medium for data exchange.
  • Memory devices coupled to the system bus 140 include random access memory (RAM) 124 and read only memory (ROM) 126.
  • RAM random access memory
  • ROM read only memory
  • Such memories include circuitry that allows information to be stored and retrieved.
  • the ROMs 126 generally contain stored data that cannot be modified. Data stored in the RAM 124 can be read or changed by CPU 102 or other hardware devices. Access to the RAM 124 and/or ROM 126 may be controlled by memory controller 122.
  • the memory controller 122 may provide an address translation function that translates virtual addresses into physical addresses as instructions are executed.
  • the computing system 100 can contain peripherals controller 128 responsible for communicating instructions from the CPU 102 to peripherals, such as, printer 142, keyboard 118, mouse 120, and data storage drive 143.
  • Display 108 which is controlled by a display controller 163, is used to display visual output generated by the computing system 100. Such visual output may include text, graphics, animated graphics, and video.
  • the display controller 134 includes electronic components required to generate a video signal that is sent to display 108.
  • the computing system 100 can contain network adaptor 136 which may be used to connect the computing system 100 to an external communications network 132. II. NETWORKS AND INTERNET PROTOCOL
  • IP Internet Protocol
  • PDA Personal Digital Assistant
  • IP Internet Protocol
  • IPv4 IP Virtual Private Network
  • IPv6 IP Security
  • Other IPs are no doubt available and will continue to become available in the future, any of which can be used without departing from the scope of the invention.
  • IPv6 IP Security
  • Each host device on the network has at least one IP address that is its own unique identifier and acts as a connectionless protocol.
  • the connection between end points during a communication is not continuous.
  • packets Every packet is treated as an independent unit of data and routed to its final destination - but not necessarily via the same path.
  • OSI Open System Interconnection
  • the OSI model separates the communications processes between two points in a network into seven stacked layers, with each layer adding its own set of functions. Each device handles a message so that there is a downward flow through each layer at a sending end point and an upward flow through the layers at a receiving end point.
  • the programming and/or hardware that provides the seven layers of function is typically a combination of device operating systems, application software, TCP/IP and/or other transport and network protocols, and other software and hardware.
  • the top four layers are used when a message passes from or to a user and the bottom three layers are used when a message passes through a device (e.g., an IP host device).
  • An IP host is any device on the network that is capable of transmitting and receiving IP packets, such as a server, a router or a workstation. Messages destined for some other host are not passed up to the upper layers but are forwarded to the other host.
  • the layers of the OSI model are listed below.
  • Layer 7 i.e., the application layer
  • Layer 6 i.e., the presentation layer
  • Layer 5 i.e., the session layer
  • Layer-4 i.e., the transport layer
  • Layer-3 i.e., the network layer
  • Layer-3 is a layer that, e.g., handles routing and forwarding, etc.
  • Layer-2 (i.e., the data-link layer) is a layer that, e.g., provides synchronization for the physical level, does bit-stuffing and furnishes transmission protocol knowledge and management, etc.
  • the Institute of Electrical and Electronics Engineers (IEEE) sub-divides the data-link layer into two further sub-layers, the MAC (Media Access Control) layer that controls the data transfer to and from the physical layer and the LLC (Logical Link Control) layer that interfaces with the network layer and interprets commands and performs error recovery.
  • Layer 1 (i.e., the physical layer) is a layer that, e.g., conveys the bit stream through the network at the physical level.
  • the IEEE sub-divides the physical layer into the PLCP (Physical Layer Convergence Procedure) sub-layer and the PMD (Physical Medium Dependent) sub-layer.
  • Wireless networks can incorporate a variety of types of mobile devices, such as, e.g., cellular and wireless telephones, PCs (personal computers), laptop computers, wearable computers, cordless phones, pagers, headsets, printers, PDAs, etc.
  • mobile devices may include digital systems to secure fast wireless transmissions of voice and/or data.
  • Typical mobile devices include some or all of the following components: a transceiver (for example a transmitter and a receiver, including a single chip transceiver with an integrated transmitter, receiver and, if desired, other functions); an antenna; a processor; display; one or more audio transducers (for example, a speaker or a microphone as in devices for audio communications); electromagnetic data storage (such as ROM, RAM, digital data storage, etc., such as in devices where data processing is provided); memory; flash memory; and/or a full chip set or integrated circuit; interfaces (such as universal serial bus (USB), coder-decoder (CODEC), universal asynchronous receiver-transmitter (UART), phase-change memory (PCM), etc.).
  • a transceiver for example a transmitter and a receiver, including a single chip transceiver with an integrated transmitter, receiver and, if desired, other functions
  • an antenna for example, a transceiver, including a single chip transceiver with an integrated transmitter, receiver and, if
  • Wireless LANs in which a mobile user can connect to a local area network (LAN) through a wireless connection may be employed for wireless communications.
  • Wireless communications can include communications that propagate via electromagnetic waves, such as light, infrared, radio, and microwave.
  • electromagnetic waves such as light, infrared, radio, and microwave.
  • WLAN standards There are a variety of WLAN standards that currently exist, such as Bluetooth®, IEEE 802.11, and the obsolete HomeRF.
  • Bluetooth products may be used to provide links between mobile computers, mobile phones, portable handheld devices, personal digital assistants (PDAs), and other mobile devices and connectivity to the Internet.
  • PDAs personal digital assistants
  • Bluetooth is a computing and telecommunications industry specification that details how mobile devices can easily interconnect with each other and with non-mobile devices using a short-range wireless connection. Bluetooth creates a digital wireless protocol to address end-user problems arising from the proliferation of various mobile devices that need to keep data synchronized and consistent from one device to another, thereby allowing equipment from different vendors to work seamlessly together.
  • An IEEE standard, IEEE 802.11, specifies technologies for wireless LANs and devices. Using 802.11, wireless networking may be accomplished with each single base station supporting several devices. In some examples, devices may come pre- equipped with wireless hardware or a user may install a separate piece of hardware, such as a card, that may include an antenna.
  • devices used in 802.11 typically include three notable elements, whether or not the device is an access point (AP), a mobile station (STA), a bridge, a personal computing memory card International Association (PCMCIA) card (or PC card) or another device: a radio transceiver; an antenna; and a MAC (Media Access Control) layer that controls packet flow between points in a network.
  • MIDs may be utilized in some wireless networks.
  • MIDs may contain two independent network interfaces, such as a Bluetooth interface and an 802.11 interface, thus allowing the MID to participate on two separate networks as well as to interface with Bluetooth devices.
  • the MID may have an IP address and a common IP (network) name associated with the IP address.
  • Wireless network devices may include, but are not limited to Bluetooth devices, WiMAX (Worldwide Interoperability for Microwave Access), Multiple Interface Devices (MIDs), 802. Hx devices (IEEE 802.11 devices including, 802.11a, 802.11b and 802.
  • Each network device may contain addresses of varying types including but not limited to an IP address, a Bluetooth Device Address, a Bluetooth Common Name, a Bluetooth IP address, a Bluetooth IP Common Name, an 802.11 IP Address, an 802.11 IP common Name, or an IEEE MAC address.
  • Wireless networks can also involve methods and protocols found in, Mobile IP (Internet Protocol) systems, in PCS systems, and in other mobile network systems. With respect to Mobile IP, this involves a standard communications protocol created by the Internet Engineering Task Force (IETF). With Mobile IP, mobile device users can move across networks while maintaining their IP Address assigned once. See Request for Comments (RFC) 3344.
  • NB RFCs are formal documents of the Internet Engineering Task Force (IETF).
  • Mobile IP enhances Internet Protocol (IP) and adds a mechanism to forward Internet traffic to mobile devices when connecting outside their home network. Mobile IP assigns each mobile node a home address on its home network and a care-of-address (CoA) that identifies the current location of the device within a network and its subnets.
  • IP Internet Protocol
  • CoA care-of-address
  • a mobility agent on the home network can associate each home address with its care-of address.
  • the mobile node can send the home agent a binding update each time it changes its care-of address using Internet Control Message Protocol (ICMP).
  • ICMP Internet Control Message Protocol
  • node includes a connection point, which can include a redistribution point or an end point for data transmissions, and which can recognize, process and/or forward communications to other nodes.
  • Internet routers can look at an IP address prefix or the like identifying a device's network. Then, at a network level, routers can look at a set of bits identifying a particular subnet. Then, at a subnet level, routers can look at a set of bits identifying a particular device.
  • FIG. 1C depicts components that can be employed in system configurations enabling the systems of this invention, including wireless access points to which client devices communicate.
  • FIG. 1C shows a wireless network 150 connected to a wireless local area network (WLAN) 152.
  • the WLAN 152 includes an access point (AP) 154 and a number of user stations 156, 156'.
  • the network 150 can include the Internet or a corporate data processing network.
  • the access point 154 can be a wireless router, and the user stations 156, 156' can be portable computers, personal desk-top computers, PDAs, portable voice-over-IP telephones and/or other devices.
  • the access point 154 has a network interface 158 linked to the network 150, and a wireless transceiver in communication with the user stations 156, 156'.
  • the wireless transceiver 160 can include an antenna 162 for radio or microwave frequency communication with the user stations 156, 156'.
  • the access point 154 also has a processor 164, a program memory 166, and a random access memory 168.
  • the user station 156 has a wireless transceiver 170 including an antenna 172 for communication with the access point station 154.
  • the user station 156' has a wireless transceiver 170' and an antenna 172 for communication to the access point 154.
  • an authenticator could be employed within such an access point (AP) and/or a supplicant or peer could be employed within a mobile node or user station.
  • Desktop 108 and key board 118 or input devices can also be provided with the user status.
  • the IEEE 802.21 standard defines extensible media access independent mechanisms that enable the optimization of handovers between heterogeneous 802 systems and may facilitate handovers between 802 systems and cellular systems.
  • the scope of the IEEE 802.21 (Media Independent Handover) standard is to develop a specification that provides link layer intelligence and other related network information to upper layers to optimize handovers between heterogeneous media. This includes links specified by 3GPP, 3GPP2 and both wired and wireless media in the IEEE 802 family of standards.
  • media refers to method/mode of accessing a telecommunication system (e.g. cable, radio, satellite, etc.), as opposed to sensory aspects of communication (e.g. audio, video, etc.).
  • a telecommunication system e.g. cable, radio, satellite, etc.
  • sensory aspects of communication e.g. audio, video, etc.
  • Other IEEE, or other such standards on protocols can be relied on as appropriate or desirable.
  • FIG. 2 is an exemplary diagram of a server 210 in an implementation consistent with the principles of the invention.
  • Server 210 may include a bus 240, a processor 202, a local memory 244, one or more optional input units 246, one or more optional output units 248, a communication interface 232, and a memory interface 222.
  • Bus 240 may include one or more conductors that permit communication among the components of chunk server 250.
  • Processor 202 may include any type of conventional processor or microprocessor that interprets and executes instructions.
  • Local memory 244 may include a random access memory (RAM) or another type of dynamic storage device that stores information and instructions for execution by processor 202 and/or a read only memory (ROM) or another type of static storage device that stores static information and instructions for use by processor 202.
  • RAM random access memory
  • ROM read only memory
  • Input unit 246 may include one or more conventional mechanisms that permit an operator to input information to a server 110, such as a keyboard 118, a mouse 120 (shown in FIG. 1), a pen, voice recognition and/or biometric mechanisms, etc.
  • Output unit 248 may include one or more conventional mechanisms that output information to the operator, such as a display 134, a printer 130 (shown in FIG. 1), a speaker, etc.
  • Communication interface 232 may include any transceiver-like mechanism that enables chunk server 250 to communicate with other devices and/or systems. For example, communication interface 232 may include mechanisms for communicating with master and clients.
  • Memory interface 222 may include a memory controller 122. Memory interface 222 may connect to one or more memory devices, such as one or more local disks 274, and control the reading and writing of chunk data to/from local disks 276. Memory interface 222 may access chunk data using a chunk handle and a byte range within that chunk.
  • FIG. 3 is an exemplary diagram of a master system 376 suitable for use in an implementation consistent with the principles of the invention.
  • Master system 376 may include a bus 340, a processor 302, a main memory 344, a ROM 326, a storage device 378, one or more input devices 346, one or more output devices 348, and a communication interface 332.
  • Bus 340 may include one or more conductors that permit communication among the components of master system 374.
  • Processor 302 may include any type of conventional processor or microprocessor that interprets and executes instructions.
  • Main memory 344 may include a RAM or another type of dynamic storage device that stores information and instructions for execution by processor 302.
  • ROM 326 may include a conventional ROM device or another type of static storage device that stores static information and instructions for use by processor 302.
  • Storage device 378 may include a magnetic and/or optical recording medium and its corresponding drive.
  • storage device 378 may include one or more local disks that provide persistent storage.
  • Input devices 346 may include one or more conventional mechanisms that permit an operator to input information to the master system 374, such as a keyboard 118, a mouse 120, (shown in FIG. 1) a pen, voice recognition and/or biometric mechanisms, etc.
  • Output devices 348 may include one or more conventional mechanisms that output information to the operator, including a display 108, a printer 142 (shown in FIG. 1), a speaker, etc.
  • Communication interface 332 may include any transceiver-like mechanism that enables master system 374 to communicate with other devices and/or systems.
  • communication interface 332 may include mechanisms for communicating with servers and clients as shown above.
  • Master system 376 may maintain file system metadata within one or more computer readable mediums, such as main memory 344 and/or storage device.
  • the computer implemented system provides a storage and delivery base which allows users to exchange services and information openly on the Internet. A user will be enabled to operate as both a consumer and producer of any and all digital content or information through one or more master system servers.
  • a user executes a browser to view digital content items and can connect to the front end server via a network, which is typically the Internet, but can also be any network, including but not limited to any combination of a LAN, a MAN, a WAN, a mobile, wired or wireless network, a private network, or a virtual private network.
  • a network typically the Internet, but can also be any network, including but not limited to any combination of a LAN, a MAN, a WAN, a mobile, wired or wireless network, a private network, or a virtual private network.
  • a very large numbers e.g., millions
  • the user may include a variety of different computing devices. Examples of user devices include, but are not limited to, personal computers, digital assistants, personal digital assistants, cellular phones, mobile phones, smart phones or laptop computers.
  • the browser can include any application that allows users to access web pages on the World Wide Web. Suitable applications include, but are not limited to, Microsoft Internet Explorer®, Netscape Navigator®, Mozilla® Firefox, Apple® Safari or any application adapted to allow access to web pages on the World Wide Web.
  • the browser can also include a video player (e.g., FlashTM from Adobe Systems, Inc.), or any other player adapted for the video file formats used in the video hosting website. Alternatively, videos can be accessed by a standalone program separate from the browser.
  • a user can access a video from the website by, for example, browsing a catalog of digital content, conducting searches on keywords, reviewing aggregate lists from other users or the system administrator (e.g., collections of videos forming channels), or viewing digital content associated with particular user groups (e.g., communities).
  • FIG. 4A illustrates an exemplary illustrative networked computing environment 400, with a server in communication with client computers via a communications network 450.
  • server 410 may be interconnected via a communications network 450 (which may be either of, or a combination of a fixed-wire or wireless LAN, WAN, intranet, extranet, peer-to-peer network, virtual private network, the Internet, or other communications network) with a number of client computing environments such as tablet personal computer 402, mobile telephone 404, telephone 406, personal computer 402, and personal digital assistant 408.
  • a communications network 450 which may be either of, or a combination of a fixed-wire or wireless LAN, WAN, intranet, extranet, peer-to-peer network, virtual private network, the Internet, or other communications network
  • client computing environments such as tablet personal computer 402, mobile telephone 404, telephone 406, personal computer 402, and personal digital assistant 408.
  • server 410 can be dedicated computing environment servers operable to process and communicate data to and from client computing environments via any of a number of known protocols, such as, hypertext transfer protocol (HTTP), file transfer protocol (FTP), simple object access protocol (SOAP), or wireless application protocol (WAP).
  • HTTP hypertext transfer protocol
  • FTP file transfer protocol
  • SOAP simple object access protocol
  • WAP wireless application protocol
  • Other wireless protocols can be used without departing from the scope of the invention, including, for example Wireless Markup Language (WML), DoCoMo i-mode (used, for example, in Japan) and XHTML Basic.
  • networked computing environment 400 can utilize various data security protocols such as secured socket layer (SSL) or pretty good privacy (PGP).
  • SSL secured socket layer
  • PGP pretty good privacy
  • Each client computing environment can be equipped with operating system 438 operable to support one or more computing applications, such as a web browser (not shown), or other graphical user interface (not shown), or a mobile desktop environment (not shown) to gain access to server computing environment 400.
  • a user may interact with a computing application running on a client computing environment to obtain desired data and/or computing applications.
  • the data and/or computing applications may be stored on server computing environment 400 and communicated to cooperating users through client computing environments over exemplary communications network 450.
  • a participating user may request access to specific data and applications housed in whole or in part on server computing environment 400. These data may be communicated between client computing environments and server computing environments for processing and storage.
  • Server computing environment 400 may host computing applications, processes and applets for the generation, authentication, encryption, and communication data and applications and may cooperate with other server computing environments (not shown), third party service providers (not shown), network attached storage (NAS) and storage area networks (SAN) to realize application/data transactions.
  • server computing environments not shown
  • third party service providers not shown
  • NAS network attached storage
  • SAN storage area networks
  • FIG 4B is a diagram that illustrates how a gift transaction can be initiated through a computer 408.
  • a web or desktop application can be used to pay for, or transfer a monetary amount from the user's account directly to a card 460 (e.g., credit cards, debit cards, gift or loyalty cards, cell phone SIM card or other user identifiable location or account), or via a third party card system, or directly to a mobile SIM card 405 associated with a mobile phone 404, smart phone or personal digital assistant, or with mobile software.
  • the transaction takes place via a communications network 450, as illustrated in FIG. 4A, which includes, but is not limited to, using the Internet, cloud computing or wireless networks 452.
  • the mobile phone and/or SIM card can be configured to function as a loyalty card, gift card, store rechargeable card, bank card, debit card and/or credit card.
  • FIG 4C is a diagram that illustrates how a gift transaction, or monetary amount, can be transferred or sent from one mobile device 404 to another mobile device 404'.
  • the monetary amount or gift can be placed directly on the recipient's mobile SIM card 405, 405' or mobile software. Additionally the gift or monetary amount can be sent or transferred to a recipient's card 460.
  • this transaction can take place via a communication network 450, as illustrated in FIG. 4A, which includes, but is not limited to, using the Internet, cloud computing or wireless networks 452.
  • the mobile phone or SIM card functions as a loyalty card, gift card, store rechargeable card, bank card, debit card and/or credit card achieving a phone-to-phone, or phone-to-card transaction.
  • FIG 4D illustrates various locations on a mobile device 404 where a gift or monetary amount can be stored. This includes directly on a SIM card 405 associated with a mobile device. Alternatively, the information can be included in a data storage area such as the memory component, software component of the device. In either case the transaction amount and balances are securely encrypted. This ensures safety should the mobile device be lost.
  • the Media Independent Information Service provides a framework and corresponding mechanisms by which an MIHF entity may discover and obtain network information existing within a geographical area to facilitate handovers. Additionally or alternatively, neighboring network information discovered and obtained by this framework and mechanisms can also be used in conjunction with user and network operator policies for optimum initial network selection and access (attachment), or network re-selection in idle mode.
  • MIIS Media Independent Information Service
  • MIIS primarily provides a set of information elements (IEs), the information structure and its representation, and a query/response type of mechanism for information transfer.
  • the information can be present in some information server from which, e.g., an MIHF in the Mobile Node (MN) can access it.
  • MIHF information elements
  • MN Mobile Node
  • support for different types of information elements may be necessary for performing handovers.
  • MIIS provides the capability for obtaining information about lower layers such as neighbor maps and other link layer parameters, as well as information about available higher layer services such as Internet connectivity.
  • MIIS provides a generic mechanism to allow a service provider and a mobile user to exchange information on different handover candidate access networks.
  • the handover candidate information can include different access technologies such as IEEE 802 networks, 3GPP networks and 3GPP2 networks.
  • the MIIS also allows this collective information to be accessed from any single network. For example, by using an IEEE 802.11 access network, it can be possible to get information not only about all other IEEE 802 based networks in a particular region but also about 3GPP and 3GPP2 networks. Similarly, using, e.g., a 3GPP2 interface, it can be possible to get access to information about all IEEE 802 and 3GPP networks in a given region.
  • This system provides a simple way for a user to give a "real" gift electronically to another user without sending a physical gift or without the need to know the user's physical address or actual location. Moreover, this system does not limit a recipient to receiving a printable coupon as a gift.
  • This system and related method are largely based on, for example, loyalty card, gift card, store rechargeable card, bank card, debit card and/or credit card. In fact, gifts can take the form of a virtual representation or iconography of anything that can be provided in the real world.
  • a feature of the system is the use of virtual and digital methods to promote REAL interactions that lead to something REAL being accomplished in the world.
  • a user can pay $1.00 to plant a real tree as a gift for a recipient.
  • the tree gift could have a virtual representation on a gift page that the recipient receives.
  • the virtual gift page can include, for example, information on how and where the real tree was planted.
  • the recipient might play a game that allows him to take care of the virtual "real" tree. This might include being able to water the tree, click a cloud to make it rain for the tree, or add fertilizer to help the tree grow faster.
  • the recipient can unlock other parts in the virtual scene.
  • a purchased gift can appear as a recharge amount on a recipient's gift card.
  • the gift giver is only required to select a friend to give a gift to, and select, for example, a monetary amount to give to the recipient (or whatever gift increment is appropriate for the application).
  • a map marker can then be provided that shows the nearest location from which a gift can be retrieved.
  • a customized gift message can be provided from the sender, and the recharge amount (gift amount) can then be placed on a recipient's loyalty card, gift card or other card configured to receive the gift.
  • the confirmation of the gift can appear on the recipient's social network page, online web widget or gadget, or other web, desktop and mobile area.
  • the gift recipient can always see the location of the nearest store/gift location at any time.
  • This invention also allows the gift recipient to provide their updated personal location information at any time. As the recipient's location information is updated (either automatically through a GPS enabled device) or manually updated, the gift application will query the store/gift location database to find the new nearest store location to the recipient's updated location.
  • the recipient receives their gift through a URL that can be emailed, posted to Facebook®, Twitter®, or any other social network that the recipient belongs to.
  • the recipient may chose to retrieve a gift by installing a gift/gift-game application if their social network or mobile device allows for this functionality.
  • the recipient may also access their gift/gift-game through our property or our mobile application.
  • the recipient clicks on the gift link they are brought to the gift page/game page.
  • the recipient opens their web or mobile gift application they may also access their gift page/game page.
  • the recipient logs in to our online web application they can once again have access to their gift page/game page.
  • the goal of the gift page/game page is to collect the recipient's card, accounts, or personal information for retrieving their real gift, as well as providing an interactive area where they can be further engaged by the sponsor/vendor of the gift.
  • a recipient who receives a $2.00 gift for their Starbucks® rechargeable card may find a simple game that allows them or their friends to make their own Starbucks® coffee. After completing this game the recipient or the recipient's friends can send the virtual coffee they've made along with $2.00 to another friend's card.
  • This is a simple example of engaging the recipient and their friends to drive further gifting, and providing a unique method for ensuring a chain- reaction to the entire gifting process.
  • the method of gaming or engagement can vary without limit, but any type of gaming or engagement that drives further gifting or real-world interactions included with such described digital or real gift is protected by this invention.
  • a real gift placed on any gift card, rechargeable store card, loyalty card, credit card, or SIM card may or may not include this gift-game mechanism but still stands as a claim within this invention.
  • Gifts can also be aggregated by a recipient such that multiple gifts can be converted to a monetary value that enables the recipient to redeem for alternative items at the vendor or to obtain an item from an entirely different vendor if permitted.
  • a gift giver could, for example, arrange to purchase carbon credits covering the travel and have a carbon credit notification sent to the gift receiver.
  • the gift giver could arrange for the gift receiver to have an admission pass to an gift at the location city. For example, if a Facebook® user posts on their Facebook® page the cities they plan to visit an upcoming trip to Edinburgh Scotland, a friend in their network familiar with Edinburgh could arrange to have two tickets to Mary King's Close underground tour available for them when they arrive.
  • the system is configurable to allow anyone to buy a gift (e.g., permissions can be set so that only friends can buy you a gift, or anyone can buy you a gift).
  • permissions can be set so that only friends can buy you a gift, or anyone can buy you a gift).
  • different wish lists can be viewable for different groups of people. For example, people in a user's silicon valley network might see one gift list, while friends from high school or college, can see another set of gifts, while strangers can see a more limited set of gifts etc.
  • a recipient supplies their card(s), account(s) or personal retrieval information, the information is securely stored so they do not need to provide it again. Any gift that the recipient receives in the future will either automatically be added to their loyalty card, gift card, store rechargeable card, bank card, debit card, credit card and/or SIM card or be preferentially added to their card or account.
  • the system is configurable to provide, for example, a simple "buy me a gift” button/badge that can be placed on any web page (including, but not limited to, a social network profile). A user can then configure a simple "wish list" of items they want from various third party stores.
  • this component alone is configurable so that people could interact with it in social networks even when a potential recipient's profile is set to private. This could potentially enable a person to reach out to another person in a tangible way instead of by a virtual "poke.”
  • this component also is configurable so that people could interact with it in social networks even when a potential recipient's profile is set to private. This could potentially enable a person to reach out to another person in a tangible way instead of by a virtual "poke.”
  • Another aspect of this disclosure is the ability to generate a detailed report of gifts and donations purchased across all web, desktop and mobile environments. These detailed analytic reports provide information aggregated by the gift system across the web, desktop and mobile systems.
  • the process 500 can begin with a gift giver selecting a gift application 502 and a friend to buy a gift for 504.
  • the system then provides a list of possible gifts that can be purchased for the individual.
  • the gifts can either be based on a "wish list" pre-created by recipient, or provided by the gift application, or other information provided by a potential gift recipient on the network. This process can occur across the web, desktop or mobile environments.
  • the gift is selected 506 and configured 508. In this case, the amount of the gift can be chosen, as well as a message for the recipient.
  • the gift giver's credit card or payment method is processed 509. If the payment method is denied 510 the gift giver is requested to resubmit their payment information 509.
  • an electronic call is made to the card database to see if the recipient already has an account wherein the recipient has identified one or more loyalty cards, gift cards, debit cards, credit cards, rechargeable store cards, and/or SIM cards adapted to hold financial information 520. If the an account is present which identifies one or more account information 522 the gift amount can be credited to a recipient's card. Where more than one card is provided for in a recipient's account, the recipient may further select which card to apply the credit to. If the recipient does not have a card on file, the recipient is sent an email making them aware of their gift 524, along with information on how to obtain a suitable card and submit their card information to the system.
  • a communication such as a text via cell phone, an email or, Facebook® message, Twitter® message or other social network messaging system can be used to send a private message to the gift giver to inform them of the status of the gift 526.
  • the recipient Once the recipient has submitted their card information 530 the gift amount is credited to the recipient's card and an email or other communication can be provided to alert the recipient 532.
  • a user could receive a communication from the gift server that includes a bar-code (or other electronic identification) readable by the establishment's network or point of sale system which allows them to redeem the gifted item from the display on their mobile device screen.
  • the recipient's location information is requested by the system 540 and stored in a user location database 542. If there is no location information available the gift application displays a simple gift icon with the message from the gift giver.
  • a database of gift/store locations is queried 544 to determine the nearest gift/store location to the recipient based on location 546. If a matching store/gift location is found, the system will display a gift marker that is tagged to the location of the nearest store/gift location where the recipient can go to redeem their gift 548.
  • This map based gift marker is also designed to update itself to always point to the nearest gift/store location as the gift recipient's location information is updated, either in real time through, for example, a global positioning system (GPS system), or manually by the gift recipient.
  • GPS system global positioning system
  • the system can be applied to any form of "gift” suitable for electronic communication, including, but not limited to, charitable donations, carbon credits, movie passes, museum passes, concert tickets, physical gifts (flowers, candy, consumer products, and the like), monetary gifts, as well as gift certificates and coupons.
  • FIG. 6 illustrates a flow chart of how the gift marker updates itself based on new location information provided by the gift recipient 600.
  • the system can be activated at the start 602 either when the gift recipient refreshes the gift application 604 or when the gift recipient updates their location 606.
  • the system first checks to ensure that there is still a valid gift available for that user 608. If there is no new/valid gift the process stops 610. If a valid gift is detected the system queries the latest location of the gift recipient as well as the closest gift/store location and displays the latest gift marker, and gift message 612.
  • an automated system such as a mobile GPS system
  • the system immediately queries the store/gift location database and/or the gift receipt location database 622. If the store locator and gift recipient location are known 624, the system displays the closest store/gift location to the gift recipient 626. Additionally, a gift icon and/or gift message can be displayed in a gift application on a social network 628. The gift icon and/or gift message can be communicated within the social network using for example, an API Engine.
  • an Application Programming Interface (API) Engine includes software programs that allow an interface to be implemented between itself and another software program.
  • a social network such as Facebook® which allows third party software vendors and manufacturers to interface with their social network through their API to access a user's social graph information and other Facebook features.
  • an API engine might be configured to interface with a database that contains loyalty card information with a program that can access the loyalty card database as well as push, receive, or share payment, gifting, and other user information between both sources.
  • the API interface can be implemented by, for example, a software program to enable interaction with other software, much in the same way that a user interface facilitates interaction between humans and computers.
  • APIs are implemented by applications, libraries and operating systems to determine the vocabulary and calling conventions a computer software programmer should employ to use their services.
  • APIs may include specifications for routines, data structures, object classes and protocols used to communicate between the consumer and implementer of the API. APIs are typically downloadable onto electronic devices (computers, cell phones, etc.) and operatable through another program, such as a social network.
  • This system takes into account all gift applications that are installed across multiple social networks, online properties, widgets, gadgets and web, desktop and mobile environments. As shown in FIG. 7, this allows the flexibility for a user to purchase gifts for friends and users across many different locations, platforms and social networks.
  • the gift system features shown in FIG. 7 include a loyalty/gift card database, multiple social network gift applications, mobile applications, mapping and location based services applications, gaming and engagement applications, analytic applications, as well as a messaging confirmation system.
  • a confirmation communication such as an email, FIG. 8, is sent to the gift recipient with instructions on how to redeem the gift by entering, for example, at least one of a loyalty card, gift card, store rechargeable card, bank card, debit card and/or credit card number.
  • the recipient can establish a profile to include, for example, one or more card numbers such that a corresponding card is automatically updated to reflect the gift and the email reflects that the loyalty card has been recharged to reflect the gift. If there is no corresponding loyalty card or store re-chargeable card, the recipient may be requested to identify which card should be credited.
  • a user's profile might enable the user to keep track of who gave them gifts.
  • a user can store more than one card in their user account profile.
  • a user could then pre-select a specific card to apply the gift to, and the system would then allow the gift to be placed on the pre-selected card either exclusively or preferentially.
  • a sender wants to give the recipient $50 as a gift towards any card they prefer.
  • the recipient could select the card to apply the gift to.
  • the various loyalty card vendors could "bid" or advertise additional promotions to entice the recipient to chose their card.
  • Starbucks® may say, "Put this gift amount on our card and we'll double the gift amount!"
  • each vendor would essentially bid against each other to be the top loyalty card option displayed, or perhaps even provide the ONLY gift-matching offer (or whatever benefit they want)
  • three vendors can first bid against each other for the recipient's loyalty.
  • One of the vendors might have a better offer (double your gift), but they do not win the bidding war against the other two vendors.
  • the winning bidder pays $4.00 to win the bid, but their offer is only to add an additional $2.00 to the gift amount. In this case, the recipient never sees the better offer, but allows the vendor to secure the strength of their brand.
  • a variety of gift analytics 902, 904, 906 can be generated based on the number of gifts purchased and received across all social networks, and/or embedded web gadgets and widgets across the system. Additionally, as described above, a determination can be made by a user of the location of the gift redemption as well.
  • the system has the ability to generate and display gift markers 1000, as shown in FIG. 10, based on the closest gift/store location near the gift recipient, as well as an example of providing directions to the gift/store location.
  • the display can be achieved on a recipient's desktop computer or, as shown in FIG. 11, on a suitable mobile device or mobile phone 1100.
  • the gift marker 1300 itself can be configured, as shown in FIG. 13, to provide a company logo for where the gift is redeemable, or to provide a customizable logo designed by the gift giver.
  • the icon can represent the nearest location to redeem the gift, or simple represent a virtual gift badge.
  • a social network can be provided to include a gift application which includes a wish list or preference.
  • This feature includes web based gadgets and widgets.
  • expiration dates may be applied to gifts such that if the gift is not acknowledge or accepted within a set amount of time, the gift then reverts back to the gift giver.
  • gifting or donating can be combined with a gaming component.
  • a user can, for example, send a real tree to a friend through the system.
  • a message informing a recipient that a tree will be planted on their behalf is sent to the recipient.
  • Instructions to an entity to plant a real tree at an identified location are also sent.
  • the recipient can learn more about the ecological benefits of trees through the gift application and gift page either generally or at the specific location where the tree is planted.
  • the recipient can be encouraged through this gift page/gift-game application to purchase further "real" trees for other friends either in the same geographic location or another location of interest.
  • a recipient can, for example, unlock other related features that could be configurable to have real world actions associated with them.
  • a stream unlocked in the game can lead to a sponsor donating money to help finance an organization's project to dig a fresh water well including a well located near the tree or trees.
  • real gifts are continuously promoted through the system.
  • the recipient can further interact with their gift page/game page.
  • the game or engagement method can promote further gift purchases and causing process to start all over again with a new gift recipient.
  • the system can also provide the gift recipient with the opportunity to send a return gift following the same process and logic described above.
  • the system can also be designed to enable a user to establish a chain-of-cheer, essentially encouraging a gift recipient to pass it forward by giving a gift to someone else upon receipt of their gift.
  • the originator of the chain-of-cheer could then keep track of how many times their cheer was passed forward as well as location in the world where the cheer was spread.
  • the identities of recipients in the chain could maintain their anonymity, e.g., outside their circle of friends, or chose to allow their identity to be revealed within the chain. In some instances, the user could pass a gift on instead of using it.
  • FIG 14 is a diagram that shows a gift game page/engagement application 1400.
  • FIG. 15 illustrates a process 1500 for displaying a gift icon or message within a social network.
  • the process starts 1502 once a user interacts with a web, desktop or mobile gift system application 1504.
  • User then can input information from a bank card, store rechargeable card, or loyalty card 1506 (unless previously entered).
  • the card information is then stored in a database 1508.
  • a vendor (such as a bank or retail establishment) is queried to determine an amount available on the card (amount available on a rechargeable card, or amount of credit available or bank balance available on a credit card/debit card) 1510.
  • the amount available to a user can then be displayed to the user on a screen associated with the device 1512.
  • the user selects a recipient and configures a gift 1514.
  • a virtual representation of the gift is then sent to the recipient 1516 and the payment is processed 1518.
  • an electronic call is made to the vendor (bank, store, etc.) that maintains account information to determine wither enough funds are available to process the transaction 1520. If there are not enough funds available, then the user is given the option to provide another payment mechanism.
  • the system determines whether the recipient has an existing registration 1522 listing one or more accounts by checking the database 1524. If there is no existing account, then the recipient is sent a communication (email or text) with information on how to redeem the gift and/or how to create a profile and register accounts 1526. The recipient can then create a profile and associate one or more accounts with the profile 1530. If there is an existing account, then the system sends a notification to the recipient that a gift has been received. Once a profile is established 1530 or identified 1524, then the gift amount can be placed in the recipient's account either by preferentially adding the gift amount to a particular account associated with the user based on user preference or by identifying an account associated with a gift.
  • a user sending a gift of Starbucks coffee would have the recipient's Starbucks' rechargeable store card preferentially processed over another account associated with the user profile.
  • the system would preferentially add the gift as a recharge amount to the Starbucks rechargeable card of the recipient.
  • a communication such as an email, is sent to a gift recipient advising them of the gift amount and identifying which account the gift was associated with 1532.
  • an electronic confirmation communication can be sent to the gift giver advising that the gift has been delivered 1534.
  • a secondary communication can be sent when the gift is processed.
  • a gift icon (such as that shown in FIG. 13) can be added to the recipient's social network or other application 1536 and a gift icon and gift message can be displayed in a map based on the closest, or vender preferential (based on vendor traffic), site location.
  • FIG. 16 illustrates a process for game flow during the gifting/donating process 1600.
  • the process starts 1602 when a user activates a web, desktop or mobile gift application system 1604.
  • the user selects a gift or a game 1606 and a recipient 1608.
  • the user can select one or more delivery mechanisms 1610, such as social network (Facebook, Twitter, etc.), email, text message, etc.
  • the user configures the gift or game selected 1612, and pays to send the gift or game 1614.
  • Payment is processed similar to the methods discussed above 1616, 1618.
  • the gift/game is sent through a delivery method, including for example, a link to a gift page and an authorization link configured for the recipient to use 1620.
  • the gift/game page can be viewed by recipient, recipient's friends, or anyone who has access to the gift/game page 1622. Recipient can then use OAuth or an Auth link to verify his or her identify and to claim the "real" portion of the gift/game 1624. If authentication is successful 1626, then the recipient claims the real portion of their gift/game 1628.
  • the recipient can, in turn, play the game, invite friends to join them in the game, and encourage more gifting and gaming 1630.
  • the recipient can, for example, send a gift to someone else 1638, and thus start 1602 the whole process over again.
  • the gift/game allows users and recipients to accomplish something in the game itself and share that accomplishment with other friends thereby promoting the gifting/gaming 1632.
  • FIG. 17 illustrates a process for donations 1700.
  • the process begins at the gift/game page 1702.
  • the recipient can play the game (answer questions, navigate obstacles, etc.) and invite friends to join them 1704.
  • the game page allows the process to repeat and encourages more gifting and gaming. Participants can buy and send more gifts and games to other friends 1706.
  • users can collect points 1710, unlock game objects by trading points 1712, and/or unlock game objects sponsored by a company or vendor 1714.
  • FIG. 18 illustrates a process for a Twitter® action window 1800.
  • a game page is automatically subscribed to a specific set of Twitter® accounts. These accounts are used to pass actual game play instructions to the game page 1804.
  • Players are prompted to play through instructions received through Twitter® 1808.
  • These instructions can be received via any of the devices described above, e.g., in relation to FIG.4A.
  • the game can be purchased and sent by a sender 1806.
  • Game instructions 1812 are associated with a game server 1810 and a Twitter® API 1814 which are in communication with the game page 1804.
  • FIG. 19 illustrates a process for delivery 1900.
  • the process starts 1902 with a sender 1904 configuring and sending a gift via a system or network 1906 (such as those discussed above).
  • the system can be configured to deliver a gift or game page URL for public display 1908 which enables viewers to interact with the page in a basic way.
  • the URL can be delivered through any suitable system including, for example, social networks, email, Twitter, and public postings.
  • a private delivery of an authentication link 1910 or OAuth instructions can be provided to recipients only. Where private delivery is the forum for notification, only the recipient can see the link and use it to retrieve the actual gift or register to play the full game.
  • FIG. 20 illustrates an authentication process 2000.
  • the authentication process starts 2002 then a gift is sent through a social network 2004, such as Facebook® or MySpace.
  • a social network 2004, such as Facebook® or MySpace.
  • the system determines whether a private message can be sent to the recipient, e.g., via direct message through a social network 2006. If a private message can be sent, then the system sends the recipient a private message containing an authentication link 2008.
  • EXAMPLE 1 SENDING A GIFT DIRECTLY TO LOYALTY CARD.
  • Sender begins by selecting whom they want to send a gift to, followed by the gift type (Loyalty Card) and gift amount.
  • Bob wants to send Tom $2.00 on his Starbucks® card.
  • Bob can select Tom (the recipient) through a few methods. He can use Tom's email address, sign into Facebook® Connect and select Tom from his list of friends, or sign into Twitter® and select Tom from his list of followers.
  • Next Bob configures the gift by writing a short message for his friend and selecting the amount of the gift ($2.00).
  • Bob is then asked to pay for the gift. Payment can be accepted through PayPal or through any other standard payment method that asks for Bob's credit card information.
  • the gift amount is processed successfully and the gift is sent.
  • Bob is prompted to try another method or correct the reason why the payment was declined.
  • Tom receives a notice that Bob has bought him a $2.00 gift on his Starbucks® card.
  • the delivery method of this gift is based on how Bob decided to send the gift. If Bob used Tom's email address to send the gift, then a public link for the gift (which can be posted publicly by Tom to show his friends how nice his friend Bob is) as well as a private link to actually retrieve the gift is displayed in an email.
  • Tom can post the public link to his Facebook® status, and use the private link to authenticate his identity before securely inputting his personal loyalty card information to accept the gift.
  • the gift page, social network/mobile gift application can provide additional real-time details related to the gift.
  • Tom can provide his location at the time of accepting his gift. This can be done either manually (Tom inputs his address), through GPS in Tom's mobile phone, through the gift page analyzing the IP address used to display Tom's gift page, or through an API that provides Tom's location information (Facebook®, Twitter®, Social Network etc). Once the system has Tom's location it can provide either in the gift page or within the gift application, a map that shows Tom's location and the nearest Starbucks® to him.
  • EXAMPLE 3 SENDING A GIFT TO A LOYALTY CARD WHILE ALSO PROVIDING A
  • both parts 1 and 2 are included, but the gift page/gift application functions beyond just a visual representation or graphic of the gift.
  • the gift page/gift application provides some type of interactive feature that makes the gift more engaging.
  • the game can be a "cheer-chain" that promotes buying another Starbucks® gift for another friend within a specific amount of time. If Tom can think of any other friend to buy a Starbucks® gift for, he will get credit for keeping the chain going as well as receive an additional $1.00 on his Starbucks® card. In this example, Tom decides to buy Sarah a $2.00 gift to keep the cheer going. Sarah receives her gift as described above, while Tom receives an additional $1.00 on his Starbucks® card.
  • the gift page/gift application can include an actual game to engage the recipient and encourage further gift giving.
  • Tom sees a visual representation of a Starbucks® barista machine that lets him interact and build a virtual cup of his favorite Starbucks coffee. After completing this interactive game, Tom can send this cup to one of his friends. This may be free for Tom to send, but it helps promote the Starbucks brand and encourage another one of Tom's friends to buy a real Starbucks gift for another friend!
  • any card adaptable to contain a monetary value can be used without departing from the scope of the invention.
  • This can include, for example, a credit card, debit card, gift card, or once again the above mentioned loyalty card.
  • a mobile phone's SIM card can be used and viewed as a loyalty card.
  • systems and methods disclosed herein can be used to take away or place a monetary amount on it.
  • Loyalty cards can be used as payment methods as well as points for claiming and receiving monetary gifts.
  • the system covers data collected and transmitted across various social graphs, gift types, locations, and other user information, the data collected is very valuable to users and vendors alike. If Starbucks wants to drive recipients to a specific store in a location the system is adapted to provide a map marker to recipients in that area as opposed to specifically the nearest store to them. The goal is to balance vendor needs with recipient needs. If the difference between the two stores is only a two blocks, and there is a benefit for the vendor to increase sales in one store over the other, then this might be one acceptable use of analytic data. Another example could be to analyze the location at the time a recipient receives their gift, and the locations where the recipient's loyalty card is actually used. This might allow the vendor to offer additional specials and discounts to the recipient.
  • a private URL such as: https://example.com/verify_you_are_tom is sent ONLY to the recipient.
  • This can be emailed to the recipient along with the public gift link, or posted in the recipient's private inbox within a social network account.
  • This is just one example of authenticating an identity before asking for any personal information or loyalty card number.
  • This example is not the only way identity of the gift recipient can be verified.
  • the gift page itself can be used to verify identity by providing a simple button that uses OAuth (standard user identification protocol) to verify identity.
  • OAuth works by redirecting a recipient from the gift page to Facebook®, Twitter®, Gmail® etc. and asking that person to sign into their account on that site.
  • the system can verify that this is indeed the recipient and then provide a secure page to input personal information.
  • OAuth can be used for determining a recipient's identity. Verifying through a mobile device using SMS, a registered mobile application, as well as any other method may also be employed to ensure authenticity.
  • on real donation of $1.00 can be used to start a game that engages a recipient and/or their friends. Parts of the game can be sponsored by third parties (corporations, advertisers, etc.). Successful completion of game components can result in features of the game being unlocked and further advertisement. Additionally third parties can agree to make donations to the designated charity as features of the game are unlocked.

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Abstract

A disclosure of systems and methods for purchasing, sending, and receiving gifts and donations through social networks and other online mediums is disclosed which includes methods executed by a networked computer system for sending a gift from a first user to a second user, the method comprising receiving an instruction from an input device connected to the network from a first user wherein the instruction includes a selection of a gift, a selection of a recipient and a selection of a payment method; confirming the payment method over the computer network; sending an electronic communication to the first user confirming the instructed gift and recipient information or requesting a secondary payment method; selecting a geographic location where the gift can be redeemed; generating an electronic communication to the second user; sending the electronic communication to the second user via the networked computer system confirming the gift and identifying at least one location where the gift can be redeemed; and communicating a gift selection to at least one social network account associated with at least one of the first user and the second user.

Description

SYSTEMS AND METHODS FOR PURCHASING, SENDING, AND
RECEIVING GIFTS AND DONATIONS THROUGH SOCIAL NETWORKS,
AND OTHER ONLINE MEDIUMS ACROSS THE WEB, DESKTOP, AND
MOBILE ENVIRONMENTS
CROSS-REFERENCE
[0001] This application claims the benefit of U.S. Provisional Application
No. 61/138,029, filed December 16, 2008, which application is incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] Field of the Invention: The field of invention relates to systems, devices and methods for web, computer desktop and mobile gift giving and receiving software applications.
[0003] Background: Currently, there are ways to send virtual gifts and printable coupons to users of social networks and other users of online communities, but there are no effective ways of sending real, redeemable gifts to these users. The three current options involve actually purchasing an item through an online store and having the actual gift item shipped to the user, buying and sending an image of a gift (virtual gift) for the user, or sending a printable coupon that the gift recipient can print and use in a store. The popularity of the virtual gift (image) is that even though it cannot be redeemed in real life, it can be displayed on the recipient's web page or social network.
[0004] Another current issue with most gift systems is that they require a significant investment by vendors to implement. For example, if a coffee shop wanted users of social networks to buy real coffee gifts for friends and colleagues online, in traditional gift systems, a short code for the gift can be texted to the recipient's mobile phone, or perhaps the paid coffee gift amount sent to a store database with the recipient's information. In order for a store to then process these gifts at a Point of Sale (POS) terminal, a significant investment would be required from the vendor to accept such gifts. Moreover, employee training would be required to facilitate accepting texted short codes of information, printed coupon scanning support/equipment, updated database support and/or deployment for these new gift codes, etc., which would be an expensive capital expenditure. Rather than force stores to heavily invest in providing real gifts through social networks or the web, desktop and mobile systems, it would be desirable to have a solution that allowed a gift amount to be placed directly on an account maintained by the user. The store can process the payment using the user's account using their current system, and the recipient can still get a sense of receiving a real gift through custom map markers directing them to the nearest store location where they can redeem the gift, but the form of gift purchase redemption (loyalty or rechargeable cards) require no further investment by vendors, when these systems are already in place.
SUMMARY OF THE INVENTION
[0005] An aspect of the disclosure provides a unique gift option beyond currently available options, whereby a first user can purchase a gift for a second user by placing the value of the gift, immediately and directly, on an account of the second user. Accounts include credit cards, debit cards, gift on loyalty cards, cell phone SIM card or other user identifiable location or account.
[0006] The Redemption through a "Gift Page" or "Gift Application" can be provided to further enhance the process by providing a unique engaging experience. This Page or Application can be in the form of a virtual game that stimulates a recipient to buy another real gift for an additional friend, as well as unlock additional sponsorship and advertising opportunities. The goal is to not just limit the experience in a one-to-one relationship between a single sender and a single recipient, but to promote a single gift to spawn into multiple gifts or engaging experiences that further promote the gift, product, or brand.
[0007] Additionally, gifts can be associated with games and gaming features and functionality.
[0008] An aspect of the disclosure relates to a communications system. The communication system comprises: a gift server computer system; a gift database; a gift creation module on the server computer system for permitting the creation of a gift from a gift giver electronic device over a network; a gift icon database for associating a gift icon with a selected gift; a storing module on the server computer system for storing the gift on the gift server database; at least one of an SMS engine connected to the storing module to create an SMS message about the gift and transmit the SMS message over a cellular phone SMS network to a gift recipient mobile device having a predetermined gift recipient telephone number, an API engine connected to the storing module to create an message about the gift and transmit the message over an API integrated network to a gift recipient having a predetermined gift recipient user name, and an email engine connected to the storing module to create an email message about the gift and transmit the email message over the network to a gift recipient email having a predetermined gift recipient email address. Additionally, where a plurality of telephone numbers are held in the gift server database and fewer than all the telephone numbers can be individually selectable from the gift host computer system, and the SMS message being transmitted to at least one mobile device having at least one selected telephone number. The gift giver electronic device can also be configured to be connectable to the server computer system over at least one of a mobile phone network and an Internet network, and a browser on the gift giver electronic device is used to retrieve an interface on the server computer system. In other aspects, a plurality of email addresses that are held in the gift database can be accessed and fewer than all the email addresses then individually selectable by the gift giver from the gift giver host computer system, the email message being transmitted to at least one gift recipient email having at least one selected email address. The gift giver electronic device can also be configured to be connectable to the server computer system over the Internet, and a browser on the gift giver electronic device is used to retrieve an interface on the server computer system. In still other aspects, a plurality of user names, such as Facebook® name or Twitter handle, are held in the gift database and fewer than all the user names are individually selectable from the gift giver host computer system, the message being transmitted to at least one gift recipient user name via an API. The gift giver electronic device is connectable to the server computer system over the Internet, and a browser on the gift giver electronic device is used to retrieve an interface on the server computer system. Additionally, the gift giver electronic device is connected to the server computer system over a cellular phone network. Moreover, the gift giver electronic device is a gift giver mobile device. Additionally, an interface on the server computer system, the interface being retrievable by an application on the gift giver mobile device. A downloadable application can be provided that resides on the gift giver mobile device, the downloadable application being used to create the gift. The SMS gift can then be received by a message application on the gift recipient mobile device. Additionally, a plurality of SMS gifts can be received for the gift, each by a respective message application on a respective gift recipient mobile device. At least one SMS engine receives an SMS response over the cellular phone SMS network from the gift recipient mobile device and stores an SMS response on the server computer system. A gift recipient phone number ID can then be transmitted with, for example, the SMS gift to the SMS engine and is used by the server computer system to associate the SMS gift with the SMS response. The server computer system can also be configured such that it is connectable over a cellular phone network to receive a response from the gift recipient mobile device. In that case, the SMS gift may also include a URL that is selectable at the gift recipient mobile device to respond from the gift recipient mobile device to the server computer system, the server computer system utilizing the URL to associate the response with the SMS gift. In some configurations, a downloadable application may be provided that is configured to reside on the gift recipient mobile device, the downloadable application transmitting the response and a gift recipient phone number ID over the cellular phone network to the server computer system, the server computer system utilizing the gift recipient phone number ID to associate the response with the SMS gift. Additionally, a transmissions module that transmits the gift over a network other than the cellular phone SMS network to a gift recipient user computer system, can be provided that transmits in parallel with the gift that is sent over the cellular phone SMS network. Moreover, a downloadable application can be provided that resides on the gift recipient host computer, the downloadable application transmitting a response and a gift recipient phone number ID over the cellular phone network to the server computer system, the server computer system utilizing the gift recipient phone number ID to associate the response with the SMS gift.
[0009] In another aspect of the disclosure, a method is provided that is executable by a networked computer system for sending a gift from a first user to a second user. The method comprises: receiving an instruction from an input device connected to the network from a first user wherein the instruction includes a selection of a gift, a selection of a recipient and a selection of a payment method; confirming the payment method over the computer network; sending an electronic communication to the first user confirming the instructed gift and recipient information or requesting a secondary payment method; selecting a geographic location where the gift can be redeemed; generating an electronic communication to the second user; sending the electronic communication to the second user via the networked computer system confirming the gift and identifying at least one location where the gift can be redeemed. Additionally, the method can further comprise the step of electronically communicating the gift selection and a geographic location to a retailer and/or the step of receiving an identified preference for a geographic location of the retailer electronically from the retailer. In some instances, the electronic communication to the second user identifies at least one location where the gift can be redeemed correlating to the identified preference communicated from the retailer. Moreover, the step of selecting a geographic location can further include the step of at least one of identifying a location of a mobile device of the second user and identifying a location of a user from a user profile database. Still further, the step of confirming the payment method over the computer network further comprises the steps of establishing a communication link with a third party, providing at least one of user name and account information to the third party, providing a transaction to the third party, and receiving a communication from the third party at least one of confirming availability of funds or denying availability of funds. Furthermore, the method can include one or more of the steps of communicating with at least one of the first user and the second user an gift to make another purchase, obtaining an account information for the second user, wherein the account is at least one of a of a gift card, a loyalty card, a store rechargeable card, a bank card, a debit card, a credit card, and a rewards card, forwarding the electronic communication to the second user via the networked computer to a third user via the networked computer, and receiving an instruction from an input device connected to the network from the second user including an instruction with a selection of a gift and a payment method wherein the user is automatically selected as the first user. The process of confirming payment can further include sending an electronic communication to the second user confirming the instructed gift and recipient information or requesting a secondary payment method; selecting a geographic location where the gift can be redeemed; generating an electronic communication to the first user; sending the electronic communication to the first user via the networked computer system confirming the gift and identifying at least one location where the gift can be redeemed; and communicating a gift selection to at least one social network account associated with at least one of the first user and the second user. Additional features of the method can include one or more of querying a sponsor database, identifying the existence of a vendor sponsor for the gift, and preparing an electronic communication to the sponsor confirming the transaction, and querying a user account of the second user, indentifying one or more accounts, and crediting a gift to at least one account associated with the user account of the second user. The steps can be performed on a computer-readable storage device storing instructions that when executed by a computer cause the computer to perform the method. Additionally, the step of communicating a gift selection to at least one social network account associated with at least one of the first user and the second user.
[0010] Still another method includes a method executed by a networked computer system for sending a donation from a first user to a second user. The method comprises: receiving an instruction from an input device connected to the network from a first user wherein the instruction includes a selection of a donation, a selection of a recipient and a selection of a payment method; confirming the payment method over the computer network; sending an electronic communication to the first user confirming the instructed donation and recipient information or requesting a secondary payment method; generating an electronic communication to a third party; sending the electronic communication to the third party confirming the donation and identifying a location where the donation can be applied; generating an electronic communication to the second user; sending the electronic communication to the second user via the networked computer system confirming the donation and identifying at least one location where the donation can be applied; and communicating a donation selection to at least one social network account associated with at least one of the first user and the second user. Additionally, the method can include displaying a visual representation of the donation on the at least one social network account, and/or receiving an instruction from an input device connected to the network from the second user including an instruction with a selection of a donation and a payment method wherein the user is automatically selected as the first user. Moreover, additional steps can include, for example, confirming the payment method over the computer network; sending an electronic communication to the second user confirming the instructed donation and recipient information or requesting a secondary payment method; selecting a geographic location where the donation will be redeemed; generating an electronic communication to the first user; sending the electronic communication to the first user via the networked computer system confirming the donation and identifying at least one location where the donation will be applied; and communicating a donation selection to at least one social network account associated with at least one of the first user and the second user. Additionally, the method can include querying a sponsor database, identifying the existence of a third party sponsor for the donation, and preparing an electronic communication to the sponsor confirming the transaction. As will be appreciated by those skilled in the art, these steps are typically performed on a computer-readable storage device storing instructions that when executed by a computer cause the computer to perform the method.
[0011] Yet another aspect is directed to a networked apparatus. The networked apparatus comprises: a memory; a processor; a communicator; a display; a notification receiving mechanism configured to receive a notification electronically from a remote user on the network wherein the notification includes a selection of a gift, a selection of a recipient and a selection of a payment method, to confirm the payment method over the computer network, send an electronic communication to the first user confirming the instructed gift and recipient information or requesting a secondary payment method, select a geographic location where the gift can be redeemed, generate an electronic communication to the second user, send the electronic communication to the second user via the networked computer system confirming the gift and identifying at least one location where the gift can be redeemed, and communicate a gift selection to at least one social network account associated with at least one of the first user and the second user. [0012] Still another aspect is directed to another networked apparatus. The network apparatus comprises a memory; a processor; a communicator; a display; a notification receiving mechanism configured to receive an instruction from an input device connected to the network from a first user wherein the instruction includes a selection of a donation, a selection of a recipient and a selection of a payment method, confirm the payment method over the computer network, send an electronic communication to the first user confirming the instructed donation and recipient information or requesting a secondary payment method, generate an electronic communication to a third party, send the electronic communication to the third party confirming the donation and identifying a location where the donation can be applied, generate an electronic communication to the second user, send the electronic communication to the second user via the networked computer system confirming the donation and identifying at least one location where the donation can be applied, and communicate a donation selection to at least one social network account associated with at least one of the first user and the second user.
INCORPORATION BY REFERENCE
[0013] All publications, patents, and patent applications mentioned in this specification are herein incorporated by reference to the same extent as if each individual publication, patent, or patent application was specifically and individually indicated to be incorporated by reference.
BRIEF DESCRIPTION OF THE DRAWINGS
[0014] The novel features of the invention are set forth with particularity in the appended claims. A better understanding of the features and advantages of the present invention will be obtained by reference to the following detailed description that sets forth illustrative embodiments, in which the principles of the invention are utilized, and the accompanying drawings of which:
[0015] FIG. IA is a block diagram showing a representative example of a logic device through which dynamic data analysis and modeling can be achieved;
[0016] FIG. IB is a block diagram of an exemplary computing environment through which dynamic data analysis and modeling can be achieved;
[0017] FIG. 1C is an illustrative architectural diagram showing some structure that can be employed by devices through which dynamic data analysis and modeling is achieved;
[0018] FIG. 2 is an exemplary diagram of a server in an implementation suitable for use in a system where dynamic data analysis and modeling is achieved;
[0019] FIG. 3 is an exemplary diagram of a master system in an implementation suitable for use in a system where dynamic analysis and modeling is achieved;
[0020] FIG. 4A is a block diagram showing the cooperation of exemplary components of a system suitable for use in a system where dynamic data analysis and modeling is achieved; FIG. 4B is a diagram that shows a gift transaction initiated through a computer; FIG. 4C is a diagram that illustrates how a transaction can be transferred or sent from one mobile device to another; FIG. 4D is a diagram that shows a gift transaction between cell phones; FIG. 4E illustrates areas on a mobile device where a gift can be stored;
[0021] FIG. 5 illustrates a process for giving a gift via the system; [0022] FIG. 6 illustrates a flow chart of how a gift marker associated with a recipient's device would update itself based on location information;
[0023] FIG. 7 illustrates a platform across which gifts could be purchased;
[0024] FIG. 8 illustrates a sample communication advising a recipient that a gift had been purchased;
[0025] FIGS. 9A-C illustrate a variety of gift analytics available;
[0026] FIG. 10 illustrates a gift display marker generated in combination with a map and associated with a store location;
[0027] FIG. 11 illustrates a display;
[0028] FIG. 12 illustrates a display of makers by location;
[0029] FIG. 13 illustrates a branded gift marker;
[0030] FIG. 14 illustrates a gift and game environment;
[0031] FIG. 15 illustrates a process for displaying a gift icon or message within a social network;
[0032] FIG. 16 illustrates a process for game flow during the gifting/donating process;
[0033] FIG. 17 illustrates a process for donations;
[0034] FIG. 18 illustrates a process for a Twitter® action window;
[0035] FIG. 19 illustrates a process for delivery; and
[0036] FIG. 20 illustrates an authentication process.
DETAILED DESCRIPTION OF THE INVENTION I. COMPUTING SYSTEMS
[0037] The systems and methods described herein rely on a variety of computer systems, networks and/or digital devices for operation. In order to fully appreciate how the system operates an understanding of suitable computing systems is useful. The systems and methods disclosed herein are enabled as a result of application via a suitable computing system.
[0038] FIG. IA is a block diagram showing a representative example logic device through which a browser can be accessed to implement the present invention. A computer system (or digital device) 100, which may be understood as a logic apparatus adapted and configured to read instructions from media 114 and/or network port 106, is connectable to a server 110, and has a fixed media 116. The computer system 100 can also be connected to the Internet or an intranet. The system includes central processing unit (CPU) 102, disk drives 104, optional input devices, illustrated as keyboard 118 and/or mouse 120 and optional monitor 108. Data communication can be achieved through, for example, communication medium 109 to a server 110 at a local or a remote location. The communication medium 109 can include any suitable means of transmitting and/or receiving data. For example, the communication medium can be a network connection, a wireless connection or an internet connection. It is envisioned that data relating to the present invention can be transmitted over such networks or connections. The computer system can be adapted to communicate with a participant and/or a device used by a participant. The computer system is adaptable to communicate with other computers over the Internet, or with computers via a server. [0039] FIG. IB depicts another exemplary computing system 100. The computing system 100 is capable of executing a variety of computing applications 138, including computing applications, a computing applet, a computing program, or other instructions for operating on computing system 100 to perform at least one function, operation, and/or procedure. Computing system 100 is controllable by computer readable instructions, which may be in the form of software. The computer readable instructions can contain instructions for computing system 100 for storing and accessing the computer readable instructions themselves. Such software may be executed within CPU 102 to cause the computing system 100 to perform desired functions. In many known computer servers, workstations and personal computers CPU 102 is implemented by micro-electronic chips CPUs called microprocessors. Optionally, a co-processor, distinct from the main CPU 102, can be provided that performs additional functions or assists the CPU 102. The CPU 102 may be connected to co-processor through an interconnect. One common type of coprocessor is the floating-point coprocessor, also called a numeric or math coprocessor, which is designed to perform numeric calculations faster and better than the general-purpose CPU 102.
[0040] In operation, the CPU 102 fetches, decodes, and executes instructions, and transfers information to and from other resources via the computer's main data- transfer path, system bus 140. Such a system bus connects the components in the computing system 100 and defines the medium for data exchange. Memory devices coupled to the system bus 140 include random access memory (RAM) 124 and read only memory (ROM) 126. Such memories include circuitry that allows information to be stored and retrieved. The ROMs 126 generally contain stored data that cannot be modified. Data stored in the RAM 124 can be read or changed by CPU 102 or other hardware devices. Access to the RAM 124 and/or ROM 126 may be controlled by memory controller 122. The memory controller 122 may provide an address translation function that translates virtual addresses into physical addresses as instructions are executed.
[0041] In addition, the computing system 100 can contain peripherals controller 128 responsible for communicating instructions from the CPU 102 to peripherals, such as, printer 142, keyboard 118, mouse 120, and data storage drive 143. Display 108, which is controlled by a display controller 163, is used to display visual output generated by the computing system 100. Such visual output may include text, graphics, animated graphics, and video. The display controller 134 includes electronic components required to generate a video signal that is sent to display 108. Further, the computing system 100 can contain network adaptor 136 which may be used to connect the computing system 100 to an external communications network 132. II. NETWORKS AND INTERNET PROTOCOL
[0042] As is well understood by those skilled in the art, the Internet is a worldwide network of computer networks. Today, the Internet is a public and self-sustaining network that is available to many millions of users. The Internet uses a set of communication protocols called TCP/IP (i.e., Transmission Control Protocol/Internet Protocol) to connect hosts. The Internet has a communications infrastructure known as the Internet backbone. Access to the Internet backbone is largely controlled by Internet Service Providers (ISPs) that resell access to corporations and individuals. [0043] The Internet Protocol (IP) enables data to be sent from one device (e.g., a phone, a Personal Digital Assistant (PDA), a computer, etc.) to another device on a network. There are a variety of versions of IP today, including, e.g., IPv4, IPv6, etc. Other IPs are no doubt available and will continue to become available in the future, any of which can be used without departing from the scope of the invention. Each host device on the network has at least one IP address that is its own unique identifier and acts as a connectionless protocol. The connection between end points during a communication is not continuous. When a user sends or receives data or messages, the data or messages are divided into components known as packets. Every packet is treated as an independent unit of data and routed to its final destination - but not necessarily via the same path. [0044] The Open System Interconnection (OSI) model was established to standardize transmission between points over the Internet or other networks. The OSI model separates the communications processes between two points in a network into seven stacked layers, with each layer adding its own set of functions. Each device handles a message so that there is a downward flow through each layer at a sending end point and an upward flow through the layers at a receiving end point. The programming and/or hardware that provides the seven layers of function is typically a combination of device operating systems, application software, TCP/IP and/or other transport and network protocols, and other software and hardware.
[0045] Typically, the top four layers are used when a message passes from or to a user and the bottom three layers are used when a message passes through a device (e.g., an IP host device). An IP host is any device on the network that is capable of transmitting and receiving IP packets, such as a server, a router or a workstation. Messages destined for some other host are not passed up to the upper layers but are forwarded to the other host. The layers of the OSI model are listed below. Layer 7 (i.e., the application layer) is a layer at which, e.g., communication partners are identified, quality of service is identified, user authentication and privacy are considered, constraints on data syntax are identified, etc. Layer 6 (i.e., the presentation layer) is a layer that, e.g., converts incoming and outgoing data from one presentation format to another, etc. Layer 5 (i.e., the session layer) is a layer that, e.g., sets up, coordinates, and terminates conversations, exchanges and dialogs between the applications, etc. Layer-4 (i.e., the transport layer) is a layer that, e.g., manages end- to-end control and error-checking, etc. Layer-3 (i.e., the network layer) is a layer that, e.g., handles routing and forwarding, etc. Layer-2 (i.e., the data-link layer) is a layer that, e.g., provides synchronization for the physical level, does bit-stuffing and furnishes transmission protocol knowledge and management, etc. The Institute of Electrical and Electronics Engineers (IEEE) sub-divides the data-link layer into two further sub-layers, the MAC (Media Access Control) layer that controls the data transfer to and from the physical layer and the LLC (Logical Link Control) layer that interfaces with the network layer and interprets commands and performs error recovery. Layer 1 (i.e., the physical layer) is a layer that, e.g., conveys the bit stream through the network at the physical level. The IEEE sub-divides the physical layer into the PLCP (Physical Layer Convergence Procedure) sub-layer and the PMD (Physical Medium Dependent) sub-layer. III. WIRELESS NETWORKS
[0046] Wireless networks can incorporate a variety of types of mobile devices, such as, e.g., cellular and wireless telephones, PCs (personal computers), laptop computers, wearable computers, cordless phones, pagers, headsets, printers, PDAs, etc. For example, mobile devices may include digital systems to secure fast wireless transmissions of voice and/or data. Typical mobile devices include some or all of the following components: a transceiver (for example a transmitter and a receiver, including a single chip transceiver with an integrated transmitter, receiver and, if desired, other functions); an antenna; a processor; display; one or more audio transducers (for example, a speaker or a microphone as in devices for audio communications); electromagnetic data storage (such as ROM, RAM, digital data storage, etc., such as in devices where data processing is provided); memory; flash memory; and/or a full chip set or integrated circuit; interfaces (such as universal serial bus (USB), coder-decoder (CODEC), universal asynchronous receiver-transmitter (UART), phase-change memory (PCM), etc.). Other components can be provided without departing from the scope of the invention.
[0047] Wireless LANs (WLANs) in which a mobile user can connect to a local area network (LAN) through a wireless connection may be employed for wireless communications. Wireless communications can include communications that propagate via electromagnetic waves, such as light, infrared, radio, and microwave. There are a variety of WLAN standards that currently exist, such as Bluetooth®, IEEE 802.11, and the obsolete HomeRF.
[0048] By way of example, Bluetooth products may be used to provide links between mobile computers, mobile phones, portable handheld devices, personal digital assistants (PDAs), and other mobile devices and connectivity to the Internet. Bluetooth is a computing and telecommunications industry specification that details how mobile devices can easily interconnect with each other and with non-mobile devices using a short-range wireless connection. Bluetooth creates a digital wireless protocol to address end-user problems arising from the proliferation of various mobile devices that need to keep data synchronized and consistent from one device to another, thereby allowing equipment from different vendors to work seamlessly together.
[0049] An IEEE standard, IEEE 802.11, specifies technologies for wireless LANs and devices. Using 802.11, wireless networking may be accomplished with each single base station supporting several devices. In some examples, devices may come pre- equipped with wireless hardware or a user may install a separate piece of hardware, such as a card, that may include an antenna. By way of example, devices used in 802.11 typically include three notable elements, whether or not the device is an access point (AP), a mobile station (STA), a bridge, a personal computing memory card International Association (PCMCIA) card (or PC card) or another device: a radio transceiver; an antenna; and a MAC (Media Access Control) layer that controls packet flow between points in a network.
[0050] In addition, Multiple Interface Devices (MIDs) may be utilized in some wireless networks. MIDs may contain two independent network interfaces, such as a Bluetooth interface and an 802.11 interface, thus allowing the MID to participate on two separate networks as well as to interface with Bluetooth devices. The MID may have an IP address and a common IP (network) name associated with the IP address. [0051] Wireless network devices may include, but are not limited to Bluetooth devices, WiMAX (Worldwide Interoperability for Microwave Access), Multiple Interface Devices (MIDs), 802. Hx devices (IEEE 802.11 devices including, 802.11a, 802.11b and 802. Hg devices), HomeRF (Home Radio Frequency) devices, Wi-Fi (Wireless Fidelity) devices, GPRS (General Packet Radio Service) devices, 3 G cellular devices, 2.5 G cellular devices, GSM (Global System for Mobile Communications) devices, EDGE (Enhanced Data for GSM Evolution) devices, TDMA type (Time Division Multiple Access) devices, or CDMA type (Code Division Multiple Access) devices, including CDMA2000. Each network device may contain addresses of varying types including but not limited to an IP address, a Bluetooth Device Address, a Bluetooth Common Name, a Bluetooth IP address, a Bluetooth IP Common Name, an 802.11 IP Address, an 802.11 IP common Name, or an IEEE MAC address.
[0052] Wireless networks can also involve methods and protocols found in, Mobile IP (Internet Protocol) systems, in PCS systems, and in other mobile network systems. With respect to Mobile IP, this involves a standard communications protocol created by the Internet Engineering Task Force (IETF). With Mobile IP, mobile device users can move across networks while maintaining their IP Address assigned once. See Request for Comments (RFC) 3344. NB: RFCs are formal documents of the Internet Engineering Task Force (IETF). Mobile IP enhances Internet Protocol (IP) and adds a mechanism to forward Internet traffic to mobile devices when connecting outside their home network. Mobile IP assigns each mobile node a home address on its home network and a care-of-address (CoA) that identifies the current location of the device within a network and its subnets. When a device is moved to a different network, it receives a new care-of address. A mobility agent on the home network can associate each home address with its care-of address. The mobile node can send the home agent a binding update each time it changes its care-of address using Internet Control Message Protocol (ICMP).
[0053] In basic IP routing (e.g., outside mobile IP), routing mechanisms rely on the assumptions that each network node always has a constant attachment point to the Internet and that each node's IP address identifies the network link it is attached to. In this document, the terminology "node" includes a connection point, which can include a redistribution point or an end point for data transmissions, and which can recognize, process and/or forward communications to other nodes. For example, Internet routers can look at an IP address prefix or the like identifying a device's network. Then, at a network level, routers can look at a set of bits identifying a particular subnet. Then, at a subnet level, routers can look at a set of bits identifying a particular device. With typical mobile IP communications, if a user disconnects a mobile device from the Internet and tries to reconnect it at a new subnet, then the device has to be reconfigured with a new IP address, a proper netmask and a default router. Otherwise, routing protocols would not be able to deliver the packets properly. [0054] FIG. 1C depicts components that can be employed in system configurations enabling the systems of this invention, including wireless access points to which client devices communicate. In this regard, FIG. 1C shows a wireless network 150 connected to a wireless local area network (WLAN) 152. The WLAN 152 includes an access point (AP) 154 and a number of user stations 156, 156'. For example, the network 150 can include the Internet or a corporate data processing network. The access point 154 can be a wireless router, and the user stations 156, 156' can be portable computers, personal desk-top computers, PDAs, portable voice-over-IP telephones and/or other devices. The access point 154 has a network interface 158 linked to the network 150, and a wireless transceiver in communication with the user stations 156, 156'. For example, the wireless transceiver 160 can include an antenna 162 for radio or microwave frequency communication with the user stations 156, 156'. The access point 154 also has a processor 164, a program memory 166, and a random access memory 168. The user station 156 has a wireless transceiver 170 including an antenna 172 for communication with the access point station 154. In a similar fashion, the user station 156' has a wireless transceiver 170' and an antenna 172 for communication to the access point 154. By way of example, in some embodiments an authenticator could be employed within such an access point (AP) and/or a supplicant or peer could be employed within a mobile node or user station. Desktop 108 and key board 118 or input devices can also be provided with the user status.
IV. MEDIA INDEPENDENT HANDOVER SERVICES
[0055] In IEEE P802.21/D.01.09, September 2006, entitled Draft IEEE Standard for Local and Metropolitan Area Networks: Media Independent Handover Services, among other things, the document specifies 802 media access-independent mechanisms that optimize handovers between 802 systems and cellular systems. The IEEE 802.21 standard defines extensible media access independent mechanisms that enable the optimization of handovers between heterogeneous 802 systems and may facilitate handovers between 802 systems and cellular systems. "The scope of the IEEE 802.21 (Media Independent Handover) standard is to develop a specification that provides link layer intelligence and other related network information to upper layers to optimize handovers between heterogeneous media. This includes links specified by 3GPP, 3GPP2 and both wired and wireless media in the IEEE 802 family of standards. Note, in this document, unless otherwise noted, "media" refers to method/mode of accessing a telecommunication system (e.g. cable, radio, satellite, etc.), as opposed to sensory aspects of communication (e.g. audio, video, etc.)." See 1.1 of I.E.E.E. P802.21/D.01.09, September 2006, entitled Draft IEEE Standard for Local and Metropolitan Area Networks: Media Independent Handover Services, the entire contents of which document is incorporated herein into and as part of this patent application. Other IEEE, or other such standards on protocols can be relied on as appropriate or desirable.
[0056] FIG. 2 is an exemplary diagram of a server 210 in an implementation consistent with the principles of the invention. Server 210 may include a bus 240, a processor 202, a local memory 244, one or more optional input units 246, one or more optional output units 248, a communication interface 232, and a memory interface 222. Bus 240 may include one or more conductors that permit communication among the components of chunk server 250. [0057] Processor 202 may include any type of conventional processor or microprocessor that interprets and executes instructions. Local memory 244 may include a random access memory (RAM) or another type of dynamic storage device that stores information and instructions for execution by processor 202 and/or a read only memory (ROM) or another type of static storage device that stores static information and instructions for use by processor 202.
[0058] Input unit 246 may include one or more conventional mechanisms that permit an operator to input information to a server 110, such as a keyboard 118, a mouse 120 (shown in FIG. 1), a pen, voice recognition and/or biometric mechanisms, etc. Output unit 248 may include one or more conventional mechanisms that output information to the operator, such as a display 134, a printer 130 (shown in FIG. 1), a speaker, etc. Communication interface 232 may include any transceiver-like mechanism that enables chunk server 250 to communicate with other devices and/or systems. For example, communication interface 232 may include mechanisms for communicating with master and clients.
[0059] Memory interface 222 may include a memory controller 122. Memory interface 222 may connect to one or more memory devices, such as one or more local disks 274, and control the reading and writing of chunk data to/from local disks 276. Memory interface 222 may access chunk data using a chunk handle and a byte range within that chunk.
[0060] FIG. 3 is an exemplary diagram of a master system 376 suitable for use in an implementation consistent with the principles of the invention. Master system 376 may include a bus 340, a processor 302, a main memory 344, a ROM 326, a storage device 378, one or more input devices 346, one or more output devices 348, and a communication interface 332. Bus 340 may include one or more conductors that permit communication among the components of master system 374. [0061] Processor 302 may include any type of conventional processor or microprocessor that interprets and executes instructions. Main memory 344 may include a RAM or another type of dynamic storage device that stores information and instructions for execution by processor 302. ROM 326 may include a conventional ROM device or another type of static storage device that stores static information and instructions for use by processor 302. Storage device 378 may include a magnetic and/or optical recording medium and its corresponding drive. For example, storage device 378 may include one or more local disks that provide persistent storage. [0062] Input devices 346 may include one or more conventional mechanisms that permit an operator to input information to the master system 374, such as a keyboard 118, a mouse 120, (shown in FIG. 1) a pen, voice recognition and/or biometric mechanisms, etc. Output devices 348 may include one or more conventional mechanisms that output information to the operator, including a display 108, a printer 142 (shown in FIG. 1), a speaker, etc. Communication interface 332 may include any transceiver-like mechanism that enables master system 374 to communicate with other devices and/or systems. For example, communication interface 332 may include mechanisms for communicating with servers and clients as shown above. [0063] Master system 376 may maintain file system metadata within one or more computer readable mediums, such as main memory 344 and/or storage device. [0064] The computer implemented system provides a storage and delivery base which allows users to exchange services and information openly on the Internet. A user will be enabled to operate as both a consumer and producer of any and all digital content or information through one or more master system servers.
[0065] A user executes a browser to view digital content items and can connect to the front end server via a network, which is typically the Internet, but can also be any network, including but not limited to any combination of a LAN, a MAN, a WAN, a mobile, wired or wireless network, a private network, or a virtual private network. As will be understood a very large numbers (e.g., millions) of users are supported and can be in communication with the website at any time. The user may include a variety of different computing devices. Examples of user devices include, but are not limited to, personal computers, digital assistants, personal digital assistants, cellular phones, mobile phones, smart phones or laptop computers.
[0066] The browser can include any application that allows users to access web pages on the World Wide Web. Suitable applications include, but are not limited to, Microsoft Internet Explorer®, Netscape Navigator®, Mozilla® Firefox, Apple® Safari or any application adapted to allow access to web pages on the World Wide Web. The browser can also include a video player (e.g., Flash™ from Adobe Systems, Inc.), or any other player adapted for the video file formats used in the video hosting website. Alternatively, videos can be accessed by a standalone program separate from the browser. A user can access a video from the website by, for example, browsing a catalog of digital content, conducting searches on keywords, reviewing aggregate lists from other users or the system administrator (e.g., collections of videos forming channels), or viewing digital content associated with particular user groups (e.g., communities). V. COMPUTER NETWORK ENVIRONMENT
[0067] Computing system 100, described above, can be deployed as part of a computer network. In general, the above description for computing environments applies to both server computers and client computers deployed in a network environment. FIG. 4A illustrates an exemplary illustrative networked computing environment 400, with a server in communication with client computers via a communications network 450. As shown in FIG. 4A, server 410 may be interconnected via a communications network 450 (which may be either of, or a combination of a fixed-wire or wireless LAN, WAN, intranet, extranet, peer-to-peer network, virtual private network, the Internet, or other communications network) with a number of client computing environments such as tablet personal computer 402, mobile telephone 404, telephone 406, personal computer 402, and personal digital assistant 408. In a network environment in which the communications network 450 is the Internet, for example, server 410 can be dedicated computing environment servers operable to process and communicate data to and from client computing environments via any of a number of known protocols, such as, hypertext transfer protocol (HTTP), file transfer protocol (FTP), simple object access protocol (SOAP), or wireless application protocol (WAP). Other wireless protocols can be used without departing from the scope of the invention, including, for example Wireless Markup Language (WML), DoCoMo i-mode (used, for example, in Japan) and XHTML Basic. Additionally, networked computing environment 400 can utilize various data security protocols such as secured socket layer (SSL) or pretty good privacy (PGP). Each client computing environment can be equipped with operating system 438 operable to support one or more computing applications, such as a web browser (not shown), or other graphical user interface (not shown), or a mobile desktop environment (not shown) to gain access to server computing environment 400. [0068] In operation, a user (not shown) may interact with a computing application running on a client computing environment to obtain desired data and/or computing applications. The data and/or computing applications may be stored on server computing environment 400 and communicated to cooperating users through client computing environments over exemplary communications network 450. A participating user may request access to specific data and applications housed in whole or in part on server computing environment 400. These data may be communicated between client computing environments and server computing environments for processing and storage. Server computing environment 400 may host computing applications, processes and applets for the generation, authentication, encryption, and communication data and applications and may cooperate with other server computing environments (not shown), third party service providers (not shown), network attached storage (NAS) and storage area networks (SAN) to realize application/data transactions.
[0069] FIG 4B is a diagram that illustrates how a gift transaction can be initiated through a computer 408. A web or desktop application can be used to pay for, or transfer a monetary amount from the user's account directly to a card 460 (e.g., credit cards, debit cards, gift or loyalty cards, cell phone SIM card or other user identifiable location or account), or via a third party card system, or directly to a mobile SIM card 405 associated with a mobile phone 404, smart phone or personal digital assistant, or with mobile software. The transaction takes place via a communications network 450, as illustrated in FIG. 4A, which includes, but is not limited to, using the Internet, cloud computing or wireless networks 452. In this example, the mobile phone and/or SIM card can be configured to function as a loyalty card, gift card, store rechargeable card, bank card, debit card and/or credit card.
[0070] FIG 4C is a diagram that illustrates how a gift transaction, or monetary amount, can be transferred or sent from one mobile device 404 to another mobile device 404'. The monetary amount or gift can be placed directly on the recipient's mobile SIM card 405, 405' or mobile software. Additionally the gift or monetary amount can be sent or transferred to a recipient's card 460. As with the previous examples, this transaction can take place via a communication network 450, as illustrated in FIG. 4A, which includes, but is not limited to, using the Internet, cloud computing or wireless networks 452. Thus, the mobile phone or SIM card functions as a loyalty card, gift card, store rechargeable card, bank card, debit card and/or credit card achieving a phone-to-phone, or phone-to-card transaction. [0071] FIG 4D illustrates various locations on a mobile device 404 where a gift or monetary amount can be stored. This includes directly on a SIM card 405 associated with a mobile device. Alternatively, the information can be included in a data storage area such as the memory component, software component of the device. In either case the transaction amount and balances are securely encrypted. This ensures safety should the mobile device be lost.
VI. MEDIA INDEPENDENT INFORMATION SERVICE
[0072] The Media Independent Information Service (MIIS) provides a framework and corresponding mechanisms by which an MIHF entity may discover and obtain network information existing within a geographical area to facilitate handovers. Additionally or alternatively, neighboring network information discovered and obtained by this framework and mechanisms can also be used in conjunction with user and network operator policies for optimum initial network selection and access (attachment), or network re-selection in idle mode.
[0073] MIIS primarily provides a set of information elements (IEs), the information structure and its representation, and a query/response type of mechanism for information transfer. The information can be present in some information server from which, e.g., an MIHF in the Mobile Node (MN) can access it. [0074] Depending on the type of mobility, support for different types of information elements may be necessary for performing handovers. MIIS provides the capability for obtaining information about lower layers such as neighbor maps and other link layer parameters, as well as information about available higher layer services such as Internet connectivity.
[0075] MIIS provides a generic mechanism to allow a service provider and a mobile user to exchange information on different handover candidate access networks. The handover candidate information can include different access technologies such as IEEE 802 networks, 3GPP networks and 3GPP2 networks. The MIIS also allows this collective information to be accessed from any single network. For example, by using an IEEE 802.11 access network, it can be possible to get information not only about all other IEEE 802 based networks in a particular region but also about 3GPP and 3GPP2 networks. Similarly, using, e.g., a 3GPP2 interface, it can be possible to get access to information about all IEEE 802 and 3GPP networks in a given region. This capability allows the MN to use its currently active access network and inquire about other available access networks in a geographical region. Thus, a MN is freed from the burden of powering up each of its individual radios and establishing network connectivity for the purpose of retrieving heterogeneous network information. MIIS enables this functionality across all available access networks by providing a uniform way to retrieve heterogeneous network information in any geographical area. VII. SOFTWARE PROGRAMS IMPLEMENTABLE IN THE COMPUTING AND NETWORK ENVIRONMENTS
[0076] This system provides a simple way for a user to give a "real" gift electronically to another user without sending a physical gift or without the need to know the user's physical address or actual location. Moreover, this system does not limit a recipient to receiving a printable coupon as a gift. This system and related method are largely based on, for example, loyalty card, gift card, store rechargeable card, bank card, debit card and/or credit card. In fact, gifts can take the form of a virtual representation or iconography of anything that can be provided in the real world.
A. Gifting
[0077] A feature of the system is the use of virtual and digital methods to promote REAL interactions that lead to something REAL being accomplished in the world. In another example, a user can pay $1.00 to plant a real tree as a gift for a recipient. The tree gift could have a virtual representation on a gift page that the recipient receives. The virtual gift page can include, for example, information on how and where the real tree was planted. Meanwhile in the game format the recipient might play a game that allows him to take care of the virtual "real" tree. This might include being able to water the tree, click a cloud to make it rain for the tree, or add fertilizer to help the tree grow faster. As the recipient gains experience points for taking care of the tree through the game, the recipient can unlock other parts in the virtual scene. For example, after enough points the recipient might unlock a virtual stream that is displayed alongside his virtual tree. A sponsor could agree to donate $1.00 to a clean drinking water program in Africa for each stream that is unlocked. In this way all game interactions that have a virtual representation also have a REAL component as well.
[0078] In an example of the systems and methods, a purchased gift can appear as a recharge amount on a recipient's gift card. The gift giver is only required to select a friend to give a gift to, and select, for example, a monetary amount to give to the recipient (or whatever gift increment is appropriate for the application). A map marker can then be provided that shows the nearest location from which a gift can be retrieved. Additionally, a customized gift message can be provided from the sender, and the recharge amount (gift amount) can then be placed on a recipient's loyalty card, gift card or other card configured to receive the gift. The confirmation of the gift, either through a gift marker, gift game, gift application, virtual gift image, and the sender's gift message can appear on the recipient's social network page, online web widget or gadget, or other web, desktop and mobile area. [0079] The gift recipient can always see the location of the nearest store/gift location at any time. This invention also allows the gift recipient to provide their updated personal location information at any time. As the recipient's location information is updated (either automatically through a GPS enabled device) or manually updated, the gift application will query the store/gift location database to find the new nearest store location to the recipient's updated location.
[0080] In the gift game example, the recipient receives their gift through a URL that can be emailed, posted to Facebook®, Twitter®, or any other social network that the recipient belongs to. In addition, the recipient may chose to retrieve a gift by installing a gift/gift-game application if their social network or mobile device allows for this functionality.
[0081] If the recipient registers with our own system's web application, they may also access their gift/gift-game through our property or our mobile application. When the recipient clicks on the gift link they are brought to the gift page/game page. When the recipient opens their web or mobile gift application they may also access their gift page/game page. When the recipient logs in to our online web application they can once again have access to their gift page/game page. The goal of the gift page/game page is to collect the recipient's card, accounts, or personal information for retrieving their real gift, as well as providing an interactive area where they can be further engaged by the sponsor/vendor of the gift.
[0082] In an example, a recipient who receives a $2.00 gift for their Starbucks® rechargeable card may find a simple game that allows them or their friends to make their own Starbucks® coffee. After completing this game the recipient or the recipient's friends can send the virtual coffee they've made along with $2.00 to another friend's card. This is a simple example of engaging the recipient and their friends to drive further gifting, and providing a unique method for ensuring a chain- reaction to the entire gifting process. The method of gaming or engagement can vary without limit, but any type of gaming or engagement that drives further gifting or real-world interactions included with such described digital or real gift is protected by this invention. Alternatively a real gift placed on any gift card, rechargeable store card, loyalty card, credit card, or SIM card may or may not include this gift-game mechanism but still stands as a claim within this invention. Gifts can also be aggregated by a recipient such that multiple gifts can be converted to a monetary value that enables the recipient to redeem for alternative items at the vendor or to obtain an item from an entirely different vendor if permitted. [0083] In another example, where a potential gift receiver is taking a vacation to an exotic location, a gift giver could, for example, arrange to purchase carbon credits covering the travel and have a carbon credit notification sent to the gift receiver. Alternatively, if the gift giver is familiar with the location of the upcoming trip, the gift giver could arrange for the gift receiver to have an admission pass to an gift at the location city. For example, if a Facebook® user posts on their Facebook® page the cities they plan to visit an upcoming trip to Edinburgh Scotland, a friend in their network familiar with Edinburgh could arrange to have two tickets to Mary King's Close underground tour available for them when they arrive.
[0084] The system is configurable to allow anyone to buy a gift (e.g., permissions can be set so that only friends can buy you a gift, or anyone can buy you a gift). In alternative configurations, different wish lists can be viewable for different groups of people. For example, people in a user's silicon valley network might see one gift list, while friends from high school or college, can see another set of gifts, while strangers can see a more limited set of gifts etc.
[0085] Once a recipient supplies their card(s), account(s) or personal retrieval information, the information is securely stored so they do not need to provide it again. Any gift that the recipient receives in the future will either automatically be added to their loyalty card, gift card, store rechargeable card, bank card, debit card, credit card and/or SIM card or be preferentially added to their card or account. [0086] The system is configurable to provide, for example, a simple "buy me a gift" button/badge that can be placed on any web page (including, but not limited to, a social network profile). A user can then configure a simple "wish list" of items they want from various third party stores. In some instances, this component alone is configurable so that people could interact with it in social networks even when a potential recipient's profile is set to private. This could potentially enable a person to reach out to another person in a tangible way instead of by a virtual "poke." [0087] As will be appreciated by those skilled in the art, the scope and variety of applications for gift giving and receiving, including the nature of the gifts, encompasses a wide variety of concepts. [0088] Another aspect of this disclosure is the ability to generate a detailed report of gifts and donations purchased across all web, desktop and mobile environments. These detailed analytic reports provide information aggregated by the gift system across the web, desktop and mobile systems.
[0089] As shown in FIG. 5 the process 500 can begin with a gift giver selecting a gift application 502 and a friend to buy a gift for 504. The system then provides a list of possible gifts that can be purchased for the individual. The gifts can either be based on a "wish list" pre-created by recipient, or provided by the gift application, or other information provided by a potential gift recipient on the network. This process can occur across the web, desktop or mobile environments. The gift is selected 506 and configured 508. In this case, the amount of the gift can be chosen, as well as a message for the recipient. Next, the gift giver's credit card or payment method is processed 509. If the payment method is denied 510 the gift giver is requested to resubmit their payment information 509. If the payment method is approved 512 an electronic call is made to the card database to see if the recipient already has an account wherein the recipient has identified one or more loyalty cards, gift cards, debit cards, credit cards, rechargeable store cards, and/or SIM cards adapted to hold financial information 520. If the an account is present which identifies one or more account information 522 the gift amount can be credited to a recipient's card. Where more than one card is provided for in a recipient's account, the recipient may further select which card to apply the credit to. If the recipient does not have a card on file, the recipient is sent an email making them aware of their gift 524, along with information on how to obtain a suitable card and submit their card information to the system. A communication such as a text via cell phone, an email or, Facebook® message, Twitter® message or other social network messaging system can be used to send a private message to the gift giver to inform them of the status of the gift 526. Once the recipient has submitted their card information 530 the gift amount is credited to the recipient's card and an email or other communication can be provided to alert the recipient 532.
[0090] In another aspect that incorporates social networking, a user could receive a communication from the gift server that includes a bar-code (or other electronic identification) readable by the establishment's network or point of sale system which allows them to redeem the gifted item from the display on their mobile device screen. [0091] In another process, the recipient's location information is requested by the system 540 and stored in a user location database 542. If there is no location information available the gift application displays a simple gift icon with the message from the gift giver. If the recipient's location is provided to the system [e.g., via tools such as Facebook®, Twitter® (a real-time short messaging service that works over multiple networks and devices that allows people to know what their friends are doing on a real-time or near real-time basis), or via a GPS chip contained in a mobile device], a database of gift/store locations is queried 544 to determine the nearest gift/store location to the recipient based on location 546. If a matching store/gift location is found, the system will display a gift marker that is tagged to the location of the nearest store/gift location where the recipient can go to redeem their gift 548. This map based gift marker is also designed to update itself to always point to the nearest gift/store location as the gift recipient's location information is updated, either in real time through, for example, a global positioning system (GPS system), or manually by the gift recipient.
[0092] However, as will be appreciated by those skilled in the art, the system can be applied to any form of "gift" suitable for electronic communication, including, but not limited to, charitable donations, carbon credits, movie passes, museum passes, concert tickets, physical gifts (flowers, candy, consumer products, and the like), monetary gifts, as well as gift certificates and coupons.
[0093] FIG. 6 illustrates a flow chart of how the gift marker updates itself based on new location information provided by the gift recipient 600. The system can be activated at the start 602 either when the gift recipient refreshes the gift application 604 or when the gift recipient updates their location 606. In the case where the gift recipient refreshes the gift application, the system first checks to ensure that there is still a valid gift available for that user 608. If there is no new/valid gift the process stops 610. If a valid gift is detected the system queries the latest location of the gift recipient as well as the closest gift/store location and displays the latest gift marker, and gift message 612. If the user either manually, or through an automated system (such as a mobile GPS system), updates their location information the system immediately queries the store/gift location database and/or the gift receipt location database 622. If the store locator and gift recipient location are known 624, the system displays the closest store/gift location to the gift recipient 626. Additionally, a gift icon and/or gift message can be displayed in a gift application on a social network 628. The gift icon and/or gift message can be communicated within the social network using for example, an API Engine. As would be appreciated by those skilled in the art, an Application Programming Interface (API) Engine includes software programs that allow an interface to be implemented between itself and another software program. For example, a social network such as Facebook® which allows third party software vendors and manufacturers to interface with their social network through their API to access a user's social graph information and other Facebook features. In another example, an API engine might be configured to interface with a database that contains loyalty card information with a program that can access the loyalty card database as well as push, receive, or share payment, gifting, and other user information between both sources. Thus, the API interface can be implemented by, for example, a software program to enable interaction with other software, much in the same way that a user interface facilitates interaction between humans and computers. As will be appreciated by those skilled in the art, APIs are implemented by applications, libraries and operating systems to determine the vocabulary and calling conventions a computer software programmer should employ to use their services. APIs may include specifications for routines, data structures, object classes and protocols used to communicate between the consumer and implementer of the API. APIs are typically downloadable onto electronic devices (computers, cell phones, etc.) and operatable through another program, such as a social network. [0094] This system takes into account all gift applications that are installed across multiple social networks, online properties, widgets, gadgets and web, desktop and mobile environments. As shown in FIG. 7, this allows the flexibility for a user to purchase gifts for friends and users across many different locations, platforms and social networks. The gift system features shown in FIG. 7 include a loyalty/gift card database, multiple social network gift applications, mobile applications, mapping and location based services applications, gaming and engagement applications, analytic applications, as well as a messaging confirmation system.
[0095] As described above, a confirmation communication such as an email, FIG. 8, is sent to the gift recipient with instructions on how to redeem the gift by entering, for example, at least one of a loyalty card, gift card, store rechargeable card, bank card, debit card and/or credit card number. Alternatively, the recipient can establish a profile to include, for example, one or more card numbers such that a corresponding card is automatically updated to reflect the gift and the email reflects that the loyalty card has been recharged to reflect the gift. If there is no corresponding loyalty card or store re-chargeable card, the recipient may be requested to identify which card should be credited. Additionally, a user's profile might enable the user to keep track of who gave them gifts.
[0096] In another aspect, a user (gift recipient or gift giver) can store more than one card in their user account profile. A user could then pre-select a specific card to apply the gift to, and the system would then allow the gift to be placed on the pre-selected card either exclusively or preferentially. It could be possible that a sender wants to give the recipient $50 as a gift towards any card they prefer. In this case the recipient could select the card to apply the gift to. Additionally, in this scenario (where the recipient has the option to place the gift wherever they like) the various loyalty card vendors could "bid" or advertise additional promotions to entice the recipient to chose their card. For example, Starbucks® may say, "Put this gift amount on our card and we'll double the gift amount!" In the bidding example, each vendor would essentially bid against each other to be the top loyalty card option displayed, or perhaps even provide the ONLY gift-matching offer (or whatever benefit they want) For example, three vendors can first bid against each other for the recipient's loyalty. One of the vendors might have a better offer (double your gift), but they do not win the bidding war against the other two vendors. The winning bidder pays $4.00 to win the bid, but their offer is only to add an additional $2.00 to the gift amount. In this case, the recipient never sees the better offer, but allows the vendor to secure the strength of their brand. In the case of open advertising, the recipient would be able to compare offers by each vendor and select the one with the best offer. Each vendor would be charged a rate to advertise on the same page with other vendors. [0097] As shown in FIGS. 9A-C, a variety of gift analytics 902, 904, 906 can be generated based on the number of gifts purchased and received across all social networks, and/or embedded web gadgets and widgets across the system. Additionally, as described above, a determination can be made by a user of the location of the gift redemption as well.
[0098] The system has the ability to generate and display gift markers 1000, as shown in FIG. 10, based on the closest gift/store location near the gift recipient, as well as an example of providing directions to the gift/store location. The display can be achieved on a recipient's desktop computer or, as shown in FIG. 11, on a suitable mobile device or mobile phone 1100.
[0099] A variety of mechanisms will be apparent to those skilled in the art for displaying gift markers by location 1200, as illustrated in FIG 12. Moreover, the gift marker 1300 itself can be configured, as shown in FIG. 13, to provide a company logo for where the gift is redeemable, or to provide a customizable logo designed by the gift giver. Thus, the icon can represent the nearest location to redeem the gift, or simple represent a virtual gift badge.
[00100] In some embodiments, a social network can be provided to include a gift application which includes a wish list or preference. This feature includes web based gadgets and widgets.
[00101] In other instances, expiration dates may be applied to gifts such that if the gift is not acknowledge or accepted within a set amount of time, the gift then reverts back to the gift giver.
B. Gifting or Donating in combination with interactive Gaming on Social Networks
[00102] In addition to all of the functionality described above, gifting or donating can be combined with a gaming component. In an example of a system which encompasses gifting in combination with gaming, a user can, for example, send a real tree to a friend through the system. As a result of the request for a tree, two things happen simultaneously or nearly simultaneously. First, a message informing a recipient that a tree will be planted on their behalf is sent to the recipient. Instructions to an entity to plant a real tree at an identified location (e.g., the rainforest) are also sent. Additionally, the recipient can learn more about the ecological benefits of trees through the gift application and gift page either generally or at the specific location where the tree is planted. Furthermore, the recipient can be encouraged through this gift page/gift-game application to purchase further "real" trees for other friends either in the same geographic location or another location of interest. By adding a game component to the gifted tree scene a recipient can, for example, unlock other related features that could be configurable to have real world actions associated with them. For example, a stream unlocked in the game can lead to a sponsor donating money to help finance an organization's project to dig a fresh water well including a well located near the tree or trees. In this way real gifts are continuously promoted through the system. [00103] In the case where the gift includes a game or other interactive or engagement method, the recipient can further interact with their gift page/game page. The game or engagement method can promote further gift purchases and causing process to start all over again with a new gift recipient.
[00104] As will be appreciated by those skilled in the art, the system can also provide the gift recipient with the opportunity to send a return gift following the same process and logic described above. Moreover, the system can also be designed to enable a user to establish a chain-of-cheer, essentially encouraging a gift recipient to pass it forward by giving a gift to someone else upon receipt of their gift. The originator of the chain-of-cheer could then keep track of how many times their cheer was passed forward as well as location in the world where the cheer was spread. Moreover, the identities of recipients in the chain could maintain their anonymity, e.g., outside their circle of friends, or chose to allow their identity to be revealed within the chain. In some instances, the user could pass a gift on instead of using it. For example, if a user received a triple mocha latte and was on a diet, the user could pass the gift along to a co-worker or friend for immediate use rather than banking the gift on their gift card. Another example of "chain-of-cheer" could be to provide some amount of "game points" or additional gift amount if the recipient sends an additional gift to another friend within a certain period of time. For example, if a user who receives $2.00 towards their Starbucks® card sends a $2.00 gift to another friend within the next 24 hours, they can receive an additional $1.00 on their loyalty card. [00105] FIG 14 is a diagram that shows a gift game page/engagement application 1400. The recipient can retrieve their gift through this application, and also engage in a game that helps drive further gift purchases as well as further virtual and real world scenarios. By making these games social, a recipient can easily engage their friends by inviting them to play on the gift game page they've received. [00106] FIG. 15 illustrates a process 1500 for displaying a gift icon or message within a social network. The process starts 1502 once a user interacts with a web, desktop or mobile gift system application 1504. User then can input information from a bank card, store rechargeable card, or loyalty card 1506 (unless previously entered). The card information is then stored in a database 1508. A vendor (such as a bank or retail establishment) is queried to determine an amount available on the card (amount available on a rechargeable card, or amount of credit available or bank balance available on a credit card/debit card) 1510. The amount available to a user can then be displayed to the user on a screen associated with the device 1512. The user then selects a recipient and configures a gift 1514. A virtual representation of the gift is then sent to the recipient 1516 and the payment is processed 1518. During the process of processing the payment 1518, an electronic call is made to the vendor (bank, store, etc.) that maintains account information to determine wither enough funds are available to process the transaction 1520. If there are not enough funds available, then the user is given the option to provide another payment mechanism. If there are enough funds, then the system determines whether the recipient has an existing registration 1522 listing one or more accounts by checking the database 1524. If there is no existing account, then the recipient is sent a communication (email or text) with information on how to redeem the gift and/or how to create a profile and register accounts 1526. The recipient can then create a profile and associate one or more accounts with the profile 1530. If there is an existing account, then the system sends a notification to the recipient that a gift has been received. Once a profile is established 1530 or identified 1524, then the gift amount can be placed in the recipient's account either by preferentially adding the gift amount to a particular account associated with the user based on user preference or by identifying an account associated with a gift. For example, a user sending a gift of Starbucks coffee would have the recipient's Starbucks' rechargeable store card preferentially processed over another account associated with the user profile. In another example, if a user was sending a gift of Starbucks coffee by transferring money from their own Starbucks rechargeable store card, then the system would preferentially add the gift as a recharge amount to the Starbucks rechargeable card of the recipient. A communication, such as an email, is sent to a gift recipient advising them of the gift amount and identifying which account the gift was associated with 1532. Additionally, an electronic confirmation communication can be sent to the gift giver advising that the gift has been delivered 1534. Additionally, in some configurations a secondary communication can be sent when the gift is processed. Moreover, a gift icon (such as that shown in FIG. 13) can be added to the recipient's social network or other application 1536 and a gift icon and gift message can be displayed in a map based on the closest, or vender preferential (based on vendor traffic), site location.
[00107] FIG. 16 illustrates a process for game flow during the gifting/donating process 1600. The process starts 1602 when a user activates a web, desktop or mobile gift application system 1604. The user then selects a gift or a game 1606 and a recipient 1608. Additionally, the user can select one or more delivery mechanisms 1610, such as social network (Facebook, Twitter, etc.), email, text message, etc. Then the user configures the gift or game selected 1612, and pays to send the gift or game 1614. Payment is processed similar to the methods discussed above 1616, 1618. Then the gift/game is sent through a delivery method, including for example, a link to a gift page and an authorization link configured for the recipient to use 1620. The gift/game page can be viewed by recipient, recipient's friends, or anyone who has access to the gift/game page 1622. Recipient can then use OAuth or an Auth link to verify his or her identify and to claim the "real" portion of the gift/game 1624. If authentication is successful 1626, then the recipient claims the real portion of their gift/game 1628. Once the recipient views the gift/game page, the recipient can, in turn, play the game, invite friends to join them in the game, and encourage more gifting and gaming 1630. The recipient can, for example, send a gift to someone else 1638, and thus start 1602 the whole process over again. The gift/game allows users and recipients to accomplish something in the game itself and share that accomplishment with other friends thereby promoting the gifting/gaming 1632. Additionally, recipients and users can invite people to join in the game 1634. The game can be configured such that it is playable on a standalone basis or within a social network such as Facebook®. [00108] FIG. 17 illustrates a process for donations 1700. In one aspect, the process begins at the gift/game page 1702. At this point the recipient can play the game (answer questions, navigate obstacles, etc.) and invite friends to join them 1704. The game page allows the process to repeat and encourages more gifting and gaming. Participants can buy and send more gifts and games to other friends 1706. As activities are successfully completed within the game 1708, users can collect points 1710, unlock game objects by trading points 1712, and/or unlock game objects sponsored by a company or vendor 1714. Sponsors can be associated with the game such that the sponsor agrees to, for example, pay an amount per unlocked game object 1716. As a result a tangible donation (money or services) is supplied to a charity. [00109] FIG. 18 illustrates a process for a Twitter® action window 1800. Upon creation of a game page 1802, a game page is automatically subscribed to a specific set of Twitter® accounts. These accounts are used to pass actual game play instructions to the game page 1804. Players are prompted to play through instructions received through Twitter® 1808. These instructions can be received via any of the devices described above, e.g., in relation to FIG.4A. Moreover, the game can be purchased and sent by a sender 1806. Game instructions 1812 are associated with a game server 1810 and a Twitter® API 1814 which are in communication with the game page 1804.
[00110] FIG. 19 illustrates a process for delivery 1900. The process starts 1902 with a sender 1904 configuring and sending a gift via a system or network 1906 (such as those discussed above). The system can be configured to deliver a gift or game page URL for public display 1908 which enables viewers to interact with the page in a basic way. The URL can be delivered through any suitable system including, for example, social networks, email, Twitter, and public postings. Alternatively, or in addition, a private delivery of an authentication link 1910 or OAuth instructions can be provided to recipients only. Where private delivery is the forum for notification, only the recipient can see the link and use it to retrieve the actual gift or register to play the full game. As will be appreciated by those skilled in the art, a recipient can claim the gift and/or play a full game and/or invite others to join them 1914. The game page thus allows the process to be repeated and encourages more gifting and gaming. In some instances, public visitors can only interact with basic gift/game features, but can easily use the features to send a real gift to another friend. [00111] FIG. 20 illustrates an authentication process 2000. The authentication process starts 2002 then a gift is sent through a social network 2004, such as Facebook® or MySpace. Next the system determines whether a private message can be sent to the recipient, e.g., via direct message through a social network 2006. If a private message can be sent, then the system sends the recipient a private message containing an authentication link 2008. Thereafter, the recipient clicks on the link to verify their identity and claim their gift/game page 2010. If a private message cannot be sent, then a public short URL for the gift is posed to the recipient's social network page account wall 2012. If the gift/game page contains an OAuth link 2014, if the link is not clicked by the user from their social network page then the program stops 2016. If the recipient is clicked from the social network page, then the recipient is redirected to a social network for using OAuth to verify the identity of the recipient 2018. Thereafter the system determines whether the OAuth process was successful 2020. If the process was not successful, then the system stops 2016. If the system was successful then the recipient is re-directed back to a secure gift page they can use to claim their gift register 2020. VIII. EXAMPLES
EXAMPLE 1 : SENDING A GIFT DIRECTLY TO LOYALTY CARD.
[00112] Sender begins by selecting whom they want to send a gift to, followed by the gift type (Loyalty Card) and gift amount. In this example Bob wants to send Tom $2.00 on his Starbucks® card. Bob can select Tom (the recipient) through a few methods. He can use Tom's email address, sign into Facebook® Connect and select Tom from his list of friends, or sign into Twitter® and select Tom from his list of followers. Next Bob configures the gift by writing a short message for his friend and selecting the amount of the gift ($2.00). Bob is then asked to pay for the gift. Payment can be accepted through PayPal or through any other standard payment method that asks for Bob's credit card information. The gift amount is processed successfully and the gift is sent. If the payment information is declined Bob is prompted to try another method or correct the reason why the payment was declined. Meanwhile Tom receives a notice that Bob has bought him a $2.00 gift on his Starbucks® card. The delivery method of this gift is based on how Bob decided to send the gift. If Bob used Tom's email address to send the gift, then a public link for the gift (which can be posted publicly by Tom to show his friends how nice his friend Bob is) as well as a private link to actually retrieve the gift is displayed in an email. Tom can post the public link to his Facebook® status, and use the private link to authenticate his identity before securely inputting his personal loyalty card information to accept the gift. If Tom doesn't have a Starbucks® card he can be provided with information on where he can go to buy a Starbucks® card as well as what types of cards works with the system. Meanwhile the public gift link can be visited by anyone who sees it posted on Tom's Facebook® account. After clicking the link Tom's friends are taken to a "gift page" that displays Bobs personal message as well as a beautiful graphical scene that makes the gift page visually appealing. If Tom decides to install the gift application in Facebook® he can have the further benefit of displaying a small icon/gift badge that give his gift link a more visual appearance. In this way he can advertise all of his gift flair to his friends! Once Tom's Starbucks® card has been stored in the system he never has to worry about adding it again. If any other friend decides to gift him something for his coffee needs he will still receive the above- described confirmation of a new gift, but the amount will be automatically added to his Starbucks® card! If Tom chooses to he can also add a mobile application on his phone that allows him to track and view his gifts on his mobile device. EXAMPLE 2: SENDING A GIFT TO A LOYALTY CARD WHILE PROVIDING REAL-TIME
DETAILS
[00113] The above process remains the same, but the gift page, social network/mobile gift application can provide additional real-time details related to the gift. In the Starbucks® example, Tom can provide his location at the time of accepting his gift. This can be done either manually (Tom inputs his address), through GPS in Tom's mobile phone, through the gift page analyzing the IP address used to display Tom's gift page, or through an API that provides Tom's location information (Facebook®, Twitter®, Social Network etc). Once the system has Tom's location it can provide either in the gift page or within the gift application, a map that shows Tom's location and the nearest Starbucks® to him. While the value of the gift is placed on Tom's Starbucks® card, he can open his gift application or gift page at any time to see where the nearest Starbucks® location is so he can always walk in and spend his gift. The map marker that displays the nearest store location can also expand to display Bob's original gift message - thereby making the experience even more personal.
EXAMPLE 3: SENDING A GIFT TO A LOYALTY CARD WHILE ALSO PROVIDING A
GAME/ENGAGEMENT ACTIVITY.
[00114] In this embodiment both parts 1 and 2 are included, but the gift page/gift application functions beyond just a visual representation or graphic of the gift. Here the gift page/gift application provides some type of interactive feature that makes the gift more engaging. In one example the game can be a "cheer-chain" that promotes buying another Starbucks® gift for another friend within a specific amount of time. If Tom can think of any other friend to buy a Starbucks® gift for, he will get credit for keeping the chain going as well as receive an additional $1.00 on his Starbucks® card. In this example, Tom decides to buy Sarah a $2.00 gift to keep the cheer going. Sarah receives her gift as described above, while Tom receives an additional $1.00 on his Starbucks® card. EXAMPLE 4: GAMING IN COMBINATION WITH GIFTING/DONATING [00115] In another example, the gift page/gift application can include an actual game to engage the recipient and encourage further gift giving. Tom sees a visual representation of a Starbucks® barista machine that lets him interact and build a virtual cup of his favorite Starbucks coffee. After completing this interactive game, Tom can send this cup to one of his friends. This may be free for Tom to send, but it helps promote the Starbucks brand and encourage another one of Tom's friends to buy a real Starbucks gift for another friend!
[00116] As will be appreciated by those skilled in the art, while loyalty cards have been referenced using Starbucks®, any card adaptable to contain a monetary value can be used without departing from the scope of the invention. This can include, for example, a credit card, debit card, gift card, or once again the above mentioned loyalty card. In addition a mobile phone's SIM card can be used and viewed as a loyalty card. As long as the SIM card can hold payment/credit information on it, systems and methods disclosed herein can be used to take away or place a monetary amount on it. Loyalty cards can be used as payment methods as well as points for claiming and receiving monetary gifts.
[00117] Since the system covers data collected and transmitted across various social graphs, gift types, locations, and other user information, the data collected is very valuable to users and vendors alike. If Starbucks wants to drive recipients to a specific store in a location the system is adapted to provide a map marker to recipients in that area as opposed to specifically the nearest store to them. The goal is to balance vendor needs with recipient needs. If the difference between the two stores is only a two blocks, and there is a benefit for the vendor to increase sales in one store over the other, then this might be one acceptable use of analytic data. Another example could be to analyze the location at the time a recipient receives their gift, and the locations where the recipient's loyalty card is actually used. This might allow the vendor to offer additional specials and discounts to the recipient. When viewing social graph data it can also be useful to understand who is the most influential gift giver with a group of friends. If Starbucks would like to offer users free $2.00 gifts to give away to friends, it would make sense for us to provide them with a list of the most influential people within a social graph to give these free gifts to. The collection and analysis of such data is therefore included within the claim and feature of our system. GPS information on a mobile device can be used to further refine identification of suitable locations at which to redeem the gift.
[00118] Gift Delivery, Retrieval, Gaming and Engagement. At least three specific options for delivery and engagement of gifts are contemplated. By providing a simple URL like this: http://example.com/gift_for_tom the gift can be sent through any digital medium. The recipient can then click on it through their phone, from within their email, on their social network page, etc. The resulting page that the recipient or any public person lands on is known as the gift page/gift game area. By making this easily viewable and accessible it aids in the marketing of the gift, and helps advertise a friends generosity. The page can include a visual graphic as well as an engaging game. The goal of the game is to welcome anyone to interact and promote sending more gifts. Meanwhile a private URL such as: https://example.com/verify_you_are_tom is sent ONLY to the recipient. This can be emailed to the recipient along with the public gift link, or posted in the recipient's private inbox within a social network account. This is just one example of authenticating an identity before asking for any personal information or loyalty card number. This example is not the only way identity of the gift recipient can be verified. In another example the gift page itself can be used to verify identity by providing a simple button that uses OAuth (standard user identification protocol) to verify identity. OAuth works by redirecting a recipient from the gift page to Facebook®, Twitter®, Gmail® etc. and asking that person to sign into their account on that site. If the recipient successfully signs into the account the system can verify that this is indeed the recipient and then provide a secure page to input personal information. As will be appreciated by those skilled in the art, other systems and methods of achieving an authentication link or OAuth can be used for determining a recipient's identity. Verifying through a mobile device using SMS, a registered mobile application, as well as any other method may also be employed to ensure authenticity. [00119] In another example, on real donation of $1.00 can be used to start a game that engages a recipient and/or their friends. Parts of the game can be sponsored by third parties (corporations, advertisers, etc.). Successful completion of game components can result in features of the game being unlocked and further advertisement. Additionally third parties can agree to make donations to the designated charity as features of the game are unlocked.
[00120] While preferred embodiments of the present invention have been shown and described herein, it will be obvious to those skilled in the art that such embodiments are provided by way of example only. Numerous variations, changes, and substitutions will now occur to those skilled in the art without departing from the invention. It should be understood that various alternatives to the embodiments of the invention described herein may be employed in practicing the invention. It is intended that the following claims define the scope of the invention and that methods and structures within the scope of these claims and their equivalents be covered thereby.

Claims

CLAIMS WHAT IS CLAIMED IS:
1. A communications system, comprising: a gift server computer system; a gift database; a gift creation module on the server computer system for permitting the creation of a gift from a gift giver electronic device over a network; a storing module on the server computer system for storing the gift on the gift server database; at least one of an SMS engine connected to the storing module to create an SMS message about the gift and transmit the SMS message over a cellular phone SMS network to a gift recipient mobile device having a predetermined gift recipient telephone number, an API engine connected to the storing module to create an message about the gift and transmit the message over an API integrated network to a gift recipient having a predetermined gift recipient user name, and an email engine connected to the storing module to create an email message about the gift and transmit the email message over the network to a gift recipient email having a predetermined gift recipient email address.
2. The communications system of claim 1, wherein a plurality of telephone numbers are held in the gift server database and fewer than all the telephone numbers are individually selectable from the gift host computer system, the SMS message being transmitted to at least one mobile device having at least one selected telephone number.
3. The communications system of claim 2, wherein the gift giver electronic device is connectable to the server computer system over at least one of a mobile phone network and an Internet network, and a browser on the gift giver electronic device is used to retrieve an interface on the server computer system.
4. The communications system of claim 1, wherein a plurality of email addresses are held in the gift database and fewer than all the email addresses are individually selectable from the gift giver host computer system, the email message being transmitted to at least one gift recipient email having at least one selected email address.
5. The communications system of claim 4, wherein the gift giver electronic device is connectable to the server computer system over the Internet, and a browser on the gift giver electronic device is used to retrieve an interface on the server computer system.
6. The communications system of claim 1, wherein a plurality of user names are held in the gift database and fewer than all the user names are individually selectable from the gift giver host computer system, the message being transmitted to at least one gift recipient user name via an API.
7. The communications system of claim 6, wherein the gift giver electronic device is connectable to the server computer system over the Internet, and a browser on the gift giver electronic device is used to retrieve an interface on the server computer system.
8. The communications system of claim 1, wherein the gift giver electronic device is connected to the server computer system over a cellular phone network.
9. The communications system of claim 8, wherein the gift giver electronic device is a gift giver mobile device.
10. The communications system of claim 9, further comprising: an interface on the server computer system, the interface being retrievable by an application on the gift giver mobile device.
11. The communications system of claim 9, further comprising: a downloadable application residing on the gift giver mobile device, the downloadable application being used to create the gift.
12. The communications system of claim 1, wherein the SMS gift is received by a message application on the gift recipient mobile device.
13. The communications system of claim 12, wherein a plurality of SMS gifts are received for the gift, each by a respective message application on a respective gift recipient mobile device.
14. The communications system of claim 1, wherein the at least one SMS engine receives an SMS response over the cellular phone SMS network from the gift recipient mobile device and stores an SMS response on the server computer system.
15. The communications system of claim 14, wherein a gift recipient phone number ID is transmitted with the SMS gift to the SMS engine and is used by the server computer system to associate the SMS gift with the SMS response.
16. The communications system of claim 1, wherein the server computer system is connectable over a cellular phone network to receive a response from the gift recipient mobile device.
17. The communications system of claim 16, wherein the SMS gift includes a URL that is selectable at the gift recipient mobile device to respond from the gift recipient mobile device to the server computer system, the server computer system utilizing the URL to associate the response with the SMS gift.
18. The communications system of claim 1, further comprising: a downloadable application residing on the gift recipient mobile device, the downloadable application transmitting the response and a gift recipient phone number ID over the cellular phone network to the server computer system, the server computer system utilizing the gift recipient phone number ID to associate the response with the SMS gift.
19. The communications system of claim 1, further comprising: a transmissions module that transmits the gift over a network other than the cellular phone SMS network to a gift recipient user computer system, in parallel with the gift that is sent over the cellular phone SMS network.
20. The communication system of claim 1 further comprising a downloadable application residing on the gift recipient host computer, the downloadable application transmitting a response and a gift recipient phone number ID over the cellular phone network to the server computer system, the server computer system utilizing the gift recipient phone number ID to associate the response with the SMS gift.
21. A method executed by a networked computer system for sending a gift from a first user to a second user, the method comprising: receiving an instruction from an input device connected to the network from a first user wherein the instruction includes a selection of a gift, a selection of a recipient and a selection of a payment method; confirming the payment method over the computer network; sending an electronic communication to the first user confirming the instructed gift and recipient information or requesting a secondary payment method; selecting a geographic location where the gift can be redeemed; generating an electronic communication to the second user; sending the electronic communication to the second user via the networked computer system confirming the gift and identifying at least one location where the gift can be redeemed.
22. The method of claim 21 further comprising the step of electronically communicating the gift selection and a geographic location to a retailer.
23. The method of claim 22 further comprising the step of receiving an identified preference for a geographic location of the retailer electronically from the retailer.
24. The method of claim 23 wherein the electronic communication to the second user identifies at least one location where the gift can be redeemed correlating to the identified preference communicated from the retailer.
25. The method of claim 21 wherein the step of selecting a geographic location further includes the step of at least one of identifying a location of a mobile device of the second user and identifying a location of a user from a user profile database.
26. The method of claim 21 wherein the step of confirming the payment method over the computer network further comprises the steps of establishing a communication link with a third party, providing at least one of user name and account information to the third party, providing a transaction to the third party, and receiving a communication from the third party at least one of confirming availability of funds or denying availability of funds.
27. The method of claim 21 further comprising the step of communicating with at least one of the first user and the second user an gift to make another purchase.
28. The method of claim 21 further comprising the step of obtaining an account information for the second user, wherein the account is at least one of a of a gift card, a loyalty card, a store rechargeable card, a bank card, a debit card, a credit card, and a rewards card.
29. The method of claim 21 further comprising the step of forwarding the electronic communication to the second user via the networked computer to a third user via the networked computer.
30. The method of claim 21 further comprising the step of receiving an instruction from an input device connected to the network from the second user including an instruction with a selection of a gift and a payment method wherein the user is automatically selected as the first user.
31. The method of claim 31 further comprising the steps of confirming the payment method over the computer network; sending an electronic communication to the second user confirming the instructed gift and recipient information or requesting a secondary payment method; selecting a geographic location where the gift can be redeemed; generating an electronic communication to the first user; sending the electronic communication to the first user via the networked computer system confirming the gift and identifying at least one location where the gift can be redeemed; and communicating a gift selection to at least one social network account associated with at least one of the first user and the second user.
32. The method of claim 21 further comprising the steps of querying a sponsor database, identifying the existence of a vendor sponsor for the gift, and preparing an electronic communication to the sponsor confirming the transaction.
33. The method of claim 21 further comprising the steps of querying a user account of the second user, indentifying one or more accounts, and crediting a gift to at least one account associated with the user account of the second user.
34. The method of claim 21 wherein the steps are performed on a computer-readable storage device storing instructions that when executed by a computer cause the computer to perform the method.
35. The method of claim 21 further comprising the step of communicating a gift selection to at least one social network account associated with at least one of the first user and the second user.
36. A method executed by a networked computer system for sending a donation from a first user to a second user, the method comprising: receiving an instruction from an input device connected to the network from a first user wherein the instruction includes a selection of a donation, a selection of a recipient and a selection of a payment method; confirming the payment method over the computer network; sending an electronic communication to the first user confirming the instructed donation and recipient information or requesting a secondary payment method; generating an electronic communication to a third party; sending the electronic communication to the third party confirming the donation and identifying a location where the donation can be applied; generating an electronic communication to the second user; sending the electronic communication to the second user via the networked computer system confirming the donation and identifying at least one location where the donation can be applied; and communicating a donation selection to at least one social network account associated with at least one of the first user and the second user.
37. The method of claim 37 further comprising displaying a visual representation of the donation on the at least one social network account.
38. The method of claim 37 further comprising the step of receiving an instruction from an input device connected to the network from the second user including an instruction with a selection of a donation and a payment method wherein the user is automatically selected as the first user.
39. The method of claim 39 further comprising the steps of confirming the payment method over the computer network; sending an electronic communication to the second user confirming the instructed donation and recipient information or requesting a secondary payment method; selecting a geographic location where the donation will be redeemed; generating an electronic communication to the first user; sending the electronic communication to the first user via the networked computer system confirming the donation and identifying at least one location where the donation will be applied; and communicating a donation selection to at least one social network account associated with at least one of the first user and the second user.
40. The method of claim 37 further comprising the steps of querying a sponsor database, identifying the existence of a third party sponsor for the donation, and preparing an electronic communication to the sponsor confirming the transaction.
41. The method of claim 37 wherein the steps are performed on a computer-readable storage device storing instructions that when executed by a computer cause the computer to perform the method.
42. A networked apparatus comprising: a memory; a processor; a communicator; a display; a notification receiving mechanism configured to receive a notification electronically from a remote user on the network wherein the notification includes a selection of a gift, a selection of a recipient and a selection of a payment method, to confirm the payment method over the computer network, send an electronic communication to the first user confirming the instructed gift and recipient information or requesting a secondary payment method, select a geographic location where the gift can be redeemed, generate an electronic communication to the second user, send the electronic communication to the second user via the networked computer system confirming the gift and identifying at least one location where the gift can be redeemed, and communicate a gift selection to at least one social network account associated with at least one of the first user and the second user.
43. A networked apparatus comprising: a memory; a processor; a communicator; a display; a notification receiving mechanism configured to receive an instruction from an input device connected to the network from a first user wherein the instruction includes a selection of a donation, a selection of a recipient and a selection of a payment method, confirm the payment method over the computer network, send an electronic communication to the first user confirming the instructed donation and recipient information or requesting a secondary payment method, generate an electronic communication to a third party, send the electronic communication to the third party confirming the donation and identifying a location where the donation can be applied, generate an electronic communication to the second user, send the electronic communication to the second user via the networked computer system confirming the donation and identifying at least one location where the donation can be applied, and communicate a donation selection to at least one social network account associated with at least one of the first user and the second user.
PCT/US2009/068284 2008-12-16 2009-12-16 Systems and methods for purchasing, sending, and receiving gifts and donations through social networks, and other online mediums across the web, desktop, and mobile environments WO2010077960A2 (en)

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