U.S. patent application number 12/211882 was filed with the patent office on 2010-03-18 for interactive gaming system via a global network and methods thereof.
This patent application is currently assigned to LPP Enterprises, LLC. Invention is credited to Peter Hegyi, William C. Perone, Jay M. Schwartz.
Application Number | 20100069155 12/211882 |
Document ID | / |
Family ID | 42007717 |
Filed Date | 2010-03-18 |
United States Patent
Application |
20100069155 |
Kind Code |
A1 |
Schwartz; Jay M. ; et
al. |
March 18, 2010 |
INTERACTIVE GAMING SYSTEM VIA A GLOBAL NETWORK AND METHODS
THEREOF
Abstract
Embodiments of the present invention relate to an online
interactive competitive gaming system having audio and visual
components to simulate realistic live play. In one embodiment of
the present invention, an interactive gaming system via a global
computer network comprises a first client computer connected to the
global computer network, a second client computer connected to the
global computer network, a non-downloadable competitive gaming
application hosted on a remote server, accessible to the first and
second client via the network, and a streaming server for enabling
multiple-user streaming multimedia data capabilities, communicating
with the remote server, the first client computer and the second
client computer.
Inventors: |
Schwartz; Jay M.; (Boca
Raton, FL) ; Perone; William C.; (Boynton Beach,
FL) ; Hegyi; Peter; (Nitra, SK) |
Correspondence
Address: |
MALDJIAN & FALLON LLC
365 BROAD STREET, THIRD FLOOR
RED BANK
NJ
07701
US
|
Assignee: |
LPP Enterprises, LLC
Boca Raton
FL
|
Family ID: |
42007717 |
Appl. No.: |
12/211882 |
Filed: |
September 17, 2008 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3223 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. An interactive gaming system via a global computer network
comprising: a first client computer connected to the global
computer network; a second client computer connected to the global
computer network; a non-downloadable competitive gaming application
hosted on a remote server, accessible to the first and second
client via the network; and a streaming server for enabling
multiple-user streaming multimedia data capabilities, communicating
with the remote server, the first client computer and the second
client computer.
2. The system of claim 1, wherein the multimedia data comprises at
least one of audio or video data.
3. The system of claim 1, wherein the non-downloadable competitive
gaming application comprises executable code to simulate the
playing of at least one of a card game, a board game, a casino
game, a fantasy sports game, or an educational program.
4. The system of claim 1, wherein the streaming server is capable
of operating in real-time.
5. The system of claim 1, wherein each of the first client computer
and the second client computer comprise multimedia software for
execution of other computer programs and scripts.
6. The system of claim 5, wherein the multimedia software comprises
a virtual machine capable of executing object-oriented scripts.
7. The system of claim 1, wherein the interactive gaming system is
adaptable to conform to a third-party competitive gaming
application.
8. The system of claim 1, wherein each of the first client computer
and second client computer further comprise at least one of a
microphone, a webcam or a digital camera.
9. The system of claim 1, wherein the multimedia data is encoded
and encrypted.
10. An interactive competitive gaming system via a global computer
network comprising: a first client computer, having multimedia
software for execution of other computer programs and scripts,
connected to the global computer network via a web server; a second
client computer, having multimedia software for execution of other
computer programs and scripts, connected to the global computer
network via the web server; a multi-user game server having a
non-downloadable competitive gaming application capable of being
executed on a virtual machine running on a client computer,
accessible to the first and second client via the network; and a
real-time streaming server for enabling multiple-user streaming
multimedia data capabilities, communicating with the multi-user
game server, the first client computer and the second client
computer.
11. The system of claim 10, wherein the multimedia data comprises
at least one of audio or video data.
12. The system of claim 10, wherein the non-downloadable
competitive gaming application comprises executable code to
simulate the playing of at least one of a card game, a board game,
or a casino game.
13. The system of claim 10, wherein the multimedia software
comprises a virtual machine capable of executing object-oriented
scripts.
14. The system of claim 10, wherein the interactive competitive
gaming system is adaptable to conform to a third-party competitive
gaming application.
15. The system of claim 10, wherein non-downloadable competitive
gaming application is coded in Actionscript for Flash
applications.
16. A method of hosting an interactive competitive gaming system
via a global computer network comprising: providing a publicly
accessible portal to a game server and a streaming server, through
the global computer network; allowing a first user to access a
non-downloadable competitive gaming application available on the
game server; allowing at least a second user to access the
competitive gaming application available on the game server;
enabling the transmission of streaming multimedia data between the
first user and the second user through the streaming server; and
engaging the first user and the second user in the competitive
game.
17. The method of claim 16, wherein the non-downloadable
competitive gaming application is capable of being executed on a
virtual machine running on a client computer.
18. The method of claim 17, wherein each of the first user and the
second user comprise a computer having multimedia software capable
of running a virtual machine for execution of other computer
programs and scripts.
19. The method of claim 16, wherein the non-downloadable
competitive gaming application comprises executable code to
simulate the playing of at least one of a card game, a board game,
or a casino game.
20. The method of claim 16, wherein the interactive competitive
gaming system is adaptable to conform to a third-party competitive
gaming application.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] Embodiments of the present invention generally relate to an
interactive gaming system via a global network and methods thereof.
More specifically, embodiments of the present invention relate to
an online interactive gaming network having audio and visual
components to simulate realistic live play.
[0003] 2. Description of the Related Art
[0004] Online competitive gaming has taken the computer world by
storm. Over the past 10 years, it has grown as quickly as the
Internet and can now be found in millions of homes. Online
competitive gaming generally includes, but is not limited to, board
games, card games, and casino or gambling games, available by
logging into a website and/or downloading software from a website
in order to play these games. There are currently many websites
which offer online gaming.
[0005] With current technology, a player is required to download
and install the game software to his or her computer. By
downloading software on the client computer, the games often run
faster than web-based games given the general premise that CPU
processing speeds are usually much quicker than Internet
transmission speeds. Thus, the graphics and sound associated with a
particular game are usually located within the software client,
which has been downloaded on the client computer, to be executed
when prompted by instructions from the host server (i.e., the
server on which the competitive game is being hosted).
[0006] With the advent of this growth in online competitive gaming,
also comes several drawbacks. These drawbacks include the issues of
computer security and personal/financial security (particularly
where gambling or financial-based transactions are involved), as
online competitive gaming sites can become vulnerable to hackers
because of the ease of access to private information about the
users playing the game. Also, many individuals fear downloadable
software because of the increase in computer viruses and other
infectious programs, often associated with downloads from an
unknown source.
[0007] Furthermore, additional drawbacks exist where competitive
gaming attempts to enable players to engage in audio-visual
interaction amongst each other due to the varying latency times
between each client and the server. In scenarios where basic
audio-visual interaction exists, it is generally limited between
two individuals (i.e., peer-to-peer) or from one individual to a
group (e.g., a presentation broadcast). Even in these scenarios,
given the nature of audio-visual data, downloadable software is
typically required in order to encode the data in a format suitable
for high quality frame rate and resolution, while maintaining a
relatively quick transmission rate.
[0008] Therefore, there is a need for an online interactive gaming
network having audio and visual components to simulate realistic
live play, while overcoming the drawbacks of systems currently
available in the industry.
SUMMARY OF THE INVENTION
[0009] Embodiments of the present invention relate to an online
interactive competitive gaming system having audio and visual
components to simulate realistic live play. In one embodiment of
the present invention, an interactive gaming system via a global
computer network comprises a first client computer connected to the
global computer network, a second client computer connected to the
global computer network, a non-downloadable competitive gaming
application hosted on a remote server, accessible to the first and
second client via the network, and a streaming server for enabling
multiple-user streaming multimedia data capabilities, communicating
with the remote server, the first client computer and the second
client computer.
[0010] In another embodiment of the present invention, an
interactive competitive gaming system via a global computer network
comprises a first client computer, having multimedia software for
execution of other computer programs and scripts, connected to the
global computer network via a web server, a second client computer,
having multimedia software for execution of other computer programs
and scripts, connected to the global computer network via the web
server, a multi-user game server having a non-downloadable
competitive gaming application capable of being executed on a
virtual machine running on a client computer, accessible to the
first and second client via the network, and a real-time streaming
server for enabling multiple-user streaming multimedia data
capabilities, communicating with the multi-user game server, the
first client computer and the second client computer.
[0011] In yet another embodiment of the present invention, a method
of hosting an interactive competitive gaming system via a global
computer network comprises providing a publicly accessible portal
to a game server and a streaming server, through the global
computer network, allowing a first user to access a
non-downloadable competitive gaming application available on the
game server, allowing at least a second user to access the
competitive gaming application available on the game server,
enabling the transmission of streaming multimedia data between the
first user and the second user through the streaming server, and
engaging the first user and the second user in the competitive
game.
BRIEF DESCRIPTIONS OF THE DRAWINGS
[0012] So the manner in which the above recited features of the
present invention can be understood in detail, a more detailed
description of embodiments of the present invention is described
below with references to the Figures illustrated in the appended
drawings. It is to be noted, however, the appended drawings
illustrate only typical embodiments encompassed within the scope of
the present invention, and therefore, are not to be considered
limiting, for the present invention may admit to other equally
effective embodiments, wherein:
[0013] FIG. 1 depicts a block diagram of a general computer system
in accordance with one embodiment of the present invention;
[0014] FIG. 2 depicts a block diagram of a system in accordance
with one embodiment of the present invention;
[0015] FIG. 3 depicts a block diagram of an interactive gaming
system in accordance with one embodiment of the present invention;
and
[0016] FIG. 4 depicts a flow chart illustrating an exemplary method
in accordance with one embodiment of the present invention.
[0017] As used throughout this application, the word "may" is used
in a permissive sense (i.e., meaning having the potential to),
rather than the mandatory sense (i.e., meaning must). Similarly,
the words "include", "including", and "includes" mean including but
not limited to. To facilitate understanding, like reference
numerals have been used, where possible, to designate like elements
common to the figures.
DETAILED DESCRIPTION
[0018] In the following detailed description, for purposes of
explanation, numerous specific details are set forth in order to
provide a thorough understanding of exemplary embodiments or other
examples described therein. However, it will be understood that
these examples may be practiced without the specific details. In
other instances, well-known methods, procedures, components and
circuits have not been described in detail, so as to not obscure
the following description. Further, the examples disclosed are for
exemplary purposes only and other examples may be employed in lieu
of, or in combination with, the examples disclosed.
[0019] Embodiments of the present invention generally relate to an
interactive gaming system via a global network and methods thereof.
More specifically, embodiments of the present invention relate to
an online interactive gaming network having audio and visual
components to simulate realistic live play. As noted throughout the
discussion of embodiments of the present invention contained
herein, the competitive games of the present invention are
accessible to users via a non-downloadable application hosted on a
remote server, having multiple-user streaming multimedia data
capabilities.
[0020] FIG. 1 depicts a block diagram of a general computer system
in accordance with one embodiment of the present invention. The
computer system 100 generally comprises a computer 102. The
computer 102 illustratively comprises a processor 104, a memory
110, various support circuits 108, an I/O interface 106, and a
storage system 111. The processor 104 may include one or more
microprocessors. The support circuits 108 for the processor 104
include conventional cache, power supplies, clock circuits, data
registers, I/O interfaces, and the like. The I/O interface 106 may
be directly coupled to the memory 110 or coupled through the
processor 104. The I/O interface 106 may also be configured for
communication with input devices 107 and/or output devices 109,
such as network devices, various storage devices, mouse, keyboard,
display, joystick, touchpad, speaker, microphone, and the like. The
storage system 111 may comprise any type of block-based storage
device or devices, such as a disk drive system.
[0021] The memory 110 stores processor-executable instructions and
data that may be executed by and used by the processor 104. These
processor-executable instructions may comprise hardware, firmware,
software, and the like, or some combination thereof. Modules having
processor-executable instructions that are stored in the memory 110
may include a capture module 112. The computer 102 may be
programmed with an operating system 113, which may include OS/2,
Java Virtual Machine, Linux, Solaris, Unix, HPUX, AIX, Windows,
MacOS, among other platforms. At least a portion of the operating
system 113 may be stored in the memory 110.
[0022] The memory 110 may include one or more of the following:
random access memory, read only memory, optical read/write memory,
cache memory, magnetic read/write memory, and the like. It is
understood by embodiments of the present invention, a computer,
such as the one depicted in FIG. 1, may be connected to a computer
network or system, as discussed below with respect to FIGS. 2 and
3. A computer network includes the Internet, a global computer
network, an internal computer network, dedicated server networks,
and the like.
[0023] FIG. 2 depicts a block diagram of a system in accordance
with one embodiment of the present invention. The system 200
generally includes a first client device 202, a second client
device 204, and additional client devices, up to client device N
206, where N represents any number of client computers practical
for operation of embodiments of the present invention. The system
200 further includes a network 208, a server 210, and optionally a
plurality of N additional servers 214, 216 (hereinafter "N
server"). The network 208 may be any network suitable for
embodiments of the present invention, including, but not limited
to, a global computer network, an internal network, local-area
networks, wireless networks, and the like.
[0024] The first client computer 202 comprises a client application
203. The client application 203 is generally software or a similar
computer-readable medium capable of at least enabling the first
client computer 202 to connect to the proper network 208. In one
embodiment, the client application 203 is software, commercially
available from a software retailer. In another embodiment, the
client application 203 further provides instructions for various
inputs (not shown), including a mouse or a keyboard, both analog
and digital, and also provides instructions for various outputs
(not shown), including a speaker, microphone, a monitor or other
output devices. The second client computer 204 and client computer
N 206 also comprise respective client applications (205, 207).
[0025] The server 210 may be any type of server, suitable for
embodiments of the present invention. In one embodiment, the server
210 is a network-based server located at some remote destination
(i.e., a remote server). In other embodiments, the server 210 may
be hosted by one or more of the client computers. Additional
embodiments of the present invention provide the server 210 is
located at an internet service provider or other provider and is
capable of handling the transmission of multiple client computers
at any given time. The server 210 may also comprise a server
application (not shown). The server application may comprise
software or a similar computer-readable medium capable of at least
allowing client computers to connect to a proper network.
[0026] Although structurally similar, suitable common types of
servers for embodiments of the present invention may include, but
are not limited to, a web server (capable of providing a client
access to a global computer network, i.e., the Internet), a gaming
server (capable of supporting and providing multiple user access to
gaming software, database records, and other necessary applications
for online gaming), a streaming server (capable of enabling
real-time transmission of data to and from multiple client
computers), and/or other similarly structured architecture having
necessary applications and/or software to run necessary functions
in accordance with embodiments of the present invention.
[0027] As is understood with embodiments of the present invention,
multiple servers may be the most efficient methods of communication
between multiple clients when particular constraints exist. In one
embodiment, multiple servers are provided to support multiple
clients in a particular game session. For example, in one
embodiment, a group of three clients are connected through a first
server 210 for a first game session. A group of five clients want
to engage in a second session, but the first server is near
capacity. The group of five clients is then connected through a
second server 214 to allow for a session to take place.
[0028] For example, in another embodiment, a server 210 hosting the
games is provided in a system 200. As the server 210 becomes
congested with multiple client transmissions, it may be beneficial
to allow some of the clients to pass through a second server 214,
thus relieving the bandwidth on the server 210. The second server
214 and first server 210 may be connected to one another through
the network and/or any other known communication means to provide
the most efficient methods of communication. If necessary,
additional server N 216, where N represents any number of servers
practical for operation of embodiments of the present invention,
may be utilized as well.
[0029] Where bandwidth is not a concern, multiple servers may still
be an optimal solution for particular embodiments of the present
invention. In some embodiments, by utilizing separate servers for
different sever-based functions for implementing embodiments of the
present invention, processing speeds of each respective server may
be optimized by limiting the processing to the particular function.
For example, providing three servers in an exemplary embodiment,
may allow the system administrator to enable separate computer
modules for implementing each of web access, gaming function, and
real-time transmission of multimedia data.
[0030] FIG. 3 depicts a block diagram of an interactive gaming
system 300 in accordance with one embodiment of the present
invention. The system 300 generally comprises at least a first
client computer 302, a second client computer 316, and additional
client computers, up to client computer N 330, where N represents
any number of client computers practical for operation of
embodiments of the present invention. The system further includes a
network 332, a web server 334, a game server 340 and a streaming
server 350. In one embodiment, the game server 340 and the
streaming server 350 are hosted on the same sever as the web server
334; however, for simplicity, each will be described as a separate
device within the system 300. Each of these devices may comprise a
basic computer console, such as the exemplary embodiment enclosed
in FIG. 1, or may be more sophisticated as understood and
contemplated by various embodiments of the present invention.
[0031] The first client computer 302, second client computer 316,
web server 334 and/or game server 340 may be communicatively
coupled together via a link or network 332. The first client
computer 302, second client computer 316, web server 334 and/or
game server 340 may exchange information via one or more
communication methods or protocols over the network 332.
[0032] The first client computer 302 may be for example, any of or
any combination of a personal computer, a portable computer, a
handheld computer, a laptop computer, a mobile phone, an
interactive TV set-top-box, or combinations thereof. In one
embodiment, the first client computer may include a user interface
304, Internet connection 306, multimedia software 308, an input
device 310, an output device 312, and web browser 314 or similar
medium capable of at least enabling the first client computer 302
to connect to network 332. The first client computer 302 is
operable to form user interface 304 from which a player can access
the web pages provided by the web-server software 338. To
facilitate this, the user interface 304 may be communicatively
coupled with the web server host 334 via network 332. The user
interface 302 may be, for example, a graphical-user interface (GUI)
that is operable to execute a web browser 314 application for
rendering the web pages provided by the web-server software
338.
[0033] The input device 310 comprises at least one of, but not
limited to, a mouse, a keyboard, a touch screen, a microphone, a
webcam, and the like. The output device 312 comprises at least one
device, including but not limited to headphones, speaker(s), a
video monitor, and the like.
[0034] In one exemplary embodiment, the input device 310 comprises
a webcam having streaming audio and visual data capabilities. The
webcam may consist of a digital video camera attached to the first
client computer 302, typically through the USB port (not shown), or
other available input port on the client. Generally, executable
code associated with the webcam, optionally stored on the client,
allows audio and digital data from the webcam at a preset interval
and transfers it to another location.
[0035] In many embodiments, when using a webcam for streaming
video, an optimal webcam system would require a sufficiently high
frame rate. A frame rate indicates the number of pictures the
camera can record or "grab," and transfer in one second. In one
embodiment, a frame rate may comprise between at least 1 frame per
second (fps) up to 250 fps.
[0036] In many embodiments, a high-speed Internet connection 306
may be required to transmit the data obtained from a webcam or
digital camera with a high frame rate. In one exemplary embodiment,
a high-speed Internet connection 306 may comprise a cable modem,
which connects to the Internet using the same pathways as cable
television. Other means of connection may include, but are not
limited to, DSL, Broadband, wireless network access, FIOS, FTTH or
ISDN. A broadband connection generally has a proper bandwidth to
carry a large amount of data--i.e. images, text, and video--to and
from a computer at a relatively high speed. The greater the
frequency of the bandwidth, the greater its capacity to carry data.
Embodiments of the present invention generally require a bandwidth
suitable to transfer data in accordance with other elements and
embodiments set forth herein.
[0037] Web Browser 314 enables users to display and interact with
text, images, videos, and the like typically located on a web page
at a website on the Internet, World Wide Web or any other computer
network. Examples of some commercially available web browsers
include, but are not limited to, Internet Explorer, Mozilla
Firefox, Safari, Opera, and Netscape, each created and owned by
their respective recognized manufacturers.
[0038] In one embodiment, the multimedia software 308 is Adobe
Flash (previously called Shockwave Flash and Macromedia Flash),
commercially available from Adobe Systems, Inc. of San Jose, Calif.
In other embodiments, multimedia software 308 comprises any
suitable commercially available package, capable of running a
virtual machine, particularly a virtual machine capable of
executing object-oriented scripts, for execution of other computer
programs and scripts. Alternatively, any software package capable
of supporting the features and embodiments disclosed herein may be
suitable for embodiments of the present invention. In one
embodiment, the multimedia software 308 comprises a software
application written in a Flash programming language, e.g.,
Actionscript, capable of loading and running directly from a Web
Browser 314.
[0039] The second client computer 316 and client computer N 330
also includes a user interface 318, Internet connection 320,
multimedia software 322, an input device 324, an output device 326
and web browser 328. The second client computer 316 and client
computer N 330 may be configured substantially similar to the first
client computer 302, such that they are independently capable of
successfully operating within the system disclosed herein.
[0040] The network 332 may be a partial or full deployment of most
any communication or computer network or link, including any of,
any multiple of, any combination of or any combination of multiples
of a public or private, terrestrial wireless or satellite, and
wireline networks or links. The network 344 may include, for
example, network elements from the Internet, core and proprietary
public networks, wireless voice and packet-data networks, such as
1G, 2G, 2.5G and 3G telecommunication networks, wireless local area
networks ("WLANs"), including, Bluetooth and/or IEEE 802.11 WLANs,
wireless personal area networks ("WPANs"), wireless metropolitan
area networks ("WMANs") and the like; and/or communication links,
such as Universal Serial Bus ("USB") links; parallel port links,
Firewire links, RS-232 links, RS-485 links, and the like.
[0041] The network 332 and/or communication links may include
circuit-switched as well as packet-data elements to provide
transport of content, triggers and/or other information; and may be
configured to communicate such information using any number of
protocols and in any manner consistent with exchanging information.
These protocols may include standardized, open-source, and
freely-available communication protocols for communicating content
in circuit-switching and/or packet data networks, and the like.
[0042] The web server 334 may be of any type of server suitable for
embodiments of the present invention. The web server 334 may be
deployed in one or more general or specialty purpose computers,
personal computers, mainframes, minicomputers, server-type
computers and/or any a processor-based platform that operates on
any suitable operating system, such as Windows and/or Linux; and
that is capable of executing software. In one exemplary embodiment,
the web server 334 comprises a Jetty Open Source server,
implemented entirely in JavaScript, commercially available through
the Apache Software Foundation.
[0043] The web-server software 338, when executed by the processor
(not shown), may be operable to provide the user (players or the
like) with one or more web pages, to access the games available to
play, access to view the current live games being played, access to
view other players online, and other information associated with
game playing activities. In addition, the web-server software 338
when executed by a processor may be operable to allow the user, via
the first client device 302, to start a new game with other
players, exit a game once it is finished, participate in multiple
games at a time, view list of high scoring players based on type of
game, and the like.
[0044] The website 336 consists of a collection of web pages, which
may be hosted on one or several web servers 334, usually accessible
via network 332 or the like. A web page is a document, typically
written in hypertext markup language (HTML), a protocol that
transfers information from the web server 334 to display in the
user's web browser 314 and 328 respectively. The various pages of
the website may also generally be accessed from a common root
universal resource locater (URL), and usually reside on the same
web server 334. Web browsers communicate with web servers primarily
using hypertext transfer protocol (HTTP) to fetch web pages. HTTP
allows web browsers to submit information to Web Servers as well as
fetch pages from them.
[0045] The game server 340 may be any type of server suitable for
embodiments of the present invention. The game server 340 may be
deployed in one or more general or specialty purpose computers,
personal computers, mainframes, minicomputers, server-type
computers and/or any a processor-based platform that operates on
any suitable operating system, such as Windows and/or Linux; and
that is capable of executing software.
[0046] The game server 340 may include a large number of elements,
most of which are not shown in FIG. 3 for simplicity of
description. The elements of game server 340 may be formed in a
single unitary device and concentrated on a single server, client,
peer or other type of node. Alternatively, the elements of game
server 340 may be formed from two or more separate devices, and as
such, may be distributed among a number of server, client, peer or
other type nodes.
[0047] The game server 340 generally comprises game software 342,
transfer module 344, encryption software 346, a host of games 348
(stored as executable code within a computer readable medium or
memory device), and a database 349. The game server 340 serves as
the platform/device for maintaining and hosting the competitive
games 348 that are accessed and played by one or more client
computers 302 and 316. The game software 342 can include program
modules for single player or multiplayer games. The games 348 are
executed on the games server 340 and each player accesses the games
program through the user interface 304 and 318 on their respective
client computers 302 and 316. By implementation of the game
software 342, no portions of the game programs are executed on the
client computers 302 and 316. Thus, as understood by embodiments of
the present invention, the competitive gaming application is
non-downloadable to the client computers 302 and 316.
[0048] In one embodiment, the game server 340 comprises an
additional component for handling communication between the
client(s) and the game server. For example, the game server 340 may
comprise a SmartFoxServer real-time multi-user socket server having
built-in port 80 tunneling for overcoming firewall obstacles
present in many client computers. In such an embodiment, the game
server 340 is capable of handling any gaming logic, managing game
room activity, tracking user details, chatting capabilities,
private messaging, or other functions of embodiments of the present
invention, as set forth below.
[0049] The transfer module 344 may be adapted to be in
communication with the game server 340 or within the game server
340 as shown in FIG. 3. In general, this transfer module 344
facilitates the transfer of multimedia data signals from one client
computer to another, for example the first client computer 302 to
the second client computer 316. In another embodiment, the transfer
of multimedia data may be among a plurality of computer clients
accessing the game system. The multimedia data transferred may be
audio, video or the like and related to the actions that are taking
place within the competitive game.
[0050] The transfer module 344 is provided to perform the transfer
of data signals from the first client computer 302 to the second
client computer 316 but may also transfer data signals from any N
client computers 330 in "real time." Real-time is used as meaning
near-instantaneous, subject to minor delays caused by network
transmission and computer processing functions, and able to support
various input and output data streams.
[0051] The database 349 may comprise any database management system
suitable for embodiments of the present invention. In one
embodiment, the database comprises at least of a Relational
Database Management System (RDBMS) (e.g., MySQL, Microsoft Access,
Oracle, etc.), Post-Relational Database Models, or Object Database
Models. In one exemplary embodiment, the database 349 comprises
MySQL 5.0, commercially available from MySQL AB of Sweden, a
subsidiary of Sun Microsystems, utilizing either of the MySQL
Community Server and Enterprise Server. The database 349 may be
utilized to store any data associated with the gaming application
or client information, as necessary through embodiments of the
present invention.
[0052] The streaming server 350 generally comprises processing
ports for input/output (I/O) streaming data 352 to and from client
computers, as well as a software application 354 for directing and
manipulating the data streams. In one exemplary embodiment, the
streaming server 350 may comprise a Wowza Streaming Server,
commercially available from Wowza Media Systems of Evergreen, Colo.
Generally, the streaming server 350 is capable of using any
standard video codec (e.g., MPEG, DivX, WMV, RealVideo, SPARC,
etc.) or transmission protocol (e.g., Real Time Streaming Protocol
(RTSP), Real Time Messaging Protocol (RTMP), etc.).
[0053] Data signals are transmitted to the game server 340 via
standard communication methods. To accomplish the audio data signal
is first collected by the respective first client 302 via the input
device 310. The data is passed through a sample rate converter (not
shown) which accommodates and accounts for the asynchronous time of
each client's respective internal clocks (not shown). From the
sample rate converter the data is passed through a data encoder
(not shown) where it is compressed for efficient transmission to
the server 340. In one embodiment the encoding is performed using a
block-processing algorithm, whereby the data is buffered at a
predetermined duration, which is then capable of being transmitted
as a packet or block. The transmission from the client to the
server occurs through the respective interfaces. The interfaces may
be capable of handling any known transmission protocols including
TCP/IP and/or UDP. Other plausible transmission protocols include
FTP, ATM, Frame relay, Ethernet, and the like.
[0054] As contemplated by embodiments of the present invention, the
encoder of the respective devices may encode data in such a manner
to facilitate rapid transmission of a maximum amount of
information. For example, in one embodiment, encoding of data may
occur using any suitable coding technique capable of complying with
the embodiments set forth herein. Exemplary encoding techniques
include: American Standard Code for Information Interchange
(ASCII), Extended Binary Coded Decimal Interchange Code (EBCDIC),
Manchester Phase Encoding (MPE), Differential Manchester Encoding
(DME), Frequency Modulation (FM), Phase Modulation (PM), Pulse Code
Modulation (PCM), Delta Modulation (DM) and the like.
[0055] Encryption software 346 allows for secure connections and
protects data from unexpected modifications by hackers or other
outsiders when it is being transmitted. In accordance with
embodiments of the present invention, two types of encryption,
symmetric and asymmetric (also called public key), may be utilized.
Generally, with either encryption method, the key length for
encrypt can be chosen from among 128 bits, 192 bits, and 256
bits
[0056] The game server 340 hosts a number of different online
games. These games 348 can include a wide variety of competitive
games such as card games, board games and casino-type gambling
games. Examples of such games include poker, blackjack, mahjong,
backgammon, checkers, chess, and the like. In one embodiment of the
present invention, the game server will host a number of different
online poker games such as Texas Hold'em, Draw, Stud, Omaha, and
Omaha Hi/Lo. Many other types of poker games, non-poker card games
(e.g., Blackjack, Baccarat, Spanish 21, etc.) and other non-card
games (e.g., Craps, Roulette, etc.) may also be hosted. In other
embodiments, other games, such as fantasy sports, or other known
interactive competitive games may also be included.
[0057] Given the nature of the architecture of the system 300, as
shown in FIG. 3, embodiments of the present invention provide for a
means for adapting to currently existing gaming servers and/or
applications. In one embodiment, the game server 340 may comprise a
server or system currently being operated by a third party, hosting
a plurality of interactive gaming or similarly functional
applications. In such an embodiment, the concepts of embodiments of
the present invention may be realized with minimal overhaul of the
game software to utilize the features of the streaming server 350
and transfer module 344.
[0058] As understood by embodiments of the present invention,
adapting to already existing gaming software, would require no
additional "downloading" by the client, whereas the client most
likely has the game software application running on his or her
computer. In accordance with the principles of the present
invention, the additional features provided herein would be
accessible to a client via a streaming, non-downloadable interface
through a web browser.
[0059] FIG. 4 depicts a flow chart illustrating an exemplary method
in accordance with one embodiment of the present invention. For
convenience, method 400 is described in reference to the system 300
of FIG. 3. It is contemplated however, that method 400 may also be
carried out within other system architectures as well.
[0060] The exemplary method 400 begins at step 402. At step 404, a
user ("player") enters the game system 300. In order to arrive at
the gaming website, the player must first ensure a connection via
the client computer 302 to the network 332 is established. For
example, Internet connection 306 may be made by the cable modem or
alternative medium that the player is utilizing. Once a connection
has been established, the web browser 314 software on the first
client computer 302 sends the address to web server 334 via network
332 and requests the web page (not shown). The web server software
338 accepts request from first client computer 302 and delivers the
appropriate content back to the first client computer. The player
then arrives at the game website 336.
[0061] In one embodiment, the website 336 contains web pages (not
shown) with description of the game site and links to other
descriptive aspects of the game system as well as instructions on
the games available for new players to the site. At step 406, the
player may be directed to a games menu page. On this games menu
(not shown), there may be several options for the players to choose
to navigate within the system. For example, in one embodiment, the
menu includes a first tab which allows players to start a new game
with other players or start a game individually.
[0062] Optionally, other tabs may exist which allow a player to
select a game to watch, to ask for help with any feature or aspect
of the website, to view a listing of all the games currently
running, and the like. Other features, for example, a list of high
scores, may be available from such a menu, but do not need to be
discussed herein, whereas such features are commonly found in the
current systems available in the industry.
[0063] At step 408, in one embodiment, a player will choose from
all the games that are currently available. Once a player selects a
game to be played, he or she will enter a game room and be able to
take part and play the selected game.
[0064] At step 410, a player begins to play the selected game. In
one example, a player selects poker. At the onset of the game, each
participating player may be prompted, or required, to activate
their input device 310 on their respective client computers to
communicate with the other players. For example, in one game,
players may be required to have streaming video and audio
communication with the other players in the game via the streaming
server 350. In one embodiment, once the input device 310 is
activated, the transfer module 344 transmits the data signals
between the respective client computers of the players in the game
through the streaming server 350, to engage the players in a
real-time gaming simulation, as if all players were physically in
the same room. Alternatively, the transfer module 344 is
responsible for transmitting data between the player and the game
server 340, while the streaming server 350, via its own transfer
module (not shown), transmits streaming multimedia data between
players, to engage in the real-time gaming simulation.
[0065] At step 412, the method 400 ends. However, the method 400
may be repeated for a multitude of players, periodically or as many
times as players enter the website and access the gaming
system.
[0066] In alternative embodiments of the present invention, the
systems as disclosed herein may be utilized to host classrooms or
learning sessions, where users can be educated about the rules of
particular games. For example, in one embodiment, instead of
playing a game of Texas Hold 'Em Poker, users may log onto the
gaming website to watch and interact visually and audibly with a
Texas Hold 'Em instructor (e.g., a professional poker player).
[0067] In yet another embodiment, spectators may log into the
gaming website to monitor or watch the players of a game. For
example, a user may log into the gaming website to monitor a round
of Texas Hold 'Em being played. In such an example, the user would
not input any audio or video, but rather would be able to view and
hear all audio and video streams from the persons actually playing
the game.
[0068] In yet another embodiment, players may be able to create
private games, in a virtual private game room. The virtual private
game room may be accessed only by those who enter a valid password,
generally controlled by the player who created the virtual private
game room. Once in the virtual private game room, players may
utilize the other features of the system. In such an embodiment,
players have the ability to regulate against whom they
interactively compete, providing a simulated private poker-room
setting.
[0069] In alternative embodiments of the present invention, the
architecture of the system may be utilized apart from traditional
gaming applications. In one embodiment, the competitive gaming
application may comprise an educational program. For example, the
system may be utilized to implement interactive online learning,
where one client of the system is a teacher, and the remaining
clients are students. In such an embodiment, the teacher may have
special features/commands not available for the other clients. For
example, the teacher may be able to pause/stop the session, use a
whiteboard feature to lecture to all attending students, enable
private video chat with one or more of the students, create
sub-rules within the system (e.g., deal out cards according to
predefined scenario) and the like.
[0070] In one exemplary embodiment, a teacher/student application
may be utilized in accordance with the following steps. A teacher
may schedule lessons for a particular time & date, at which
time the teacher may also add parameters such as type of
lesson/game, number of clients/students, cost for attending the
lesson, whether the lesson is video enabled, length of the lesson,
and the like. A client/student may subscribe to the lesson and pay
any requisite subscription fee at that time. When the lesson starts
at the prescribed time, the teacher is generally provided with
instruments to control the flow of the lesson, as well as the
ability to give private advice to the clients/students. Upon
completion of the lesson, each student may be given a special
electronic diploma recognizing her/his completion of the
lesson.
[0071] While the foregoing is directed to embodiments of the
present invention, other and further embodiments of the invention
may be devised without departing from the basic scope thereof.
Similarly, embodiments of the present invention are further
scalable to allow for additional clients and servers, as particular
applications may require.
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