U.S. patent application number 11/971508 was filed with the patent office on 2009-07-09 for managing and presenting avatar mood effects in a virtual world.
Invention is credited to Brian R. Bokor, Andrew B. Smith, Steven K. Speicher.
Application Number | 20090177976 11/971508 |
Document ID | / |
Family ID | 40845571 |
Filed Date | 2009-07-09 |
United States Patent
Application |
20090177976 |
Kind Code |
A1 |
Bokor; Brian R. ; et
al. |
July 9, 2009 |
MANAGING AND PRESENTING AVATAR MOOD EFFECTS IN A VIRTUAL WORLD
Abstract
A method for managing and presenting avatar mood effects in a
virtual world may include allowing a mood effect to be associated
with a user's avatar in the virtual world from a plurality of
predefined mood effects. The method may also include presenting the
associated mood effect to other users of the virtual world.
Inventors: |
Bokor; Brian R.; (Raleigh,
NC) ; Smith; Andrew B.; (Morrisville, NC) ;
Speicher; Steven K.; (Apex, NC) |
Correspondence
Address: |
MOORE & VAN ALLEN, PLLC For IBM
P.O. Box 13706
Research Triangle Park
NC
27709
US
|
Family ID: |
40845571 |
Appl. No.: |
11/971508 |
Filed: |
January 9, 2008 |
Current U.S.
Class: |
715/753 |
Current CPC
Class: |
G06F 3/0481 20130101;
G06F 3/04815 20130101; H04L 51/04 20130101; G06F 3/011
20130101 |
Class at
Publication: |
715/753 |
International
Class: |
G06F 3/048 20060101
G06F003/048 |
Claims
1. A method for managing and presenting avatar mood effects in a
virtual world, comprising: allowing a mood effect to be associated
with a user's avatar in the virtual world from a plurality of
predefined mood effects; and presenting the associated mood effect
to other users of the virtual world.
2. The method of claim 1, further comprising presenting an
interface to define each of the plurality of mood effects.
3. The method of claim 2, wherein presenting the interface to
define each of the plurality of mood effects comprises: permitting
a script to be associated with each mood effect; permitting an
action to be associated with each mood effect, wherein the action
associated with a particular mood effect is performable by the
user's avatar while the particular mood effect is associated with
user's avatar; and permitting an appearance of the user's avatar to
be associated with each mood effect.
4. The method of claim 1, wherein allowing a mood effect to be
associated with the user's avatar from a plurality of predefined
mood effects comprises: allowing a happy mood effect to be selected
and associated with the user's avatar; and allowing a sad mood
effect to be selected and associated with the user's avatar.
5. The method of claim 1, further comprising presenting a visual
indicator associated with the user's avatar to other users in the
virtual world in response to the associated mood effect being
selected and associated with the user's avatar.
6. The method of claim 1, further comprising changing the mood
effect presentable to other user's in the virtual world in response
to the user selecting another mood effect from the plurality of
mood effects to be associated with the user's avatar.
7. The method of claim 1, further comprising at least one of
presenting a predefined script in association with the user's
avatar to other users in the virtual world to indicate the selected
mood of the user's avatar in the virtual world, the user's avatar
performing a predefined action to indicate the selected mood of the
user's avatar in the virtual world, and the user's avatar having a
predetermined appearance in the virtual world to indicate the
selected mood of the user's avatar.
8. The method of claim 1, further comprising: requesting the user
to select a mood of the user's avatar in response to the user
logging into the virtual world; and associating the mood effect
corresponding to the mood selected by the user with the user's
avatar.
9. The method of claim 1, further comprising: standardizing the
plurality of mood effects as avatar mood effect attributes within
the virtual world; and permitting the mood effect attributes to be
shared by other avatars in the virtual world.
10. The method of claim 1, further comprising permitting a query by
another user of the mood effect of the user's avatar to assist in
interacting within the virtual world.
11. The method of claim 1, further comprising allowing mining of
mood effect changes and any actions taken by the user's avatar
while in a particular mood effect.
12. The method of claim 1, further comprising permitting an action
to be associated with the mood effect, wherein the action is
performable by the user's avatar when in the mood effect.
13. The method of claim 12, further comprising triggering the
action to be performable by the user's avatar in response to
occurrence of a predetermined event in the virtual world.
14. A method for managing and presenting avatar mood effects in a
virtual world, profiling a set of mood effect changes to portray
different real-world emotions and moods by a user's avatar to other
users of the virtual world; defining a predetermined action based
on each mood effect change, the predetermined action to be
performed by the user's avatar in the virtual world in response to
the user's avatar being associated with a mood corresponding to the
mood effect change; and triggering the change in the mood effect in
response to occurrence of a predetermined event.
15. The method of claim 14, further comprising at least one of:
changing a script in response to each mood effect change; changing
actions performable by the user's avatar in response to each mood
effect change; and changing an appearance of the user's avatar in
response to each mood effect change.
16. The method of claim 15, wherein changing an appearance of the
user's avatar comprises changing clothing of the user's avatar in
the virtual world.
17. The method of claim 15, wherein changing a script comprises
changing one of a verbal and a visual utterance expressible by the
user's avatar.
18. A method for managing and presenting a mood of a user's avatar
in a virtual world, comprising: presenting a mood effect of the
user's avatar to other users in the virtual world, wherein
presenting the mood effect comprises at least one of: presenting a
predefined script in association with the user's avatar to other
users in the virtual world to indicate a mood of the user's avatar;
performing a predefined action by the user's avatar to indicate the
mood of the user's avatar; presenting the user's avatar with a
predetermined appearance to indicate the mood of the user's
avatar.
19. The method of claim 18, further comprising triggering a mood
change in response to an event.
20. The method of claim 18, further comprising: standardizing a set
of mood effects in the virtual world; and permitting the mood
effects to be shared by each of the avatars in the virtual world.
Description
BACKGROUND OF THE INVENTION
[0001] The present invention relates to virtual worlds, such as
simulations of the real-world or real-life, and the like, and more
particularly to managing and presenting avatar mood effects in a
virtual world.
[0002] Computer based simulations are becoming more ubiquitous.
Simulations may be used for training purposes, for entertainment,
for commerce or for other purposes. Computer simulations such as
Second Life or similar simulations present a virtual world which
allows users or players to be represented by characters known as
avatars. Second Life is an Internet-based virtual world launched in
2003 by Linden Research, Inc. A downloadable client program called
the Second Life Viewer enables users, called "Residents", to
interact with others in the virtual world through motional avatars.
The virtual world basically simulates the real world or
environment. The users or residents via their avatar can explore
the virtual world, meet other users or residents, socialize,
participate in individual and group activities, create and trade
items (virtual property) and services from one another. The
challenge with respect to such simulations or virtual worlds is to
make them as realistic or as much like the real-world or real-life
as possible. This increases the utility of such simulations as a
training tool or enjoyment of the participants or users as an
entertainment medium. Current virtual worlds enable only certain
limited capabilities for simulating real-world interactions such as
personalization of avatars based on clothing, facial features and
physique. More engaging experiences, such as moods or emotions are
typically not taken into account. For example, how moods are
defined and affect personal features, such as dress, facial
expressions or other features, and personal interactions is
lacking. Second Life is a trademark of Linden Research, Inc. in the
United States, other countries or both.
BRIEF SUMMARY OF THE INVENTION
[0003] In accordance with an embodiment of the present invention, a
method for managing and presenting avatar moods or mood effects in
a virtual world may include allowing a mood or mood effect to be
associated with a user's avatar in the virtual world from a
plurality of predefined moods or mood effects. The method may also
include presenting the associated mood or mood effect to other
users of the virtual world.
[0004] In accordance with another embodiment of the present
invention, a method for managing and presenting avatar moods or
mood effects in a virtual world may include profiling a set of mood
or mood effect changes to portray different real-world emotions and
moods by a user's avatar to other users in the virtual world. The
method may also include defining a predetermined action based on
each mood or mood effect change, the predetermined action to be
performed by the user's avatar in the virtual world in response to
the user's avatar being associated with a mood corresponding to the
mood effect change. The method may further include triggering the
change in the mood or mood effect in response to occurrence of a
predetermined event.
[0005] In accordance with another embodiment of the present
invention, a method for managing and presenting a mood of a user's
avatar in a virtual world may include presenting a mood or mood
effect of the user's avatar to other users in the virtual world.
Presenting the mood or mood effect may include presenting a
predefined script in association with the user's avatar to other
users in the virtual world to indicate the mood of the user's
avatar. Presenting the mood or mood effect may also include
performing a predefined action by the user's avatar to indicate the
mood of the user's avatar. Presenting the mood or mood effect may
additionally include presenting the user's avatar with a
predetermined appearance to indicate the mood of the user's
avatar.
[0006] Other aspects and features of the present invention, as
defined solely by the claims, will become apparent to those
ordinarily skilled in the art upon review of the following
non-limited detailed description of the invention in conjunction
with the accompanying figures.
BRIEF DESCRIPTION OF THE SEVERAL VIEWS OF THE DRAWINGS
[0007] FIG. 1 is a flow chart of an example of a method for
managing and presenting mood effects in a virtual world in
accordance with an embodiment of the present invention.
[0008] FIG. 2 is an example of a graphical user interface for
defining or editing mood effects in a virtual world in accordance
with an embodiment of the present invention.
[0009] FIG. 3 is an illustration of a tagging mechanism or visual
identifier to present a mood effect of a user's avatar in the
virtual world in accordance with an embodiment of the present
invention.
[0010] FIG. 4 is a diagram of an example of a system for defining,
managing and presenting mood effects in a virtual world in
accordance with an embodiment of the present invention.
[0011] FIG. 5 is a block schematic diagram of an example of a
system for managing and presenting mood effects in a virtual world
in accordance with an embodiment of the present invention.
DETAILED DESCRIPTION OF THE INVENTION
[0012] The following detailed description of embodiments refers to
the accompanying drawings, which illustrate specific embodiments of
the invention. Other embodiments having different structures and
operations do not depart from the scope of the present
invention.
[0013] As will be appreciated by one of skill in the art, the
present invention may be embodied as a method, system, or computer
program product. Accordingly, the present invention may take the
form of an entirely hardware embodiment, an entirely software
embodiment (including firmware, resident software, micro-code,
etc.) or an embodiment combining software and hardware aspects that
may all generally be referred to herein as a "circuit," "module" or
"system." Furthermore, the present invention may take the form of a
computer program product on a computer-usable storage medium having
computer-usable program code embodied in the medium.
[0014] Any suitable computer usable or computer readable medium may
be utilized. The computer-usable or computer-readable medium may
be, for example but not limited to, an electronic, magnetic,
optical, electromagnetic, infrared, or semiconductor system,
apparatus, device, or propagation medium. More specific examples (a
non-exhaustive list) of the computer-readable medium would include
the following: an electrical connection having one or more wires, a
tangible medium such as a portable computer diskette, a hard disk,
a random access memory (RAM), a read-only memory (ROM), an erasable
programmable read-only memory (EPROM or Flash memory), an optical
fiber, a portable compact disc read-only memory (CD-ROM), or other
tangible optical or magnetic storage device; or transmission media
such as those supporting the Internet or an intranet. Note that the
computer-usable or computer-readable medium could even be paper or
another suitable medium upon which the program is printed, as the
program can be electronically captured, via, for instance, optical
scanning of the paper or other medium, then compiled, interpreted,
or otherwise processed in a suitable manner, if necessary, and then
stored in a computer memory. In the context of this document, a
computer-usable or computer-readable medium may be any medium that
can contain, store, communicate, propagate, or transport the
program for use by or in connection with the instruction execution
system, apparatus, or device. The computer-usable medium may
include a propagated data signal with the computer-usable program
code embodied therewith, either in baseband or as part of a carrier
wave. The computer usable program code may be transmitted using any
appropriate medium, including but not limited to the Internet,
wireline, optical fiber cable, radio frequency (RF) or other
means.
[0015] Computer program code for carrying out operations of the
present invention may be written in an object oriented programming
language such as Java, Smalltalk, C++ or the like. However, the
computer program code for carrying out operations of the present
invention may also be written in conventional procedural
programming languages, such as the "C" programming language or
similar programming languages, or in functional programming
languages, such as Haskell, Standard Meta Language (SML) or similar
programming languages. The program code may execute entirely on the
user's computer, partly on the user's computer, as a stand-alone
software package, partly on the user's computer and partly on a
remote computer or entirely on the remote computer or server. In
the latter scenario, the remote computer may be connected to the
user's computer through a local area network (LAN) or a wide area
network (WAN), or the connection may be made to an external
computer (for example, through the Internet using an Internet
Service Provider).
[0016] The present invention is described below with reference to
flowchart illustrations and/or block diagrams of methods, apparatus
(systems) and computer program products according to embodiments of
the invention. It will be understood that each block of the
flowchart illustrations and/or block diagrams, and combinations of
blocks in the flowchart illustrations and/or block diagrams, can be
implemented by computer program instructions. These computer
program instructions may be provided to a processor of a general
purpose computer, special purpose computer, or other programmable
data processing apparatus to produce a machine, such that the
instructions, which execute via the processor of the computer or
other programmable data processing apparatus, create means for
implementing the functions/acts specified in the flowchart and/or
block diagram block or blocks.
[0017] These computer program instructions may also be stored in a
computer-readable memory that can direct a computer or other
programmable data processing apparatus to function in a particular
manner, such that the instructions stored in the computer-readable
memory produce an article of manufacture including instruction
means which implement the function/act specified in the flowchart
and/or block diagram block or blocks.
[0018] The computer program instructions may also be loaded onto a
computer or other programmable data processing apparatus to cause a
series of operational steps to be performed on the computer or
other programmable apparatus to produce a computer implemented
process such that the instructions which execute on the computer or
other programmable apparatus provide steps for implementing the
functions/acts specified in the flowchart and/or block diagram
block or blocks.
[0019] FIG. 1 is a flow chart of an example of a method 100 for
managing and presenting mood or mood effects in a virtual world in
accordance with an embodiment of the present invention. The terms
mood, mood effects, emotions or similar terms may be used
interchangeably herein to describe a state of mind, feeling, mood,
emotion or the like of a user, a user's avatar in the virtual world
or both, and to represent or convey this mood emotion, state of
mind or the like to other users in the virtual world. In block 102,
a graphical user interface (GUI) may be presented to define or edit
a mood effect or mood effects. The mood effects GUI may be
presented in response to a user selecting a feature, such as a
menu, icon or other mechanism in a virtual world being presented on
a display of the user's computer system. The GUI may be presented
by a user selecting or clicking-on the menu, icon or other
mechanism using a computer pointing device or similar device.
[0020] Referring also to FIG. 2, FIG. 2 is an example of a GUI 200
for defining or editing mood effects in a virtual world in
accordance with an embodiment of the present invention. As
illustrated in FIG. 2, each mood 201 or mood effect may be defined
as a profile 202, such as "happy" 204 or "sad" 206. These profiles
202 may become extremely complex similar to human moods and
emotions. Examples of more complex profiles may include "very
happy", "best day of my life", "don't talk to me", "bad" or any
other moods or emotions. The profiles may define certain actions
based on these moods. For example, as illustrated in FIG. 2, an
action that may be associated with the happy profile 204 may be an
avatar performing a wave action 208. An example of an action that
may be associated with the sad profile 206 may be utterance of a
grunt 210 by an avatar.
[0021] As illustrated in block 102, mood effects may be attributes
standardized by a virtual world owner or operator. The standardized
mood effect attributes may be shared by other avatars in the
virtual world. As described herein, the standardized moods or mood
effect attributes may be stored on a system or server to permit the
mood effect attributes to be shared or associated with other
avatars. In accordance with an embodiment of the present invention,
users or participants in the virtual system may query or request
the mood effect attributes of another avatar. Responses to such
queries or requests may assist in automated responses and provide a
better understanding of the person or avatar with which a user's
avatar may be engaged in the virtual world and to facilitate
interactions between users and users' avatars in the virtual
world.
[0022] In block 104, a profile defining each mood or mood effect
may be received by a virtual world system or stored on a user's
computer system for managing and presenting mood effects. An
identification or characterization of the mood effect may be
associated with each profile, such as happy, sad, angry or similar
moods or emotions. As previously discussed the profiles can be
relatively complex and may include different human moods and
emotions and may include different levels for each mood or
emotion.
[0023] In block 106, any scripts, gestures, actions, or appearances
of an avatar, or other attributes may be received and stored by a
system to be associated with each mood effect as part of the mood
effect profile to define the mood effect. The GUI presented to
define each mood effect or mood effect profile in block 102 may
permit a script to be entered and stored in association with each
mood effect. The script may be a visual or verbal utterance or
other form of communications. The GUI may also permit an action,
such as a gesture or other action to be entered and stored in
association with each mood effect. A particular action may be
performed by a user's avatar while the mood affect corresponding
with the particular action is associated with the user's avatar.
The GUI may also permit an appearance of a user's avatar to be
associated with each mood effect. For example, clothing worn by the
user's avatar may be different depending upon a mood of the user's
avatar.
[0024] In block 108, any action or actions received and stored by
the virtual world system or user's computer system in association
with each mood or mood effect may be configured to be triggered by
occurrence of a predetermined event, such as a virtual world event
or other occurrence. For example an action may be performed by a
user's avatar in response to entering an event or location, leaving
an event or location, entering a mood, or leaving a mood. A
particular action may also be performed by the user's avatar in
response to the user's avatar coming into contact with another
avatar with predetermined matched or correlated rules. For example,
each of the avatars may be in a particular mood, have a particular
company or organization affiliation in the virtual world, same or
similar virtual world experiences or other characteristics relative
to one another that prompt a predefined action. The action may be
triggered in response to the avatars coming within a predetermined
proximity range of one another in the virtual world.
[0025] In block 110, a user may be allowed to select a mood effect
from a plurality of predefined mood effects and associated with the
user's avatar in the virtual world. Each of the plurality of mood
effects may be defined as previously discussed. The mood effects
may be defined by the user or the mood effects may be standardized
by the virtual world system operator or owner. The mood effect may
be selected from a menu, dropdown list using a computer pointing
device or may be selected by some other mechanism known in relation
to virtual world systems, simulations or other computer
applications.
[0026] In accordance with another embodiment of the present
invention, the mood effect may be manually set based on inputs from
the user or selection of criteria by the user. The mood effect may
be tagged to the avatar by a tagging mechanism or visual identifier
to present the mood or mood effect of the user's avatar to users of
other avatars in the virtual world. Referring also to FIG. 3, FIG.
3 is an illustration of a tagging mechanism 300 or visual
identifier to present a mood effect 302 or 304 of a user's avatar
306 or 308 in the virtual world 310 in accordance with an
embodiment of the present invention. As illustrated in FIG. 3, a
tag such as a smiley face 312 may represent a happy mood effect 302
and a frown 314 may represent a sad mood effect 304. As previously
discussed, a script, such as scripts 316 and 318 may also be used
to represent the mood or mood effect, either alone or in addition
to any other representations or expressions of an avatar's mood or
mood effects. Each of the scripts 316 and 318 may be visually
presented in a balloon or similar means, as illustrated in FIG. 3,
or the script 316 or 318 may be audibly presented and actually
spoken by the corresponding avatar via speakers of a computer
system, or the scripts 316 and 318 may be both visually and audibly
presented. The avatar's mood may be presented to the other user in
response to the avatars coming within a predetermined proximity
range of one another within the virtual world.
[0027] Referring back to FIG. 1, in block 112, in accordance with
an embodiment of the present invention, an indication of the mood
or mood effect may be presented to other users in the virtual world
in response to a predetermined virtual world event, the user's
avatar entering a predetermined location, or other stimuli. A user
may be requested to indicate or select a mood or mood effect for
the user's avatar when logging into the virtual world. Other users
may also submit queries to determine a mood of other avatars and/or
to obtain more detailed information about the other avatar's mood
and possible reasons for the other avatar's mood. The information
may be presented to the user in response to the query. This may
provide better understanding of the person or avatar with whom the
user is engaging in the virtual world.
[0028] In block 114, a mood effect associated with the user's
avatar may be changed in response to an input of some criteria
corresponding the mood effect or selection of a different mood
effect similar to that previously described. A change in the mood
effect may also be triggered by an occurrence, an event, an entry
into a location in the virtual world by the user's avatar or other
stimuli similar to that previously discussed. An example of a
method and system for automated avatar moods in a virtual world is
described in U.S. patent application Ser. No. ______ (IBM Docket
No. RSW920070211US1), entitled "Automated Avatar Moods in a Virtual
World", by Steven K. Speicher et al., which is assigned to the same
assignee as the present invention and is incorporated herein by
reference.
[0029] In block 116, changes in mood effects may be mined or
recorded and tracked along with any actions taken by avatars in
response to a mood effect or change in mood effect. This data may
be analyzed by the virtual world owner or operator or other
entities providing services in the virtual world for market data
intelligence or for other purposes.
[0030] FIG. 4 is an example of a diagram of a system 400 for
defining, managing and presenting mood effects in a virtual world
in accordance with an embodiment of the present invention. The
method 100 may be embodied in and performed by the system 400. The
system 400 may include a define mood component 402 or module to
allow a user or someone else, such as a virtual world operator
and/or owner, to define a mood or plurality of moods or mood
effects that may be associated or tagged to the user's avatar 404
in the virtual world 406. Similar to that previously discussed,
standardized mood or mood effects may be defined by a virtual world
owner or operator that may be shared and tagged to avatars of other
users in the virtual world.
[0031] The moods or mood effects can be defined as simple profiles,
such as a "Happy Avatar" 408 and a "Sad Avatar" 410, either of
which may be associated with, or tagged to the user's avatar 404 to
identify the avatar's mood, visually, audibly or both, to other
users in the virtual world 406. The avatar mood or mood effect may
be tagged to the avatar 404 using a tagging mechanism, visual
identifier or other mechanism. The tagging mechanism or visual
identifier may be any such mechanism used in virtual worlds or
simulations to associate information or attributes to an avatar and
to present such information to other users or participants in the
virtual world.
[0032] The system 400 may also include a change mood component 412
or module to cause changes in moods or mood effects associated with
or tagged to an avatar. As previously discussed, the change in
moods may be in response to some event or condition or actions by
the avatar's user, such as selecting a different mood or mood
effect from a plurality of moods.
[0033] The system 400 may also include subsystems for defining the
mood and changes in the mood or mood effects. For example, the
system 400 may include a scripts subsystem 414, a gesture or action
subsystem 416, and an appearance subsystem 418. The scripts
subsystem 414 may permit a script to be entered and associated with
a mood or mood effect in defining the mood or mood effect. The
scripts subsystem 414 may also control presentation of the script
in association with an avatar tagged with the mood corresponding to
the script. The script may be words, sounds, such as grunts,
groans, laugh or other utterances which may be spoken or expressed
by an avatar that has been tagged with the particular mood or mood
effect. The script may be presented in visual or audible form. For
example, the script may be presented in a balloon, similar to
balloons 316 and 318 illustrated in FIG. 3 or the script may actual
be spoken by the avatar and presented through speakers of a user's
computer system.
[0034] The gestures or actions subsystem 414 may permit a specific
gesture or action to be entered and associated with a mood or mood
effect in defining the mood or mood effect. The gestures subsystem
416 may also control performance of the gesture or action by an
avatar tagged with the mood corresponding to the gesture or action.
Examples of avatar actions or gestures that may be associated with
a mood or mood effect may include the avatar's head being down
and/or shoulders slumped forward to indicate a sad mood, clenched
fists to indicate an angry mood, arms held overhead to indicate a
happy mood, the avatar jumping up and down to express a happy mood,
other movements of the arms, legs or other body parts or body
language that may connote a particular mood or emotion or any other
actions or gestures that may express a particular type of mood or
emotion.
[0035] The appearance subsystem 418 may permit a specific
appearance of an avatar to be entered and associated with a mood or
mood effect in defining the mood or mood effect. The appearance
subsystem 418 may also control the appearance of an avatar tagged
with the particular mood corresponding to the appearance. Examples
of avatar appearances that may express a mood or emotion may
include avatar facial expressions, bright colored clothing to
express a happy mood, dark, black or gray colored clothing in
association with a sad mood or any other visual effects associated
with appearance of an avatar in the virtual world that may suggest
a mood of the avatar or user associated with the avatar.
[0036] FIG. 5 is a block schematic diagram of another example of a
system 500 for managing and presenting mood effects in a virtual
world in accordance with an embodiment of the present invention.
The method 100 of FIG. 1 may be embodied in or performed by the
system 500. The system 500 may include a module 502 for managing
and presenting moods or mood effects. The module 502 may be stored
on a file system 504 of an exemplary computer system 506. The
exemplary computer system 506 may be used by a user, such as user
508, to access or enter a virtual world as described herein. A
plurality of users 508 may each use a computer system, similar to
the exemplary computer system 506, to participate in the virtual
world by controlling an avatar in the virtual world associated with
the user 508.
[0037] The module 502 of managing and presenting avatar mood
effects in the virtual world may include a define mood sub-module
or component 510. The define mood component 510 may be similar to
the define mood component 402 described with reference to FIG. 4.
The define mood component 510 may generate and present a GUI to the
user 508 to permit a plurality of mood or mood effects to be
defined by the user and associated with the user's avatar. The GUI
may include provisions for entering or defining scripts, gestures,
avatar appearance or similar attributes that may connote the mood
of a user's avatar to other users in the virtual world. As
previously described, the mood of a user's avatar may be presented
to another user's avatar in response to the avatars coming within a
predetermined proximity range of one another. In accordance with
another embodiment of the present invention, the mood of a user's
avatar may be presented to another user in response to the other
user querying the mood of the user's avatar in the virtual world.
The querying operation may be performed by activating or selecting
the feature in a menu or other means commonly known for selecting
features in virtual worlds or computing technology.
[0038] In accordance with another embodiment of the present
invention, as previously described, moods or mood effects may be
standardized by the virtual world owner and/or operator.
Accordingly, the virtual world owner/operator may define the
different mood or mood effects. The different predefined mood or
mood effects may then be shared by all of the users of the virtual
world and may be associated with or tagged to respective users'
avatars to express or present the avatar's mood to other users in
the virtual world.
[0039] The module for managing and presenting avatar mood effects
in a virtual world may also include a mood inventory 512. The mood
inventory 512 may store all of the moods and associated mood
effects or attributes, such as scripts, gestures or actions,
appearances or other attributes associated with each mood for
application to the user's avatar. As previously discussed, the
moods and associated mood effects or attributes may be defined by
the user or the virtual world owner and/or operator may defined
standardized moods and associated mood effects or attributes which
may be shared among all avatars in the virtual world.
[0040] The module for managing and presenting avatar mood effects
in a virtual world may also include a component 514 to control mood
changes in response to predetermined stimuli. For example, mood
changes may occur in response to selection of another mood by the
user of the avatar, certain events in the virtual world or real
world, entering or leaving a location in the virtual world,
interaction with another avatar or any other stimuli that may
elicit a mood change. Predetermined rules may be created or defined
to evoke specific mood changes. As previously discussed, an example
of a system and method for automated changes in avatar moods in a
virtual world is described in U.S. patent application Ser. No.
______ (IBM Docket No. RSW920070211US1).
[0041] The computer system 506 may also include a processor 516.
The module for managing and presenting avatar mood effects 502 may
be accessed from the file system 504 and run on the processor
516.
[0042] The computer system may also include a display 518, a
speaker system 520, and one or more input devices, output devices
or combination input/output devices, collectively I/O devices 522.
The I/O devices 522 may include a keyboard, pointing device, such
as a mouse, disk drives and any other devices to permit a user to
interface with and control operation of the computer system and to
access and participate in the virtual world through the user's
avatar. The display 518 may present the user's avatar and other
users' avatars in the virtual world and present the features
described herein for defining and managing moods or mood effects.
The speaker 520 may present any sounds associated with the virtual
world, such as audible mood effects or other sounds.
[0043] The system 500 may also include a server 524. A virtual
world system 526 may reside and operate on the server 524. Users
508 via browsers (not shown in FIG. 5) on their computer systems
506 may access the virtual world system 526 via a network 528. The
network 528 may be the Internet, an intranet or other private or
proprietary network.
[0044] Other embodiments of the present invention are not limited
to only a server and the system and features described herein may
be in one of many forms. Examples may include may include a client,
configurations that support peer-to-peer communications, a wireless
solution or other arrangements.
[0045] In accordance with an embodiment of the present invention, a
repository or inventory 528 of standardized moods, mood effects and
any associated attributes may be associated with the server 524.
Standardized mood inventory 528 may be contained on the server 524
or may be a separate component from the server 528. A mood or
visual identification tagging mechanism 530 may also be operable on
the server 524 to tag mood effects to respective avatar and to
control and maintain any mood changes. Control, tracking and
recording of moods and mood changes may be coordinated between the
mood change component 514 that may be operable on the computer
system 506 of each user 508 and the mood or visual identification
tagging mechanism 530. In accordance with an embodiment of the
present invention, the module 502 for managing and presenting
avatar mood effects may be operable on the server 524 or some of
the features or operations described with respect to module 502 may
be performed in the computer system 506 and others on the server
524.
[0046] The flowcharts and block diagrams in the Figures illustrate
the architecture, functionality, and operation of possible
implementations of systems, methods and computer program products
according to various embodiments of the present invention. In this
regard, each block in the flowchart or block diagrams may represent
a module, segment, or portion of code, which comprises one or more
executable instructions for implementing the specified logical
function(s). It should also be noted that, in some alternative
implementations, the functions noted in the block may occur out of
the order noted in the figures. For example, two blocks shown in
succession may, in fact, be executed substantially concurrently, or
the blocks may sometimes be executed in the reverse order,
depending upon the functionality involved. It will also be noted
that each block of the block diagrams and/or flowchart
illustration, and combinations of blocks in the block diagrams
and/or flowchart illustration, can be implemented by special
purpose hardware-based systems which perform the specified
functions or acts, or combinations of special purpose hardware and
computer instructions.
[0047] The terminology used herein is for the purpose of describing
particular embodiments only and is not intended to be limiting of
the invention. As used herein, the singular forms "a", "an" and
"the" are intended to include the plural forms as well, unless the
context clearly indicates otherwise. It will be further understood
that the terms "comprises" and/or "comprising," when used in this
specification, specify the presence of stated features, integers,
steps, operations, elements, and/or components, but do not preclude
the presence or addition of one or more other features, integers,
steps, operations, elements, components, and/or groups thereof.
[0048] Although specific embodiments have been illustrated and
described herein, those of ordinary skill in the art appreciate
that any arrangement which is calculated to achieve the same
purpose may be substituted for the specific embodiments shown and
that the invention has other applications in other environments.
This application is intended to cover any adaptations or variations
of the present invention. The following claims are in no way
intended to limit the scope of the invention to the specific
embodiments described herein.
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