U.S. patent application number 13/158763 was filed with the patent office on 2012-12-13 for account management of computer system.
This patent application is currently assigned to Sony Computer Entertainment America LLC. Invention is credited to Thomas M. Miller, IV, Timothy Moss.
Application Number | 20120315983 13/158763 |
Document ID | / |
Family ID | 47293632 |
Filed Date | 2012-12-13 |
United States Patent
Application |
20120315983 |
Kind Code |
A1 |
Miller, IV; Thomas M. ; et
al. |
December 13, 2012 |
ACCOUNT MANAGEMENT OF COMPUTER SYSTEM
Abstract
A computer system can determine a user identification key
associated with a user of a component device in response to
connection of the component device to the computer system. The
system automatically accesses an account associated with the user
by sending the user identification key to a network associated with
the computer system. The system receives data associated with the
user account from the network and runs a computer application in
accordance with the received data. The application receives input
from the component device corresponding to user manipulation of the
component device. It is emphasized that this abstract is provided
to comply with the rules requiring an abstract that will allow a
searcher or other reader to quickly ascertain the subject matter of
the technical disclosure. It is submitted with the understanding
that it will not be used to interpret or limit the scope or meaning
of the claims.
Inventors: |
Miller, IV; Thomas M.; (Los
Angeles, CA) ; Moss; Timothy; (Sherman Oaks,
CA) |
Assignee: |
Sony Computer Entertainment America
LLC
Foster City
CA
|
Family ID: |
47293632 |
Appl. No.: |
13/158763 |
Filed: |
June 13, 2011 |
Current U.S.
Class: |
463/29 ;
463/42 |
Current CPC
Class: |
A63F 13/235 20140902;
A63F 2300/5586 20130101; A63F 13/73 20140902; A63F 2300/554
20130101; A63F 2300/1012 20130101; A63F 13/42 20140902; A63F 13/79
20140902; A63F 13/69 20140902; A63F 2300/5546 20130101; A63F 13/71
20140902; A63F 2300/609 20130101; A63F 13/837 20140902; A63F
2300/8088 20130101; A63F 13/215 20140902 |
Class at
Publication: |
463/29 ;
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for account management of a computer system,
comprising: a) with the computer system, determining a user
identification key associated with a user of a component device in
response to connection of the component device to the computer
system; b) with the computer system, automatically accessing an
account associated with the user by sending the user identification
key to a network associated with the computer system; c) with the
computer system, receiving data associated with the user account
from the network; d) running a computer application on the computer
system in accordance with the received data, wherein the computer
application receives input from the component device corresponding
to user manipulation of the component device.
2. The method of claim 1, wherein determining the user
identification key in a) includes reading the user identification
key from a memory of the component device, the user identification
key being unique to the component device.
3. The method of claim 1, wherein determining the user
identification key in a) involves determining one or more
characteristics of the user through a sensor located on the
component device, the one or more characteristics of the user
forming the user identification key.
4. The method of claim 3, wherein the sensor is a biometric
sensor.
5. The method of claim 4, wherein the one or more characteristics
of the user includes a fingerprint of the user.
6. The method of claim 4, wherein the one or more characteristics
of the user includes an iris pattern of the user.
7. The method of claim 4, wherein the one or more characteristics
of the user includes the user's voice.
8. The method of claim 1, wherein the computer system a game system
and the component device associated with the computer system is a
controller.
9. The method of claim 1, wherein the computer system is a game
system and wherein the component device associated with the
computer system is a peripheral component device associated with
the computer game system.
10. The method of claim 9, wherein the peripheral component device
is a pair of 3-D glasses.
11. The method of claim 9, wherein the peripheral component device
is a headset.
12. The method of claim 1, wherein the data received in c) includes
user-preferred settings associated with a game to be played on the
computer system.
13. The method of claim 1, wherein the data received in c) includes
unlocked features associated with a game to be played on the
computer system.
14. The method of claim 1, wherein the data received in c) includes
information about the user configured to calibrate or optimize
tracking of the user.
15. The method of claim 1, wherein the data received in c) includes
previous achievements attained by the user.
16. The method of claim 1, wherein d) involves running a computer
program in accordance with a set of user-preferred settings.
17. The method of claim 1, wherein d) involves running the computer
program with one or more unlocked features associated with the
user.
18. The method of claim 1, further comprising e) updating the
account associated with the user in accordance with new account
information obtained during game play.
19. The method of claim 1, wherein a) includes transmitting an
access code to a console, wherein the access code changes based on
number of times there is an exchange between the computer system
and the component device.
20. The method of claim 19, wherein a current acceptable value of
the access code is stored remotely and can be accessed by the
computer system via a network.
21. An apparatus for account management of a computer system,
comprising: a processor; a memory; and computer coded instructions
embodied in the memory and executable by the processor, wherein the
computer coded instructions are configured to implement a method
for account management of a computer system, comprising: a) with
the computer system, determining a user identification key
associated with a user of a component device in response to
connection of the component device to the computer system; b) with
the computer system, automatically accessing an account associated
with the user by sending the user identification key to a network
associated with the computer system; c) with the computer system,
receiving data associated with the user account from the network;
d) running a computer application on the computer system in
accordance with the received data, wherein the computer application
receives input from the component device corresponding to user
manipulation of the component device.
22. The apparatus of claim 21, wherein the component device
includes a memory and determining the user identification includes
reading the user identification key from a memory of the component
device, the user identification key being unique to the component
device.
23. The apparatus of claim 21, wherein the component device
includes a sensor located on the component device and determining
the user identification key involves determining one or more
characteristics of the user through the sensor, the one or more
characteristics of the user forming the user identification
key.
24. The apparatus of claim 23, wherein the sensor is a biometric
sensor.
25. The apparatus of claim 24, wherein the sensor is a fingerprint
sensor and the one or more characteristics of the user includes a
fingerprint of the user.
26. The apparatus of claim 24, wherein the one or more
characteristics of the user includes an iris pattern of the
user.
27. The apparatus of claim 24, wherein the sensor includes one or
more microphones and wherein the one or more characteristics of the
user includes the user's voice.
28. The apparatus of claim 21, wherein the computer system a game
system and the component device associated with the computer system
is a controller.
29. The apparatus of claim 21, wherein the computer system a game
system and wherein the component device associated with the
computer system is a peripheral component device associated with
the computer game system.
30. The apparatus of claim 29, wherein the peripheral component
device is a pair of 3-D glasses.
31. The apparatus of claim 29, wherein the peripheral component
device is a headset.
32. The apparatus of claim 21, wherein the data received in c)
includes user-preferred settings associated with a game to be
played on the computer system.
33. The apparatus of claim 21, wherein the data received in c)
includes unlocked features associated with a game to be played on
the computer system.
34. The apparatus of claim 21, wherein the data received in c)
includes information about the user configured to calibrate or
optimize tracking of the user.
35. The apparatus of claim 21, wherein the data received in c)
includes previous achievements attained by the user.
36. The apparatus of claim 21, wherein d) involves running a
computer program in accordance with a set of user-preferred
settings.
37. The apparatus of claim 21, wherein d) involves running the
computer program with one or more unlocked features associated with
the user.
38. The apparatus of claim 21, wherein the computer coded
instructions further comprise instructions configured to updating
the account associated with the user in accordance with new account
information obtained during game play.
39. The apparatus of claim 21, further comprising a transmitter
configured to transmit an access code from the component device to
a console, wherein the access code changes based on number of times
there is an exchange between the console and the component
device.
40. The apparatus of claim 39, wherein a current acceptable value
of the access code is stored remotely and can be accessed by the
console via a network.
41. A computer program product comprising: a non-transitory,
computer-readable storage medium having computer readable program
code embodied in said medium for detecting irrelevant speech of a
user, said computer program having: a) computer readable
instructions configured to determine a user identification key
associated with a user of a component device in response to
connection of the component device to the computer system; b)
computer readable instructions configured to automatically access
an account associated with the user by sending the user
identification key to a network associated with the computer
system; c) computer readable instructions configured to receive
data associated with the user account from the network; d) computer
readable instructions configured to run a computer application on
the computer system in accordance with the received data, wherein
the computer application receives input from the component device
corresponding to user manipulation of the component device.
Description
FIELD OF THE INVENTION
[0001] Embodiments of the present invention are related to computer
systems and more specifically to account management for computer
systems.
BACKGROUND OF THE INVENTION
[0002] Computer game systems are widespread and can be found in
numerous homes across the world. Computer game systems are
currently configured such that when a person purchases a game
console, the console becomes identified with him. Modifications
made to game settings and achievements attained during game play
become associated with the game console such that future users of
the game console are subjected to those game settings and
achievements by default. In other words, a friend of a user who
operates the user's console is subjected to the user's settings and
achievements by default. If the friend wishes to use more familiar
settings (i.e., those saved on his console at home), he must go
through the burdensome process of re-customizing those settings on
the user's console. If the friend wishes to implement game features
that he unlocked during game play on his home console, he will find
it impossible unless the user has previously independently unlocked
those features himself. Moreover, any additional achievements or
modifications made by the friend while using the user's device
would be attributed to the user rather than the friend. The
settings and achievements on the friend's console at home would
remain in the same state that he left it in regardless of any
achievements attained or modifications made on the user's
console.
[0003] It is within this context that embodiments of the present
invention arise.
BRIEF DESCRIPTION OF THE DRAWINGS
[0004] FIG. 1 is a flow diagram illustrating a method for account
management in a computer game system in accordance with an
embodiment of the present invention.
[0005] FIG. 2 is a schematic diagram illustrating an example of a
gaming environment implementing a method for account management of
a computer game system in accordance with an embodiment of the
present invention.
[0006] FIG. 3 is a schematic diagram illustrating an example of an
alternative gaming environment implementing a method for account
management of a computer game system in accordance with an
embodiment of the present invention.
[0007] FIG. 4 is a schematic diagram illustrating an example of an
alternative gaming environment implementing a method for account
management of a computer game system in accordance with an
embodiment of the present invention.
[0008] FIG. 5 is a schematic diagram illustrating an example of an
alternative gaming environment implementing a method for account
management of a computer game system in accordance with an
embodiment of the present invention.
[0009] FIGS. 6A-6C are schematic diagrams illustrating examples of
user-specific account data to be received from a network and
subsequent running of computer games in accordance with the
received user-specific account data in accordance with an
embodiment of the present invention.
[0010] FIG. 7 illustrates a block diagram of a computer apparatus
that may be used to implement a method for account management in a
computer game system according to an embodiment of the present
invention.
[0011] FIG. 8 illustrates an example of a non-transitory computer
readable storage medium in accordance with an embodiment of the
present invention.
DESCRIPTION OF THE SPECIFIC EMBODIMENTS
[0012] FIG. 1 is a flow diagram illustrating a method for account
management in a computer system in accordance with an embodiment of
the present invention. A component device associated with the
computer system is initially connected to the computer game system.
The component device may be any input/output device compatible with
the computer game system. By way of example, and not by way of
limitation, the component device may be a controller configured to
facilitate interaction between a user and a computer game running
on the computer system (i.e., a video game console). Also by way of
example, and not by way of limitation, the component device may be
a peripheral component device configured to facilitate interaction
between a user and a computer game running on the computer game
system such as a pair of 3-D glasses or a headset.
[0013] In response to connection of the component device to the
computer system, the system determines a user identification key of
the user of the component device as indicated at 101. The
determination of a user identification key is done automatically
upon connection of the component device to the computer system, and
does not require user prompting. In one embodiment, the user
identification key is stored on a memory embedded in the component
device. The user identification key may then be read directly from
the component device upon connection. In this embodiment, the
component device is unique to the user. Whenever the component
device is connected to a computer system, the same user
identification key is determined regardless of the owner of the
computer system.
[0014] In an alternative embodiment, the user identification key is
composed of one or more user characteristics determined from a
sensor associated with the component device. By way of example, and
not by way of limitation, the sensor may be a biometric sensor.
Said biometric sensor may be configured to determine such user
characteristics as a fingerprint, iris pattern, or voice of the
user. These user characteristics subsequently form the user
identification key.
[0015] After a user identification key has been determined, an
account associated with the user of the component device is
automatically accessed by sending the user identification key to a
network associated with the computer system as indicated at
103.
[0016] By way of example, and not by way of limitation, the network
may have access to accounts and account information for all users
registered with a particular computer system. For example, in the
context of a Sony PlayStation 3 gaming system, the network may have
access to account information for all registered Sony PlayStation 3
users. In some embodiments, the identification key may be a rolling
code key. The component device may transmit an access code that
changes based on number of times there is an exchange between the
component device and the computer system. A current acceptable code
could be stored on a remote device that can be accessed via a
network.
[0017] Once the user account has been accessed, data associated
with the user is received from the network as indicated at 105.
This data may include user-preferred settings associated with one
or more programs or applications to be run on the computer system
in conjunction with the component device. This data may include,
e.g., features unlocked by the user that are associated with a game
to be played on the computer gaming system. This data may also
include information about the user configured to calibrate or
optimize tracking of the user (e.g., user's skin tone, head
diameter, face perspective, eye color, etc.) by the computer
system. This data may further include previous achievements
attained by the user, e.g., during game play on the computer
system. By way of example, and not by way of limitation, this data
may also include games purchased by the user that are only
accessible through the network (i.e., user does not own a physical
copy of the game).
[0018] The computer game is then run on the computer system in
accordance with the received data as indicated at 107. This may
involve running the game according to user-preferred settings
(e.g., inverted/non-inverted point of view, game speed, zoom,
controller sensitivity, etc.). This may also involve running the
application (e.g., game) with features previously unlocked by the
user. This may also involve running the program using information
configured to calibrate or optimize tracking of the user. This may
also involve running a program (e.g., game) purchased by the user
that is only accessible through the network.
[0019] The user account may then be updated in accordance with new
account information obtained during game play as indicated at 109.
By way of example, and not by way of limitation, this may include,
updating the user account to accommodate updated user settings,
newly unlocked features, newly attained achievements, or updated
calibration/optimization tracking information.
[0020] It is important to note that this method for account
management of a computer system may be extended to multiple users
simultaneously connected to a computer system such that each user
has access to his/her account, is able to obtain user-specific
data, and is able to update his/her account. It is further noted
that embodiments of the present invention are applicable to
computer programs other than game programs.
[0021] FIG. 2 is a schematic diagram illustrating an example of a
gaming environment implementing a method for account management of
a computer system in accordance with an embodiment of the present
invention.
[0022] A first user 201 is the owner of a computer system 221. In
this example, the computer system 221 is in the form of a game
console. The first user 201 is also the owner of component device
205'. A second user 203, who is not the owner of the game console
221, wishes to engage in game play on the first user's game console
221 using his own component device 205''. The game console 221 may
be connected to a network 225 associated with the computer game
system and also a display 223 configured to display images
associated with a computer game running on the console 221.
[0023] By way of example, and not by way of limitation, each
component device 205', 205'' may be a wireless controller 205
configured to facilitate user interaction with game console 221
during operation. By way of example, and not by way of limitation,
each wireless controller 205 may include a directional pad 207 for
directional user input, two analog joysticks 211 for directional
user input, buttons 209 for button-controlled user input, handles
213 for holding the device, a second set of buttons 215 for
additional button-controlled user input, and one or more triggers
217 for trigger-controlled user input. Each wireless controller 205
also includes a memory 219, whereby a unique user identification
key is stored. Thus, the first user 201 will have a controller 205'
with a user identification key unique to the first user and the
second user 203 will also have a controller 205'' with a user
identification unique to the second user. This user identification
key is tied to the controller, and remains the same regardless of
which game console the game controller is connected to.
[0024] In some embodiments, the controller 205 may include a
rolling code transmitter 220, which may be implemented as part of
the hardware of the controller or implemented in software running
on the controller. The code transmitter 220 may transmit an
identification key in the form of an access code that changes based
on number of times there is an exchange between an element of the
computer system 221, e.g., the console and the controller. The
current acceptable code could be stored on a remote device (not
shown) that can be accessed by the console 221 via the network 225.
The computer system may compare the code transmitted by the
controller 205 to the current acceptable code to identify the
controller and obtain access the corresponding user account if the
codes match.
[0025] The game console 221 may perform account management in
accordance with the method described above with respect to FIG. 1.
The game console 221 reads each user's identification key from each
user's controller 205', 205'' and sends this identification key to
a network associated with the computer game system. Each user's
account is automatically accessed upon the network's receipt of
their respective identification keys. Each user account contains
information regarding that particular user (e.g., user-preferred
settings, unlocked features, information about the user configured
to calibrate or optimize tracking of the user, and previous
achievements attained by the user). Data associated with each user
account is the sent from then network to the game console and the
computer game is run in accordance with the received data.
[0026] Thus, game play may be customized for a user regardless of
whose console he is using, so long as he brings his controller with
his unique user identification key stored in the memory along with
him every where he plays. This allows a user to bypass the
burdensome task of having to re-customize his personal settings and
re-attain his previous achievements for each new game console he
interacts with. Additionally, updated user settings, newly unlocked
features, newly attained achievements, or updated
calibration/optimization tracking information accomplished/made
during game play on any game console will update the user's account
information, such that this newly modified data will be available
for subsequent use by the user.
[0027] FIG. 3 is a schematic diagram illustrating an example of an
alternative gaming environment implementing a method for account
management of a computer system in accordance with an embodiment of
the present invention.
[0028] In FIG. 3, either user 201, 203 or none of the users may be
the owner of the console 221. Each user 201, 203 connects a
component device 305', 305'' to the console 221 to facilitate
interaction between the user 201, 203 and console 221 during
operation.
[0029] Each component device 305', 305'' may be a wireless
controller configured to facilitate user interaction with game
console 221 during operation. By way of example, and not by way of
limitation, each component device 305', 305'' may be a wireless
controller 305 as indicated in the inset in FIG. 3. Each wireless
controller 305 may include a directional pad 307 for directional
user input, two analog joysticks 311 for directional user input,
buttons 309 for button-controlled user input, handles 313 for
holding the device, a second set of buttons 315 for additional
button-controlled user input, and one or more triggers 317 for
trigger-controlled user input. Each wireless controller 305', 305''
may also include a sensor 319, configured to determine a user
identification key (e.g., one or more user characteristics) of the
user of the wireless controller. In the example illustrated, the
sensor is located on an analog joystick, but may be positioned in
an alternative location depending on the application. Unlike the
controllers in the previous example in FIG. 2, the controllers here
are not unique to an individual user; rather they are configured to
determine the identity of any user that operates them.
[0030] By way of example, and not by way of limitation, the sensor
319 may be a biometric sensor configured to read a user's
fingerprint. The fingerprint serves as the user identification key,
and is sent to the network 225 by the game console 221. Each user's
account is automatically accessed upon the network's receipt of
their respective identification keys. Each user account contains
information regarding that particular user (e.g., user-preferred
settings, unlocked features, information about the user configured
to calibrate or optimize tracking of the user, and previous
achievements attained by the user). Data associated with each user
account is the sent from then network to the game console and the
computer game is run in accordance with the received data.
[0031] Thus, game play may be customized for a user regardless of
whose console he is using, so long as he is a registered user of
the game system with a unique identification key and the component
device being used is configured to perform sensing of user
characteristics. This allows the user to bypass the burdensome task
of having to re-customize his personal settings and re-attain his
previous achievements for each new game console he interacts with.
Additionally, updated user settings, newly unlocked features, newly
attained achievements, or updated calibration/optimization tracking
information accomplished/made during game play on any game console
will update the user's account information, such that this newly
modified data will be available for subsequent use by the user.
[0032] FIG. 4 is a schematic diagram illustrating another example
of an alternative gaming environment implementing a method for
account management of a computer game system in accordance with an
embodiment of the present invention.
[0033] In FIG. 4, each user 201, 203 connects a component device
401, 401'' to the console 221 to facilitate interaction between the
user 201, 203 and console 221 during operation.
[0034] Each component device 401, 401' may be a peripheral
component device configured to facilitate user interaction with
game console 211 during operation. By way of example, and not by
way of limitation, the peripheral component device 401, 401' may be
a pair of 3-D glasses 401, 401'. In one embodiment, the 3-D glasses
401, 401' may have a memory embedded within, wherein the memory
stores a unique user identification key. In this embodiment, the
method for account management tracks that of the wireless
controller described in FIG. 2. Thus, game play may be customized
for a user regardless of whose console he is using, so long as he
brings his peripheral component device (e.g., 3-D glasses) with his
unique user identification key stored in the memory along with him
every where he plays
[0035] In an alternative embodiment, the 3-D glasses 401, 401' may
include a sensor embedded within rather than a memory, wherein the
sensor is configured to determine one or more user characteristics
representing a user identification key. By way of example, and not
by way of limitation, the sensor may be a biometric sensor
configured to read a user's iris. In this embodiment, the method
for account management tracks that of the wireless controller
described in FIG. 3, with the user identification key being the
user's iris pattern. Thus, game play may be customized for a user
regardless of whose console he is using, so long as he is a
registered user of the game system with a unique identification key
and the component peripheral device being used is configured to
perform sensing of user characteristics. Unlike the first
embodiment, the 3-D glasses 401, 401' in this alternative
embodiment are not unique to an individual user; rather they are
configured to determine the identity of any user that operates
them.
[0036] Either embodiment allows the user to bypass the burdensome
task of having to re-customize his personal settings and re-attain
his previous achievements for each new game console he interacts
with. Additionally, updated user settings, newly unlocked features,
newly attained achievements, or updated calibration/optimization
tracking information accomplished/made during game play on any game
console will update the user's account information, such that this
newly modified data will be available for subsequent use by the
user.
[0037] FIG. 5 is a schematic diagram illustrating another example
of an alternative gaming environment implementing a method for
account management of a computer game system in accordance with an
embodiment of the present invention.
[0038] In FIG. 5, each user 201, 203 connects a component device
501, 501' to the console 221 to facilitate interaction between the
user 201, 203 and console 221 during operation.
[0039] Each component device 501, 501' is a peripheral component
device configured to facilitate user interaction with game console
221 during operation. By way of example, and not by way of
limitation, the peripheral component device 501, 501' may be a
headset. In one embodiment, the headset 501, 501' may have a memory
embedded within, wherein the memory stores a unique user
identification key. In this embodiment, the method for account
management tracks that of the wireless controller described in FIG.
2. Thus, game play may be customized for a user regardless of whose
console he is using, so long as he brings his peripheral component
device 501, 501' (e.g., headset) with his unique user
identification key stored in the memory along with him every where
he plays
[0040] In an alternative embodiment, the headset 501, 501' may have
a sensor embedded within rather than a memory, wherein the sensor
is configured to determine one or more user characteristics
representing a user identification key. By way of example, and not
by way of limitation, the sensor may be a biometric sensor
configured to recognize a user's voice. In this embodiment, the
method for account management tracks that of the wireless
controller described in FIG. 3, with the user identification key
being the user's voice. Thus, game play may be customized for a
user regardless of whose console he is using, so long as he is a
registered user of the game system with a unique identification key
and the component peripheral device (e.g., headset) being used is
configured to perform sensing of user characteristics. Unlike the
first embodiment, the headsets 501, 501' in this alternative
embodiment are not unique to an individual user; rather they are
configured to determine the identity of any user that operates
them.
[0041] Either embodiment allows the user to bypass the burdensome
task of having to re-customize his personal settings and re-attain
his previous achievements for each new game console he interacts
with. Additionally, updated user settings, newly unlocked features,
newly attained achievements, or updated calibration/optimization
tracking information accomplished/made during game play on any game
console will update the user's account information, such that this
newly modified data will be available for subsequent use by the
user.
[0042] FIGS. 6A-6C are schematic diagrams illustrating examples of
user-specific account data to be received from a network and
subsequent running of computer games in accordance with the
received user-specific account data.
[0043] FIG. 6A illustrates a gaming environment in which multiple
users are able to participate in the same multi-player game using
their own personalized settings in accordance with an embodiment of
the invention. In FIG. 6A, a first user (i.e., user 1) and a second
user (i.e., user 2) are both playing the same game on the computer
game system. By way of example, and not by way of limitation, the
computer game may be a multi-player shooting game. Each user is
identified by their user identification key using any of the
methods described above. The computer game system then receives
data associated with each user using their user identification key
and runs the computer game in accordance with the received
data.
[0044] In this particular example, the received data for each user
includes user-specific preferred settings for the game running on
the computer game system. By way of example, and not by way of
limitation, such user-specific preferred settings may be the
preferred perspective by which the user plays the game. For
example, user 1 may prefer to play the game from a 3.sup.rd person
perspective as illustrated, wherein the graphical perspective is
rendered such that the player character is visible on-screen. User
2, on the other hand, may prefer to play the game from a 1.sup.st
person perspective as illustrated, wherein the graphical
perspective is rendered from the viewpoint of the player
character.
[0045] Thus, both users are able to participate in the same game,
using their own personalized settings using the method of account
management described above with respect to FIG. 1.
[0046] FIG. 6B illustrates a gaming environment in which multiple
users are connected to a gaming system, and each user is able to
access games purchased (and only accessible through the network) by
any other connected user in accordance with an embodiment of the
invention. In FIG. 6B, a first user (i.e., user 1) and a second
user (i.e., user 2) are both connected to the same computer game
system. Each user is identified by their user identification key
using any of the methods described above. The computer game system
then receives data associated with each user using their user
identification key and runs the computer game in accordance with
the received data.
[0047] In this particular example, the received data for each user
includes games purchased by the user which are only accessible
through the network. By way of example, and not by way of
limitation, User 1 and User 2 may have vastly different collections
of games, as illustrated. However, once each user has been uniquely
identified, each user's set of accessible games becomes available
for the other user to play. In other words, after all users have
been identified, and their respective accounts accessed, all gaming
titles owned by any user is available for any of the other users to
play. This parallels the situation where a friend brings over his
collection of games to play on another friends console, only now no
physical copy is actually transported.
[0048] Thus, both users are able to access the other user's
purchased gaming titles using the method of account management
described above with respect to FIG. 1.
[0049] FIG. 6C illustrates a gaming environment in which multiple
users are able to access their own previous achievements in
accordance with an embodiment of the invention. In FIG. 6C, a first
user (i.e., user 1) and a second user (i.e., user 2) are both
playing the same game on the computer game system. Each user is
identified by their user identification key using any of the
methods described above. The computer game system then receives
data associated with each user using their user identification key
and runs the computer game in accordance with the received
data.
[0050] In this particular example, the received data for each user
includes user-specific achievements for the game running on the
computer game system. By way of example, and not by way of
limitation, such user-specific achievements may be the number of
trophies attained or the user's overall ranking in the game. For
example, User 1 may have received fewer trophies than User 2, and
User 2 may have a higher overall ranking than User 1. Because User
2 is more decorated that User 1, he may have access to additional
features (e.g., unlocked levels, unlocked weapons, unlocked
characters, etc.) unavailable to User 1. By implementing the
account management method of FIG. 1, both users are able to
participate in the same game, using their own personalized
achievements, rather than having to play using the achievements of
the owner of the game console. Moreover, newly unlocked features
and newly attained achievements accomplished during game play on
another user's game console will still update the user's account
information, such that the newly modified data will be available
for subsequent use by the user.
[0051] FIG. 7 illustrates a block diagram of a computer apparatus
that may be used to implement a method for account management in a
computer game system according to an embodiment of the present
invention. The apparatus 700 generally may include a processor
module 701 and a memory 705. The processor module 701 may include
one or more processor cores.
[0052] The memory 705 may in the form of an integrated circuit,
e.g., RAM, DRAM, ROM, and the like. The memory 705 may also be a
main memory that is accessible by all of the processor modules. In
some embodiments, the processor module 701 may have local memories
associated with each core. A program 703 may be stored in the main
memory 705 in the form of processor readable instructions that can
be executed on the processor modules. The program 703 may be
configured to perform account management of a computer game system,
as described above with respect to FIGS. 1-6. The program 703 may
be written in any suitable processor readable language, e.g., C,
C++, JAVA, Assembly, MATLAB, FORTRAN, and a number of other
languages. Input data 507 may also be stored in the memory. Such
input data 707 may include each user's user identification key,
user characteristics determined by a biometric sensor, and data
associated with the user (e.g., game play settings, achievements,
etc.). During execution of the program 703, portions of program
code and/or data may be loaded into the memory or the local stores
of processor cores for parallel processing by multiple processor
cores.
[0053] The apparatus 700 may also include well-known support
functions 709, such as input/output (I/O) elements 711, power
supplies (P/S) 713, a clock (CLK) 715, and a cache 717. The
apparatus 700 may optionally include a mass storage device 719 such
as a disk drive, CD-ROM drive, tape drive, or the like to store
programs and/or data. The device 700 may also optionally include a
display unit 721 and user interface unit 725 to facilitate
interaction between the apparatus 700 and a user. The display unit
721 may be in the form of a cathode ray tube (CRT) or flat panel
screen that displays text, numerals, graphical symbols, or images.
The user interface 725 may include a keyboard, mouse, joystick,
light pen, controller, or other device that may be used in
conjunction with a graphical user interface (GUI). The apparatus
700 may also include a network interface 723 to enable the device
to communicate with other devices over a network, such as the
internet.
[0054] One or more biometric sensors 733 may be connected to the
processor module 701 via the I/O elements 711. As discussed above,
the biometric sensors 733 may be configured to determine one or
more user characteristics (e.g., fingerprint, iris pattern, etc.),
which serve as a user identification key.
[0055] The components of the system 700, including the processor
701, memory 705, support functions 709, mass storage device 719,
user interface 725, network interface 723, and display 721 may be
operably connected to each other via one or more data buses 727.
These components may be implemented in hardware, software,
firmware, or some combination of two or more of these.
[0056] According to another embodiment, instructions for
implementing a method for account management of a computer game
system may be stored in a computer readable storage medium. By way
of example, and not by way of limitation, FIG. 8 illustrates an
example of a non-transitory computer readable storage medium 800 in
accordance with an embodiment of the present invention. The storage
medium 800 contains computer-readable instructions stored in a
format that can be retrieved, interpreted, and executed by a
computer processing device. By way of example, and not by way of
limitation, the computer-readable storage medium 800 may be a
computer-readable memory, such as random access memory (RAM) or
read only memory (ROM), a computer readable storage disk for a
fixed disk drive (e.g., a hard disk drive), or a removable disk
drive. In addition, the computer-readable storage medium 800 may be
a flash memory device, a computer-readable tape, a CD-ROM, a
DVD-ROM, a Blu-Ray, HD-DVD, UMD, or other optical storage
medium.
[0057] The storage medium 800 contains instructions for account
management of a computer game system 801 configured to implement a
method for account management of a computer game system. The
instructions for account management of a computer game system 801
may be configure to implement a method for account management of a
computer game system in accordance with the method described above
with respect to FIG. 1. In particular, the instructions for account
managements of a computer game system 801 may include determining
user identification key instructions 803 that are used to determine
a user identification key associated with a user of the component
device. The user identification key may be stored on the component
device or extracted from user characteristics recognized by a
biometric sensor located on the component device as discussed
above.
[0058] The instructions for account management of a computer game
system 801 may further include automatically accessing account
instructions 805 that are used to automatically access an account
associated with the user by sending the user identification key to
a network associated with the computer game system.
[0059] The instructions for account management of a computer game
system 801 may further include receiving data instructions 807 that
are used to receive data associated with the user from the network.
Such data may include user-preferred settings, features unlocked by
the user, previous achievements attained by the user, and
information about the user configured to calibrate or optimize
tracking of the user as discussed above.
[0060] The instructions for account management of a computer game
system 801 may also include running computer game instructions 809
that are used to run a computer game in accordance with the data
received from the network. Games may be run according to
user-preferred settings, unlocked features, or
calibration/optimization tracking information as discussed
above.
[0061] The instructions for account management of a computer game
system 801 may additionally include updating user account
instructions 811 that are used to update a user account in
accordance with new account information obtained during game play.
The update may include updated user settings, newly unlocked
features, newly attained achievements, or updated
calibration/optimization tracking information as discussed
above.
[0062] We were talking about this idea more and Tim Moss came up
with the idea of using a rolling code transmitter as part of the
hardware. Like a RF car key the code changes based on number of
times there is an exchange between a PS3 and the controller. The
current acceptable code would be stored in the cloud.
[0063] While the above is a complete description of the preferred
embodiment of the present invention, it is possible to use various
alternatives, modifications, and equivalents. Therefore, the scope
of the present invention should be determined not with reference to
the above description, but should, instead be determined with
reference to the appended claims, along with their full scope of
equivalents. Any feature described herein, whether preferred or
not, may be combined with any other feature described herein,
whether preferred or not. In the claims that follow, the indefinite
article "A" or "An" refers to a quantity of one or more of the item
following the article, except where expressly stated otherwise. The
appended claims are not to be interpreted as including
means-plus-function limitations, unless such a limitation is
explicitly received in a given claim using the phrase "means
for."
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