U.S. patent application number 11/854382 was filed with the patent office on 2009-03-12 for system and methods for monitoring and controlling the actions of an avatar in a virtual environment.
Invention is credited to Darrell Bagby, Dean R. Cheshire, Kevin Kolinski, Alex D. Reece.
Application Number | 20090069084 11/854382 |
Document ID | / |
Family ID | 40432447 |
Filed Date | 2009-03-12 |
United States Patent
Application |
20090069084 |
Kind Code |
A1 |
Reece; Alex D. ; et
al. |
March 12, 2009 |
System and Methods for Monitoring and Controlling the Actions of an
Avatar in a Virtual Environment
Abstract
An Internet-based computer application displayed on a multimedia
video display system that records and compiles statistics based
upon the interactions of an avatar, representing a gamer, within a
virtual environment. The avatar is able to act in the virtual
environment by controlling, manipulating, operating, or otherwise
interacting with objects and other avatars within the virtual
environment. Within the virtual environment, an avatar is presented
with pre-determined options controlled by variables set by the
computer application for each possible interaction. The actions of
the avatar are recorded in at least one database. The application
can compile the data and provide summary statistics regarding the
avatar's performance within the virtual environment. An interface
screen can be used to view the summary statistics and alter the
variables to change or adjust the options available to an avatar
for interaction with objects in the virtual environment.
Inventors: |
Reece; Alex D.;
(Gainesville, FL) ; Bagby; Darrell; (Gainesville,
FL) ; Kolinski; Kevin; (Gainesville, FL) ;
Cheshire; Dean R.; (Gainesville, FL) |
Correspondence
Address: |
SALIWANCHIK LLOYD & SALIWANCHIK;A PROFESSIONAL ASSOCIATION
PO BOX 142950
GAINESVILLE
FL
32614-2950
US
|
Family ID: |
40432447 |
Appl. No.: |
11/854382 |
Filed: |
September 12, 2007 |
Current U.S.
Class: |
463/32 |
Current CPC
Class: |
A63F 2300/407 20130101;
A63F 2300/5546 20130101; A63F 13/12 20130101; A63F 13/10 20130101;
A63F 13/335 20140902; A63F 13/23 20140902; A63F 2300/5553
20130101 |
Class at
Publication: |
463/32 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. An Internet-based computer application on a storage medium that,
when executed, instructs one or more processors to: establish
parameters for the operation of the application on a video display
system; display on the video display system a virtual environment
observable by at least one user, said virtual environment
comprising; at least one avatar controllable by the at least one
user; at least one object within the virtual environment that the
avatar can interact with or manipulate according to at least one
computer-selected action, as determined by the established
parameters, wherein the object and the computer-selected action
have associated therewith at least one tag corresponding to one or
more object or action categories or subcategories; record within a
database the tag associated with each object encountered by an
avatar and each response or action taken by the avatar with regard
to the object in the virtual environment; compile the data within
the database; and display on a video display system a control
interface comprising, at least one the established parameters, at
least one statistical result from the compiled data, and at least
one selection mechanism capable of changing the at least one
established parameter.
2. The computer application, according to claim 1, further
comprising at least one proprietary code that initiates the
transmission of instructions to the processor from the computer
application.
3. The computer application, according to claim 1, further
comprising at least one proprietary code that instructs the
processor to display the control interface.
4. The computer application, according to claim 1, wherein the
video display system is a computer connected to the Internet.
5. The computer application, according to claim 1, wherein the
storage medium is at least one Internet accessible web server.
6. The computer application, according to claim 1, wherein the
proprietary code is printed on a tag attached to the toy or its
packaging.
7. The computer application, according to claim 1, wherein the at
least one statistical results comprises: scoring for each academic
discipline, level of question difficulty, difficulty escalation
over time, percentage correct for each discipline on prior
difficulty levels, comparison of percentage correct to discipline
difficulty level, subject of highest proficiency, subject of lowest
proficiency, comparative difficulty level/percentage complete,
total questions answered, questions answered in each subject area,
overall standing compared to other players, discipline difficulty
level, percentage correct on each attempted difficulty level,
percentage of improvement, comparative standings with other
garners, or standing in age range.
8. An entertainment system comprising: at least one toy; at least
one proprietary code associated with the toy; at least one video
display device connected to a communication network; and a computer
application stored on at least one server and accessible by the
video display device through the communication network, that when
executed by the proprietary code received through the communication
network from the video display device, will, establish parameters
for the operation by a user of the computer application on the
video display device; display on the video display device a virtual
environment comprising; at least one avatar controllable by the at
least one user; and at least one object within the virtual
environment that the avatar can interact with or manipulate
according to at least one computer-selected action, as determined
by the established parameters, wherein the object and the
computer-selected action have associated therewith at least one tag
corresponding to one or more object or action categories or
subcategories; record within a database the tag associated with
each object encountered by an avatar and each response or action
taken by the avatar with regard to said object in the virtual
environment; compile the data in the database; and display on a
video display system a control interface comprising, at least one
of the established parameters, at least one statistical result of
the compiled data, and at least one selection mechanism capable of
changing the at least one established parameter.
9. The entertainment system of claim 8, wherein the toy and the
avatar have the same or similar appearance.
10. The entertainment system of claim 8, wherein the proprietary
code comprises printed information affixed to the toy.
11. The entertainment system of claim 10, wherein the printed
information is contained on a hang tag attached to the toy.
12. The entertainment system of claim 8, wherein the at least one
video display device is a computer connected to the Internet.
13. The entertainment system according to claim 8, wherein the at
least one statistical result comprises: scoring for each academic
discipline, level of question difficulty, difficulty escalation
over time percentage correct for each discipline on prior
difficulty levels, comparison of percentage correct to discipline
difficulty level, subject of highest proficiency, subject of lowest
proficiency, comparative difficulty level/percentage complete,
total questions answered, questions answered in each subject area,
overall standing compared to other players, discipline difficulty
level, percentage correct on each attempted difficulty level,
percentage of improvement, comparative standings with other gamers,
or standing in age range.
14. A method for presenting an Internet-based virtual world to a
user for entertainment and education, said method comprising,
obtaining a toy having associated therewith at least one
proprietary code, utilizing a video display system having
connection to the Internet to access a web server containing
thereon a computer application for instructing one or more
processors to generate a virtual world viewable on the video
display device; and inputting the at least one proprietary code,
through the Internet connection, to the web server to initiate
instruction of the one or more processors to, display on the video
display system the virtual world observable by at least one user,
said virtual world comprising: at least one avatar controlled by
the at least one user; and at least one object within the virtual
environment that the avatar can interact with or manipulate
according to at least one computer-selected action as determined by
the established parameters, wherein the object and the
computer-selected action have associated therewith at least one tag
corresponding to one or more object or action categories or
subcategories; record data within a database relating to each
action of the avatar with regard at least one object in the virtual
environment; compile the data; display on the video display system
a control interface comprising, at least one established parameter,
at least one statistical result of the compiled data, and at least
one selection mechanism capable of changing at least one
established parameter.
15. The method, according to claim 14, further comprising at least
one proprietary code for instructing the processor to display the
control interface.
16. The method, according to claim 14, wherein the video display
system is a personal computer.
17. The method, according to claim 14, wherein the results obtained
from compiling data recorded in the database comprise: scoring for
each academic discipline, level of question difficulty, difficulty
escalation over time, percentage correct for each discipline on
prior difficulty levels, comparison of percentage correct to
discipline difficulty level, subject of highest proficiency,
subject of lowest proficiency, comparative difficulty
level/percentage complete, total questions answered, questions
answered in each subject area, overall standing compared to other
players, discipline difficulty level, percentage correct on each
attempted difficulty level, percentage of improvement, comparative
standings with other garners, or standing in age range.
18. A method for obtaining and presenting statistical information
pertaining to the virtual actions of an avatar in response to
virtual objects within a virtual environment, said method
comprising: categorizing each object within the virtual environment
into at least one object category; labeling each object with a tag
representing the at least one object category; categorizing each
possible action of the avatar relative to each object within the
virtual environment into at least one action category; labeling
each possible action with a tag representing the at least one
action category; recording within a database the respective tag of
each object encountered by an avatar and each action selected by
the avatar for responding to the object; compiling the data within
the database to obtain statistical information; and presenting the
results of the compiled data on the video display device.
19. The method, according to claim 18, further comprising at least
one subcategory for labeling at least one object with a tag.
20. The method, according to claim 18, further comprising at least
one subcategory for labeling at least one action with a tag.
21. The method, according to claim 18, wherein the results obtained
from compiling data recorded in the database comprise: scoring for
each academic discipline, level of question difficulty, difficulty
escalation over time, percentage correct for each discipline on
prior difficulty levels, comparison of percentage correct to
discipline difficulty level, subject of highest proficiency,
subject of lowest proficiency, comparative difficulty
level/percentage complete, total questions answered, questions
answered in each subject area, overall standing compared to other
players, discipline difficulty level, percentage correct on each
attempted difficulty level, percentage of improvement, comparative
standings with other gamers, or standing in age range.
22. The method, according to claim 18, wherein the compiled data
comprises information pertaining to current level of question
difficulty, difficulty escalation, percentage correct for each
discipline on prior difficulty levels, comparison of performance
between current and past difficulty levels, subject of highest
proficiency, subject of lowest proficiency, comparative difficulty
level/percentage complete, total questions answered, questions
answered in each subject area, and overall standing compared to
other gamers.
23. The method, according to claim 22, wherein the compiled data is
presented in the form of graphical reports, scores, ratings, and
comparisons viewable by the video display device.
24. The method, according to claim 18, further comprising a control
interface for displaying the statistical results.
25. The method, according to claim 18, wherein object categories
are selected from the group consisting of: subject matter, academic
discipline, grade level, and difficulty level.
Description
BACKGROUND OF INVENTION
[0001] Computer and Internet video games are well-known in the art
and popular with people around the world. Often referred to as
"video gaming" or "gaming", some video games are designed for a
single player or "single garner" use, but others are designed for
participation and interaction between several garners within a game
environment. Internet-based video games are usually hosted by an
"Internet-based server application" accessed through a "client"
connection through World Wide Web (www.)
[0002] Some of the more popular Internet-based computer application
video games are role-playing games that allow gamers to play alone
or interact with other garners within a game environment. Many of
these video games utilize a virtual environment or virtual world in
which garners can become immersed in an imaginative experience to
participate in a multitude of entertainment options. For example,
Runescape (Jagex, Ltd.) and WebKinz (Ganz) are on-line
Internet-based games comprising virtual environments or virtual
worlds in which numerous (gamers can participate to play games,
interact with other gamers, and engage in a variety of
entertainments by utilizing a "virtual representation" that a gamer
can use to navigate within a virtual world.
[0003] As the popularity of video gaming increases, children are
becoming more familiar with computers and video gaming at much
younger ages. Interestingly, there have been some recent studies
that seem to indicate that playing video games can enhance certain
mental abilities in children and adults. For example, research from
the University of Rochester shows evidence that first-person gaming
can enhance visual attention skills (Fuyano, Ichiko, "Brain Craze"
Nature (2007) 447:18-20). Other studies have shown that video games
can increase visual perception and manual dexterity (Readers Digest
"The Upside of Video Games" Dec. 11, 2006) and still others imply
that certain types of gaming may increase a child's IQ and
cognitive functions (Johnson, Steven "Everything Bad is Good for
You: How Today's Popular Culture is Actually Making us Smarter"
Berkley Publishing Group, New York, N.Y. (2005)).
[0004] But, the possible advantages achieved by gaming can be
overshadowed by certain perceived disadvantages. Many parents view
video games with suspicion because of content considered
inappropriate for children, increasing cost of the games and
systems, and, in the case of Internet or "on-line" games, contact
with unknown or undesirable individuals. Probably the most
prevalent complaint is that all video game play is "wasted time"
that could be better spent on more productive or educational
pursuits.
[0005] To counter such concerns, many games have been designed to
incorporate educational content and information. But, most games
are directed to a large target audience and any informational
and/or educational content often ranges widely in subject matter
and interests. Thus, children with particular interests or special
educational needs or requirements may not benefit from, or even
maintain interest in, an educationally-oriented video game if their
skills or knowledge are not matched to those required by the game.
And, in many cases, once a gamer has mastered the mental and/or
physical skills required to complete or "win" a game, they often
lose interest.
[0006] Because of the popularity of gaming with children, there
exists a need for parents or other responsible individuals to have
more control over the type of content and the interactions that
younger gamers experience when playing video games. More
particularly, there exists a need for video games that have
controllable and/or adjustable educational elements, subject
matter, content, information, etc. The ability to adjust or change
certain elements or features of video games so that they are
appropriate for the age, skill, and knowledge of a gamer can be
vital to the continued popularity of a game with children as well
as their responsible adults.
[0007] The subject invention provides a client-server,
Internet-based computer video game application for which parents or
other authorized individuals can control certain actions, content
and experiences provided by the video-game during gaming. Further
aspects of the system of the subject invention are the ability of
the application to record and update data, as well as maintain a
database pertaining to a gamer's experiences and interactions
within a computer-generated virtual environment. Advantageously,
the application of the subject invention can utilize the
information in the database to compile various types of summary
statistics pertaining to a gamer's skills, knowledge level, and
other educational factors based upon how they perform within the
virtual environment. These summary statistics can provide
information to a gamer or other user that can help them make
decisions about what type, if any, adjustments should be made to
the software parameters to direct the educational and learning
experiences within a video game towards more preferred subject
matters, skill sets, and interests.
BRIEF SUMMARY
[0008] The subject application provides a system and method for
entertainment and education that includes an Internet- or
web-based, client-server interactive, computer-generated virtual
environment; a computer-generated virtual representation of a game
player, or gamer, referred to as an "avatar" within the virtual
environment; a toy having physical characteristics similar, or
identical to, the avatar; a code associated with the toy that
provides access to the virtual environment; a database comprising
information obtained pertaining to the interactions of the avatar
within the virtual environment; and statistical summaries and
information derived from the database information.
[0009] The virtual representation, or "avatar", is used by a gamer
to manipulate objects within the virtual environment. In further
embodiments, the avatar is able to interact with other avatars,
which can represent other gamers, within the same virtual
environment.
[0010] The virtual environment of the subject application can
include various graphics, including 3-dimensional images, sounds,
animation, live images and/or recorded images for various
entertainments and scenarios within the virtual environment.
Further, the possible manipulations and interactions of the avatar
within the virtual environment are controllable by pre-determined
software encoded rules. Thus, for any given object within the
virtual environment, an avatar may have at least one, usually two
options for manipulating or interacting with that object. Further,
interactions between two or more avatars within the virtual
environment are also controllable by certain pre-determined
application settings. For example, computer-generated conversations
between avatars can be conducted using lists of pre-established
phrases, words, symbols, etc. from which garners can select for
their avatar to use when communicating with other avatars. In one
embodiment, parents or other users can de-select pre-established
phrases, words, symbols that they find inappropriate. This can
prevent a gamer from exposure to unsavory, sensitive, or age
inappropriate language or phrases.
[0011] The particular advantage of the Internet-based application
of the subject invention is its ability to record within a
computer-accessible database various types of data and/or
information relating to an avatar and how it interacts with the
objects and other avatars within the virtual environment. In the
client-server system of the subject invention, could be referred to
as a "thin-client" application, because in the subject application,
data is compiled by a server terminal using the application of the
subject invention and presented to a gamer or other user client
terminal in a variety of statistical formats, e.g., reports,
scores, ratings, comparisons, etc. The computer application can
also generate an interface screen wherein a gamer or other user can
alter various settings of the application, usually, but not
necessarily, relative to the statistical data results, in order to
control specific functions of the client terminal. Thus, a gamer or
other user can change or adjust the application-encoded,
computer-generated options available to an avatar for interaction
with objects in the virtual environment.
[0012] In one embodiment, the web-based application of the subject
invention comprises a video game wherein an avatar is generated,
within a virtual environment, and used by a garner to manipulate
computer-generated objects within the virtual environment. The
virtual environment can comprise various games, interactive
objects, or objects that the avatar can interact with, visual
displays, or any of a variety of other entertainment or education
options, including interaction with other avatars, all of which can
be encoded by the Internet-based application of the subject
invention. Also encoded by the application of the subject invention
are one or more options provided to an avatar for interacting with
objects and other avatars. Thus, only the visual or audible actions
encoded by the application of the subject invention are permissible
and will be generated within the virtual environment by a client
terminal. More precisely, for any given object or interaction
within the virtual environment, there is a limited set of actions
that can be taken or responses that can be given by an avatar with
regard to that object or interaction. In a further embodiment, each
option provided by the application can be rated, labeled, or
otherwise categorized according to various parameters.
[0013] As an avatar interacts with objects and other avatars in the
virtual environment, the server-side of the application collects
data and maintains a database pertaining to the actions and
responses chosen by an avatar while in the virtual environment. The
collected data can be compiled by any of a variety of statistical
or mathematical techniques known to a person with skill in the
art.
[0014] The subject web-based application further generates an
interface screen on the client-terminal with which the compiled
data can be presented and viewed as reports, displays, charts,
graphs, scores, comparisons, or a multitude of other summarized
statistics. A gamer or other user, such as a parent, or guardian
can view the data and/or the various statistics generated by the
computer to make decisions about how and whether to adjust the
application parameters for interaction within the virtual
environment. And, by utilizing various input options on the same or
a different interface screen, a gamer or other user can change or
adjust the computer-generated options that are made available to an
avatar when interacting within the virtual environment.
BRIEF DESCRIPTION OF DRAWINGS
[0015] In order that a more precise understanding of the above
recited invention can be obtained, a more particular description of
the invention briefly described above will be rendered by reference
to specific embodiments thereof that are illustrated in the
appended drawings. Understanding that these drawings depict only
typical embodiments of the invention and are not therefore to be
considered as limiting in scope, the invention will be described
and explained with additional specificity and detail through the
use of the accompanying drawings in which:
[0016] FIG. 1 is an illustration of the various components that
comprise or can be utilized with an embodiment of the system and
methods of the subject invention.
[0017] FIG. 2 is a flowchart of the major features of an embodiment
of the subject invention.
[0018] FIG. 3 is an illustration of a question and answer database
categorization in an embodiment of the subject invention.
DETAILED DISCLOSURE
[0019] The subject application pertains to a software
client-server, internet- or web-based application that generates a
virtual representation of a game player, or "gamer" within a
virtual environment for display on a multimedia video display
system. The virtual representation, or "avatar", is able to
manipulate objects within the virtual environment. In further
embodiments, the avatar is able to interact with other avatars,
which can represent other players, system administrators, or
simulated players, within the same virtual environment.
[0020] The manipulations and interactions of the avatar within the
virtual environment are controllable by pre-determined application
settings or parameters. Thus, for any given object within the
virtual environment, an avatar can have at least one option for
manipulating or interacting with that object. Further, interactions
between two or more avatars within the virtual environment are also
controllable by pre-determined encoded settings. In one embodiment
of the subject invention, the pre-determined encoded settings
provide a limited set of options to an avatar for interaction with
an object or other avatar within the virtual environment.
[0021] A server terminal utilizing the application of the subject
invention is further able to maintain various types of data
pertaining to an avatar and its interactions with the objects and
other avatars within the virtual environment. Further, the data can
be compiled by the computer with the subject application and
presented to a player or other user in a variety of summarized
statistical formats. For example, data and statistics pertaining to
current scoring for each academic discipline include current level
of question difficulty, difficulty escalation, percentage correct
for each discipline on prior difficulty levels, how this percentage
compares the current difficulty level, subject of highest
proficiency, subject of lowest proficiency, bar graphs for each
discipline demonstrating the comparative difficulty
level/percentage complete, total questions answered, questions
answered in each subject area, overall standing compared to other
players, and similar reports, scores, ratings, and comparisons. The
subject web-based application further generates an interface screen
on the client-terminal with which the compiled data can be
presented and viewed as any of a variety of reports, displays,
charts, graphs, scores, comparisons, or a multitude of other
summarized statistics known to those with skill in the art. Also
provided by the subject invention are one or more interface screens
that can be used to alter certain settings of the application to
alter the functions of a computer, usually, but not necessarily,
relative to the summarized statistical data results. Thus, a player
or other user can change or adjust the application-encoded options
made available to an avatar by a computer for interaction with
objects in the virtual environment.
[0022] The term "video display system" as used herein refers to any
interactive computer or electronic device that manipulates the
video display signal of a display device, such as a television,
monitor, screen, or similar equipment, to display the game of the
subject invention. In a preferred embodiment, the video display
system comprises any of a variety of display devices having
Internet access. In a more preferred embodiment, video display
system of the subject invention is a personal computer that can
access the display via the Internet.
[0023] The term "gamer" as used herein, describes any person
utilizing the Internet-based application of the subject invention
to interact within the virtual environment described in the subject
application.
[0024] The term "parent" refers to a person(s) that has access
and/or authorization to view at least one computer-generated
interface screen encoded by the Internet-based application of the
subject invention and make changes to certain settings using the
interface screen to alter the function(s) of the computer, as will
be described.
[0025] The term "application", "Internet-application" or "web-based
application" as used herein, describes an application whereby a
client server obtains access to a web server through a
communications network. These terms are used interchangeably for
literary convenience and should not be construed as limiting in any
way, unless otherwise stated in the subject specification.
[0026] The term "avatar", as used herein, refers to a virtual
representation in a video display. The "avatar" is controllable by
a gamer and is, thus, an indirect representation of the gamer. An
avatar can comprise any programmable physical or non-physical
characteristics, including those of a real physical object.
Reference to an "avatar" within the subject specification is an
indirect reference to a gamer.
[0027] The term "object" or "virtual object" as used herein, refers
to any virtual representation within the virtual environment, other
than an "avatar". This can include any General User Interface
Widget (GUI Widget) viewable on the video display device that can
be manipulated by an avatar within the virtual environment, as well
as, other objects that can be manipulated, operated or controlled,
or be otherwise interacted with, by an avatar within the virtual
environment. Such manipulations, operations, control, and
interactions can include requests for responses from the avatar,
including questions, problems, actions, or decisions.
[0028] Also, as used herein, and unless otherwise specifically
stated, the terms "operable communication" and "operably connected"
mean that the particular elements are connected in such a way that
they cooperate to achieve their intended function or functions. The
"connection" may be direct, or indirect, physical or remote.
[0029] These terms are used for literary convenience only and
should not be construed as limiting in any way.
[0030] The web-based computer application of the subject invention
can be stored and executed from a variety of computing devices and
configurations. For example, the subject invention can be utilized
on hand-held devices, mobile phones, multiprocessor systems,
microprocessor-based or programmable consumer electronics, network
PCs, minicomputers, mainframe computers and the like, wearable
computing or communication devices and any other device capable of
both visual display and direct or indirect communication with
another device. The invention could also be practiced in
distributed computing environments, where tasks are performed by
remote processing devices that are linked through a communications
network. In such distributed computer environments, program modules
can be located in both remote and local memory storage devices.
Thus, it should be understood that the invention is preferably
incorporated into many types of computing environments, as
suggested above.
[0031] In a preferred embodiment, the system of the subject
invention is implemented by using a client-side personal computer
linked to the Internet, which is used to navigate to a server-side
interactive website. In this embodiment, the web-based application
can be stored and implemented from one or more web servers. In a
further embodiment, data pertaining to an avatar is also stored on
a web server. In an alternative embodiment, data pertaining to an
avatar is stored by the video display device of a gamer,
independent of the website servers.
[0032] The implementation of computer applications utilizing log-in
screens is well-known in the art. The application of the subject
invention can also be initiated utilizing a log-in sequence. In one
embodiment, the log-in sequence requires information readily
available or known to a gamer, such as their name, email address,
or other information specific, but unique, to each gamer. But, in a
preferred embodiment, the subject application is initiated
utilizing a log-in sequence that requires proprietary information
or at least one proprietary code 26. In a further embodiment, a
gamer 28 can obtain the proprietary code from one or more
proprietary sources 70, such as, for example, a retail outlet,
Internet retailer, web-based merchandiser, or other products
source. In this embodiment, a unique proprietary code 26 can be
assigned to each gamer 28 by a proprietary source 70.
[0033] In an embodiment of the subject invention, the computer
application includes a database comprising a plurality of
proprietary codes, each code corresponding to a set of
preestablished initialization variables. Utilizing the proprietary
code 26 during a log-in sequence will initialize the subject
Internet application with an initial set of variables 84 unique to
that code 26. In a further embodiment, the code 26 initiates the
parameterization i.e., the generation of an avatar 50, also unique
to that code. As discussed above, an avatar 50 in the subject
invention is a virtual representation of a gamer within a virtual
environment and controllable by a gamer 28. Thus, in this
embodiment, the settings of the variables 84 can further determine
the characteristics of the avatar 50, as well as, the options
available to a gamer 28 for controlling that avatar when
interacting, manipulating or controlling objects 55 and
communicating with other avatars 57 within the virtual environment.
As will be discussed in more detail below, the variables 84 can be
adjusted or changed at a future time. But, initial settings for the
avatar 50 and variables 84 are established upon log-in with the
proprietary code 26.
[0034] In a preferred embodiment of the subject invention, a
proprietary source 70 could provide one or more proprietary codes
26 available for selection by a gamer 28. In this embodiment, the
proprietary source can provide details and information about the
characteristics of an avatar 50 and the variable 84 settings that
particular codes 26 establish upon initial parameterization of the
subject computer application. In this embodiment, a gamer 28 can
have the option of selecting a code 26 that will parameterize the
computer application of the subject invention with variable
settings preferred by a gamer. Again, as will be discussed below,
the variable setting can be altered or changed at a future time,
but this embodiment provides for initial variable settings chosen
by a gamer. Advantageously, this can allow a gamer 28 or other
individual to pre-select a code 26 that parameterizes a desired an
avatar 50 and settings for the application variables 84.
[0035] With regard to an avatar 50, in one embodiment, the
application encoded information can include details such as, for
example, shape, size, color, or other physical attributes of the
avatar 50. A further embodiment can include such features as styles
of motion, sound or voice characteristics, and other visual or
audible traits associated with the avatar of a particular code. In
a further embodiment, the computer application can encode certain
non-physical characteristics such as, for example, personality,
habits, skills, opinions, etc. attributed to the avatar. It should
be understood that a person with skill in the art and benefit of
the subject disclosure would be able to devise a multitude of
physical and non-physical traits for an avatar of the subject
invention, and such variations are contemplated to be within the
scope of the subject invention.
[0036] In a further embodiment, the virtual environment can include
options for altering or customizing an avatar or virtual objects
associated with the avatar. Thus, in one embodiment, a gamer can
change the initial physical characteristics of an avatar or
associated objects with various virtual accessories, color options
and/or other virtual physical characteristics. In a still further
embodiment, a gamer can select alternative non-physical
characteristics for an avatar. In a yet further embodiment, a gamer
can obtain various points or virtual monetary credits during or
because of certain interactions or manipulations within the virtual
environment. When sufficient points or virtual credits are
obtained, then certain customizations can be made to an avatar or
its associated objects.
[0037] In a preferred embodiment, the codes 26 can be associated
with one or more physical objects, for example, a toy 20. In this
embodiment, the toy 20 can be available separate from the
proprietary codes 26. Thus, in this embodiment, a proprietor 70 can
provide one or more toys 20 that resemble avatars 50, which can be
generated by the Internet-based application of the subject
invention. The same, or a different, proprietor can provide the
proprietary codes 26 that enable log-in to the Internet-based
application of the subject invention. In a yet further preferred
embodiment, the codes 26 can have associations with toys 20, such
that the avatar 50 generated by the Internet-based application
after log-in with a particular code will have visual
characteristics that resemble a selected toy 20.
[0038] In a most preferred embodiment of the subject invention, a
proprietary code 26 is affixed to a toy 20 that is specifically
designed to resemble an avatar 50. When the code 26 is utilized to
log-in and initiate the Internet-based application 10 of the
subject invention, the avatar 50 resembling the toy 20 will be
generated within the virtual environment of the subject
application. A code 26 of the subject invention can be affixed to
the toy by any of a variety of techniques and methods. In one
embodiment of the subject invention, any of a variety of devices
capable of telemetry with a video display device can contain or
embody a code of the subject invention. For example, in one
embodiment a non-volatile storage device can be utilized, such as
an optical, electronic, or magnetic media, for example, compact
disks (CD), digital video display disks (DVD), floppy disks,
magnetic tapes, radio frequency devices, or other portable storage
media 25. The nonvolatile storage media can be encoded with a
proprietary code 26 of the subject invention and affixed to a toy
by devices and techniques known in the art.
[0039] In an alternative embodiment, a proprietary code according
to the subject invention can be encoded on one or more of any of a
variety of computer chips 22, which could be safely embedded within
the interior of the toy 20. Telemetry between computer chips and
video display devices can be achieved by a variety of devices and
methods well known in the art, such as, for example, wired or
wireless connections. And, it is well within the skill of a person
trained in the art to utilize and/or create alternative means for
achieving the display of an avatar of the subject invention on a
video display device, and such alternatives are contemplated to be
within the scope of the subject invention.
[0040] In an alternative embodiment, the proprietary code comprises
printed, readable, or otherwise viewable information affixed to the
toy, usually at the time of manufacture. In one embodiment, the
proprietary code is affixed to a toy by means of a hang-tag. In an
alternative embodiment, the proprietary code is affixed to a toy by
means of printed card. In a more preferred embodiment, the printed
information is affixed to the toy in such a fashion that it cannot
be displayed or revealed until the toy is properly obtained from a
proprietary source 70. In a specific embodiment, the proprietary
code comprises printed information contained on an accessory 27
affixed to the toy 20. Upon obtaining the toy 20 from a proprietary
source 70, the accessory can be opened to reveal the at least one
proprietary code 26 that permits the log-in necessary to implement
the Internet based computer application 10 of the subject
invention.
[0041] Because the avatar is a virtual representation of a physical
toy, it can be advantageous if changes made to the virtual avatar
are translated to the toy. This can provide a sense of continuity
between the physical toy and the virtual avatar. This sense of
continuity can also provide a variety of marketing and retail
options for enhancing the education and/or entertainment value of
the toy. Thus, the subject invention includes a method of using the
toy and avatar to market accessories for use with the toy that can
correspond to similar accessories in the virtual environment. The
marketing strategy can also increase interest in the virtual
environment, thus promoting more game play.
[0042] Therefore, in one embodiment of the subject invention,
accessories can be made available to or obtainable by a gamer for
modifying the physical toy so that it can continue to visually
correspond in one or more ways with the virtual avatar or features
or objects associated with the avatar within the virtual
environment. For example, the toy can comprise a doll for which an
avatar can be generated within the virtual environment of the
subject invention. The virtual environment can provide options by
which a gamer can change the clothing of the avatar doll or obtain
objects for the avatar doll, e.g. a house, a car, a pet, or other
accessories. And, further, a gamer can obtain, usually by
purchasing from a proprietary source, the same or similar clothing
choice or accessory for playing with the toy.
[0043] Alternatively, various avatar-related accessories can be
made available from proprietary sources. The accessories can have
proprietary codes affixed thereto, similar to the toy, as discussed
above. The proprietary code on the accessory can be input by a
gamer and used by the Internet-based application of the subject
invention to modify the avatar so that it appears to have the same
virtual accessory in the virtual environment.
[0044] Once log-in is completed, and the initial parameters are
set, the architecture of the application of the subject invention
generates a virtual environment 60 viewable on a video display
device 30, such as, for example, a computer and monitor. The
virtual environment 60 will utilize the initial settings obtained
from the at least one proprietary code 84 to establish the
variables used by the computer to generate the virtual environment.
In addition, the avatar 50 will be generated within the virtual
environment. A gamer 28 can then manipulate the avatar 50 and input
information, as will be explained below, by any known input device
functional with the video display device. For example, keyboards,
mice, trackballs, light pens, controllers, joysticks, haptic
devices, data gloves, and other devices known in the art can be
utilized with different embodiments of the subject invention.
[0045] In one embodiment, the virtual environment is designed as an
interactive entertainment system comprising any of a variety of
tasks, games, projects, questions, or any other interactive
experiences. In this embodiment, at least one interactive
experience requires a gamer to input information with an input
device operably connected to the video display system. In a
specific embodiment, a gamer is presented with a question or task
requiring a decision to be made and input by the gamer. In a
further embodiment, the subject invention presents, utilizing the
established variables, a finite number of possible decisions that
can be made in response to a question or task.
[0046] The subject Internet-based application utilizes a
pre-established database of questions/answers 99 from which the
server computer utilizing the subject application and established
variables can select during a game session. Advantageously, the
subject application utilizes categorization and labeling of each
question and each answer within the database according to one or
more systems of classification 100. For example, in one embodiment,
each question is grouped into at least one category 110. But, in a
more preferred embodiment, each question is grouped into at least
two or more categories or even subcategories 120. Thus, in this
embodiment each question will be in at least two categories and
possibly one or more sub-categories. Further embodiments, can
utilize a plurality of categories or subcategories to group
questions and answers. For example, questions can be categorized
according to subject matter, academic discipline, grade level,
and/or difficulty level. The categorization system of the subject
invention ensures that each possible question within the
question/answer database 99 and selectable by a computer utilizing
the Internet-based application of the subject invention is
classified into all appropriate categories and subcategories. For
example, a mathematical word problem can be categorized into a
mathematics category and an algebra subcategory, as well as a
reading category and a reading level subcategory.
[0047] A similar method of categorization can be applied to each
possible answer presented for the question. Thus, each possible
answer can be categorized into one or more categories or
sub-categories. In one embodiment, the correct answer to a
particular question is categorized similar to or exactly as the
question. In this embodiment, only one correct answer is associated
with a particular question in the database. However, in an
alternative embodiment, each question has associated with it two or
more correct answers in different formats. So, using the above
example, a mathematical word question can have a first possible
correct answer presented as mathematical notation and a second
possible correct answer presented as a written description. This
embodiment allows possible correct answers to also be selected by
the computer application parameters based upon their
categorization.
[0048] In a further embodiment, each category 110 and subcategory
120 of the system of classification 100 is assigned a unique
identifier or label 130. The label 130 for each category and
subcategory are then used to assign a tag 140 to each question or
answer within the database. Using the tag 140 assigned to each
question or each answer, a computer can select questions and
appropriate answers during a game session based upon the parameters
set within the application, as discussed above.
[0049] During game play, an avatar 50 will be presented within the
virtual environment 60, being displayed on a video display device
30, with an appropriate question/answer 99 combination. In one
embodiment, at least two answers are presented to choose from, one
of them being the correct, or most correct, answer to the question.
A gamer 28, using an avatar 50 within the virtual environment 60
can determine the correct, or most correct, answer to a question
and input that answer with the I/O device operably connected to the
video display device 30.
[0050] In a further advantageous embodiment of the subject
invention, once an answer is input by the gamer, the computer
records and saves the answer in a separate database. Thus, during a
game play session, an avatar's 50 answers and/or responses to
various questions or tasks presented within the virtual environment
are recorded by the Internet-based computer application of the
subject invention. In a further embodiment, the computer can record
and save correct and incorrect answers, as well as maintain
information about the various categories of the answers presented
to, and selected by, an avatar.
[0051] Utilizing statistical methods and techniques known in the
art, each question and answer database compiled during one or more
game sessions can be reviewed and analyzed by a computer using the
application of the subject invention. In a further embodiment, a
computer of subject application can utilize the tags 140 associated
with each question and each answer to generate a plurality of
summarized statistics regarding the gamer/avatar's experiences,
knowledge, skills, and other information based upon the questions
presented and the answers provided. A person with skill in the art
will readily recognize various types of questions and answers that
are appropriate for the multitude of uses for which the
Internet-based computer application of the subject invention can be
utilized. By way of non-limiting examples, the Internet-based
application of the subject invention can provide statistics
pertaining to current scoring for each academic discipline, current
level of question difficulty, difficulty escalation, percentage
correct for each discipline on prior difficulty levels, how this
percentage compares the current difficulty level, subject of
highest proficiency, subject of lowest proficiency, bar graphs for
each discipline demonstrating the comparative difficulty
level/percentage complete, total questions answered, questions
answered in each subject area, overall standing compared to other
players, and similar reports, scores, ratings, and comparisons.
Further non-limiting examples of statistical information include
player difficulty level, percentage correct on each attempted
difficulty level, percentage of improvement, comparative standings
with regard to other gamers, standing in age range, and similar
gamer specific information. This information can be presented and
viewed as any of a variety of reports, displays, charts, graphs,
scores, comparisons, or a multitude of other summarized statistics
known to those with skill in the art.
[0052] In a further representative, but non-limiting example,
questions can be categorized and/or subcategorized by subject
matter, such as mathematics, language, music, science, etc.
Further, each question can have two or more answers with one being
the correct answer. In a further embodiment, each question could
have several answers with, perhaps, two of them being correct
answers, but each correct answer requiring a different level of
understanding of the principle behind the question. Analyzing the
question and the answer provided can, for example, indicate a
gamer's level of understanding in a particular subject matter.
[0053] As discussed above, a computer utilizing the Internet-based
application of the subject invention can be initially parameterized
utilizing settings encoded by the proprietary code(s) 26. However,
a further embodiment of the subject application provides for a
means to alter, either permanently or temporarily, the parameters
at any time before, during or after a game play session. In this
embodiment, one or more interface techniques can be used to change
the computer settings. For example, in one embodiment, utilizing a
keyboard and certain pre-established key strokes, a gamer or parent
80 can input information regarding desired changes to the computer
parameters. In a further embodiment, there can be one or more
objects within the virtual environment that when manipulated by an
avatar 50 can make changes to the computer settings.
[0054] In a preferred embodiment, the application of the subject
invention encodes one or more computer control interfaces 82. In
this embodiment, the computer control interface 82 can be one or
more interface screens that can be displayed on the video display
device. In a further embodiment, display of the computer control
interface 82 can be initiated by various selection methods known in
the art, including, but not limited to, icon selection, keyboard
input, and other techniques known in the art.
[0055] In a still further embodiment, the computer control
interface 82 can be accessed by implementing a combination of icon
selection and keyboard input. In this embodiment, a parent can
select an icon that initiates a log-in screen where one or more
codes or commands can be input. Once the commands or codes are
input, the computer control interface 82 is displayed. In a further
embodiment, at least one code can be provided to a parent 80 by a
proprietary source 70. The parental code 84 can be located on the
same media or a different media as the proprietary code 26. For
example, there can be a separate disk 85 or accessory 87 containing
the parent code 84. Alternatively, as is known in the art, the
log-in screen may provide the option for a parent 80 to establish
their own parent code 26.
[0056] The computer control interface 82 display can comprise a
variety of information and control options, also referred to a
General User Interface Widgets (GUI widgets). In one embodiment,
the computer control interface 82 can display the initial
parameters of the computer, prior to a game session or at initial
log-in. In a further embodiment, the computer control interface 82
can display the computer parameters, as well as various summarized
statistics regarding the questions and answers previously presented
during one or more game sessions. A person with skill in the art
and benefit of the subject application will be able to determine
any of a variety of summary statistics that can be generated from
the question and answer databases described herein by a computer
utilizing the application of the subject invention and displayed on
the computer control interface 82 and such variations are
contemplated to be within the scope of the subject invention.
[0057] Thus, one advantage of the application of the subject
invention is the compilation and display of the above-described
summary statistics. A further advantage of the subject invention is
the ability of a gamer or parent to alter the criteria by which the
computer selects questions and/or answers to be used during gaming
by using any of a variety of GUI widgets on a computer control
interface 82. Thus, a gamer or parent can make use of the summary
statistics to determine how or whether to adjust certain parameters
by which the computer operates. This permits parental control over
the type of information, tasks, and other experiences that can be
encountered by a gamer within the virtual environment of the
subject invention. This also permits the operations of the computer
to be altered as the skills, knowledge and interests of a gamer
change and develop in response to game play. Thus, a parent can
adjust computer parameters to select or "lock-out" subject matter
and/or skill level material as appropriate or inappropriate for a
particular gamer.
[0058] Following is an example that illustrates procedures for
practicing the subject invention. This example is provided for the
purpose of illustration only and should not be construed as
limiting. Thus, any and all variations that become evident as a
result of the teachings herein or from the following examples are
contemplated to be within the scope of the present invention.
EXAMPLE 1
Automobile Toy and Associated Avatar
[0059] A toy in the shape of an automobile is packaged with a
proprietary code and a parental code. The packaging includes a
description of the skills and abilities associated with that toy.
Upon purchase, the package can be opened providing a gamer and/or
parent access to the codes, as well as an internet address for
accessing a website and virtual environment to be used with the
codes.
[0060] Utilizing the Internet to navigate to a specified website,
the garner utilizing a computer can log-in to the website using the
proprietary code. Upon log-in, the proprietary code triggers the
server terminal to generate an avatar, in the shape and
configuration of the toy automobile, within a virtual environment
that is displayed on the client/gamer terminal. The skills and
abilities list on the original toy packaging correlate to the
initial computer parameters that will be set when the log-in code
is input at the website to the server terminal. Thus, the
proprietary log-in code will initiate certain start-up computer
parameters that will be utilized within the computer-generated
virtual environment. For example, the proprietary log-in code can
establish computer parameters that initially present questions at a
particular grade level (1.sup.st grade, 2.sup.nd grade, 3.sup.rd
grade, etc.) and subject matter (mathematics, language, science,
health, etc.)
[0061] The server terminal is able to select from a database of
questions and answers for presentation during a game session. Each
question and answer within the database has been categorized into
one or more categories and a tag associated therewith that
correlates to the question categories and sub-categories, as shown,
for example, in FIG. 3. The tag associated with each question can
be interpreted by a computer utilizing the Internet-based
application of the subject invention. Following the above example,
the grade levels can be categories such as 1.sup.st grade=A,
2.sup.nd grade=B, 3.sup.rd grade=C, etc. and subject matter can be
categorized as mathematics=1, language=2, science=3, health=4, etc.
Then, the computer, utilizing its established parameters can search
the database using the tags to select questions or information for
presentation to a gamer during interaction within the virtual
environment. For example, rising the above categories, the computer
can be parameterized to select 3.sup.rd grade level mathematics
questions, which will cause the computer to search within the
database for questions and answers having the tag "C1".
[0062] As a gamer utilizes the avatar to navigate in the virtual
environment, the avatar can manipulate and interact with objects
within the virtual environment. As the gamer interacts with the
virtual environment, the Internet-based computer application will
present the avatar with interactive opportunities that can include
games, skill tests, questions, and other types of entertainment.
Usually, one or more of the interactive opportunities can involve a
question or a skill that requires selection of at least one answer.
Using the established parameters, the computer can present an
appropriate question. The decisions and choices made by the avatar
i.e., the gamer, in response to that question are recorded and
saved into another database by the Internet-based computer
application. The application can record any of a variety of
information about each interaction, including, but not limited to,
correct and incorrect answers, number of selections made, time
elapsed for each answer, category of the question and answer, level
of improvement over time, and other statistics.
[0063] At any point during a game session, a parent can activate a
parental control interface by using the parental code that was
provided with the toy. The parental control interface is generally
a webpage providing a visual display of information pertaining to
the current computer parameters and certain summary statistics
related to the gamer's interactions. For example, using the above
categories, a parent could see that the computer is parameterized
to most-often select 3.sup.rd grade mathematics questions and that
the gamer has achieved 80% proficiency in answering questions, but,
perhaps, only 65% proficiency on word-related problems.
[0064] The parental control interface can have one or more
selection mechanisms, commonly referred to as Graphical User
Interface Widgets (GUI Widgets), such as, for example, slide-bars,
check boxes, radio buttons, toggle buttons, drop-down screens, and
other techniques known in the art, by which a parent can change
various settings of the software. By making use of the summary
statistics, a parent can, if desired, make adjustments or changes
to the software parameters. In the above example, a parent could
maintain the 3.sup.rd grade mathematics level, but increase the
language settings so that more word-related questions are
presented, allowing a gamer to develop more proficiency in that
area.
[0065] The Internet-based computer application of the subject
invention gives a parent greater control over the content, type of
information, educational benefits and interactions that a gamer can
have within the virtual environment.
[0066] All patents, patent applications, provisional applications,
and publications referred to or cited herein are incorporated by
reference in their entirety, including all figures and tables, to
the extent they are not inconsistent with the explicit teachings of
this specification.
[0067] The invention has been described herein in considerable
detail, in order to comply with the Patent Statutes and to provide
those skilled in the art with information needed to apply the novel
principles, and to construct and use such specialized components as
are required. However, it is to be understood that the invention
can be carried out by specifically different equipment and devices,
and that various modification, both as to equipment details and
operating procedures can be effected without departing from the
scope of the invention itself. Further, it should be understood
that, although the present invention has been described with
reference to specific details of certain embodiments thereof, it is
not intended that such details should be regarded as limitations
upon the scope of the invention except as and to the extent that
they are included in the accompanying claims.
[0068] Further, in the claims that follow, the steps have been
ordered for typographical and literary convenience and are not
intended to imply any particular order other than that specifically
set force in the subject specification or understood to be
necessary by one of ordinary skill in the art.
* * * * *