U.S. patent application number 11/560743 was filed with the patent office on 2008-05-22 for systems and methods for managing a persistent virtual avatar with migrational ability.
Invention is credited to Cathi Joann Cox, Florian Thomas Leibert, Jan Susan Mallis, Mark Stephen Meadows, Paco Xander Nathan.
Application Number | 20080120558 11/560743 |
Document ID | / |
Family ID | 39418313 |
Filed Date | 2008-05-22 |
United States Patent
Application |
20080120558 |
Kind Code |
A1 |
Nathan; Paco Xander ; et
al. |
May 22, 2008 |
SYSTEMS AND METHODS FOR MANAGING A PERSISTENT VIRTUAL AVATAR WITH
MIGRATIONAL ABILITY
Abstract
Systems and methods for managing a virtual avatar with
migrational ability, and brokering information, are provided. The
persistent avatar exists in a plurality of virtual environments and
includes attributes generated by an attribute generator, an enabler
for enabling virtual environments to access the stored attribute
data, and a migrator for allowing the avatar to migrate from one
virtual environment to another while the attributes of the
persistent avatar remain substantially constant. The enabler
utilizes at least one client based on protocol suite. Stored
attribute data is modifiable by experiences in any virtual
environment. User of the persistent avatar is notified when events
occur in any virtual environment, or within real life, by
monitoring for events with a monitor, assessing importance of the
event with an assessor, and notifying the owner with an informer of
the event if it exceeds a threshold of importance.
Inventors: |
Nathan; Paco Xander;
(Austin, TX) ; Cox; Cathi Joann; (Los Angeles,
CA) ; Leibert; Florian Thomas; (Am Weigert, DE)
; Meadows; Mark Stephen; (Marina del Rey, CA) ;
Mallis; Jan Susan; (East Ballina, AU) |
Correspondence
Address: |
KANG LIM
3494 CAMINO TASSAJARA ROAD #436
DANVILLE
CA
94506
US
|
Family ID: |
39418313 |
Appl. No.: |
11/560743 |
Filed: |
November 16, 2006 |
Current U.S.
Class: |
715/764 ;
719/318 |
Current CPC
Class: |
A63F 2300/6009 20130101;
A63F 2300/51 20130101; G06F 3/04815 20130101; A63F 13/352 20140902;
A63F 13/85 20140902; A63F 13/12 20130101; A63F 13/63 20140902; H04L
67/22 20130101; A63F 2300/5553 20130101; A63F 2300/6018
20130101 |
Class at
Publication: |
715/764 ;
719/318 |
International
Class: |
G06F 3/048 20060101
G06F003/048; G06F 13/00 20060101 G06F013/00 |
Claims
1. A persistent avatar management system, useful in conjunction
with a persistent avatar and a first virtual environment having a
first user interface, wherein the persistent avatar includes at
least one attribute, the persistent avatar management system
comprising: a first enabler configured to transpose the at least
one attribute of the persistent avatar to be compatible with the
first interface of the first virtual environment thereby enabling
the first virtual environment to utilize the at least one attribute
of the persistent avatar.
2. The persistent avatar management system, as recited in claim 1,
further comprising a second enabler configured to transpose the at
least one attribute of the persistent avatar to be compatible with
a second interface of a second virtual environment thereby enabling
the second virtual environment to utilize the at least one
attribute of the persistent avatar.
3. The persistent avatar management system, as recited in claim 2,
further comprising a migrator configured to migrate the persistent
avatar from the first virtual environment to the second virtual
environment, wherein the at least one attribute of the persistent
avatar remains substantially consistent from the first virtual
environment to the second virtual environment.
4. The persistent avatar management system, as recited in claim 1,
wherein the first enabler includes at least one client module, and
wherein the at least one client module is based on a protocol
suite.
5. The persistent avatar management system, as recited in claim 1,
wherein the persistent avatar management system is hosted within a
network operation center.
6. The persistent avatar management system, as recited in claim 1,
wherein the persistent avatar is associated with a user and wherein
the persistent avatar management system is hosted by the user.
7. The persistent avatar management system, as recited in claim 1,
further comprising an attribute generator configured to generate
the at least one attribute of persistent avatar.
8. The persistent avatar management system as recited in claim 7,
wherein the attribute generator generates the at least one
attribute from a plurality of pre-selectable attributes.
9. A method for managing a persistent avatar, useful in association
with a first virtual environment having a first user interface,
wherein the persistent avatar includes at least one attribute, the
method comprising: transposing the at least one attribute of the
persistent avatar to be compatible with the first interface of the
first virtual environment thereby enabling the first virtual
environment to utilize the at least one attribute of the persistent
avatar.
10. The method, as recited in claim 9, further comprising
transposing the at least one attribute of the persistent avatar to
be compatible with a second interface of a second virtual
environment thereby enabling the second virtual environment to
utilize the at least one attribute of the persistent avatar.
11. The method, as recited in claim 10, further comprising
migrating the persistent avatar from the first virtual environment
to the second virtual environment, wherein the at least one
attribute of the persistent avatar remains substantially consistent
from the first virtual environment to the second virtual
environment.
12. The method, as recited in claim 9, wherein the persistent
avatar includes at least one of a character, a non-player
character, a quasi-player character, an agent, a personal
assistant, a personality, a guide, an educator and a
representation.
13. The method, as recited in claim 10, wherein each of the first
and the second of virtual environments includes at least one of an
online game, a social network, a web community, a shared simulation
based on user-created content, a virtual overlay on physical world
data, and a telecommunication device.
14. The method, as recited in claim 12, wherein the persistent
avatar is editable.
15. The method, as recited in claim 14, wherein the at least one
attribute of the persistent avatar includes at least one of an
appearance, a memory, a personality, an emotional attribute, an
intelligence attribute, a physical attribute, a social attribute,
and an avatar statistic.
16. The method, as recited in claim 14, further comprising
modifying the at least one attribute of the persistent avatar,
wherein the modifying is triggered by an experience in one of the
first and the second virtual environments.
17. The method, as recited in claim 9, wherein the persistent
avatar represents a plurality of persistent avatars.
18. A notification system, useful in association with a user and at
least one virtual environment, the notice system comprising: a
monitor configured to monitor the at least one virtual environment
for an event; an assessor configured to assess an importance of the
event and to generate a value for the event corresponding to the
importance; and a notifier configured to notify the user of the
event if the value generated for the event exceeds a threshold
value.
19. A method for notifying a user, wherein the user is associated
with at least one virtual environment, the method comprising:
monitoring the at least one virtual environment for an event;
assessing an importance of the event; generating a value for the
event corresponding to the importance; and notifying the user of
the event if the value generated for the event exceeds a threshold
value.
20. The method, as recited in claim 19, wherein the monitoring
further comprising monitoring a real-world for an occurrence of the
event.
21. The method, as recited in claim 20, wherein assessing the
importance of the event includes querying at least one of a user
preference, a degree of impact on the user, a scope of the event, a
duration of the event, and a degree of impact on a social network
associated with the user.
Description
BACKGROUND OF THE INVENTION
[0001] The present invention relates to a system and method for
managing a persistent virtual avatar, and more particularly a
persistent virtual avatar that has the ability to migrate between
virtual environments, and have cross-membrane capacity. Such an
avatar is useful in conjunction with Massively Multiplayer Online
Games (MMOGs), virtual worlds, online social networks, virtual
classrooms, virtual healthcare advice, and virtual personal
assistants. Currently most virtual environments are compiled in a
unique and specific language. The fact that the virtual worlds are
disparate, with dissimilar native languages makes the movement of
data from one virtual environment to another technically
difficult.
[0002] As known to those skilled in the art, an avatar is a virtual
representation of an individual within a virtual environment.
Avatars often include physical characteristics, statistical
attributes, inventories, social relations, emotional
representations, and weblogs (blogs) or other recorded historical
data. Avatars may be human in appearance, but are not limited to
any appearance constraints. Avatars may be personifications of a
real world individual, such as a Player Character (PC) within a
MMOG, or may be an artificial personality, such as a Non-Player
Character (NPC). Additional artificial personality type avatars
include personal assistants, guides, educators, answering servers
and information providers. Additionally, some avatars may have the
ability to be automated some of the time, and controlled by a human
at other times. Such Quasi-Player Characters (QPCs) may perform
mundane tasks automatically, but more expensive human agents take
over in cases of complex problems.
[0003] Avatars often are the products of much labor and effort by
their authors, since they often provide a unique creative outlet
for the author and self-expression. The avatar is a representation
of the author, not simply a tool, and as such the author's desires
and essence is often reflected in the avatar. As a result, the
author is often emotionally attached with her avatar, and great
effort may be spent perfecting the Avatar's appearance, equipment,
attributes and statistics.
[0004] Currently, in most situations, an individual owns a personal
avatar that is capable of existing in one virtual environment.
These virtual environments are typically hosted and maintained by
companies. Additionally, these companies maintain an interface that
allows the individual to control her avatar within the virtual
environment. This interface utilizes the native language of the
virtual environment.
[0005] Currently, the online realm is divided into three major
categories: Massively Multiplayer Online Games, virtual social
worlds, and web communities. In some instances the distinction
between these virtual categories may become blurred as certain
virtual environments have characteristics of a combination of
categories. Additionally, Real World (RW) data is increasingly
being digitized and may bleed into the traditional three categories
as RW representations. Moreover, telecommunication devices may also
be considered a medium for virtual text-based environments.
However, with the advances in cellular phone, Personal Digital
Assistants (PDA) and BlackBerry devices these virtual environments
may evolve significantly in the future.
[0006] The number of active subscribers to MMOGs is at least 10
million people. Each person pays $15 and up a month to play these
games, and maybe and additional 20 million people login
occasionally. Estimates are that players spent about $1 billion in
real money in 2005 on virtual goods and services for MMOGs
combined. Moreover, at least 1.5 million people subscribe to
virtual worlds. In January, 2006, inside one such virtual social
world, people spent nearly $5 million in some 4.2 million
transactions buying or selling clothes, buildings, and the like.
Moreover, participants in web communities number in the multiple
tens of millions.
[0007] Often participants have accounts in multiple different
virtual environments. And whereas the subscription to these various
virtual environments may be enormous, there is little to no
connectivity between different virtual environments; largely due in
part to disparate native languages and jealous territoriality by
the virtual environments themselves. A character in a MMOG is
unable to make an appearance within a second MMOG, much less in a
virtual social world. There is strong user pressure, however, to
allow assets and information from one virtual environment into
another virtual environment. Examples of this include the emergence
of weblogs, or blogs, discussing the exploits of a MMOG within a
web community. Convergence describes this joining of virtual
environments. Similarly, crossing the membrane, or cross-membrane,
describes the movement of Real World data into a virtual
environment, and vice versa.
[0008] The frontier of convergence and cross-membrane offers many
possibilities for mapping, exploring, and populating what is
unknown territory. Given the effort put into the creation of
avatars, and the emotional attachments associated with them, it is
logical that a paramount issue of convergence and cross-membrane
will be the persistence of these avatars between virtual
environments. Such movement by an avatar between multiple virtual
environments is known as migration. Systems for managing persistent
avatars across virtual environments as they migrate do not
currently exist.
[0009] Additionally, with the migration of avatars across virtual
environments it will become necessary that the users' information
is available to the new environment. The avatar may be halted in
her migration, and prompted for the necessary information as
migration occurs. However such a system is not conducive to
seamless migration between virtual environments. As such, a system
of ranking the trust level of a specific virtual environment, and
brokering user information dependent upon such a trust rank will be
beneficial.
[0010] Lastly, a natural extension of migration will include the
ability to monitor all virtual environments, as well as the real
world, for events that the user would take interest in. The user
may then be notified of the significant event regardless of the
user's virtual or physical location.
[0011] It is therefore apparent that an urgent need exists for a
system and method for managing virtual avatars that integrates the
ability to migrate between worlds, broker user information and
containing cross-membrane capabilities. This system would be able
to provide highly persistent virtual personalities for personal and
corporate use.
SUMMARY OF THE INVENTION
[0012] To achieve the foregoing and in accordance with the present
invention, systems for managing a virtual avatar with migrational
ability, and methods for providing migration and managing the
virtual avatar, and brokering information, are provided. Such
systems and methods are useful for providing a highly persistent
virtual avatar with seamless migratory abilities.
[0013] The persistent avatar may exist in a plurality of virtual
environments and include attributes. The persistent avatar may be a
character, non-player character, quasi-player character, agent,
personal assistant, personality, guide, educator or representation.
The plurality of virtual environments includes at least one of
online games, social networks, web communities, shared simulations
based on user-created content, and virtual overlays on physical
world data. The persistent avatar is associated with a user.
[0014] The method and system for managing the persistent avatar
includes enabling virtual environments to access the attributes.
Additionally, by allowing multiple virtual environments to access
the attributes the avatar may migrate from one virtual environment
to another. An attribute generator generates the attribute data. A
preexisting avatar may be used by the attribute generator to create
the attribute data, or pre-selectable attributes may be used to
generate the data from scratch. Attributes of the persistent avatar
may include appearance, memories, personality, emotional
attributes, intelligence attributes, physical attributes, social
attributes, and avatar statistics.
[0015] Any virtual environment is enabled to access the stored
attribute data. An enabler is utilized to enable this access by
decoding the attributes. The enabler utilizes at least one client
based on protocol suite. Another virtual environment may then
dynamically access the stored attribute data by utilizing the
enabler. In such a fashion the persistent avatar may migrate from
the first virtual environment to the second virtual environment
while the attributes of the persistent avatar remain substantially
constant.
[0016] The attributes may be modified by experiences in any virtual
environment. The enabler encodes data produced from experiences in
the virtual environment. The data is processed and modifies the
attributes.
[0017] The user of the persistent avatar may be notified when
events occur in any virtual environment or within real life. The
method of notifying the user may include monitoring for events,
assessing importance of the event, and notifying the user of the
event if it exceeds a threshold of importance. The user's
preferences, degree of impact on user, scope of event, duration of
event, and degree of impact on user's social network may be queried
in order to help assess the importance of the event. The user may
be notified by sending a message to the persistent avatar if it is
in use by the user, sending an electronic mail message to the user,
sending an instant message to the user, and sending a short message
service to the user. A monitor may be used for monitoring for
events. An assessor assesses the importance and an notifier
notifies the user of the event.
[0018] Note that the various features of the present invention
described above may be practiced alone or in combination. These and
other features of the present invention will be described in more
detail below in the detailed description of the invention and in
conjunction with the following figures.
BRIEF DESCRIPTION OF THE DRAWINGS
[0019] In order that the present invention may be more clearly
ascertained, one embodiments will now be described, by way of
example, with reference to the accompanying drawings, in which:
[0020] FIG. 1A shows a schematic block diagram illustrating a
persistent avatar management system in accordance with an
embodiments of the present invention;
[0021] FIG. 1B shows a functional block diagram of wide area
network application programming interfaces for the persistent
avatar management system of FIG. 1;
[0022] FIG. 2A shows a schematic block diagram of the virtual
universe for the persistent avatar management system of FIG. 1;
[0023] FIG. 2B shows a logical block diagram of virtual
environments for the persistent avatar management system of FIG.
1;
[0024] FIG. 2C shows a schematic block diagram of a virtual
environment for the persistent avatar management system of FIG.
1;
[0025] FIG. 2D shows a schematic block diagram of an avatar for the
persistent avatar management system of FIG. 1;
[0026] FIG. 3 shows a logical block diagram of end user components
for the persistent avatar management system of FIG. 1;
[0027] FIG. 4A shows a functional block diagram of the server
architecture for the persistent avatar management system of FIG.
1;
[0028] FIG. 4B shows a functional block diagram of the
functionality modules for the persistent avatar management system
of FIG. 1;
[0029] FIG. 5 shows a functional block diagram of an enabler for
the persistent avatar management system of FIG. 1;
[0030] FIG. 6 shows a flow chart illustrating the process for
enabling a virtual environment through the enabler for the
persistent avatar management system of FIG. 1;
[0031] FIG. 7 shows a flow chart illustrating the process for
avatar attribute generation for the persistent avatar management
system of FIG. 1;
[0032] FIG. 8 shows a logical block diagram of a user interface
system for the persistent avatar management system of FIG. 1;
[0033] FIG. 9 shows a logical block diagram of author tools for the
persistent avatar management system of FIG. 1;
[0034] FIG. 10 shows a functional block diagram of an avatar
testing module for the persistent avatar management system of FIG.
1;
[0035] FIG. 11 shows a functional block diagram of an avatar editor
for the persistent avatar management system of FIG. 1;
[0036] FIG. 12 shows a flow chart illustrating the process for
editing an avatar for the persistent avatar management system of
FIG. 1;
[0037] FIG. 13 shows a flow chart illustrating the process for
editing the appearance of an avatar for the persistent avatar
management system of FIG. 1;
[0038] FIG. 14 shows a flow chart illustrating the process for
editing the backstory of an avatar for the persistent avatar
management system of FIG. 1;
[0039] FIG. 15 shows a flow chart illustrating the process for
editing the emotional disposition of an avatar for the persistent
avatar management system of FIG. 1;
[0040] FIG. 16 shows a flow chart illustrating the process for
editing the animation of an avatar for the persistent avatar
management system of FIG. 1;
[0041] FIG. 17 shows a flow chart illustrating the process for
editing the personality rules of an avatar for the persistent
avatar management system of FIG. 1;
[0042] FIG. 18 shows a logical block diagram of user interactions
with an information broker in accordance with an embodiment of the
present invention;
[0043] FIG. 19 shows a logical block diagram of the information
brokering in accordance with an embodiment of the present
invention;
[0044] FIG. 20 shows a flow chart illustrating the process for user
information brokering for the information broker of FIG. 18;
and
[0045] FIG. 21 shows a flow chart illustrating the process for
event notification in accordance with an embodiment of the present
invention.
DETAILED DESCRIPTION OF THE INVENTION
[0046] The present invention will now be described in detail with
reference to several embodiments thereof as illustrated in the
accompanying drawings. In the following description, numerous
specific details are set forth in order to provide a thorough
understanding of the present invention. It will be apparent,
however, to one skilled in the art, that the present invention may
be practiced without some or all of these specific details. In
other instances, well known process steps and/or structures have
not been described in detail in order to not unnecessarily obscure
the present invention. The features and advantages of the present
invention may be better understood with reference to the drawings
and discussions that follow.
[0047] The present invention relates to systems and methods for
managing persistent virtual avatars, and more particularly
persistent virtual avatars that have the ability to migrate, and
have cross-membrane capacity. Such avatars are useful in
conjunction with Massively Multiplayer Online Games (MMOGs),
virtual social worlds and online web communities, generically
referred to as "virtual environments". All virtual environments may
be collectively referred to as the "virtual universe". A persistent
avatar may be a character, non-player character, quasi-player
character, agent, personal assistant, personality, guide,
representation, educator or any additional virtual entity that
requires persistence between virtual environments. In a society of
ever increasing reliance and blending between real life and our
virtual lives, the ability to migrate seamlessly between virtual
environments with a substantially constant set of attributes is
highly desirable and advantageous.
[0048] To facilitate discussion, FIG. 1A shows a schematic block
diagram 100 illustrating a persistent avatar management system in
accordance with an embodiment of the present invention. A Wide Area
Network (WAN) 101 provides a medium for all other components to
communicate and have access to one another. In some embodiments the
WAN 101 may be the Internet, however any WAN may be used as is
known by those skilled in the art. Network connections are made
through 10/100/1000 Megabit/sec Ethernet cable, although other
network wiring technologies, such as high speed optical cable, may
also be used. Additionally, Wireless mesh networks may also be used
to couple wired networks, network devices, or access points, as is
well known by those skilled in the art.
[0049] Virtual Universe 110 is coupled to the WAN 101 for access by
the Customers 130. The term Customers 130 includes users who use
the persistent avatar, and owners who own the persistent avatars.
In some embodiments the user of a particular avatar may also be the
Avatar's owner. Alternatively, the owner and the user may be
separate individuals. Moreover, the user and owner may include
multiple individuals or organizations, such as a corporation. In
some embodiments, some or all of these permutations of user and
owner may constitute the Customers 130. The Virtual Universe 110
may be accessed by the persistent avatars. Once accessed, the
persistent avatar may engage in the Virtual Universe 110 in at
least all capacities that a native avatar is able. Additionally,
the persistent avatar may communicate with other virtual
environments within the Virtual Universe 110, or with the real
world.
[0050] In some embodiments, an Availability Monitor 140 also may
couple to the WAN 101. The Availability Monitor 140 may provide
constant monitoring of critical services for troubleshooting and
downtime reduction purposes. In many cases, the Availability
Monitor 140 may be located in many different geographical
locations, so that a "triangulation" of service availability
problems may be preformed.
[0051] A Network Operation Center (NOC) 120 includes at least one
Public Server 121 coupled to an Internal Server 124 through a
Firewall 123. The Internal Server 124 may couple to a Local Area
Network (LAN) 125. The Firewall 123 limits assess by Customers 130
and unauthorized parties into the LAN 125. Additionally,
communication between the Public Server 121 and the Internal Server
124 through the Firewall 123 may utilize Network Address
Translation (NAT) as is well known by those skilled in the art.
Public Server 121, Firewall 123 and Internal Server 124 may be
separate physical entities. Alternatively, the Public Server 121,
Firewall 123 and Internal Server 124 may be housed within a single
server. Additionally, Database 122 is coupled to the LAN 125. The
Database 122 may include customer account information, persistent
avatar attribute data and avatar conversational data for data
mining. Due to the vast amount of avatar data within the Database
122 a data management system for infrequently accessed information
may be utilized to increase Database 122 performance. Additional
components may be coupled to the LAN 125 that are not shown. These
components may include printers, additional databases, additional
servers, telephone networks, fax, routers or other network
devices.
[0052] The NOC 120 may be in a single location, however in some
embodiments the NOC 120 may be distributed over multiple locations
for increased reliability and efficiency, and reduced vulnerability
to NOC 120 disruption and disaster.
[0053] The Public Server 121 couples the NOC 120 to the WAN 101.
Additionally, in some embodiments, a Merchant Processing 150 and
Offsite Backup 160 may independently couple to the Public Server
121. Alternatively, Merchant Processing 150 and Offsite Backup 160
may couple to the Public Server 121 through the WAN 101. Due to the
variability of viable currencies existing within Virtual Universe
110 Merchant Processing 150 allows payment through unconventional
means, thus increasing the available Customers 130 base. Examples
of unconventional payments available through Merchant Processing
150 include, but are not limited to, PayPal, Linden Dollars and
Google Checkout.
[0054] Offsite Backup 160 provides for operational data to be store
in a safe means. In some embodiments, Offsite Backup 160 may
include a third party. Offsite Backup 160 may include, but is not
limited to disk images for each kind of server configuration,
source code repositories, customized third-party software on
intranet, database contents, email archives and server logs. A
server state (web sites, customer services, etc.) may be recovered
from Offsite Backup 160. Offsite Backup 160 acts as an insurance
against disaster or other NOC 120 disruptions.
[0055] In some embodiments, the NOC 120 may access multiple WAN
Application Programming Interfaces (APIs), 170a, 170b through 170r,
that may be coupled to the WAN 101. The WAN APIs 170a, 170b to 170r
functionalities may then be integrated into the persistent avatars
capabilities.
[0056] FIG. 1B shows a functional block diagram of an exemplary
Wide Area Network Application Programming Interface 170a for the
persistent avatar management system of FIG. 1. Possible WAN API
170a included within avatar capabilities includes Search Engines
171, References and Research Tools 172, Social Networking Tools
173, Product Lookup and Recommendations 174, and Calendars or
Planners 175. The illustrated categories of WAN APIs 170a, 170b to
170r listed is not an exhaustive list, however. Additionally,
different WAN APIs 170a, 170b to 170r may be provided to different
Customers 130. In some embodiments the Customers 130 may be able to
choose the WAN APIs 170a, 170b to 170r integrated into the
persistent Avatar's capabilities. Moreover, in some embodiments,
the WAN API 170a may only be accessible to the persistent avatar
when the avatar is within particular Virtual Environment 211b.
[0057] FIG. 2A shows a schematic block diagram of the Virtual
Universe 110 for the persistent avatar management system of FIG. 1.
The Virtual Universe 110 may be broken down into five
subcategories: Virtual Overlays of Real World Data 201, WEB
Communities 202, Massively Multiplayer Online Games (MMOGs) 203,
Social Worlds 204, and Telecom 205. Examples of Virtual Overlays of
Real World Data 201 include, but are not limited to, Google Earth
and Microsoft Flight Simulator X. Examples of WEB Communities 202
include, but are not limited to, YouTube and MySpace. Examples of
MMOGs 203 include, but are not limited to, World of Warcraft, Guild
Wars and Hive. Examples of Social Worlds 204 include, but are not
limited to, Second Life and Neopets. Examples of Telecom 205
include, but are not limited to, cell phones, BlackBerry Devices
and Personal Digital Assistants (PDA). Additional subcategories may
exist, or may emerge with new technology. It is intended that these
additional subcategories be incorporated into the Virtual Universe
110. The NOC 120 is coupled to the subcategories of the Virtual
Universe 110 through the WAN 101.
[0058] A logical block diagram of the Virtual Universe 110 is shown
in FIG. 2B. Each Virtual Environments 211a, 211b to 211x, 212a,
212b to 212y, 213a, 213b to 213z, 214a, 214b to 214m, 215a, 215b to
215n is coupled to the WAN 101. Each subcategory, Virtual Overlays
of Real World Data 201, WEB Communities 202, MMOGs 203, and Social
Worlds 204, and Telecom 205, may include multiple Virtual
Environments 211a to 215n. Moreover, some Virtual Environments 211a
to 215n may be hybrids of these subcategories. Thus, while the line
between specific subcategories may become increasingly indistinct,
the boundaries between individual Virtual Environments 211a to 215n
are distinct and nearly impassable. Occasionally, the Virtual
Overlays of Real World Data 201 have provided some connectivity
between Virtual Environments 211a to 215n as shown in FIG. 3;
however this connectivity is limited in scope. The NOC 120, on the
other hand, is able to access all the Virtual Environments 211a to
215n thereby providing a bridging mechanism to allow for persistent
avatars to migrate from any Virtual Environment 211b to another
Virtual Environment 211b.
[0059] A logical block diagram of an exemplary Virtual Environment
211b is shown in FIG. 2C. Within each Virtual Environment 211b
exists an Enabler 231. The Enabler 231 allows for Persistent Avatar
221a, 221b to 221t to access the WAN 101, and eventually the NOC
120. In some embodiments, each Virtual Environment 211b has a
corresponding Enabler 231. However, any number of Persistent
Avatars 221a to 221t may exist within a Virtual Environment 211b at
any given time. Additionally, due to the migratory nature of the
Persistent Avatars 221a to 221t, the number of Avatars 221a to 221t
within the Virtual Environments 211b is in flux.
[0060] An logical block diagram of an exemplary Persistent Avatar
221a is shown in FIG. 2D. In some embodiments, Persistent Avatar
221a may include Physical Attributes 241, Intellectual Attributes
242 and Emotional Attributes 243. Physical Attributes 241 may
include Avatar's 221a physical statistics, such as strength, and
appearance data. Intellectual Attributes 242 may include the
Avatar's 221a backstory, history and memory. Emotional Attributes
243 may include the Avatar's 221a emotional disposition, and
reaction and response algorithms.
[0061] FIG. 3 shows a logical block diagram of End User Components
330a, 330b to 330p for the persistent avatar management system of
FIG. 1. Each customer of the Customers 130 includes an End User
Component 330. In some embodiments, the End User Components 330a,
330b to 330p includes Author Tools 332a, 332b to 332p,
respectively, that are coupled to the WAN 101 through Customer
Interface 331a, 331b to 331p, respectively. The Author Tools 332a
to 332p provides user management of the Persistent Avatar 221a. In
some embodiments, each Customer 130 may own or use multiple
Persistent Avatars 221a to 221t.
[0062] FIG. 4A shows a functional block diagram of the server
architecture for the persistent avatar management system of FIG. 1.
In some embodiments, Server 121 includes an Application Framework
422, User Accounts 424, multiple Functionality Modules 426a, 426b
to 426q and a Persistence Layer 428. The Application Framework 422
integrates and unifies Service Oriented Architecture (SOA)
technologies. User Accounts 424 provides back access to the
Customer Interfaces 330. The Persistence Layer 428 provides
object/relational persistence and query service. The Functionality
Modules 426a to 426q provide additional functional components for
NOC 120 driven Persistent Avatars 221a to 221t.
[0063] FIG. 4B shows a functional block diagram of exemplary
Functionality Modules 426a for the persistent avatar management
system of FIG. 1. In some embodiments, Functionality Modules 426a
include a Discovery Functionality 401, a Reporting Functionality
402, a Planner and Scheduler 403, a Language Functionality 404,
Emulators 405, a Rendering Engine 406, and a Procedural Degradation
407. The illustrated Functionality Modules 426a is not an
exhaustive list, however, and additional Functionality Modules 426a
to 426q may be incorporated as need dictates. The Discovery
Functionality 401 provides text data mining, simulations and
evolving algorithms. The Reporting Functionality 402 may include
reporting usage, revenues, security attacks and similar
statistically significant data. The Planner and Scheduler 403 may
determine a sequence of actions, wherein the actions are related
activities, and then coordinates the timing for the actions. In
some embodiments these functions may be externalized when Avatar
221a serves as a "personal assistant". For example, Avatar 221a
takes some responsibilities for planning the owner's schedule, such
as for calls and appointments. The Language Functionality 404
includes grammatical parsing, statistical parsing and subsequent
emotional assessment of text dialog. The Emulators 405 provide the
ability to emulate corresponding Virtual Environments 211a to 215n.
In some embodiments, the Emulators 405 may simulate the area most
local to the Avatar 221a and base decisions on the approximations
generated by the simulation. The Rendering Engine 406 provides the
ability to render Persistent Avatars' 221a to 221t appearance. The
Procedural Degradation 407 matches the level of rendering to the
capabilities of the target Virtual Environment 211b. Procedural
Degradation 407 may drive the Rendering Engine 406. Each Virtual
Environment 211b tends to have its own unique set of features and
limitations. For example, a model used to generate the "physical
embodiments" of Avatar 221a may render as 3D with facial expression
in one Virtual Environment 211b, but may need to be rendered as a
2D image for use as Avatar 221a in another of Virtual Environments
211a to 215n.
[0064] FIG. 5 shows a functional block diagram of the Enabler 231
for the persistent avatar management system of FIG. 1. The Enabler
231 includes a Client 510 that utilize a Protocol Suite 520. In
some embodiments, the Protocol Suit 520 includes protocols such as
XML-RPC 521, HTTP/HTTPS 522, XMPP 523, SMS 524, WAP 525, SMTP 526,
XML Socket 527, and Protocol X 528. Protocol X 528 may include any
additional protocols as they become advantageous to include within
the Protocol Suite 520. In some embodiments the Enabler 231 is
platform dependent, and uses native language of the Virtual
Environments 211a to 215n. Client 510 may be a thin client module.
Depending on the implementation, the Client 510 may be a thick
client. Enabler 231 may be limited as to avoid the risk of being
locked into any particular Virtual Environment 211b. Dependent upon
implementation.
[0065] The Enabler 231 may exist within the Virtual Environments
211a to 215n as either integrated software, or as independent
hardware. In some embodiments, the Enabler 231 may exist within the
NOC 120. In alternate embodiments, the Enabler 231 may exist with
the Customers 130. In these embodiments the Customers 130 may
additionally include the Database 122 and Server 121 thereby
circumventing the need for any centralized NOC 120.
[0066] FIG. 6 shows a flow chart illustrating the process 600 for
enabling a Virtual Environment 211b through the Enabler 231. In
this process the Enabler 231 encodes current conversation,
position, owner credentials, attribute data and any other data
necessary to drive the Avatars 221a to 221t, into a transaction
request for use by the Server 121 at step 601. In some embodiments,
the encoding takes place within the Virtual Environment 211b that
the Avatar 221a is located.
[0067] In step 602 the Virtual Environment 211b sends the
transaction request over the WAN 101 to the Server 121.
[0068] In step 603 the Server 121 processes the encoded data for
language, emotion, animation, planning, and movement and attribute
changes. The Server 121 may then make modifications to the avatars
221a attribute data.
[0069] In step 604 the Virtual Environment 211b receives the
response to the transaction request over the WAN 101 from the
Server 121.
[0070] In step 605 the Enabler 510 decodes response from the server
to drive conversation, movement, actions or animations.
[0071] In step 606 the Persistent Avatar 221a in the Virtual
Environment 211b talks, moves, acts or gestures.
[0072] FIG. 7 shows a flow chart illustrating the process 700 for
Avatar 221a attribute generation. In some embodiments, attributes
may include Physical Attributes 241, Intellectual Attributes 242
and Emotional Attributes 243. In this process a determination is
made whether the user is new at step 701. If the user is not new
she/he will be required to login at step 703. In some embodiments
user credentials may be required to login, typically with a
username and password. Of course alternate methods of
authenticating user may be utilized as is well known by those
skilled in the art. At step 704, a determination is made whether to
create a new avatar. If no new avatar is being created the Virtual
Environments 211a to 215n receives the user information and data
for a preexisting avatar from over the WAN 101 from the Server 121
at step 710. Then proceed to step 711 below.
[0073] Otherwise if a new avatar is created then a determination is
made whether the Avatar 221a attributes will be from an avatar
already in existence in one of the Virtual Environments 211a to
215n, at step 705. If the Avatar 221a is not from a preexisting
avatar then the new Avatar 221a will be built from scratch, at step
706. Then, the Virtual Environment 211b receives the user
information and data for the newly created Avatar 221a from over
the WAN 101 from the Server 121 at step 710. Then proceed to step
711 below.
[0074] Else, if the new Avatar 221a is from a preexisting avatar
then Enabler 510 encodes the avatar's data from the Virtual
Environment 211b for importing to Server 121, at step 707. Then, in
step 708, the avatar data is imported to the Server 121. In step
709, the imported avatar data may be used to create the new Avatar
221a. Then, the Virtual Environment 211b receives the user
information and data for the newly created Avatar 221a from over
the WAN 101 from the Server 121 at step 710. Then proceed to step
711 below.
[0075] If in step 701 the user is a new user then the user
registers in step 702. Registration may include generating a
username and password. Then an Avatar 221a is created. A
determination is made whether the new Avatar 221a attributes will
be from an avatar already in existence in a Virtual Environment
211b, at step 705. If the new Avatar 221a is not from a preexisting
avatar then the new Avatar 221a will be built from scratch, at step
706. Then, the Virtual Environment 211b receives the user
information and data for the newly created Avatar 221a from over
the WAN 101 from the Server 121 at step 710. Then proceed to step
711 below.
[0076] Else, if the new Avatar 221a is from a preexisting avatar
then Enabler 510 encodes the avatar data from the Virtual
Environment 211b for importing to Server 121, at step 707. Then, in
step 708, the avatar data is imported to the Server 121. In step
709, the imported avatar data may be used to create the new Avatar
221a. Then, the Virtual Environment 211b receives the user
information and data for the newly created Avatar 221a from over
the WAN 101 from the Server 121 at step 710.
[0077] At step 711 the Enabler 510 decodes the data and logs the
Avatar 221a into the Virtual Environment 211b. The Avatar 221a
incurs experiences within the Virtual Environment 211b which may
result in changes made to the Avatar 221a. At step 712 the
experiences within Virtual Environment 211b modify Avatar 221a
data. In step 713 the enabler encodes the Avatar 221a data,
including the modifications, for storage on the Server 121. In step
714 the Virtual Environment sends the Avatar 221a to 215n data over
the WAN 101 to the Server 121. The Server 121 then stores the
Avatar 221a data, thereby incorporating changes made to the Avatar
221a within the Virtual Environment 211b.
[0078] FIG. 8 shows a logical block diagram of an exemplary
Customer Interface 331a for the persistent avatar management system
of FIG. 1. An Initializer 801 is coupled to Login Module 811. Login
811 is included in a User Module 810. User Module 810 includes
functionality such as Password Restorer 812, Registrar 813, User
Preferences 814, and User Director 820. Login 811 is coupled to the
Password Restorer 812 and change Registration 813 information and
Main Module 800. Registration 813 is coupled with Main 800 and User
Preferences 814. Main Module 800 is coupled to Login 811,
Registration 813, User Preferences 814, User Director 820, Forum
Module 830, Blog Module 840, Support Module 850 and Avatar
Development Module 860 via the Avatar Module 862.
[0079] The User Director 820 includes a User Administrator 821
which in turn includes User Manager 822, and User Parameters 823.
User Parameters 823 is coupled to the User Administration Main 821.
The User Director 820 module allows for management of users and the
parameters of each user. For instance a particular one of Customers
130 may have multiple users; however, certain Virtual Environments
211a to 215n may be accessible to a subset of the users.
[0080] The Forum Module 830 may provide access to forums to enhance
communication. The Forum Module 830 may include forum search
ability, the ability to view forums and archive forum
discussions.
[0081] The Blog Module 840 provides a web log history of the
Avatar's 221a actions and conversations. The Blog Module 840 may
include searching capabilities, viewing capabilities, and the
ability to edit or delete the conversational histories of the
Avatar 221a.
[0082] The Support Module 850 may include the ability to request
support, search support inquiries by other users, view resolutions
to common problems and troubleshoot.
[0083] The Avatar Development Module 860 includes Avatar Module
862, Avatar Viewer 861, Avatar Testing Module 870, and an Avatar
Redactor 880. The Avatar Module 862 includes Avatar Manager 863 and
Avatar Navigator 864. Avatar Testing Module 870 includes manual
Avatar Driver 871 and Avatar Monitor 872. The Avatar Redactor 880
includes an Avatar Creator 881, an Avatar Editor 882, Visualization
Editor 883, Intellectual Editor 884 and an Emotional Editor 885.
The Avatar Redactor 880 includes the ability to create, edit, copy,
review and manage one or more Persistent Avatars 221a to 221t.
[0084] The Avatar Module 862 couples with Avatar Viewer 861, manual
Avatar Driver 871, Avatar Monitor 872, Avatar Creator 881, and the
Avatar Redactor 880 via the Avatar Creator 881 and Avatar Editor
882. The Avatar Editor 882 couples with the Visualization Editor
883, Intellectual Editor 884 and Emotional Editor 885. The layout
and structure of the Customer Interface 331a is of course not
limited by the embodiments aforementioned. Alternate interface
designs may be utilized as desired.
[0085] FIG. 9 shows a logical block diagram of an exemplary Author
Tools 332a for the persistent avatar management system of FIG. 1.
Three user roles exist: Common Users 900 or simply "User",
Administrators 901 and Authors 902. Users 900 are coupled to Avatar
Navigator 864. Administrators 901 and Authors 902 may become Users
900. Conversely, under proper conditions a User 900 may become an
Administrator 901 or Author 902.
[0086] Administrators 901 are power users who may administrate work
of main Customer Interface 331a functions. For example
Administrators 901 may create arbitrator for forums within the
Forum Module 830, and approving of registration new users.
Administrators 901 are coupled to WAN Manager 903 and Avatar
Manager 863. Avatar Manager 863 includes the ability to Change
Avatar's Owner 905 and Avatar Lock 907. Avatar Manager 863 has
direct effects upon Avatar Navigator 864.
[0087] Authors 902 are users who are involved in process of Avatar
221a development (narrations writing, Avatar 221a knowledgebase
filling, drawing, etc.). Author 902 has access to Blog Module 840
as well. In some embodiments, the Author 902 encapsulates two
classes: corporate customer and end-user. There may be a difference
between the two for the feature sets enabled in the Avatar Redactor
880. For example corporate customer includes game designer at a
companies and would include less breadth of feature sets but more
depth. An example of end-user includes an individual with a MySpace
account who requires more breadth of feature sets but less depth.
Authors 902 have access to New Avatar Creator 881, Avatar
Eliminator 909, utilize Train Wizard 908, access Avatar Testing
Module 870 and Avatar Editor 882. The Train Wizard 908 may be an
advanced feature that utilizes a "wizard", wherein the wizard is a
guided set of dialog windows with embedded help, to guide the user
through an initial experience of creating rules for the Avatar
221a. In some embodiments, an example of interaction may then be
shown in the same window as the rules editor, thereby allowing
convenient training. Such a feature may be valuable to less
experienced users.
[0088] FIG. 10 shows a functional block diagram of one embodiment
of Avatar Testing Module 870 for the persistent avatar management
system of FIG. 1. The Avatar Testing Module 870 may include a
manual Avatar Driver 871, Avatar Monitor 872, and Avatar Debugger
1000. Avatar Debugger 1000 utilizes information from manual Avatar
Driver 871 and Avatar Monitor 872 to debug an Avatar 221a. In some
embodiments, debugging an Avatar 221a may include monitoring
Avatar's 221a reactions, movements, interactions, gestures and
expressions for believability. In alternate embodiments,
believability may not be the desired end result, in which case the
Avatar 221a may be monitored for some alternate behavioral,
movement and reactionary criteria. Minor alterations to the
Avatar's 221a attributes may then be implemented to ensure greater
compliance to the desired behavioral, movement and reactionary
criteria.
[0089] FIG. 11 shows a functional block diagram of the Avatar
Editor 882 included in Avatar Redactor 880. Avatar Editor 882
function may be coupled to Visualization Editor 883, Intellectual
Editor 884 and Emotional Editor 885. Visualization Editor 883 may
be coupled to Animation Editor 1130 and Appearance Editor 1135.
Animation Editor 1130 may be coupled to Generic Animator 1131,
Animation Adjustor 1132, Animation Up-loader 1133 and Animation
Selector 1134. Appearance Editor 1135 may be coupled to Body Editor
1136 and Accessories Editor 1137.
[0090] Intellectual Editor 884 may be coupled to Background Editor
1143 and Personalizer 1140. Background Editor 1143 may be coupled
to Narration Generator 1144, Generic Intellectual Background
Appointer 1146, Concept-Map Generator 1147 and Narration Parser
1148. In some embodiments a concept-map is a graphical
representation of a narrative represented by "concepts". Narration
Generator 1144 may be coupled to Backstory Generator 1145.
Personalizer 1140 may be coupled to "Rule Map" Editor 1141 and
Asset Associator 1142. A Rule Map includes an interactive graphic
of the rules, how they are connected, which rules are used more
often than the others.
[0091] Emotional Editor 885 may be coupled to Generic Emotional
State Appointer 1150, Emotions Adder 1151 and Individual Emotions
Editor 1152. Additional aspects of the Avatar 221a may become
editable as Avatar 221a complexity increases. It is intended that
these additional editing functions become incorporated into the
Avatar Editor 882. Additionally, in some embodiments it may be
advantageous to have fewer editing functions for simplicity or cost
versus benefit reasons.
[0092] FIG. 12 shows a flow chart 1200 illustrating the process for
editing the Avatar 221a for the persistent avatar management system
of FIG. 1. In this process, the Avatar's 221a appearance is edited
at step 1201. Then the Avatar's 221a intellectual attributes are
edited in step 1202. In step 1203, the Avatar's 221a emotional
disposition is edited. In step 1204, the Avatar's 221a animation
library is customized. Lastly, in step 1205, the Avatar 221a is
personalized.
[0093] FIG. 13 shows a flow chart 1201 illustrating the process for
editing the Avatar's 221a appearance within the Avatar Editor 882.
In this process the Avatar's 221a body is edited at step 1301.
Then, in step 1302, the accessories are edited. After completion
the process returns to step 1202 of FIG. 12.
[0094] Three methods of generating multi-dimensional computer
graphics can be utilized by system 100. The first method is to
manually input data, either by typing on a keyboard or using a
Graphical User Interface (GUI) such as a tablet, a joystick and/or
a mouse. This can be tedious, but precise, and generally looks
esthetically pleasing. The second method is to use 3D scanning
technology to enter data which is fast, precise, esthetically
pleasing, but is often quite expensive since it requires a 3D
scanner. The third method is the use of algorithms which generate
models from pre-existing formula, position sets, or other data that
dictates the position of the geometry, then doing some variable on
that, or even creating it from the ground up. This method, once
built, is quite fast, precise, and inexpensive, but may result in
distribution of potential errors. Accordingly one, all, or a
combination of these methods may be utilized to create dimensional
computer graphics for use in the process 1201 of editing the
Avatar's 221a appearance.
[0095] In some embodiments, template-sets are built that articulate
several `common` anthropomorphic configurations. This template
contains all the features of a numerically average human. The
proportions of the nose, arms, posture, and other visual features
are built to an average for male, female, and neuter models. This
is done for mesomorph, ectomorph, and endomorph body types. This
provides nine templates from which to work from. The nine base
templates may be edited so that any small adjustments are made to
ensure a high quality model of nearly-perfect appearance. The model
may be custom-tailored to specific desires of facial or body
features. The user may engage in an editing process with one of the
nine templates which, when completed, creates a model that very
closely approximates the user's desired appearance.
[0096] In some embodiments, an alternate production path may be
desired. Many gamers and developers will have already built models
of Avatars 221a to 221t that they enjoy, and it is desirous to
allow them to reuse these models as they may already have an Avatar
221a whose attributes are desired. The user may also want to imbue
the Avatar 221a with emotion and intellect.
[0097] Polygons can also be used for generating multi-dimensional
graphical representations. However, while polygons may be
subdivided and reduced, the presence of edges generally makes
calculation that changes visual resolution complicated, if at all
workable. Therefore, in some embodiments, the method of
representing geometry may be indefinitely detailed as visual
resolution is altered, and still be sufficiently light as to be
transportable over a WAN 101. Examples of this kind of 3D
representation method include Metaballs, and NURBs (Nonuniform
rational B-splines).
[0098] FIG. 14 shows a flow chart 1202 illustrating the process for
Editing the Backstory 1145 of an Avatar 221a within the Avatar
Editor 882. In this process a determination to use a generic
template is made in step 1400. If a generic template will be used,
a generic intellectual template is generated in step 1401. The
personality is then evaluated through chat in step 1406. After
completion the process returns to step 1203 of FIG. 12. Else, if a
generic template will not be used, a backstory is written in
natural language in step 1402. Then, in step 1403, the backstory is
parsed into its conceptual elements. These conceptual elements are
then organized in a grid concept-map, in step 1404. In step 1405
the concept-map is edited. The personality is then evaluated
through chat in step 1406. After completion the process returns to
step 1203 of FIG. 12.
[0099] FIG. 15 shows a flow chart 1203 illustrating the process for
editing the emotional disposition of an Avatar 221a within the
Avatar Editor 882. In this process a general emotional personality
template is selected in step 1501. Then, in step 1502, individual
emotions are edited with a slider and fuzzy set. In step 1500, a
determination is made to add specific emotions. Then, if determined
so, specific emotions are added in step 1503. After completion the
process returns to step 1204 of FIG. 12. Else if no specific
emotions are added the process returns to step 1204 of FIG. 12.
[0100] FIG. 16 shows a flow chart 1204 illustrating the process for
editing the animation of an Avatar 221a within the Avatar Editor
882. In this process a generic animation template is selected in
step 1601. In step 1600, a determination is made whether to upload
animation. Then, if determined so, animation may be uploaded in
step 1602. In step 1603, animations are edited within the animation
editor. After completion the process returns to step 1205 of FIG.
12. Else if no animations are uploaded, animations are edited
within the animation editor in step 1603. After completion the
process returns to step 1205 of FIG. 12.
[0101] FIG. 17 shows a flow chart 1205 illustrating the process for
editing the personality rules of an Avatar 221a within the Avatar
Editor 882. In this process rules within the Rule Map to be
modified are selected in step 1701. Then, in step 1702, assets are
associated within the rule editor.
[0102] FIG. 18 shows a logical block diagram 1800 of User 900
interacting with an Information Broker 1802 in accordance with an
embodiment of the present invention. In some embodiments, the
Information Broker 1802 is a variety of Persistent Avatar 221a that
acts as a personal assistant to broker trust and personal
information as the User 900 navigates through multiple Virtual
Environments 211a to 211c with a separate Persistent Avatar 221a.
Multiple Virtual Environments 211a to 211c may include any number
of additional Virtual Environments 211a to 215n. Alternatively, in
some embodiments the Information Broker 1802 may be a component of
the Persistent Avatar 221a that User 900 uses to navigate the
Virtual Environments 211a to 214c. In some embodiments the
Information Broker 1802 may have no physical representation, and
the User 900 may not realize when the Information Broker 1802 is
active. Alternatively, the Information Broker 1802 may be a more
tangible aspect of the User's 900 virtual exploration.
[0103] The User 900 accesses Virtual Environments 211a to 211c
through the Information Broker 1802, a browser 1803 and the WAN
101. In some embodiments, some or all of the Virtual Environments
211a to 211c require personal information about the User 900 to
provide access or full functionality. Thus, every time the User's
900 Avatar 221a migrates from one Virtual Environment 211a to 211c
to another the User 900 is prompted to provide information before
the migration may be completed. This repetitive prompting may
seriously disrupt User's 900 migration from one Virtual Environment
211a to 211c to another. The Information Broker 1802 makes
decisions based upon trust levels for each Virtual Environment 211a
to 211c and brokers personal information accordingly in order to
make migration more seamless, yet still maintain a high level of
security with personal information.
[0104] FIG. 19 shows a logical block diagram of the Information
Broker 1802 of FIG. 18. Personal Data Access Broker 1920 includes
Virtual Environment Identity Authenticator 1930 and User and Avatar
Relationship Manager 1910. Virtual Environment Identity
Authenticator 1930 is very important since the level of trust
provided any particular Virtual Environment 211b is entirely
dependent upon that Virtual Environment's 211a to 215n identity.
Subsequently, accurate data is imperative to secure Brokering of
Access to Personal Information 1920. The User and Avatar
Relationship Manager 1910 provides the User's 900 comfort level,
preferences, trust and habits. The trustworthiness of a Virtual
Environment 211b is then balanced by the User's 900 trust to
determine the extent of information access.
[0105] FIG. 20 shows a flow chart 2020 illustrating the process for
Personal Information Access Broker 1920 for the Information Broker
1802 of FIG. 18. In this process the Virtual Environment 211b is
ranked by trust in step 2021. In some embodiments, this ranking by
trust takes into account the identity of the Virtual Environment
211b, the User's 900 previous trust for the particular Virtual
Environment 211b or similar Virtual Environments 211a to 215n,
public knowledge of the trustworthiness of the Virtual Environment
211b, and the User's 900 natural trust levels. In some embodiments,
additional statistical and preferential information may be utilized
in order to determine a trust ranking. In step 2022, a
determination is made if the Virtual Environment 211b is fully
trusted. If the Virtual Environment 211b is fully trusted the
Information Broker 1802 provides full access to the User's 900
available personal information in step 2023.
[0106] Else if the Virtual Environment 211b is not fully trusted, a
determination is made if the Virtual Environment 211b is
intermediately trusted in step 2024. If the Virtual Environment
211b is intermediately trusted, the Information Broker 1802 may
provide a limited access to personal information in step 2025.
Limited access may be regulated by comparing the level of trust in
the Virtual Environment 211b, as determined in step 2021, compared
to the sensitivity of the personal information. Alternatively, the
User's 900 preferences may augment, or supplant, the sensitivity of
the personal information for purposes of regulating limited access
to personal information.
[0107] Else, if the Virtual Environment 211b is not intermediately
trusted, the Information Broker 1802 may restrict access to
personal information in step 2026.
[0108] FIG. 21 is a flow chart 2100 illustrating the process for
Event Notification in accordance with an embodiment of the present
invention. In this process an event occurs within a Virtual
Environment 211b or within the Real World in step 1201. Examples of
an event may include a response to a forum comment, a guild raid in
a MMOG 203, a swing in the New York Stock Exchange, or any other
event. Events are monitored for within Virtual Environments 211a to
215n and WAN APIs 170a, 170b to 170r. In step 2102, a determination
is made as to whether the event is important. This determination
relies heavily on the User 900 preferences stored within the User
Account 424. Importance may be determined by an assessor, which
assesses the scope, and duration, of an event to the User 900 or
the User's Avatar 221a. The User's 900 preferences, degree of
impact on User 900, scope of event, duration of event, and degree
of impact on User's 900 social network, group associations,
interests, physical location, and demographic data may all be
utilized by the assessor to determine importance. Additionally, by
incorporating a feedback system the assessor may be adaptable to
the Users' desires through statistical means. In some embodiments a
value may be generated for the importance of an event and the value
may be compared to a threshold to determine if an event is
important. If the event is found unimportant then the process
ends.
[0109] Else, if the event is found important then, in step 2103,
the User Account 424 is queried for User 900 activity. In step
2104, a determination is made if the User 900 is logged in. If User
900 is logged in then a message may be sent to the User 900 within
the Virtual Environment 211b with an alert of the event, in step
2105.
[0110] Else, if the user is not logged in a determination is made
if the User 900 is engaging in instant messaging, in step 1206. If
User 900 is engaging in instant messaging then an instant message
may be sent to the User 900 with an alert of the event, in step
2107.
[0111] Else, if the User 900 is not engaging in instant messaging,
a query may be made into the User's 900 contact preference at step
2109. In step 2110, a determination is made if the preferred
contact method is email. If email is the preferred contact method
then an email of the event alert may be sent to User 900 at step
2111.
[0112] Else, if email is not the preferred contact method then, at
step 2112, a determination is made if the preferred contact method
is text messaging. If text messaging is the preferred contact
method then a text message of the event alert may be sent to User
900 at step 2113.
[0113] Else, if text message is not the preferred contact method
then, at step 2114, a determination is made if the preferred
contact method is an audio messaging. If audio messaging is the
preferred contact method then an audio message of the event alert
may be sent to User 900 by phone or voicemail, at step 2115.
[0114] Else, if audio message is not the preferred contact method
then additional methods of User 900 contact may be included, or the
process may end. Alternatively, in some embodiments a default
message system, such as email, may be utilized if a User 900 is
found to have no contact preference.
[0115] The present invention may also be practiced with other
techniques for providing a Persistent Avatar 221a with migratory
abilities. For example, it is possible, to provide Users 900 with
the equipment necessary to host their own Persistent Avatar 221a,
including an Enabler 231 and access to large external databases,
thereby distributing processing and eliminating the NOC 120.
Alternatively, in some embodiments, the Enabler 231 may exist
within the NOC 120, thereby coupling to the Virtual Environments
211a to 215n in its native language. Such embodiments require no
cooperation from Virtual Environments 211a to 215n.
[0116] In sum, the present invention provides a persistent avatar
management system 100 for the creation, editing and maintaining of
avatars that are capable of migrating across multiple virtual
environments while maintaining substantially constant attributes
personalities and histories, thereby providing the ability to
seamlessly transition from one virtual environment to another.
Persistent avatar management system 100 may be implemented entirely
with special purpose hardware, or a combination of hardware and
software executing on a computer system. The advantages of such an
efficient system include ease of working within virtual
environments, reduction of man-hours wasted in alternate avatar
creation, efficiency and economy for the virtual environments, and
positive repercussions for the healthcare and education
industries.
[0117] Although the present invention has been described in
considerable detail with reference to exemplary embodiments,
modifications, variations, permutations, and substitute equivalents
may be made to the disclosed embodiments while remaining within the
subject and spirit of the invention. Therefore, the spirit and
scope of the appended claims should not be limited to the
description of the versions contained herein.
* * * * *