WO2014171870A1 - Gestion de flux de données de session - Google Patents

Gestion de flux de données de session Download PDF

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Publication number
WO2014171870A1
WO2014171870A1 PCT/SE2013/050834 SE2013050834W WO2014171870A1 WO 2014171870 A1 WO2014171870 A1 WO 2014171870A1 SE 2013050834 W SE2013050834 W SE 2013050834W WO 2014171870 A1 WO2014171870 A1 WO 2014171870A1
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WO
WIPO (PCT)
Prior art keywords
gaming
client
server
data stream
session data
Prior art date
Application number
PCT/SE2013/050834
Other languages
English (en)
Inventor
Shaheer Jamal-Syed
Andreas Ljunggren
Original Assignee
Telefonaktiebolaget L M Ericsson (Publ)
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 Telefonaktiebolaget L M Ericsson (Publ) filed Critical Telefonaktiebolaget L M Ericsson (Publ)
Publication of WO2014171870A1 publication Critical patent/WO2014171870A1/fr

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Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/216Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/14Session management
    • H04L67/148Migration or transfer of sessions
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W4/00Services specially adapted for wireless communication networks; Facilities therefor
    • H04W4/02Services making use of location information
    • H04W4/023Services making use of location information using mutual or relative location information between multiple location based services [LBS] targets or of distance thresholds
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/131Protocols for games, networked simulations or virtual reality

Definitions

  • the present solution relates to session data stream management and more particularly to enhance gaming experience by controlling a gaming session data stream.
  • Gaming on demand solutions are gaming services which utilizes interactive streaming technology to deliver games and extends gaming experience to universal connected devices.
  • Connectivity may be provided for fixed or mobile devices using fixed line access or mobile access over Mobile BroadBand (MBB) using e.g. Long Term Evolution (LTE) networks.
  • MBB Mobile BroadBand
  • LTE Long Term Evolution
  • Gaming on demand solutions provides ubiquitous gaming experience any time, at any place on any device.
  • Functions include multiscreen gaming and uses session parking (bookmarking) for session transfer from one device to another (mobile or fixed). This provides for new business models and an integrated user experience.
  • gaming on demand With the gaming on demand paradigm all stakeholders interacts via the internet and services are offered via computing resources available on the internet, also called cloud computing platforms. Thereby, gaming/network operators takes the control of the game marketplace and may interact with numerous game software as well as hardware producers. Gaming on demand solutions may use the strengths of that LTE can leverage prioritization of the network bandwidth per user and provides the Quality of Service (QoS) needed for gaming sensitive data.
  • QoS Quality of Service
  • Gaming in the cloud solutions today work on the concept of any devices anywhere, which implies that a user playing on a device while travelling eventually will either stop the game or will use another device like a TV set to continue playing when reaching home.
  • Present gaming solutions provide a bookmark for pausing the game within the game server i.e. the session is still active for a game; and the user may then use another device and pick up the game using this bookmark.
  • a problem is that the game in the background continues and only gives the player the impression that the game is paused and transferred. In many games, such as online games, this is not the case since other players involved in the session may continue the game.
  • a first aspect of the invention relates to a method for controlling a gaming session data stream at a gaming server.
  • the gaming client is detecting fulfillment of a criterion involving a location of the first gaming client and then initiates transmission of the gaming session data stream between the gaming server and a second gaming client.
  • a second aspect of the invention relates to a method for controlling a gaming session data stream between a gaming server and a first and second gaming client.
  • the gaming server is receiving from the first client, following detection of fulfillment of a criterion involving a location of the first gaming client, a request for transmission of the gaming session data stream between the gaming server and the second gaming client.
  • the gaming server initializes a gaming session at the second gaming client and transmits the gaming session data stream between the gaming server and the second gaming client.
  • a third aspect of the invention relates to a gaming client for controlling a gaming session data stream at a gaming server.
  • the gaming client is adapted to detect fulfillment of a criterion involving a location of the gaming client and to initiate transmission of the gaming session data stream between the gaming server and a secondary gaming client.
  • a fourth aspect of the invention relates to a gaming server for controlling a gaming session data stream between the gaming server and a first and second gaming client.
  • the gaming server is adapted to receive from the first client, following detection of fulfillment of a criterion involving a location of the first gaming client, a request for transmission of the gaming session data stream between the gaming server and the second gaming client.
  • the gaming server is further adapted to initialize a gaming session at the second gaming client and to transmit the gaming session data stream between the gaming server and the second gaming client.
  • a fifth aspect of the invention relates to a computer program comprising computer readable code means, which when run in a computer being configured as a first gaming client for controlling a gaming session data stream at a gaming server, the computer readable code means causes the computer to perform detecting fulfillment of a criterion involving a location of the first gaming client and perform initiating transmission of the gaming session data stream between the gaming server and a second gaming client.
  • a sixth aspect of the invention relates to a computer program product comprising a computer readable medium and a computer program stored on the computer readable medium.
  • the computer program comprises computer readable code means, which when run in a computer being configured as a first gaming client for controlling a gaming session data stream at a gaming server, the computer readable code means causes the computer to perform detecting fulfillment of a criterion involving a location of the first gaming client and perform initiating transmission of the gaming session data stream between the gaming server and a second gaming client.
  • the gaming client can utilize for example the mobile network, A-GPS or other location location information to trigger to the game server to control the game session data stream once the user is in proximity of the home or any other location thereby obtaining a more continuous user experience when switching device.
  • Figure 1 is a block diagram showing an exemplary embodiment of a system for session data stream management using Assisted - Global Positioning System (A-GPS) positioning of a gaming client.
  • A-GPS Assisted - Global Positioning System
  • FIG. 2 is a block diagram showing an exemplary embodiment of a system for session data stream management using Wireless Local Area Network (WLAN) positioning of a gaming client.
  • WLAN Wireless Local Area Network
  • Figure 3 is a message sequence diagram showing an exemplary signaling between a gaming server and a primary and secondary gaming client for controlling a gaming session data stream.
  • Figure 4 is a flow chart showing the steps performed by a gaming client for controlling a gaming session data stream at a gaming server.
  • Figure 5 is a flow chart showing the steps performed by a gaming server for controlling a gaming session data stream between a gaming server and a first and second gaming client.
  • Figure 6 is a block diagram showing an exemplary embodiment of a gaming server or gaming client in the form of computing system environment.
  • Figure 7 is a block diagram showing an exemplary embodiment of a computer program and a computer program product.
  • a session cloning from an STB to a mobile device is typically judged as a manual session switch from
  • STB to mobile since it is primarily dependent on the user behavior. The user decides when to go away from the stationary device and go mobile and in this case, will manually take the session with him.
  • Figure 1 is a block diagram showing an exemplary embodiment of a system for session data stream management using A-GPS positioning of a gaming client.
  • This first use case relates to a primary gaming client for example a Mobile Devices 110 having a user interface 115, such as a display, which uses A-GPS and connects over a Radio Network 120 using for example LTE to connect to a Gaming Server 130 via a communication network 140, such as the Internet.
  • a primary gaming client for example a Mobile Devices 110 having a user interface 115, such as a display, which uses A-GPS and connects over a Radio Network 120 using for example LTE to connect to a Gaming Server 130 via a communication network 140, such as the Internet.
  • GPS chip and gear makers may avoid relying on live downloads of position data from satellites SAT 145. Future locations can be estimated accurately enough to figure out rough satellite positions, and get a fix at which point even more up-to-date information is retrieved. These estimates can be downloaded via a network connection over the radio network 147 in seconds or even calculated right on the mobile device. The current time can also be used as a clue. With a precise current time, fragmentary satellite data received directly from the satellite over the GPS interface 148 using the inbuilt GPS receiver can be decoded to gain a faster lock or figure out the appropriate information to use.
  • A-GPS Assisted GPS
  • Cellular carriers often have extremely precise GPS measurements of the locations of all their towers. With a database of such towers, measurements can be taken of the signal strength of those within range—which may be dozens— and trilaterated to find an area that overlaps among them.
  • a gaming client can utilize the mobile network and A-GPS to continue to map the location of the user and trigger to the Gaming Server 130 to clone the session once the user is in proximity of for example the home.
  • the gaming client can thereby trigger to Gaming Server to activate cloning of the session (automatically, without specific user interaction) and indicate to a STB 150 (home in this case), connected to a screen 160 to pick up the session.
  • Figure 2 is a block diagram showing an exemplary embodiment of a system for session data stream management using WLAN positioning of a gaming client.
  • This second second use case relates to a primary gaming client such as a Mobile Device 210 having a user interface 215 such as a display which connects over a Radio Network 220 using for example WLAN (sometimes referred to as Wifi) to a WLAN Access Point WLAN-AP 225 to connect to a Gaming Server 230 via a communication network 240, such the Internet.
  • a networked device like a smartphone or a tablet 210 can take a snapshot of nearby wireless networks 220 (for example WLANs based on based on IEEE 802.11 standards) and cellular sources and pass it to a positioning server POS 235 that replies with an approximate set of coordinates.
  • Subset/subsets of data about nearby networks and towers can be cached locally in the device 210 to reduce network activity and speed up such lookups. This also shifts some computation to the phone or tablet and away from location services. This means that if there is no cell or WLAN connection available, such location information can still be useful for determining a fulfilled trigger condition. Thus, if the terminal is attached to WLAN/cellular but with no further network connection the local cache can be consulted for look up using e.g. Service Set IDentifier (SSID).
  • SSID Service Set IDentifier
  • map applications on devices 210 uses such WLAN based positioning allowing e.g. a large circle appear nearly instantly on the display user interface, a result of what may be a consultation of the local device cache.
  • the circle becomes smaller as more information is used, still from cellular and WLAN sources, to create a better trilateration.
  • This data is also used to provide more information into decoding the best GPS satellite information, allowing the use of quite small fragments of data or even raw signals to get a better lock.
  • the circle becomes a single dot when the device is confident it has a solid GPS lock.
  • the gaming client (e.g. the mobile device) will then be able to triangulate the approximate position of the user when using WLAN. Similar to the first use case previously described a session clone will be triggered towards the Setup Box, using the same principles. The gaming client can thereby trigger to Gaming Server to activate cloning of the session (automatically, without specific user interaction) and indicate to a STB 250 (at home in this case), connected to a screen 260 to pick up the session.
  • Gaming Server to activate cloning of the session (automatically, without specific user interaction) and indicate to a STB 250 (at home in this case), connected to a screen 260 to pick up the session.
  • FIG 3 is a message sequence diagram showing an exemplary signaling between a gaming server and a primary and secondary gaming client for controlling a gaming session data stream.
  • the primary gaming client may be a mobile device such as a mobile phone, smart phone, personal digital assistant/tab computer or a laptop personal computer.
  • the secondary gaming client may be a stationary device such as a PC, STB, TV or gaming console such as the Sony PlayStation or Microsoft XBOX.
  • the protocol between the clients and the gaming server may advantageously be based on Internet standard Transmission Control Protocol (TCP).
  • TCP Transmission Control Protocol
  • the sequence starts with a step 305 in which the user starts a game session at the primary gaming client 110 and a Start Game Application Request signal is sent to the Gaming Server 140.
  • the signal includes a user account identifier, an identity (uid) of the gaming application as well as an indication of preferred video width and video height to suit the display resolution of the primary device.
  • the primary gaming client may now be in a mobile stage 110 and changes its geographical position while it moves.
  • a game instance is created by the Gaming Server in a step 315 and a Game Session Created Application Response message is transmitted to the client in step 320.
  • the Game Session Created Application Response message includes a Boolean flag indicating the successful creation of a gaming session as well as the identity (uid) of the gaming application. It may further include an indication of video width and video height.
  • the Gaming Server may encrypt and compress the audio/video stream and then send to client.
  • H264 codec may be used for video encoding.
  • RTP Real-time Transport Protocol
  • SDP Session Description Protocol
  • SPS Sequence Parameter Sets
  • PPS Picture Parameter Set
  • the user may now start playing the game and receives video stream showing the gaming progress.
  • the player performs actions such as key strokes or mouse/pointer device actions and mouse/pointer positions.
  • Such actions are transmitted from the primary gaming client to the Gaming Server in step 325 using MouseRequest/KeyboardEventRequest messages .
  • step 335 the Gaming Server receives updates from the primary gaming client and processes keyboard and mouse events in accordance with the gaming logic to affect the video stream output based on the users gaming actions.
  • the Gaming Server is also responsive to position notifications received from the primary gaming client.
  • the primary gaming client detects fulfillment of a criterion involving a location of the first gaming client in step 330.
  • the detection of fulfillment of the criterion involving the location may include determining a geographical position of the primary gaming client using for example
  • WLAN access data or A-GPS positioning as previously described and then determining whether the primary gaming client is within the proximity of a defined location such as a geographical area or point which may be associated with the secondary client.
  • the fulfillment of the criterion involving the location may also be detected by determining whether the primary gaming client is within a Near Field Communication, Blutooth or Wireless Local Area Network connection range of the secondary client.
  • the primary gaming client sends in step 340 a request for transmission of the gaming session data stream between the gaming server and the second gaming client.
  • the request may be a PositionNotifyRequest message including the position of the primary gaming client, a user account identifier, and an identity (uid) of the gaming application to the gaming server thereby initiating transmission of the gaming session data stream between the gaming server and a secondary gaming client.
  • the Gaming Server in step 345 initializes a gaming session at the secondary gaming client by issuing a TransferSessionRequest message including user account identifier, uid of the gaming application and the video width and video height.
  • Initializing the gaming session at the second gaming client may involve cloning the gaming session by duplication of session data.
  • the preferred characteristics of the secondary device are advantageously pre-configured at the Gaming Server. SPS and PPS parameters may optionally be included if the secondary client, e.g. STB, is not able to automatically handle the stream sent to it.
  • the Gaming Server sends a notification to the primary client in step 350 using a TransferSessionNotifyRequest message in order to indicate that the gaming session data stream is transmitted between the gaming server and the second gaming client and indicate to the user that the gaming session is ready to be picked up at the secondary gaming client.
  • step 355 the notification is presented to the user at a user interface such as a display indicating that the gaming session data stream is transmitted between the gaming server and the secondary gaming client.
  • the user may then continue the gaming session at the secondary client by initiating a
  • the message includes a user account identifier, an identity (uid) of the gaming application as well as an indication of preferred video width and video height to suit the display resolution of the secondary device.
  • Figure 4 is a flow chart showing the steps performed by a gaming client for controlling a gaming session data stream at a gaming server.
  • the primary gaming client is detecting fulfillment of a criterion involving a location of the first gaming client in step 410 and initiates transmission of the gaming session data stream between the gaming server and a second gaming client in step 420.
  • the first gaming client may include a mobile device and the second gaming client may include a stationary device.
  • step 430 the primary gaming client is receiving a notification indicating that the gaming session data stream is transmitted between the gaming server and the second gaming client.
  • step 440 using a user interface that the gaming session data stream is transmitted between the gaming server and the second gaming client.
  • the location of the first gaming client may be determined using Assisted-GPS and the criterion is determined fulfilled if the location is within the proximity of a defined location.
  • the location of the first gaming client may also be determined using WLAN access data and where the criterion is fulfilled if the location is within the proximity of a defined location.
  • the criterion may also be determined fulfilled if the first client is within a Near Field
  • FIG. 5 is a flow chart showing the steps performed by a gaming server for controlling a gaming session data stream between a gaming server and a first and second gaming client.
  • the gaming server is receiving, following detection of fulfillment of a criterion involving a location of the first gaming client, a request for transmission of the gaming session data stream between the gaming server and the second gaming client from the first client.
  • a gaming session is initialized at the second gaming client in step 520.
  • the gaming session data stream is transmitted between the gaming server and the second gaming client in step 530.
  • the first gaming client may be a mobile device and the second gaming client may be a stationary device such as any one of a television top box, a game console, a personal computer or a television screen.
  • the step of transmitting the gaming session data stream between the gaming server to the second gaming client may comprise transmitting gaming video data to the secondary client, and maintaining transmitting control data to the primary gaming client.
  • the step of initializing the gaming session at the second gaming client may involve cloning the gaming session by duplication of session data.
  • FIG. 6 is a block diagram showing an exemplary embodiment of a gaming server according to the disclosed solution in the form of computing system environment 600.
  • a similar hardware configuration may also be used for a gaming client of the present solution.
  • computing system environment 600 is only one example of a suitable computing environment for a gaming server and is not intended to suggest any limitation as to the scope of use or functionality of the claimed subject matter. Further, the computing environment 600 is not intended to suggest any dependency or requirement relating to the claimed subject matter and any one or combination of components illustrated in the example operating environment 600.
  • An example of a device for implementing the previously described innovation includes a general purpose computing device in the form of a computer 610. Components of computer 610 can include, but are not limited to, a processing unit 620, a system memory 630, and a system bus 621 that couples various system components including the system memory to the processing unit 620.
  • the system bus 621 can be any of several types of bus structures including a memory bus or memory controller, a peripheral bus, and a local bus using any of a variety of bus architectures.
  • Computer 610 can include a variety of computer readable media.
  • Computer readable media can be any available media that can be accessed by computer 610.
  • Computer readable media can comprise computer storage media and communication media.
  • Computer storage media includes volatile and nonvolatile as well as removable and nonremovable media implemented in any method or technology for storage of information such as computer readable instructions, data structures, program modules or other data.
  • Computer storage media includes, but is not limited to, RAM, ROM, EEPROM, flash memory or other memory technology, CDROM, digital versatile disks (DVD) or other optical disk storage, magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage devices, or any other medium which can be used to store the desired information and which can be accessed by computer 610.
  • Communication media can embody computer readable instructions, data structures, program modules or other data in a modulated data signal such as a carrier wave or other transport mechanism and can include any suitable information delivery media.
  • the system memory 630 can include computer storage media in the form of volatile and/or nonvolatile memory such as read only memory (ROM) and/or random access memory (RAM).
  • ROM read only memory
  • RAM random access memory
  • a basic input/output system (BIOS) containing the basic routines that help to transfer information between elements within computer 610, such as during start-up, can be stored in memory 630.
  • BIOS basic input/output system
  • Memory 630 can also contain data and/or program modules that are immediately accessible to and/or presently being operated on by processing unit 620.
  • memory 630 can also include an operating system, application programs, other program modules, and program data.
  • the computer 610 may also include a location determining unit 625 comprising GPS, A-GPS, WLAN or other circuitry capable of determining the location of the computer 610.
  • the system memory 630 may include an Execution Unit 680 as a software module loaded in the memory and processable by the processing unit, or other circuitry, adapting the computer for performing the steps of the gaming client or gaming server according to the disclosed solution.
  • the execution unit may be adapting the computer 610 into a gaming client for controlling a gaming session data stream at a gaming server.
  • the computer 610 therefor embodies a gaming client for controlling a gaming session data stream at a gaming server comprising a processor 620 and a memory 630, the memory containing instructions executable by said processor.
  • the gaming client is operative to detect fulfillment of a criterion involving a location of the gaming client and to initiate transmission of the gaming session data stream between the gaming server and a secondary gaming client.
  • the execution unit may also be adapting the computer 610 into a gaming server for controlling a gaming session data stream between the gaming server and a first and second gaming client.
  • the gaming server is further operative to initialize a gaming session at the second gaming client and to transmit the gaming session data stream between the gaming server and the second gaming client.
  • the computer 610 therefor embodies a gaming server for controlling a gaming session data stream between the gaming server and a first and second gaming client comprising a processor 620 and a memory 630, the memory containing instructions executable by said processor.
  • the gaming server is operative to receive from the first client, following detection of fulfillment of a criterion involving a location of the first gaming client, a request for transmission of the gaming session data stream between the gaming server and the second gaming client.
  • the gaming server is further operative to initialize a gaming session at the second gaming client and to transmit the gaming session data stream between the gaming server and the second gaming client.
  • the computer 610 can also include other removable/non-removable and volatile/nonvolatile computer storage media.
  • computer 610 can include a hard disk drive that reads from or writes to non-removable, nonvolatile magnetic media, a magnetic disk drive that reads from or writes to a removable, nonvolatile magnetic disk, and/or an optical disk drive that reads from or writes to a removable, nonvolatile optical disk, such as a CD-ROM or other optical media.
  • Other removable/non-removable, volatile/nonvolatile computer storage media that can be used in the exemplary operating environment include, but are not limited to, magnetic tape cassettes, flash memory cards, digital versatile disks, digital video tape, solid state RAM, solid state ROM and the like.
  • a hard disk drive can be connected to the system bus 621 through a nonremovable memory interface such as an interface, and a magnetic disk drive or optical disk drive can be connected to the system bus 621 by a removable memory interface, such as an interface.
  • a user can enter commands and information into the computer 610 through input devices such as a keyboard or a pointing device such as a mouse, trackball, touch pad, and/or other pointing device.
  • Other input devices can include a microphone, joystick, game pad, satellite dish, scanner, or similar devices.
  • These and/or other input devices can be connected to the processing unit 620 through user input 640 and associated interface(s) that are coupled to the system bus 621, but can be connected by other interface and bus structures, such as a parallel port, game port or a universal serial bus (USB).
  • USB universal serial bus
  • a graphics subsystem can also be connected to the system bus 621.
  • a monitor or other type of display device can be connected to the system bus 621 through an interface, such as output interface 650, which can in turn communicate with video memory.
  • computers can also include other peripheral output devices, such as speakers and/or printing devices, which can also be connected through output interface 650.
  • the computer 610 can operate in a networked or distributed environment using logical connections to one or more other remote computers, such as remote server 670, which can in turn have media capabilities different from device 610.
  • the remote server 670 can be a personal computer, a server, a router, a network PC, a peer device or other common network node, and/or any other remote media consumption or transmission device, and can include any or all of the elements described above relative to the computer 610.
  • the logical connections depicted in FIG. 6 include a network 671, such as a local area network (LAN) or a wide area network (WAN), but can also include other networks/buses.
  • LAN local area network
  • WAN wide area network
  • the computer 610 When used in a LAN networking environment, the computer 610 is connected to the LAN 671 through a network interface or adapter. When used in a WAN networking environment, the computer 610 can include a communications component, such as a modem, or other means for establishing communications over a WAN, such as the Internet.
  • a communications component such as a modem, which can be internal or external, can be connected to the system bus 621 through the user input interface at input 640 and/or other appropriate mechanism.
  • program modules depicted relative to the computer 610, or portions thereof, can be stored in a remote memory storage device. It should be noted that the network connections shown and described are exemplary and other means of establishing a
  • a component may be, but is not limited to being, a process running on a processor, a processor, an object, an executable, a thread of execution, a program and a computing device.
  • an application running on a computing device and the computing device can be components.
  • One or more components can reside within a process and/or thread of execution and a component can be localized on one computing device and/or distributed between two or more computing devices, and/or communicatively connected modules.
  • One example embodiment relates to a method for initiating redirection of a session data stream between a gaming server and a first gaming client.
  • the first gaming client is determining an identifier of a gaming session.
  • Redirecting the session data stream may involve cloning a gaming session from one gaming client device to another by for example duplication of session data.
  • the redirection may thus involve that the session, involving audio, video and gaming control data is streamed to a first device CI initially, during a transition period the session data stream may be transmitted to both the first device and to a second terminal C2. Thereafter, the session data stream to CI may be interrupted and continued on C2 alone. It is also possible that audio, video and gaming control data are transmitted to either CI or C2 during the transition period thereby ending up with the second device C2 in an arbitrary order. In a possible scenario the video may be transmitted to both a mobile device and to a large screen residential TV while the control is performed by the mobile device or a third device such as a gaming console controller.
  • the identifier of the gaming session may be determined by the first gaming client by being sent to it from the gaming server. It is also possible that an identifier of the gaming session e.g. by the client creating a unique identity based on for example the client device identity or a user identity.
  • the initiating of redirection of the gaming session data stream at the gaming server from the first gaming client to a second gaming client may involve the first gaming client initiating a redirection at the server but may also be performed by the first gaming client directly contacting the second gaming client using for example Near Field Communication (NFC), Blutooth or Wireless Local Area Network (WLAN).
  • NFC Near Field Communication
  • WLAN Wireless Local Area Network
  • the terms “comprise”, “comprising”, “comprises”, “include”, “including”, “includes”, “have”, “has”, “having”, or variants thereof are open-ended, and include one or more stated features, integers, elements, steps, components or functions but does not preclude the presence or addition of one or more other features, integers, elements, steps, components, functions or groups thereof.
  • the common abbreviation “e.g.”, which derives from the Latin phrase “exempli gratia” may be used to introduce or specify a general example or examples of a previously mentioned item, and is not intended to be limiting of such item.
  • the common abbreviation “i.e.”, which derives from the Latin phrase “id est,” may be used to specify a particular item from a more general recitation.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Human Computer Interaction (AREA)
  • Environmental & Geological Engineering (AREA)
  • Radar, Positioning & Navigation (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

La présente invention concerne des procédés et des appareils destinés à la gestion de flux de données de session et plus particulièrement à l'amélioration de l'expérience de jeu en commandant un flux de données de session de jeu. Le client de jeu détecte le respect d'un critère impliquant un emplacement du premier client de jeu puis initie la transmission du flux de données de session de jeu entre le serveur de jeu et un second client de jeu. Le serveur de jeu reçoit du premier client, après la détection du respect d'un critère impliquant un emplacement du premier client de jeu, une requête de transmission du flux de données de session de jeu entre le serveur de jeu et le second client de jeu. Le serveur de jeu initialise une session de jeu au niveau du second client de jeu et transmet le flux de données de session de jeu entre le serveur de jeu et le second client de jeu. Le client de jeu peut amener le serveur de jeu à commander le flux de données de session de jeu lorsque l'utilisateur est à proximité de son domicile ou de tout autre emplacement.
PCT/SE2013/050834 2013-04-17 2013-06-30 Gestion de flux de données de session WO2014171870A1 (fr)

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WO2021173254A1 (fr) * 2020-02-26 2021-09-02 Microsoft Technology Licensing, Llc Transfert d'éléments de commande pour session de jeu entre dispositifs
WO2022250911A1 (fr) * 2021-05-25 2022-12-01 Microsoft Technology Licensing, Llc Appariement de contrôleur de jeu assisté par un dispositif compagnon

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WO2006000624A1 (fr) * 2004-06-23 2006-01-05 Teliasonera Finland Oyj Procede, systeme et serveur destines au transfert d'une session dans un systeme de transmission de donnees
US20100061294A1 (en) * 2008-09-08 2010-03-11 Proctor Jr James Arthur Enforcing policies in wireless communication using exchanged identities
US20110065384A1 (en) * 2009-09-14 2011-03-17 Nokia Corporation Method and apparatus for switching devices using near field communication
US20130227149A1 (en) * 2012-02-24 2013-08-29 Intel Mobile Communications GmbH Method for providing a communication session and device

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WO2006000624A1 (fr) * 2004-06-23 2006-01-05 Teliasonera Finland Oyj Procede, systeme et serveur destines au transfert d'une session dans un systeme de transmission de donnees
US20100061294A1 (en) * 2008-09-08 2010-03-11 Proctor Jr James Arthur Enforcing policies in wireless communication using exchanged identities
US20110065384A1 (en) * 2009-09-14 2011-03-17 Nokia Corporation Method and apparatus for switching devices using near field communication
US20130227149A1 (en) * 2012-02-24 2013-08-29 Intel Mobile Communications GmbH Method for providing a communication session and device

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2021173254A1 (fr) * 2020-02-26 2021-09-02 Microsoft Technology Licensing, Llc Transfert d'éléments de commande pour session de jeu entre dispositifs
US11389720B2 (en) 2020-02-26 2022-07-19 Microsoft Technology Licensing, Llc Transferring control elements for a gaming session between devices
WO2022250911A1 (fr) * 2021-05-25 2022-12-01 Microsoft Technology Licensing, Llc Appariement de contrôleur de jeu assisté par un dispositif compagnon
US11547932B2 (en) 2021-05-25 2023-01-10 Microsoft Technology Licensing, Llc Companion device aided game controller pairing

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