WO2011066559A2 - Place de marché virtuelle accessible aux avatars de type gadget logiciel - Google Patents

Place de marché virtuelle accessible aux avatars de type gadget logiciel Download PDF

Info

Publication number
WO2011066559A2
WO2011066559A2 PCT/US2010/058392 US2010058392W WO2011066559A2 WO 2011066559 A2 WO2011066559 A2 WO 2011066559A2 US 2010058392 W US2010058392 W US 2010058392W WO 2011066559 A2 WO2011066559 A2 WO 2011066559A2
Authority
WO
WIPO (PCT)
Prior art keywords
user
code
avatar
virtual
computing
Prior art date
Application number
PCT/US2010/058392
Other languages
English (en)
Other versions
WO2011066559A3 (fr
Inventor
Robb Fujioka
Original Assignee
Fuhu, 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
Priority claimed from US12/628,090 external-priority patent/US20100211892A1/en
Priority claimed from US12/701,000 external-priority patent/US20100211899A1/en
Priority claimed from US12/719,218 external-priority patent/US20100211900A1/en
Priority claimed from US12/848,276 external-priority patent/US20110025707A1/en
Application filed by Fuhu, Inc. filed Critical Fuhu, Inc.
Publication of WO2011066559A2 publication Critical patent/WO2011066559A2/fr
Publication of WO2011066559A3 publication Critical patent/WO2011066559A3/fr

Links

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
    • 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
    • G06Q10/00Administration; Management

Definitions

  • An avatar is typically a virtual manifestation of that user's "computerized physicality.”
  • the prior art typically provides only limited options for a user who wishes to create an avatar, such as limited physical features, clothing, associated information, and the like.
  • a typical avatar allows for only very limited information about a user to be relayed by the avatar.
  • the physical characteristics of the avatar likely have only limited applicability to the physicality of the real-world user, due in part to the limited physical, clothing and the like options available in creating the avatar, and the typical information associated with the avatar, other than its physicality, is limited or non-existent.
  • a system for performing online commerce within a virtual marketplace includes computer programming resident on at least one networked server, wherein the computer programming provides an online marketplace having at least one virtual storefront.
  • a user access to the online marketplace includes a user-directed, computer programmable avatar, and further includes a computing device communicatively connected to the at least one networked server.
  • An operator of the at least one virtual storefront provides an auction transaction for at least one item with the user directed avatar.
  • Figure 1 illustrates an avatar in accordance with the present invention
  • Figure 2 illustrates an avatar in accordance with the present invention
  • Figure 3 illustrates an avatar in accordance with the present invention
  • Figure 4 illustrates a plurality of avatars in accordance with the present invention
  • Figure 5 illustrates a flow diagram in accordance with the present invention
  • Figure 6 illustrates a selection step in the creation of avatar goods in accordance with the present invention
  • Figure 7 illustrates a selection step in the creation of avatar goods in accordance with the present invention
  • Figure 9 illustrates an importation step in the creation of avatar goods in accordance with the present invention.
  • Figure 10 illustrates an importation step in the creation of avatar goods in accordance with the present invention
  • Figure 1 1 illustrates an importation step in the creation of avatar goods in accordance with the present invention
  • Figure 12 illustrates a step in the creation of avatar goods in accordance with the present invention.
  • An avatar is understood by one of ordinary skill in the art to include a computer user's representation of him or herself, such as in the form of a two or three dimensional model used in computer games, social network applications, or other on-line communities.
  • a typical avatar may further include, or have associated therewith, a user's name, a user's screen name, a handle, or text of interest, such as a trademark, saying, or poem, for example.
  • a widget in accordance with the present invention is a portable portion of code that may be installed or executed within any separate HTML based webpage by an end user without necessitating additional compilation of that code portion.
  • Such widget code portions are embeddable by the end user.
  • a widget in accordance with the present invention is any code portion that may be embedded by the end user within a selected page of HTML, XML, or like code that causes presentation of that selected web page. The widget, via the embedded code portion, thereby adds non-static content to the subject webpage.
  • the present invention includes a fully portable, widgetized avatar having associated therewith multiple items of social information that are generally requested for association with at least two different computing communities or transactions. Widgetization of the avatar of the present invention necessarily allows for portability of the avatar of the present invention. For example, creation of a typical avatar in accordance with the present invention may include the association of physical features, such as facial and hair, with the subject avatar, as well as the aforementioned user name, as shown in Figure 1. Further, a myriad of additional information may be associated with the avatar, wherein such information is generally required or desired for use in computing communities or transactions. This information may be organized into multiple levels of detail, and/or multiple levels of accessibility to third parties in a computing community or transaction.
  • Such levels of accessibility may be selected by the creator of the widgetized avatar based on characteristics of the third party endeavoring to access the subject avatar. For example, a user may have basic information, which may be selectable for viewing by all registered users of a particular community, as shown in Figure 2.
  • a user may have likes or dislikes, such as musical or motion picture tastes, job or educational status, age, location, income, marital status, and other computed communities with which that user is associated, associated with his or her avatar.
  • the present invention provides a physical manifestation of all of this information, such as in a "trading card" format.
  • Figure 2 illustrates an avatar wherein the front of the virtual trading card includes an avatar having particular physical features, clothing, accessories, activities, and the like, along with an associated user name.
  • the virtual manifestation of the physical trading card is embodied in the computing code that provides for the virtual manifestation
  • such computing code may be provided in such a normalized format that it is easily adopted into multiple computing communities or environments, and/or may be adopted as non-static content onto multiple different web pages.
  • the subject avatar may be incorporated into multiple social communities, fantasy sports communities, blogs, and the like.
  • avatars of particular interest to the general public such as trading card avatars of musical artists or other famous persons, may be downloaded or referenced by fans of such famous persons.
  • Such avatars may, in fact, be presented in non-classical formats, such as through a tab presentation on a web page designed by the user as a home page in a certain community, or that is set forth by a particular computing community.
  • Such "celebrity" avatars including in such non-classical formats, may include presentations or allow for interactions with celebrity suggestions or favorites, such as recipes, music, concerts, movies, talk shows, reality shows, or the like, and may further allow for purchases from or related to such suggestions or favorites.
  • virtualized items may be made available for sale for use with an avatar just as the corresponding real items are generally for sale for use with the real world user correspondent to the avatar.
  • celebrity avatars may be presented as "model" widgetized avatars, and the user may be enabled to purchase those items worn by the celebrity's avatar, and/or that are endorsed by that celebrity, as shown in Figure 4.
  • the user creating the avatar may have available a selectable library of options for association with the subject avatar, such as a searchable library of options searchable by key word, or a hierarchal library of options presented by topic.
  • libraries may be presented as "stores,” for example, in which the avatar may "shop.”
  • a user may enter a fashion "shopping” environment, such as a virtual "mall,” to be presented with available virtual clothing lines for the avatar.
  • Such lines may be visually presented by piece of clothing, or pieces of clothing on a shelf, for example, as would be the case in a real-world shopping for the real world user correspondent o the avatar.
  • the user may be presented with options such as Jones New York, Tommy Hilfiger, Fubu, Major League Baseball, National Football League, and the like, and such options may be presented as storefronts, for example.
  • the user may then select one of the presented fashion shopping points for shirts, and then may be presented with the entire line of "real world” shirts associated with that fashion line, but, of course in a virtualized format.
  • the user may be presented with a series of major league baseball team jerseys for association with that user's avatar.
  • the user may then select the baseball jersey of that user's favorite team, and may in fact pay, such as through the use of a micropayment, for the use of that virtual jersey just as the user might pay for the purchase of a real world jersey of that user's favorite baseball team in a real world store.
  • lines of pants, dresses, suits, shoes, and the like may be made available for use with avatars, and may in fact be made available for purchase by users for use with avatars.
  • accessories or activities that would require purchase in the real world by the user may additionally allow for purchase of such accessories or activities in the virtual world for use with the user's widgetized avatar.
  • the present invention may provide an upsell engine as illustrated in Figure 5.
  • the avatar of the present invention may include one or more of the user profile, physicality of avatar, user personal characteristics, user interests, user links, user photos, videos, or audio, user friends, user sayings, jokes, or the like, user notes, connections or message postings, and user clothing, accessories, activities and general style.
  • the computing communities and transactions to which the avatar of the present invention may be transferred include all computing communities, including telecommunications communities such as those accessible from cellular telephones, televisions, and the like.
  • the expert search may seek a person having increased level of expertise in searched area, in a particular environment, such as on one or more of the user's social networks, and/or may seek search results in accordance with those results found most useful by other experts, or by others seeking experts.
  • An expert may, by being accorded expert status, be entitled to a storefront affiliated with the products or services with which the master is accorded expert status.
  • an expert may have multiple pages available for linking to upon searching, and may also have multiple online storefronts related to products or services to which the user is an expert. Each such page and/or storefront may relate to a different topic or area for searching, and therefore each such page may merit a different expertise rating for the user having such pages. Links from homepages, search results and storefronts may be available via navigation in an between such information sites.
  • a storefront or mall associated with an expert may thus allow for keyword based searches to be performed in one or more search environments and/or on one or more computing communities, and/or or across one or more computing communities, i.e., social networks.
  • Such a search may provide the traditional keyword search results, and may also provide links to an expert webpage or storefront, for example.
  • the expertise attribute, and other attributes may either be entered by the user correspondent to the virtualization to which the expertise rating is assigned, or may be assigned algorithmically, such as by the computing community or across multiple computing communities, multiple malls, or the like.
  • the management, creation and selling of products related to expertise via an online storefront may be algorithmically assigned. For example, as a certain user obtains ever increasing positive feedback, or as a certain user is returned more frequently responsive to a search for expert in a certain area, the rating associated with that user's storefront(s) may increase.
  • a user may submit external information to a computing community to prove that user's level of expertise, and the computing community may respond in kind by assigning a particular level of expertise to that user.
  • experts in particular fields may advertise their expertise, individually or through their own storefronts, such as wherein an expertise level has been verified by the computing community, mall, or the like, and a searching user may search such "advertisements" in order to locate an expert storefront in a particular field.
  • the present invention may provide searching based on the relevancy of a storefront to a desired topic on which a purchase is sought, rather than the prior art methodology of keyword searching relating not to storefronts, but instead relating merely to websites, things, or advertised services that have no expertise rating associated therewith.
  • this embodiment of the present invention allows the keyword revenue model of prior art search engines, such as Google®, to be employed in the monetization of searching for expert storefronts that can assist with topical purchases for avatar items or real world items associated with the particular keywords searched.
  • Programming for the virtual mall and individual storefronts may be constructed in any programming language and may include any formatting as would be understood by those skilled in the art.
  • Such programming may reside on a server or server network, via a locally run widget, or any combination of programming schemes.
  • Storefronts may also be linked to existing e-commerce websites, or webstores.
  • the simulated virtual mall may take the form of an online interactive platform resident on a server network, and it may include various storefronts for users to enter and interact with each other via their avatars.
  • the number of storefronts may be limited.
  • the operator or "owner" of the virtual mall may optionally "lease" available space for a storefront, and a user may place their own storefront into the available space for a period of time, such as via a locally run widget.
  • the virtual mall and any storefronts therein may conduct business in the same manner as a real world mall, and thus a virtual micro-economy may be constructed as desired by the virtual mall and storefront operators, individual users, and user groups.
  • the shopping experience within the virtual mall environment may include any product transaction mechanism, including point-of-sale, auction-style bidding, bartering, raffle or prize-winning, and may further include any indirect or intermediary component, person, avatar or entity as would be understood by those skilled in the art.
  • Transactionable items may include new and used items, virtual and real world items, virtual and real world services, or any combination of such goods and services.
  • the virtual mall may include an auction storefront, which may be a generic auction site, or may be a branded site, such as an "eBay ® store”.
  • a user via his or her associated avatar, may enter the store and select virtual and/or real world items to bid on for purchase, or new or used items, or to place virtual and/or real world items up for auction, just as a user would at a brick and mortar auction or online website.
  • a user may access "masters" or “experts” associated with the subject items, to find the best or most competitive values or pricing points for those items, to find suggested auctions or items for purchase, or to review such items for quality, or any other informational aspect that might be useful to the user and his or her avatar.
  • the auction storefronts may associate data indicative of incoming bids for items, or the remaining time before the auction closes, with a user or the user's avatar.
  • the virtual mall may include an intermediary merchant storefront, similar to a department store or the online Amazon.com ® website.
  • These storefronts may either sell third party branded, virtual and/or real world items, or they may re-brand or dual-brand such items for their own marketing purposes. These items may be new or used, for example.
  • storefronts may be linked to their existing webstores, or to other third party webstores, such that the users may effectively browse and shop with greater variety while remaining within the same "storefront”.
  • the virtual mall may take the form of a marketplace, where virtual and/or real world goods may be traded between users via their avatars.
  • trading may include any form of virtual or real world currency, credit, or reward or loyalty points, or any other valuation mechanism, in combination with the items exchanged in the marketplace.
  • the "marketplace" may utilize any of the transactional mechanisms of commerce, as described hereinthroughout.
  • the avatar may also be a vehicle for artistic expression, whether expert or novice in nature.
  • An artistic expression may involve any media or other information that may be associated with the avatar in a visual and/or audible manner by a user of the present invention.
  • the media may be placed in association with an avatar, either at least partially on the avatar representation, or in proximity with the avatar. When placed on the avatar, the media may be incorporated into an aspect of the avatar which may include, for example, the clothing and/or accessories of the avatar. If placed in proximity to an avatar, the media may take the form of background and/or theme for the avatar.
  • the associated media may allow for display of the media within a discrete portion of the avatar.
  • Media may include still or moving visual, audio, or audiovisual works, documents, links, and the like.
  • a discrete portion may include the body of the avatar, a shirt and/or pants associated with the avatar, and/or an accessory associated therewith.
  • the media may also be restricted to the discrete portion, or may occupy both the discrete portion and a portion of the surrounding area.
  • a particular media may be displayed within the confines of a shirt area that may be associated with an avatar.
  • the media may be cropped to fit within the discrete portion correspondent to the shirt. In other words, with or without cropping, the media may be placed within the discrete portion, such as all or a portion of the media showing that is viewable within the space provided by the discrete portion.
  • media including a picture of the 2008 World Series trophy, held by the Philadelphia Phillies may be placed on a shirt associated with an avatar.
  • the native picture may, for example, show the trophy held by several members of the team in the Phillies' clubhouse.
  • the picture When placed within the confines of the shirt, the picture may be limited to the area of the shirt and may be adjusted by the user to expose only the trophy and its proximate area of the photograph, for example.
  • the photograph may be cropped or reduced in size to more appropriately displayed within the shirt.
  • the item may be provided with colors, patterns, and/or textures. In this way, the user may choose from a wide palette of aesthetic offerings to customize the good.
  • media may also be placed within the good.
  • the user may select and modify any media to be placed in association with the good.
  • media may, for example, be placed and automatically or manually cropped within the good.
  • the media shown may be limited to the visible area of the sweatshirt. Media that may otherwise fill the space denoted by the drawing square may be anchored by the small solid squares.
  • the item may be displayed on an avatar representation. This feature may be used on a user's avatar, and may also be exported or "tried on" by other avatars that wish to obtain the good.
  • the goods may also be placed in the user's account, as illustrated in Figure 12.
  • media taking the form of video and/or other live action media may be positioned within or proximate to an avatar and/or its clothing/accessories.
  • a video of a car driving on a winding road may be used as the background for the avatar and may play while the avatar is displayed.
  • the media may be stopped and/or paused at any point by providing a control button and/or by setting of user defined parameters, such as based on run time or bandwidth capacity attributes, for example.
  • media in association with an avatar may also allow for the creation of clothing and accessories for avatars that may be provided to any avatar, including that of the designing user. Such creations may be made by any user, whether or not the user has expertise in the area.
  • Media used may include self created items or third-party creations. Media may be obtained for use from any location available to the user, such as a media drive, social network, media sharing site, and the like, for example.
  • video, pictures, documents, web links, text, animation, RSS feeds, live broadcast, and the like, alone or in combination may be used as media.
  • drawing and writing tools may be used in conjunction with the media to add additional items, such as text and other drawing objects known to those skilled in the art.
  • Novice users may create clothing within their own respective avatar, or within a control framework.
  • a novice user may be provided a blank shirt which may be associated with media of choice.
  • the shirt may also allow for the media to be displayed only within the confines of the shirt. In this way, the user need only import and position the media using drag and drop functionality, for example.
  • a novice user may also be provided the ability to crop or otherwise adjust the media to more appropriately fit the intended purpose.
  • the shirt may be provided such that the media may be added before or after the shirt has been added to the user's avatar.
  • a novice user may store or offer to others a creation. For example, a novice user may design a shirt with her picture on it, and with a writing of "Happy Birthday," for presentation to another user as a gift.
  • Users may be provided the ability to sell developed goods, through storefronts and/or other virtual sites, to other users.
  • the saleable goods may range from blank templates to fully designed and operational custom clothing and accessories.
  • an artist may develop an avatar clothing line utilizing her art collection as a theme for the design and/or structure of the custom clothing and accessories. These may then be sold under the designer's name, for example, to identify the source of the goods.
  • Each seller may be provided her own 'storefront' within a virtual mall or app store.
  • a pro sports league may qualify as an expert user and may wish to provide jerseys for sale to users.
  • One or more team storefronts may be created and may contain avatar custom clothing and accessories that would allow a user to dress her avatar in team gear.
  • a user could purchase for her avatar a home jersey of her favorite team and/or player.
  • a user could also, for example, purchase a helmet or a background representing the team's logo.
  • a pro team could make limited and/or special edition custom clothing and accessories available, such as for special events or commemorations.
  • a championship game jersey may be offered for sale. Such a jersey may allow for the display of the championship game as a live or taped full video feed, or as highlights once the game is complete, for example.
  • Such a jersey could have other attributes, such as, for example, an expiration date which would allow for the discontinuation of any video feeds or rights over the previously viewed content. In this way, the seller of such a good may more closely control the distribution and support for certain products.
  • controls over media such as copyright enforcement mechanisms, as would be understood by those skilled in the art, may be included with the custom items discussed hereinthroughout.
  • an expiration date which may similarly extend to all the custom clothing and accessories discussed hereinthroughout, may allow for the updating of media controls, and may allow for the addition of such controls as required.
  • a pro sports league may qualify as an expert user and may wish to provide jerseys for sale to users.
  • One or more team storefronts may be created and may contain avatar custom clothing and accessories that would allow a user to dress her avatar in team gear.
  • a user could purchase for her avatar a home jersey of her favorite team and/or player.
  • a user could also, for example, purchase a helmet or a background representing the team's logo.
  • a pro team could make limited and/or special edition custom clothing and accessories available, such as for special events or commemorations.
  • a championship game jersey may be offered for sale. Such a jersey may allow for the display of the championship game as a live or taped full video feed, or as highlights once the game is complete, for example.
  • brands may be associated with particular store fronts, and/or particular store fronts and brands may be available to users at different levels. More particularly, there may be a base level of brands, particular house brands, such as those associated with well-known retail outlets, and preferred brands, associated with, for example, the mall as discussed herein.
  • users may create a storefront into which the user incorporates his or her own branded virtual material for sale, and these storefronts and/or virtual goods may be a brand unique to that user, or a brand strictly for association with the subject mall in which that brand's storefront appears, for example. Thereafter, the virtual goods may be created and sold as user content, wherein the mall may accumulate and share revenue correspondent to a particular mall brands with the creators of the mall brands and/or of the underlying virtual goods.
  • shoppers in the mall may purchase the created virtual goods from the individual storefronts, as discussed hereinthroughout.
  • creators of virtual goods may be able to publish the virtual goods, for example, for use by the creator, such as for an avatar associated with the creator, for use by friends, or for use publicly, such as following a sale to a shopper at the mall.
  • Individual creators of virtual goods may be enabled to "shop" for content for association with their respective virtual goods, such as being enabled to search for and use content from third party websites, such as Flicker.
  • a user may be enabled to download that user's own pictures, videos, graphical information, and the like from a Flicker account, and may, for a fee, be able to similarly associate information created by others from Flicker with the created virtual goods.
  • the virtual mall may allow for community policing, wherein creators and sellers of virtual goods and services may receive adverse comments, ratings, flags, points, or the like, such as for being flagged by community members for selling improper goods and services.
  • the receipt of a certain number, such as three, adverse reports for a particular creator of virtual goods may lead to the removal of those virtual goods from the mall, the removal of that creator from the mall, the removal of that creator's storefront from the mall, or the removal of that creator's profile and/or avatar from the community discussed herein.
  • the virtual goods and services subject to commerce herein may be exchanged not only by sale, but may additionally be exchanged via, for example, gifting.
  • the aforementioned categories may include gifts that are searchable by relationship to the gift giver, by occasion, or the like. Further, gifts may be recommended for particular users, such as by virtual personal shopper, such as based on those user's respective profiles, or the like.
  • the present invention may allow for a high level of specificity with respect to the profile associated with the use of the avatar.
  • purchases for the avatar and/or the use of the avatar to make real world purchases may be fully micropayment and mobile enabled, such as through the use of one or more known micropayment solutions, such as that offered by Microsoft, Inc.
  • micropayment solutions such as that offered by Microsoft, Inc.
  • such interactions, and the avatar and recommendation discussed herein may be readily provided over one or more networks responsive to computing code executed by one or more computing processors.
  • recommendations made by the application store may be specifically associated with the profile associated with the avatar.
  • multiple recommendations may be made, including suggested purchases, recommended friends, such as on one or more social network sites, recommended groups for joinder, recommended websites of interest, and the like.
  • Such recommendations may be provided to the user in a convenient format, such as through an association with a homepage or trading card of the user avatar, as discussed hereinthroughout.
  • the recommendation engine may be provided in a single screen format with, for example, the user profile 1370, the recommendation engine 1372, an application store 1374 including applications and recommendations responsive to the recommendation engine, items of interest to the user 1376, such as connections to social networks, user-designed or selected widgets, and the like, for example, as illustrated in FIGURE 13.
  • the recommendation engine may be switchable in accordance with the personal profile of the use endeavoring to access the recommendation engine.
  • the recommendation engine switch to making recommendations in accordance with the personal profile of the new user.
  • Such a switch may include any information associated with the personal profile that may be relevant to the recommendation engine, such as a number of points (game, purchase, or credit points, for example) available for use, such as for an on-line purchasing or gaming environment, the levels of a user associated with, for example, social networking and/or online gaming, and the like.
  • the present invention may provide the avatar-related recommendations substantially simultaneously with use of the avatar, and with avatar-related and real world purchases.
  • a user may "try on" an item available to the user avatar in exchange for a micropayment, and such trying on may occur on the initial screen with the user's avatar.
  • a recommended sports jersey for the avatar may be provided simultaneously with a view of the avatar. If the user mouses over, or clicks on, the recommended sports jersey, the sports jersey may temporarily appear on the avatar.

Landscapes

  • Business, Economics & Management (AREA)
  • Engineering & Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Economics (AREA)
  • Marketing (AREA)
  • Strategic Management (AREA)
  • Physics & Mathematics (AREA)
  • General Business, Economics & Management (AREA)
  • Finance (AREA)
  • Development Economics (AREA)
  • Accounting & Taxation (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Human Resources & Organizations (AREA)
  • Operations Research (AREA)
  • Quality & Reliability (AREA)
  • Tourism & Hospitality (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Processing Or Creating Images (AREA)

Abstract

L'invention concerne un système permettant de créer et de fournir des vêtements et des accessoires pour des avatars, y compris sur une place de marché virtuelle. Le système comprend une programmation informatique résidant sur au moins un serveur en réseau, la programmation informatique fournissant un outil de création et une place de marché en ligne comprenant au moins une vitrine virtuelle. Un accès utilisateur à la place de marché en ligne comprend un avatar orienté utilisateur et programmable par ordinateur, et comprend également un dispositif informatique relié de façon communicative au ou aux serveurs en réseau.
PCT/US2010/058392 2009-11-30 2010-11-30 Place de marché virtuelle accessible aux avatars de type gadget logiciel WO2011066559A2 (fr)

Applications Claiming Priority (8)

Application Number Priority Date Filing Date Title
US12/628,090 2009-11-30
US12/628,090 US20100211892A1 (en) 2009-02-17 2009-11-30 Widgetized avatar and a method and system of creating and using same
US12/701,000 2010-02-05
US12/701,000 US20100211899A1 (en) 2009-02-17 2010-02-05 Virtual Marketplace Accessible To Widgetized Avatars
US12/719,218 2010-03-08
US12/719,218 US20100211900A1 (en) 2009-02-17 2010-03-08 Virtual Marketplace Accessible To Widgetized Avatars
US12/848,276 2010-08-02
US12/848,276 US20110025707A1 (en) 2009-02-17 2010-08-02 Virtual Marketplace Accessible To Widgetized Avatars

Publications (2)

Publication Number Publication Date
WO2011066559A2 true WO2011066559A2 (fr) 2011-06-03
WO2011066559A3 WO2011066559A3 (fr) 2011-09-29

Family

ID=44067279

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US2010/058392 WO2011066559A2 (fr) 2009-11-30 2010-11-30 Place de marché virtuelle accessible aux avatars de type gadget logiciel

Country Status (1)

Country Link
WO (1) WO2011066559A2 (fr)

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20050033918A (ko) * 2003-10-07 2005-04-14 황후 인공지능 아바타를 이용한 전자쇼핑몰 시스템 및 방법
KR20080028643A (ko) * 2006-09-27 2008-04-01 정운철 아바타를 이용하여 3디공간에서 물품구매가 가능한 온라인전자상거래 시스템
US20090144639A1 (en) * 2007-11-30 2009-06-04 Nike, Inc. Interactive Avatar for Social Network Services
US20090288015A1 (en) * 2008-03-13 2009-11-19 Robb Fujioka Widgetized avatar and a method and system of creating and using same

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR20050033918A (ko) * 2003-10-07 2005-04-14 황후 인공지능 아바타를 이용한 전자쇼핑몰 시스템 및 방법
KR20080028643A (ko) * 2006-09-27 2008-04-01 정운철 아바타를 이용하여 3디공간에서 물품구매가 가능한 온라인전자상거래 시스템
US20090144639A1 (en) * 2007-11-30 2009-06-04 Nike, Inc. Interactive Avatar for Social Network Services
US20090288015A1 (en) * 2008-03-13 2009-11-19 Robb Fujioka Widgetized avatar and a method and system of creating and using same

Also Published As

Publication number Publication date
WO2011066559A3 (fr) 2011-09-29

Similar Documents

Publication Publication Date Title
US20100211900A1 (en) Virtual Marketplace Accessible To Widgetized Avatars
US20130325647A1 (en) Virtual marketplace accessible to widgetized avatars
US20110025707A1 (en) Virtual Marketplace Accessible To Widgetized Avatars
US20100211479A1 (en) Virtual marketplace accessible to widgetized avatars
US9744466B2 (en) Widgetized avatar and a method and system of creating and using same
US10242032B2 (en) Virtual world system supporting a consumer experience
US6934690B1 (en) System and method for extension of group buying throughout the internet
Harden et al. Digital engagement: Internet marketing that captures customers and builds intense brand loyalty
US8244596B2 (en) Method and system for monetizing third-party content
US20100066746A1 (en) Widgetized avatar and a method and system of creating and using same
US20090132341A1 (en) Method and System for Monetizing User-Generated Content
US20020072993A1 (en) Method and system of an integrated business topography and virtual 3D network portal
US20090271289A1 (en) System and method for propagating endorsements
WO2019183061A1 (fr) Identification d'objet dans une publication de média social
US20100211892A1 (en) Widgetized avatar and a method and system of creating and using same
US20100211891A1 (en) Widgetized avatar and a method and system of creating and using same including storefronts
KR20140062623A (ko) 웹 툰과 쇼핑몰 간 연동을 통한 상품 거래 방법 및 장치
WO2011066559A2 (fr) Place de marché virtuelle accessible aux avatars de type gadget logiciel
CN109255639A (zh) 基于互联网信息传播技术的共享家居体验营销系统及方法
WO2015057733A1 (fr) Avatar gadgétisé ainsi que ses procédé et système de création et d'utilisation
KR20070014394A (ko) 이미지 콘텐츠 제작을 통한 광고 방법
Li et al. Economics of Platform
Matsuda Can We Sell a Virtual Object in a Virtual Society?(E-commerce Evaluations in PAWˆ2, A Personal Agent-Oriented Virtual Society
Comm The Adsense Code: What Google never told you about making money with Adsense
KR20200113697A (ko) 이미지 콘텐츠 제작을 이용한 광고방법

Legal Events

Date Code Title Description
121 Ep: the epo has been informed by wipo that ep was designated in this application

Ref document number: 10834045

Country of ref document: EP

Kind code of ref document: A1

NENP Non-entry into the national phase in:

Ref country code: DE

122 Ep: pct application non-entry in european phase

Ref document number: 10834045

Country of ref document: EP

Kind code of ref document: A2