U.S. patent application number 13/879512 was filed with the patent office on 2013-08-01 for methods, devices, and systems for video gaming.
The applicant listed for this patent is Mark Anthony Charles, James Charles Vago. Invention is credited to Mark Anthony Charles, James Charles Vago.
Application Number | 20130198273 13/879512 |
Document ID | / |
Family ID | 45934611 |
Filed Date | 2013-08-01 |
United States Patent
Application |
20130198273 |
Kind Code |
A1 |
Vago; James Charles ; et
al. |
August 1, 2013 |
METHODS, DEVICES, AND SYSTEMS FOR VIDEO GAMING
Abstract
A game console having a CPU; a computer readable medium; an
operating system stored on the computer readable medium; a video
interface port for transmitting a video signal to a display; a
system bus interconnecting the computer readable medium, the CPU,
and the video port; a video game application stored on the computer
readable medium; ebook content stored on the computer readable
medium; and a set of computer readable instructions.
Inventors: |
Vago; James Charles;
(Cincinnati, OH) ; Charles; Mark Anthony;
(Cincinnati, OH) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Vago; James Charles
Charles; Mark Anthony |
Cincinnati
Cincinnati |
OH
OH |
US
US |
|
|
Family ID: |
45934611 |
Appl. No.: |
13/879512 |
Filed: |
October 14, 2011 |
PCT Filed: |
October 14, 2011 |
PCT NO: |
PCT/US11/01760 |
371 Date: |
April 15, 2013 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61455221 |
Oct 16, 2010 |
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|
Current U.S.
Class: |
709/203 |
Current CPC
Class: |
A63F 2300/556 20130101;
A63F 13/12 20130101; A63F 2300/572 20130101; H04L 67/42 20130101;
A63F 2300/406 20130101; A63F 13/332 20140902; A63F 13/87 20140902;
A63F 13/323 20140902; A63F 13/327 20140902 |
Class at
Publication: |
709/203 |
International
Class: |
H04L 29/06 20060101
H04L029/06 |
Claims
1. A game console, comprising: a CPU; a computer readable medium;
an operating system stored on the computer readable medium; a video
interface port for transmitting a video signal to a display; a
system bus interconnecting the computer readable medium, the CPU,
and the video port; a video game application stored on the computer
readable medium; ebook content stored on the computer readable
medium; and a set of computer readable instructions for: a)
transmitting login data to at least one game server, wherein the at
least one game server is associated with a service for a gaming
community and an ebook community; b) displaying at least a portion
of the ebook content on the display; c) transmitting ebook session
data to or receiving ebook session data from the at least one game
server.
2. The game console of claim 1, wherein the ebook content comprises
digital text, wherein the digital text is associated with a genre
and wherein the genre is selected from the group consisting of
non-fiction, action and adventure, biography, memoir, mystery,
drama, myth/mythology, poetry, science fiction, short story,
science and technology, historical fiction, and combinations
thereof.
3. The game console of claim 1, wherein the ebook session data
comprises video data transmitted from a camera connected to the
game console.
4. The game console of claim 1, further comprising instructions for
initiating an ebook session with a plurality of members of an ebook
club, wherein the ebook session is associated with ebook content
stored on the computer readable medium, wherein the ebook club has
club data associated therewith that is stored on the computer
readable medium, wherein the club data is selected from the group
consisting of an identifier for each member of the ebook club, a
telephone number for each member of the ebook club, an email
address for each member of the ebook club, an ebook club
identifier, one or more ebook club classes, a time zone for each
member of the ebook club, the native language for each member of
the ebook club, a list of ebooks common to each member of the ebook
club, data associated with a virtual currency account, and
combinations thereof.
5. The game console of claim 1, further comprising instructions for
receiving the ebook content from the at least one game server.
6. The game console of claim 1, further comprising instructions for
receiving the ebook content from an ereader that is connected to a
local area network that is in data communication with the game
console.
7. The game console of claim 1, further comprising instructions for
displaying a primary field and plurality of secondary fields within
an image.
8. The game console of claim 1, wherein the video game application
comprises a set of computer readable instructions enabling a
multiplayer video game and a single player video game.
9. The game console of claim 1, wherein the game console further
comprises a set of computer readable instructions for accessing
data associated with one or more club classes stored on the
computer readable medium, wherein the one or more club classes are
associated with an ebook club and wherein each club class comprises
a characteristic, wherein the characteristic is selected from the
group consisting of member age, a literary genie, a representative
time zone, a representative native language, and a representative
gender.
10. The game console 1, further comprising a set of computer
readable instructions for transmitting ebook club data to or
receiving ebook club data from the at least one game server,
wherein the ebook club data is selected from the group consisting
of an identifier for each member of the ebook club, a telephone
number for each member of the ebook club, an email address for each
member of the ebook club, a club identifier, club class data, a
time zone for each member of the ebook club, a native language for
each member of the ebook club, a list of ebooks common to each
member of the ebook club, a list of associated ebook clubs, and
combinations thereof.
11. The game console of claim 1, further comprising a set of
computer readable instructions enabling a user of the game console
to select an identifier of a first member of the ebook community
and an identifier of a second member of the ebook community to
associate the first member and the second member with the ebook
club.
12. A hand-held smart tablet, comprising: a CPU; a computer
readable medium; an operating system stored on the computer
readable medium; a display; a front facing camera; a microphone; a
speaker, a system bus interconnecting the computer readable medium,
the CPU, and the front facing camera; a set of computer readable
instructions stored on the computer readable medium for a)
transmitting login data to at least one server, wherein the at
least one server is associated with an ebook community; b)
displaying ebook content on the display; c) transmitting ebook
session data to or receiving ebook session data from the at least
one server.
13. The smart tablet of claim 12, wherein the ebook content
comprises digital text, wherein the digital text is associated with
a genre and wherein the genre is selected from the group consisting
of non-fiction, action and adventure, biography, memoir, mystery,
drama, myth/mythology, poetry, science fiction, short story,
science and technology, historical fiction, and combinations
thereof.
14. The smart tablet of claim 12, wherein the ebook session data
comprises video data transmitted by the front facing camera.
15. The smart tablet of claim 13, wherein the ebook session data
further comprises audio data received from the at least one server,
wherein the audio data is synchronized with the video data.
16. The smart tablet of claim 12, wherein the video data is
displayed on the display and wherein the video data is associated
with an identifier of a member of an ebook club.
17. The smart tablet of claim 12, further comprising instructions
for initiating an ebook session with a plurality of members of an
ebook club, wherein the ebook session is associated with at least a
portion of ebook content stored on the computer readable
medium.
18. The smart tablet of claim 17, wherein each of the plurality of
members of the ebook club have an identifier associated therewith
that is stored on the computer readable medium.
19. The smart tablet of claim 16, wherein the ebook club has club
data associated therewith that is stored on the computer readable
medium, wherein the club data is selected from the group consisting
of an identifier for each member of the ebook club, a telephone
number for each member of the ebook club, an email address for each
member of the ebook club, a club identifier, club class data, a
time zone for each member of the ebook club, a native language for
each member of the ebook club, a list of ebooks common to each
member of the ebook club, a list of associated ebook clubs, and
combinations thereof.
20. The smart tablet of claim 12, further comprising an ebook
application comprising an ereader component and an ebook session
component.
21. The smart tablet of claim 12, wherein the smart tablet further
comprises a set of computer readable instructions for accessing
data associated with one or more club classes stored on the
computer readable medium, wherein the one or more club classes are
associated with an ebook club and wherein each club class comprises
a characteristic, wherein the characteristic is selected from the
group consisting of member age, a literary genre, a representative
time zone, a representative native language, and a representative
gender.
22. The smart tablet of claim 19, further comprising a set of
computer readable instructions for transmitting ebook club data to
or receiving ebook club data from the at least one game server,
wherein the ebook club data is selected from the group consisting
of an identifier for each member of the ebook club, a telephone
number for each member of the ebook club, an email address for each
member of the ebook club, a club identifier, club class data, a
time zone for each member of the ebook club, a native language for
each member of the ebook club, a list of ebooks common to each
member of the ebook club, a list of associated ebook clubs, and
combinations thereof.
Description
BACKGROUND OF THE INVENTION
[0001] Multiplayer gaming has become very popular over the last 8
to 10 years, particularly since the introduction of the Microsoft
Xbox and Xbox 360 game consoles, the Sony Playstation 3 game
console, and the Nintendo WII game console. By some accounts, the
Xbox Live gaining service associated with the Xbox line of gaming
consoles has over 20 million members worldwide. These members have
a paid account with the Xbox Live gaming service and select a gamer
tag (and/or email address) and password that allows them to access
features of the Xbox Live gaming community by logging into the
gaming service. The gaming service can be accessed using a computer
(using an email address and password to log on) or via a game
console.
[0002] Recently, game services have expanded to include some
multimedia content, such as music and videos. However, there is a
continuing need for methods, devices and systems that can provide
new functionality for sharing and discussing digital book content
in addition to gaming, video, music, and other multimedia
content
BRIEF DESCRIPTION OF THE DRAWINGS
[0003] The detailed description is described with reference to the
accompanying figures. In the figures, the left-most digit(s) of a
reference number identifies the figure in which the reference
number first appears. The use of the same reference numbers in
different figures indicates similar or identical items.
[0004] FIG. 1 is a schematic diagram of various devices that may be
combined, in whole or part, into a system suitable for use with the
present invention;
[0005] FIG. 2 is a schematic diagram of various devices that may be
combined, in whole or part, into a system suitable for use with the
present invention;
[0006] FIG. 3 illustrates a method in accordance with one
embodiment of the present invention;
[0007] FIG. 4 illustrates a club calendar in accordance with one
embodiment of the present invention;
[0008] FIG. 5 illustrates a method in accordance with one
embodiment of the present invention;
[0009] FIG. 6 illustrates an email in accordance with one
embodiment of the present invention;
[0010] FIG. 7 illustrates a displayed image in accordance with one
embodiment of the present invention;
[0011] FIG. 8 illustrates a displayed image in accordance with one
embodiment of the present invention;
[0012] FIG. 9 is a schematic diagram of various devices that may be
combined, in whole or part, into a system suitable for use with the
present invention; and
[0013] FIG. 10 is a schematic diagram of a generic computing device
suitable for use with the present invention.
DETAILED DESCRIPTION
[0014] The detailed description provided below in connection with
the appended drawings is intended as a description of some examples
of the present invention and is not intended to represent the only
forms in which the present invention may be constructed, utilized
or practiced. For example, specific details may be omitted,
rearranged, or equivalent or other features or steps substituted as
is known in the art. All publications and documents referenced in
the specification are hereby incorporated herein by reference.
[0015] As used herein, the term "server" is intended to refer
broadly to a one or more computer-related entities, either
hardware, a combination of hardware and software, software, or
software in execution that link other computers or electronic
devices together across a network. Some, but not all, servers may
have dedicated functionality, such as web servers, file servers,
backup servers, and database servers. In one embodiment, a service
may be implemented using one or more of a monitoring server(s), a
presence server(s), a notification server(s), a match server(s),
and a statistic server(s) which may be interconnected by a private
network, such as a LAN, behind a security gateway, one arrangement
being described in U.S. Pat. No. 7,650,495. Enterprise servers are
servers that are used in a business context. A dedicated server may
contain features making it suitable for high speed network
services, such as fast CPUs, high performance RAM, faster and
larger data storage capacities (for example, possibly a RAID array
some examples of which are described in USPN 2010/0011162), network
hardware such as routers, modems and switches. Since servers are
usually accessed over a network, they may run in headless mode
without a monitor or input device, and a server may not have a
graphical user interface (GUI), or audio and USB interfaces. A
server may incorporate larger computer fans or water cooling to
help remove heat, and uninterruptible power supplies that ensure
the servers continue to function in the event of a power failure.
Hardware redundancy may be provided, e g., installing more than one
instance of modules such as power supplies and hard disks so that
if one fails another is automatically available. Servers may be
rack mounted (see, e.g., U.S. Pat. No. 7,804,690) and situated in
server rooms for convenience and to restrict physical access for
security. As will be appreciated, the structure and functionality
of a server may vary widely.
[0016] As used herein, the terms "component" and "application"
refer to software or software in execution, wherein the software
comprises a set of computer or machine readable instructions or
"code" stored on one or more computer readable mediums. For
example, components and applications may be, but are not limited to
being, one or more processes running on a processor, objects,
executables, code, threads of execution, computer programs, and
combinations thereof and may be localized on one computing device
and/or distributed between two or more computing devices. Also,
they can execute from various computer readable media having
various data structures or instructions stored thereon. The set of
instructions can be implemented in any programming or scripting
language including, but not limited to, Microsoft Visual Basic,
Assembly, Java, C, C++, Delphi, Perl, and combinations thereof. Any
data or information used, processed, or manipulated by a component,
application, code or device herein may be, but need not be, stored
in one or more of a variety structures such as an array, lookup
table, string or other structure as is known in the art. Pointers
may be used to refer directly to another value stored elsewhere in
the computer memory using its address. A pointer references a
location in memory. Pointers are also used to hold the addresses of
entry points for called subroutines in procedural programming and
for run-time linking to dynamic link libraries. It will be
understood that the various functionalities, data/information
management, data/information storage, data/information processing,
data/information transmission, and any other action implemented by
or described in this specification with respect to a computing
device (e.g., any server, game console, network, mobile phone,
smart phone, smart tablet, game controller, headset, etc.) can be
performed or implemented by computer readable instructions that are
stored on one or more computer readable mediums, as is known in the
art.
[0017] As used herein, the phrase "game play" refers to the live
action presented or controlled in a video game, including, but not
limited to, one or more of manipulating a character or vehicle,
interacting with a video game environment, interacting with an
artificial intelligence (AI) character or object, interacting with
a character or object representing another gamer, and providing
inputs to a game controller to accomplish any of the foregoing.
"Game play" can also include one or more of AI movement of
characters or objects in a game environment as well graphical
and/or audio rendering of the foregoing.
[0018] As used herein, the phrase "operating system" refers to one
or more applications for a computing device that regulates the ways
software programs use the computer hardware and the ways that users
control the computer. Operating systems may be found on many
computing devices--from smart phones/tablets and video game
consoles to servers.
[0019] As used herein, the phrase "computer readable medium" refers
to any electronic storage medium and may include both volatile and
nonvolatile, removable and non-removable media implemented in any
method or technology for storage of information such as computer
readable instructions, data and data structures, applications or
components or other information. Computer readable media includes,
but is not limited to, RAM, ROM, EEPROM, flash memory or other
memory technology, CD-ROM, digital versatile disks (DVD) or other
optical disk storage, magnetic cassettes, magnetic tape, magnetic
disk storage or other magnetic storage devices, or any other medium
which can be used to store the desired information and which can
accessed by computer.
[0020] The articles "a" and "an" should generally be construed to
mean "one or more" unless specified otherwise or clear from context
to be directed to a singular form.
[0021] The term "user" generally refers to a human entity that uses
a computing device such as a game console, a smart phone, an ebook
device or ereader, a smart tablet or a mobile phone for any
purpose. A user may also be a gamer or player.
[0022] The term "member" generally refers to a user that is
associated or affiliated with a gaming community, an ebook
community, or a combination thereof.
[0023] The terms "gamer" or "player" generally refers to a user of
a computer-implemented video game via one or more of a
computer-related communication infrastructure, a computer-related
system, electronic devices (portable or otherwise), or any
combination thereof. A variety of non-limiting examples of systems
and devices that can be used by a gamer or player are described
throughout the specification and can comprise various combinations
of game consoles, smart phones/mobile phones, smart tablets, ebook
devices, ereaders, cellular networks, networks, and servers.
[0024] The term "service" refers to one or more components,
applications, or code distributed across one or more servers or
other computing devices that affords or enables, in a broad sense,
engaging in any multimedia related activities, such as messaging,
ebook club sessions, game play, movie sessions over a communication
network between distributed computing devices. A service may reside
on one more networked servers. A game service is a more specialized
service that enables users to play video games between multiple
distributed computing devices, such as a game console, a smart
phone, or a smart tablet. Some features that can be implemented in
a game service are described in WO 2009/086221 as well as in other
patents referenced in this specification. Some examples of gaming
services include Xbox Live! by Microsoft, Inc. and. Sony Network,
by Sony, Inc.
[0025] The phrase "gaming community" refers to an affiliated
collection of garners that are associated with a game service. The
garners may become affiliated with the gaming community by payment
of fee to the owner/operator of the game service or mere
registration without payment of a fee.
[0026] The phrase "ebook community" refers to an affiliated
collection of ebook users that are associated with an ebook
service. The ebook users may become affiliated with the ebook
community by payment of a fee to the owner/operator of the ebook
service or mere registration without payment of a fee.
[0027] The phrase "semi-permanent" refers to data or a
functionality that exists after a after a user has logged out of
service, and after a computing device is powered off. Once
established, semi-permanent data or functionalities exist
independent of whether an user is logged into a service.
Semi-permanent data and functionalities may be accessible when a
member of a community (ebook or gaming) first logs into a service.
Semi-permanent data and functionalities can be modified and
deleted. One example of a semi-permanent functionality is a
semi-permanent ebook club.
[0028] The phrase "game console" refers to a special purpose
interactive computing device adapted for playing video games. The
game console can comprise one or more of a CPU, a network interface
port, a video interface port, a system bus, an operating system, a
memory controller for accessing a variety of types of memory, a 3D
graphics processing unit and a video encoder for high speed, high
resolution graphics processing. A video signal output from the game
console can be transmitted to a separate display to display the
video game and other images (e.g., movies, ebook sessions, etc.). A
camera may be connected to the game console to transmit live video
data of the user of the game console to the game server/service. A
console identification (ID) or security key can be stored in ROM
memory to identify the game console to a service. A game console is
typically connected to one or more game controllers via a wired or
wireless interface. A game controller can be any hand-held device
comprising a plurality of inputs to a game console, some examples
of which are described in U.S. Pat. Nos. 7,753,788; 7,753,787;
2010/0222146; 2007/021205; D581,422; U.S. Pat. No. 6,429,849;
2006/0154725; 2006/0161445; 2004/0222970; 2005/0221895; and
2004/0222970, or a motion detecting device, one example of which is
described in USPN 2010/0199228. The game console can also be
connected to a keyboard. A game console is designed for consumers
to buy and use for playing video games and other video or audio
entertainment purposes (such as downloading and playing a movie,
other video, audio, pictures, accessing the internet, etc.). A game
console may have a hard drive or some other memory storage device
for storing a game application downloaded from a disk or via a
network connection. A game console is different from a general
purpose computer which can perform or execute computer programs for
a variety of other functions, such as word processing, video
editing, accounting, spreadsheet development, etc. Many game
consoles can be connected by a video cable, such as an HDMI cable,
an S video cable, a component video cable, a fiber optic cable, and
a DVI cable, to the separate display. Some examples of displays
include a plasma television, an LED television, an LCD television,
and a combination of a video projector and a screen. Some examples
of game consoles include the Xbox and Xbox 360 game consoles by
Microsoft, the Playstation 2 and Playstation 3 game consoles by
Sony, Inc., and the WII game console by Nintendo. Some examples of
an Xbox brand game console are described in U.S. Pat. Nos.
7,496,202; 6,862,027; 6,935,959; 7,496,200; 2005/0164795;
2005/0245317; 2008/0113789; 2008/0311997; 2005/0221895 and WO
2009/154831. The configuration of game consoles can be varied as is
known in the art.
[0029] The phrase "game server" refers to a remotely run server or
appliance which can be accessed by a plurality of game consoles to,
at a minimum, play a variety of multiplayer video games. A game
server is configured so that it is capable of receiving information
from, and transmitting information to, a plurality of remote gaming
devices, such as a game console. A game server may also be capable
of communicating with other game servers, wherein the servers may
have differing dedicated functionality (e.g., a match server v. a
statistics server). A game server is any combination of hardware
and software designed to provide these services to the members of
the gaming community, although other services, such as an ebook
service, may also be provided. A game service may be supported by a
plurality of networked game servers. In one embodiment, the game
console, game server, and game service are all provided by a single
company (or affiliated collection of companies) such as Microsoft,
Inc. or Sony, Inc. in order to minimize compatibility issues
between the game server, game service, and game console. Some
examples of networked server/service and game console systems are
described in U.S. Pat. Nos. 7,337,147; 7,370,194; 7,218,739;
7,455,590; 7,464,272; 7,650,495; 7,512,235; 7,288,028; 7,203,835;
2007/0288647; 2007/0005704; 2003/0216181; 2006/0121989;
2006/0287096; 2006/0287099; 2008/0242405; 2008/0171600, and U.S.
Ser. No. 61/401,061 entitled Methods, Devices, and Systems for
Video Gaming, filed Aug. 6, 2010.
[0030] The term "ebook club" refers to a group of associated
members of an ebook community that desire to periodically read
and/or discuss one more ebooks as a group. Ebook club members may
have a common affiliation or characteristic, such as gender, age,
or interest in a particular literary category. The frequency of
discussion can vary widely, from at least once a day to at least
once a week to at least once a month. An ebook club represents just
a portion of an ebook community affiliated with a service, which
can also contain millions of members many of whom may not be
affiliated or associated with an ebook club.
[0031] The phrase "ebook distributer" refers to a company that
publishes or distributes ebooks. Some examples of ebook
distributers include Barnes & Noble, Inc., Amazon, Inc.; and
Apple, Inc. An ebook distributer may distribute the ebooks from one
or more servers across a network. An ebook distributer may also
distribute other multimedia content, such as movies and music.
[0032] The phrase "ebook" refers to an electronic or digital book
or magazine/periodical that is a digital media equivalent of a
conventional printed book or magazine. An ebook may be read via a
computer, a game console, a hand-held ebook device (e.g., an
ereader), or other device capable of providing this purpose. Ebooks
may be categorized in one or more genres, some examples of which
include fiction, non-fiction, action & adventure, biographical,
memoir, mystery, drama, historical, myth/mythology, poetry, science
fiction, short story, science and technology, "how to", self
improvement, etc.
[0033] The phrase "ebook content" refers to the digital data of an
ebook. The ebook content may comprise digital text. The digital
text may be arranged to include one or more of an introduction, an
acknowledgement, a plurality of chapters, an epilogue, and index,
and notes. The digital text may describe a story or a plurality of
distinct stories. The ebook content can be provided in a variety of
digital file formats, including plain text, Postscript, HTML, AZW
(Kindle), OPF (Open Electronic Package), AEH (Arghos Diffusion),
DAISY, Fiction Book, TEI Lite (Text Encoding Initiative), CHM
(Microsoft Compression HTML), Flip Book, PDF (Portable Document
Format), DjVu, LIT, Palm Digital Media, Tome Reader, Newton,
Desktop Author, APABI, LIBRIS, MobiPocket, EPub, Sony Media,
SSReader, Teal Doc, IEC 62448, Eveda, etc. Some of the respective
file format extensions include .txt, .html, .azw, .opf, .tr2, .tr3,
.aeh, .fb2, .xml, .chm, .pdf, .djvu, .lit, .pdb, .dnl, .pkg, .xeb,
.ceb, .lbr, .bin, .prc, .mobi, .epub, .lrf, .lrx, and .db. As will
be appreciated, this is just a partial list of suitable file
formats and other file formats are within the scope of the present
invention. Ebook content may refer to the digital data, including
digital text and audio/visual content, for a single ebook or a
plurality of ebooks. Ebook content may also include digital content
that is related to the ebook but which is not part of the ebook
text, such as author interviews, alternate endings to the ebook,
historical information associated with the selling or characters in
the ebook, etc.
[0034] The phrase "ebook session" refers to an interactive computer
implemented dialogue/data transfer across a network between two or
more remote users of a computing device to engage a discourse
concerning one or more ebooks. The number of users can be between
greater than 2, 5, 10, 20, 40, or 80 and/or less than 1000, 500,
250, 125, 60, 30, or 15.
[0035] The phrase "ebook session data" refers to data that is
transmitted to or from a computing device, such as a game console,
an ebook device, a server, an ereader, etc., during an ebook
session. Ebook session data may include, but is not limited to,
ebook content, audio data, and video data
[0036] The term "custodian" refers to a user who is the purchaser,
owner, or a principal user of a particular computing device. There
can be more than one custodian of a computing device.
[0037] The phrase "ebook device" refers to any device that is
capable of displaying an ebook. Examples include game consoles,
smart phones, smart tablets, and dedicated ebook readers. An
ereader is a device whose primary functionality is the display of
ebook content. Examples of dedicated ebook readers include, but are
not limited to, the Kindle by Amazon.com, the Reader PRS-500 and
the Librie by Sony, Inc., and the Nook by Barnes & Noble, Inc.
Some examples of ebook devices are also described in U.S. Pat. Nos.
7,748,634; 7,724,696; 6,886,036; 7,694,874; 7,304,635; 6,064,384;
2009/0300539; 2006/0282797; 2009/0241054; and WO 2008/121586.
[0038] The phrase "smart device" refers to a smart phone, smart
tablet, or any other device providing similar functionality.
[0039] The phrase "smart phone" refers to any mobile device capable
of transmitting data to and receiving data from a cellular network.
Smart phones may have an operating system that provides a platform
for development of applications that can be run on the smart phone.
A smart phone can manage data, typically via keyboard, and can
provide some functionalities that are more typically found on a
general purpose computer. Some operating systems used on smart
phones include Symbian (including S60), iOS, Palm WebOS, BlackBerry
OS, Samsung phones running Linux, Binary Runtime Environment for
Wireless, Windows Mobile, Android and Maemo. WebOS, Android and
Maemo are built on top of Linux, and the iOS is derived from the
BSD and NeXTSTEP operating systems, which all are related to Unix.
A smart phone may comprise one or more of a microphone, speaker,
battery, keyboard, display, antenna, microprocessor, memory, RF
amplifier, transceiver, and Subscriber Identity Module or SIM card.
Smart phones can provide digital voice service as well as any
combination of text messaging, e-mail, Web browsing, still camera,
video camera, MP3 player, video player, television and organizer.
Smart phones can be provided in a variety of shapes and sizes,
including smart tablet sized devices such as the iPad by Apple,
Inc. Some examples of smart phones and/or cellular networks
suitable for use in the present invention are described in U.S.
Pat. No. 7,395,051; 2009/0253457; 2009/0061840; 2009/0286549; and
2009/0215497. The smart phone may have an IP address assigned to it
that is associated with a cellular base station that is in
communication with the smart phone. Data transmitted by the smart
phone to a cellular network may be converted to Internet Protocol
(IP) data packets for transmission across a wide area network to a
server.
[0040] The phrase "smart tablet" refers to a mobile device that
falls between a smart phone and a netbook, delivering one or more
features typically found in smart phones (e.g., data management, 3G
connectivity, GPS in a slightly larger device with a full
keyboard). Smart tablets may have displays that are larger than a
smart phone. In some embodiments, the display of a smart tablet may
a width between 4 and 12 inches and length between 6 and 15 inches.
Some examples of smart tablets are described in USPNs 2009/0228842
and 2008/0168404;
[0041] The phrases "video game" and "multiplayer video game" refer
to an electronic video game that involves interaction between a
user and a user interface (e.g., a game controller) to generate
visual feedback and/or game play on a display. A multiplayer game
is a video game that can be played simultaneously (either
cooperatively or competitively) with a plurality of players. A
single player video game is a video game that is played by a single
player. A video game application can include both a single player
and a multiplayer video game. Video games that can be utilized with
the present invention are quite varied and can include simulation,
action, adventure, action-adventure, role-playing shooter,
strategy, and so forth. The video game can be graphic intensive
(such as Halo 2.RTM., Red Dead Redemption.RTM.; Call of Duty Modern
Warfare 2.RTM., Grand Theft Auto.RTM.; etc.) and/or text intensive.
The video game may be downloaded from a disk onto a gaming device
or downloaded to a gaming device from a server. The video game may
be implemented by a game application or component comprising a set
of computer readable instructions using any one of a variety of
programming or scripting languages, such as Microsoft.RTM. Visual
Basic, Assembly, Java, Smalitalk, C, C++, Delphi, Perl, and
combinations thereof. The set of instructions can include APIs
and/or libraries, which can handle sound processing, input,
graphics rendering, and artificial intelligence tasks. The video
game application can be executed by a single computing device, such
as a game console, or distributed across a plurality of computing
devices, such as one or more game servers and a game console, and
executed by the plurality of computing devices, wherein each
computing device executes a different portion of the video game
application.
[0042] Referring now to FIG. 1, one example of a multimedia system
100 in accordance with the present invention comprises at least one
game server 105 for hosting a service 110 for an ebook community
120 and/or a gaming community 115. The gaming community 115 may
comprises greater than 100,000; greater than 500,000; greater than
1,000,000; greater than 10,000,000; greater than 25,000,000;
greater than 50,000,000; greater than 100,000,000; or greater than
200,000,000 members. The gaming community may comprise less than
500,000,000; less than 250,000,000, less than 150,000,000, or less
than 50,000,000 members. The ebook community 120 can comprise a
similar range of members as the gaming community. Some or all of
the members of the gaming community may also be members of the
ebook community. A first game console 125 and a second game console
130 are registered with the service 110. The first and second game
consoles are typically located at remote locations from each other
(e.g., different buildings, different cities, different states, or
different countries). The first and second game consoles 125, 130
are connected to the game server 105 by a communication network
135, which can be a wide area network (WAN) such as the
Internet.
[0043] A local area network (LAN) 140 can be interconnected between
the game console 125 and the network 135. The network 140, which
may be distributed within single building such as a residence or
home, can also be connected to a computer 145, such a personal
computer, and a dedicated ebook reader 150, which is shown as
wirelessly connected in FIG. 1 to the network 140. The ereader may
also be directly connected to the game console 125 or the cellular
network 185. While these connections are shown as wireless, it will
be appreciated that wired connections may also be provided.
[0044] The communication networks 135, 140 can comprise a fiber
optic network, a twisted-pair network, a T1/E1 line-based network
or other links of the T-carrier/E carrier protocol, or a wireless
local area or wide area network (operating through multiple
protocols such as ultra-mobile band (UMB), long term evolution
(LTE), etc.). The Internet is a common communication network by
which the computing devices can communicate with the service 110.
Additionally, communication networks 135, 140 can comprise base
stations for wireless communications, which include transceivers,
associated electronic devices for modulation/demodulation, and
switches and ports to connect to a backbone network for backhaul
communication such as in the case of packet-switched
communications.
[0045] The game console 125 can be connected to one or more of a
game controller 155, a headset 160, an alpha-numeric keyboard 165,
a camera 170, and a display 175. The game controller can comprise
one or more surface buttons, thumb sticks, triggers, and D-pads for
providing inputs to the game console 125. The game controller 155
can be connected in either a wired or wireless manner to the game
console 125 for transmitting data there between. The headset 160,
which comprises a plurality of earphones 162 and a microphone 163,
can be connected in a wired or wireless manner to one of the game
controller 155 or the game console 125 for transmitting audio data
there between. The keypad or keyboard 165 may be connected to the
game console 125 for providing alpha-numeric and other inputs to
the game console 125. The keyboard 165 may be connected in a wired
or wireless manner to the game console 125. The camera 170 captures
video images in close proximity (1 meters to 10 meters) to the game
console 125 and can provide live video data to the game console
125. One example of a suitable camera is the Microsoft Xbox Live
Vision Web Camera, p/n B4M-00005. The display 175 may be provided
in a variety forms as is known in the art. The camera 170 may be
connected in wired or wireless manner to the game console 125. The
game system 180 comprises one or more of the game console 125, game
controller 155, headset 160, camera 170, display 175, and keypad
165. It will be appreciated that a plurality of game systems 180
may be connected to the network 135 and transmit data to and from
the game server 105.
[0046] The game console 125 can comprise computer readable
instructions for transmitting audio data between the game console
and headset 160 either directly or via the game controller 155. The
audio data can include game or ebook session audio data, such as
music or sound effects audio, or voice data from other ebook club
members who are connected to the session. For example, the ebook
club members may have an interactive, live conversation with each
other where the audio data is transmitted from the microphone 163
to one game console 125 and then via the network 135, 140 to the
game server 105 and then to a second game console 130 having a
headset connected thereto (not shown). The camera 170 is connected
to the game console and is preferably positioned to capture a video
image of a member of the book club during an ebook session.
[0047] Referring to FIG. 2, one example of the service 110 will now
be described in greater detail. The service 110 provides a
service-based, connected multimedia experience among multiple
members of the gaming community 115 and/or the ebook community 120.
Service 110 utilizes various components/applications implemented by
a set of computer readable instructions to deliver the connected
multimedia experience by, in part, transferring multimedia data
between the game consoles. The multimedia content includes, but is
not limited to, multiplayer game play data, video and music data,
and ebook data/content. The service 110 can be distributed between
one or more interconnected servers. A registration component 210
registers first-time members of the gaming community 115 and/or the
ebook community 120 along with their gaming devices, such as the
first and second game consoles. Other gaming devices may also be
registered with the service 110. At the time registration, a member
selects an identifier, such as a gamer tag or screen name, and a
password associated therewith that is used to identify the member
within the gaming community and/or the ebook community. An email
address and phone number may also be registered and associated with
the identifier. The identifier, email address, and phone number are
referred to herein individually and collectively as member data
Member data 255 may be stored by the at least one server on one or
more computer readable mediums that are accessible to the service
110. Member data may also be stored on the medium 253 by the game
console 125. A single server 105, which may be a game server, can
comprise a plurality of computer readable mediums for storing data
or information.
[0048] The service 110 may also include a login component 220. The
login component 220 is used to authenticate or validate a member
upon connection to the service 110 when the game console 235 is
powered on. The member is authenticated via login data, such as the
identifier (e.g., a gamer tag or screen name or security key) and
password, that is transmitted by the game console 235 to the gamer
server 110. The identifier and password can be compared to the
identifiers and passwords for members of the gaming community
and/or ebook community stored on the medium 215. The identifier and
password are authenticated if a match is found. Login data can
comprise any data that uniquely identifies the member and/or game
console or authenticates the member/game console to the service.
For example, when a member connects with game service 110, the
login component 215 may prompt the member for the identifier and
password. Alternatively, the identifier and password may be
automatically transmitted by the game console 235 to the login
component 220 when the game console 235 is powered on thereby
automatically connecting the member to the service 110. The login
component 220 may also obtain a game device identifier that
uniquely identifies the game device that the member is using and a
network path to the service 110. The identifier and password, or
other member data, transmitted to the login component 220 by the
game console 235 are then authenticated.
[0049] Assuming proper authentication, the member gains access to
his or her member profile 240 stored with the service 110, and the
game device identifier and the network path for the member's gaming
session may be stored in the member profile or elsewhere so that
messages and information may be sent to the game device.
[0050] The member profile can comprise the member data and/or other
descriptive information about the member such as for example where
a user lives and the time zone thereof, age, gender, native
language, a listing of games available for play (either purchased
or downloaded), a listing of ebooks that have been read, etc. This
information is available to a member upon login to gaming service
110 as described above. The member profile can also include
additional information about the member such as game
records/statistics and a friends list. Game records can comprise
statistics for a particular game, rewards acquired for a particular
game and/or other game specific information as desired. As the
member participates in the video games, the game statistics are
updated to reflect the member's progress within the video game. A
friends list is a listing of friends of the member that are also
members of the gaming community 115 and/or the ebook community 120.
Friends may be added to/removed from friends list when using
service 110. Portions of a member's profile may also be maintained
locally on a game device. In such instance, the locally stored
profile may be synchronized periodically with the member profile
stored on the medium 215. A further description of friends and
friends lists is set forth in US 2009/0111576.
[0051] The service 110 can also include message component 225,
which permits the game device, such as a game console, to send a
message to another game device such as another game console via the
network 155. Messages may be sent from, and received by, any game
device, when the game device is connected to service 110. The
message component mutes the messages between the game devices in
part by tracking the network addresses of the game devices.
Messages can include text messages, voice messages, live video and
audio, and specialized invite messages. Game and ebook session
invites allow a member using one game device to invite one or more
members on another game device to play in the same game or join an
ebook session using network and/or game service 110 to pass data
between the two game devices. The friends list can also be used in
conjunction with message component 225.
[0052] In accordance with one aspect of the present invention and
with further reference to FIG. 2, various methodologies and devices
for use with the multimedia system 100 will now be described. The
service 110 further comprises an ebook club component 230. The
ebook club component 230 enables a plurality of members of the
ebook community to form one or more semi-permanent ebook clubs,
each having an ebook club leader. Some methodologies for forming an
ebook club are described hereafter. The ebook club has ebook club
data 245 associated therewith that may be stored on/in one or more
computer readable mediums associated with the game server 105
and/or one or more game devices, such as the first game console
140. The ebook club data 245 maybe accessed by an ebook application
250 stored on one or more game consoles or by the ebook club
component. The ebook application 250 can reside on a computer
readable medium 250 of the game console 125. In another embodiment,
the ebook application 250 resides on a computer readable medium
associated with the game server 105.
[0053] The ebook club data 245 can comprise a wide variety of
data/information about the ebook club and/or one or more members of
the ebook club. The game server and/or game console can comprise
computer readable instructions for storing the ebook club data 245
on the computer readable medium 215 and for providing accessibility
to the ebook club data by a plurality of the game consoles (and
ebook applications disposed thereon) associated with the members of
the ebook club. The game server can also comprise computer readable
instructions for transmitting the ebook club data to a plurality of
game consoles, smart phones, smart tablets, or ebook devices,
wherein the game consoles, smart phones, smart tablets, and ebook
devices are each associated with members of the ebook club.
Similarly, the game consoles can comprise computer readable
instructions for transmitting the ebook club data 245 from a game
console to a game server. The ebook club data 245 may also be
associated with the member profile of each member of a ebook club
such that accessing a member profile provides accessibility to the
ebook club data. Accessibility and transmissibility of the ebook
club data between the game consoles, game servers, and other
computing devices provides for easy updating of the ebook club data
between devices as the data changes.
[0054] The ebook club data 245 can comprise an identifier (e.g.,
screen name) for each member of the ebook club, a telephone number
for each member of the ebook club, an email address for each member
of the ebook club, an ebook club identifier (e.g., name or avatar),
one or more ebook club classes, a time zone for each member of the
ebook club, the native language for each member of the ebook club,
a list of ebooks common to each member of the ebook club, data
associated with a virtual currency account, and combinations
thereof. The ebook club name may be provided to the service 110 by
the ebook club leader. Member data of one or more members of the
ebook club, such as an email address or telephone number for
sending text and/or audio messages, may also form part of the ebook
club data 245.
[0055] Ebook clubs may be characterized by one or more ebook club
classes, wherein the class is defined by a characteristic. An ebook
club class can stored as ebook club data 245 on a computer readable
medium. Ebook club classes can be used by the service 110 and/or a
game console 235 (and likewise the ebook application 250) for
pairing ebook clubs for ebook discussions or sessions; and
assisting, individual, non-ebook club members in a search for an
ebook club to join. The ebook club class can be determined by
algorithms associated with the ebook club component 230, or
assigned by the ebook club leader, or a combination thereof. The
algorithms may analyze member data 245 associated with each member
of the ebook club and assign an ebook club class based on a
representative characteristic shared by the members of the ebook
club. Representative characteristics can include a representative
age, a literary category or genre (e.g., fiction, non-fiction,
action & adventure, biography, memoir, mystery, drama,
myth/mythology, poetry, science fiction, short story, historical
fiction, etc.), a representative time zone, a representative native
language, and a representative gender. In some embodiments, the
value of the representative characteristic may be based on what the
majority (or the largest percentage or some other statistical value
(e.g., median or mean)) of ebook club members have as an individual
value for the characteristic (which may be stored as member data in
a member profile). For instance, the representative gender can be
selected based upon whether the majority of ebook club members are
male or female. The representative time zone can be based upon the
time zone in which the largest percentage of ebook club members
reside. The representative native language can be based upon the
native language associated with the largest percentage of ebook
club members. The representative age can be selected based upon the
median or mean age of the ebook club members or a weighted average
of the age distribution of the members of the ebook club. Some age
ranges that might be used are 10 to 20 yo, 20 to 30 yo, 30 to 45
yo, and older than 45 years of age. An ebook club class may also be
established according to the genre of ebooks the ebook club
typically reads and discusses during an ebook session.
[0056] The ebook club data 245 can also include a list or log of
each ebook of each ebook club member that has been
downloaded/transmitted by the ebook club member to a computing
device, such as a game console. A subset of the list may be
maintained by the ebook club component 230 that tracks the ebooks
that are common between all the members of the ebook club. For
example, a set of computer readable instructions associated with
the server 105 can identify, compile, and store a list of ebooks
that are common between a plurality of ebook club members of the
ebook community.
[0057] Referring again to FIG. 2, an ebook application 250 may be
stored on the computer readable medium 253 associated with the game
console 125. The ebook application 250 can comprise a reader
component 260 and/or a session component 265. The reader component
260 can comprise computer readable instructions for displaying the
digital content of an ebook on the display 175 connected to the
game console 125. The ebook content 270 can also be stored on the
computer readable 253 associated with the game console 125. The
ebook content may be transmitted to the game console from the
server via the network 155. Alternatively, the ebook content may be
transmitted to the game console from a publisher server 195 via the
network 155. In another embodiment, the ebook content may be
transmitted to the game console 125 from an ebook reader 150. In
addition, one or more video game applications 275 may also reside
on a computer readable medium associated of the game console or the
game service.
[0058] Referring to FIG. 3, one method 300 for creating an ebook
club will now be described. For purposes of illustration only, the
following embodiment will be described with respect to a game
console 125 and game service 110, although it will be appreciated
that other computing devices and servers may be used. The method
may be enabled by computer readable instructions associated with
the ebook club component 230 and/or the game console 125. In one
embodiment, a member can create an ebook club by logging into the
game service 110 to access the ebook club component 230 (shown as
step 310). The ebook club component 230 may enable the user to
create an ebook club identifier and associate one or more ebook
club classes therewith (shown as steps 320/330). Ebook club data
may also be entered by a user of the game console 125 and
transmitted to the game server 105 via network 135 (shown as step
320). A set of computer readable instructions stored on the game
console may enable the ebook club leader to then send an ebook club
invite to one or more members of the ebook community to join the
ebook club. The ebook club leader may select the members by
selecting or entering their identifier. A set of computer readable
instructions associated with the game server then enables receipt
of and transmission of the ebook club invite to a second game
console across the network 135. The ebook club invite can be either
accepted or rejected by the member when he or she is logged into
the service 110 (shown as step 340). Acceptance of the ebook club
invite thereby associates that member with the ebook club.
Alternatively, in another embodiment, a member of the gaming or
ebook communities can access the ebook club component 230 and
select the ebook club name created by the ebook club leader from
among a plurality of ebook club names. Selection of the ebook club
name thereby associates the member with the ebook club. A plurality
of members of the communities 115, 120 can be associated with the
ebook club using these methods, which can be implemented by
computer readable instructions associated with the game console
and/or the game server.
[0059] As discussed more fully hereafter, the ebook club leader may
be automatically authorized to take certain actions within the game
service 110 on behalf of each member of the ebook club. Some of
these actions can include, but are not limited to, conducting
transactions (e.g., purchasing, selling, swapping ebook content) in
the ebook club marketplace, administering a ebook club calendar,
initiating intra and inter ebook club sessions, and administering
(e.g., inputting, modifying, deleting) ebook club data. The ebook
club component 230 may automatically rotate the ebook club leader
designation between ebook club members according to a
pre-determined schedule. For instance, a different ebook club
member may become the ebook club leader every 2, 4, or 6 months.
These functions can be implemented by computer readable
instructions associated with game server and/or the game
console.
[0060] Referring to FIG. 4 and in accordance with another aspect of
the present invention, methods, devices and systems for
implementing an ebook club calendar will now be described. The
ebook club component 230 and message component 225 may be utilized
to maintain an ebook club calendar 300, set ebook club session
dates and times, and send and receive messages from the members of
the ebook club regarding the ebook club calendar or ebook club
sessions. Predetermined dates on which scheduled ebook club game
sessions occur are referred to herein as ebook club session dates.
A ebook club session date will typically have a proposed start time
and end time. The start times and end times can be adjusted to
reflect the various time zones of the ebook club members so that,
when a ebook club member accesses the ebook club calendar, the
ebook club member is viewing the correct time for his or her time
zone.
[0061] A scheduled ebook club session is one that has been selected
in advance by the ebook club leader and stored in the ebook club
calendar. One example of a visual representation of an ebook club
calendar 400 is shown in FIG. 4. The data (collectively "ebook club
calendar data") associated with the calendar may be stored in an
array or table on the computer readable medium associated with the
server 105, a game console, or other computing device, such as a
smart tablet or ebook device. Data can include, but is not limited
to, start/end times for the session date, the title of the ebook,
and an identifier for a moderator of the session, examples of which
are shown in FIG. 4. The ebook club sessions can occur with regular
or irregular frequency. For example, regularly scheduled sessions
might be scheduled to occur on a specific day of each week (e.g.,
every Friday at 8:00 PM EST). Alternatively, the sessions might be
scheduled to occur on a specific day/week of each month (e.g., the
second Friday of each month). The ebook club leader can enter these
dates and times into the ebook club calendar via the ebook club
component 230 from a game console or smart device, such as a smart
phone, tablet, or ebook device. In another embodiment, a session
may be scheduled for a commentary provided by a non-member of an
ebook club, such as an author of the ebook. If other ebook clubs
are participating, the ebook club identifiers associated with these
ebook clubs might also stored as session data. Ebook club calendar
data may also include visual data associated with the visual
appearance of the ebook club calendar (e.g., fonts, colors,
etc.).
[0062] One embodiment of a messaging methodology for use with the
ebook club calendar 400 will now be described with reference to
FIG. 5 and method 500. As previously described, the ebook club
leader may enter one or more session dates into the ebook club
calendar 400 via the ebook club component 230. This can be
accomplished by logging into the game service, as previously
described, from a game console or smart device. The server can then
transmit ebook club calendar data to the game console or other
computing device so that the ebook club calendar can then be
displayed (with or without session dates entered) by a display
connected to the game console or computing device (shown as step
510). The ebook club leader, or other ebook club member, can then
provide inputs to the game console or smart phone to enter, modify,
or delete calendar data (shown as step 520).
[0063] As the session date draws near, the ebook club component 230
may automatically generate an email or text message to the ebook
club leader or other moderator of the ebook session using the email
address and phone number stored on a computer readable medium
associated with the game server, as shown in block 530.
Alternatively, the ebook club leader can login to the game service
110 from a game console or computing device to access, display, and
accept or reject a session date of the ebook club calendar 400 on
the game console or smart device in place of the automatic email
generation now described. The session date email sent to the ebook
club leader or other moderator sets forth the data previously
entered into the ebook club calendar 400 that is associated with
the session date. If the ebook club leader plans to participate on
the session date, then he or she merely replies to the game service
110 from the computing device by accepting the session date
(meaning the ebook club leader or moderator confirms that he/she
will participate on the session date according to what has been
entered into the calendar). If the ebook club leader or moderator
is unavailable for the session date, the ebook club leader can
designate a temporary alternate moderator to manage the session
date. Alternatively, the ebook club leader or moderator can reject
the session date, thereby indicating that the ebook club leader or
moderator will not be joining on the session date. The acceptance
or rejection of the session date can be transmitted from the
computing device to the game server via one or more networks.
[0064] An example of a session date email to an ebook club leader
is shown in FIG. 6. Session date email 600 represents only one
arrangement for a session date email to an ebook club leader or
moderator. The session date email 600 comprises a session date
field 610 (displaying the calendar date, start time, and end time
for the session) and an ebook title field 620 displaying the title
of the ebook and optionally the author to be discussed. The
acceptance filed 630 can comprise an acceptance mechanism, such as
radio buttons 620, for accepting or rejecting the session date.
Other mechanisms for accepting or rejecting the session date can be
employed as is known in the art. While these fields are shown in
the context of the email 600, it will be appreciated that these
fields may be viewable in other contexts by the members of the
ebook club. For example, one or more of these fields may be
displayed by a display connected to a game console when the game
console is logged into the game service 110. Other data may be
included or substituted.
[0065] After the game server receives a reply from the ebook club
leader or moderator to the session date email, the ebook club
component 230 then sends a session date email to each of the other
members of the ebook club (shown as step 540). The session date
email to the other ebook club members may contain the same data as
previously described for the email 600. Each ebook club member then
replies to the session date email by either accepting or rejecting
it meaning the ebook club member plans to participate or not
participate in the session date. The session date email 600
comprises a session date field 610 (e.g., displaying the calendar
date, start time, and end time for the session), an ebook title
field, and an acceptance field 615.
[0066] The ebook club component 230 then compiles a list of
acceptances and rejections and distributes a session confirmation
email (or other message/text message) to one or more of the game
consoles and/or computing devices associated with each of the
member of the ebook club (shown as step 550). If the acceptance
rate is low for the session date (this threshold can be set by the
ebook club leader and stored as ebook club data), then the session
confirmation email can notify the ebook club members that the
session date is canceled. If the acceptance rate is satisfactory,
then the session date status email can notify the ebook club
members that the session date is confirmed and provide a list of
which members (by identifier) will be participating (i.e., who
accepted the session date email) in the session date and/or a list
those ebook club members who declined the session date and/or a
list of those ebook club members who failed to respond.
[0067] The ebook club calendar 400 may be synched with conventional
calendar applications of the ebook club members stored on their
respective computing devices or game console, such as Microsoft
Outlook, so that session dates are placed on their personal
calendars. In addition, vacations and other commitments of
individual members may be synched generically (showing as merely
blocked without details) with the ebook club calendar 400 to help
facilitate selection of session dates by the ebook club leader or
moderator. This data can be transmitted between computing devices
and the game server and stored on computer readable mediums
associated with each. Proposed session dates can also be identified
by the ebook club component 230 by examining open dates and using
filters established by each member of the ebook club for when they
are available for session dates. For example, one ebook club member
might set a filter that would permit session dates only on weekends
between specified times.
[0068] In addition, the ebook calendar 400 can be synched with a
service calendar 257 associated with the server 105 and stored on
the medium 215. The service calendar 257 can store dates/times when
educational commentary may be available by the service for one or
more ebook clubs to access. The commentary may be for one or more
ebooks and/or eperiodicals. For example, these commentaries may be
categorized according to subject matter or title. In one
embodiment, the categories overlap with the ebook club classes
(e.g., fiction, short story, etc.) so that only those dates/times
associated with commentaries in the same category as an ebook club
class are place on the ebook club calendar for consideration.
[0069] The ebook calendar 400 may be available as part of an ebook
home page 700 that can be accessed when a member of the ebook club
logs into the service 110. The home page 700 may also contain the
status of the reading progress of an ebook by members of the ebook
club as well as notes input to the an ebook device made by the
member as he or she reads the ebook/periodical. The notes can
include observations made while reading the ebook as well as
potential agenda topics for discussion at an ebook session. The
status and notes may be transmitted from the ereader (e.g., 150) to
a game console 125 and then to a server 110 via the network 135, as
discussed hereafter. One example of an ebook club home page is
shown in FIG. 7. The home page has a first field 710 displaying or
linking to the ebook club calendar 400, a second field 720
displaying or linking to the notes from the ebook club members for
the ebook that the club members are reading, and a third field 730
displaying or linking to the status of the reading progress for
each of the ebook club members (e.g., a bar graph showing the
chapters read). When all of the ebook club members have completed
the ebook, a status email may be sent to the ebook club
leader/moderator and/or each of the ebook club members by the
server 110 indicating that the ebook has been completed by all the
members. This can be used as a prompt by the ebook club
leader/moderator to schedule an ebook session date via the ebook
calendar 400 to discuss the ebook. The ebook club component 230 may
also schedule an ebook session ion date based upon open dates in
the ebook calendar 400.
[0070] Ebook session dates involving another ebook club can also be
facilitated using the ebook club component 230. This can be an
automated, semi-automated, or manual process. For example, the
ebook club component 230 can search the ebook club data of the
ebook community for ebook clubs having the same ebook club classes
and/or their ebook club calendars for the same session date/times
and automatically pair the ebook clubs for a session date. In
another embodiment, the ebook club component 230 can suggest to
each ebook club leader/moderator the pairing of the ebook clubs for
a session date, wherein the pairing can be accepted or rejected by
the ebook club leaders/moderators. The suggestion can be
transmitted to one or more of the computing devices associated with
the ebook club leader/moderator.
[0071] In accordance with one aspect of the present invention,
methods, devices and systems for providing an ebook session will
now be described with reference to FIGS. 1, 2, and 8. An ebook
session may be initiated on a date set forth in the ebook calendar
associated with an ebook club or independent thereof. In one
embodiment, an ebook session may be initiated by an ebook club
leader/moderator from a game console or ebook device sending a
session invite from the game console 125 via the server to join the
ebook session to a plurality of the ebook club members. One
methodology for handling invites between game consoles (or other
computing devices) which may be used with the present invention is
described in U.S. Pat. No. 7,311,608.
[0072] Upon associating an ebook club member with the ebook
session, video and audio data captured by the camera 170 and
microphone 163, respectively, connected to the game console 125 of
the member may transmitted by IP data packets to each of the other
members associated with the ebook session. One or more of the data
packets may also contain an identifier associated with the game
console 125 (such as a console id or security key) or the ebook
club member (such as a screen name) The video and audio data is
muted by the server 105 to each of the game consoles using the
network path established when the member logged into the service
110. The ebook application stored on each game console 125
comprises computer readable instructions for displaying the video
data as images on the display 175 connected to the game console 125
and transmitting the audio data to speakers 162. The audio data and
the video data may be synchronized, meaning the audio data and
video data are related (e.g., audio of a person speaking and video
of that spoken audio).
[0073] In one embodiment, the game console displays an image
containing a plurality of fields, one example of which is shown in
FIG. 8. The image 800 comprises a primary field 810 and a plurality
of secondary fields 820. The secondary fields 820 have a smaller
surface area than the primary field 810. The secondary fields can
be used to display the images received from the plurality of
cameras 170 connected to the plurality of game consoles 125, 130.
The images may comprise live streaming video of each member of the
ebook club that is associated with the ebook session. The number of
secondary fields can vary, and may be automatically sized and
arranged by the ebook application 250 of each game console to
accommodate all the members of the ebook club that are associated
with the ebook session. In one embodiment, there may be between 2
and 25 secondary fields displayed.
[0074] The ebook club leader or moderator for the ebook session may
select one of the secondary fields as the active field, meaning the
audio data associated with the video data displayed in the selected
field will be sent to the speakers 162 connected to each game
console 125 of each member so that all members of the ebook club
associated with the ebook session may hear the audio from the
selected member. When the moderator selects a secondary field, an
identifier (such as a screen name or game console id) for the
member associated with the video stream displayed in the selected
field may be transmitted by the game console 125 to the server 105
via the networks 135, 140, and the server 105 may then transmit the
identifier to each of the game consoles by one or more IP data
packets. A field may be selected using a game controller or other
input device. Upon receipt of the IP data packet containing the
identifier, the ebook application 250 may transmit the audio data
associated with the identifier to the speaker(s) connected to the
game console. In this way, the moderator of the ebook session may
direct the discussion of the ebook content by selecting which
member of the ebook club is addressing the other members at any one
time. The moderator may also designate the ebook session as an
"open mic", meaning all the audio data transmitted between the game
consoles will be simultaneously transmitted to the speakers of each
game console without any selectivity or precedence. The moderator
may also mute all incoming audio data associated with the secondary
fields 820. An identifier, such as a screen name, associated with
the member whose video stream is displayed in a secondary field may
be displayed in field 830 adjacent to or within the secondary field
to aid identification of the member. In an alternate embodiment, an
avatar associated with the member may be displayed in a secondary
field in place of the video stream from the game console.
[0075] The primary field 810 may be used to display ebook content
835 and other visual content. For example, the ebook content (e.g.,
a page, pages, or passage of text) may be displayed in the primary
field and the moderator may scroll through or jump to specific
portions of the ebook content (e.g., a particular chapter or page),
wherein the displayed content is used to facilitate an interactive
dialogue about that portion of the ebook. The content (or a locator
such as line and page number for the content) that is displayed in
the primary field is transmitted by the moderator's game console
125 to the server 105 and then to other game consoles of the
members who are associated with the ebook session so that the same
ebook content is displayed in the primary fields 810 displayed by
those game consoles. In this away, each of the ebook club members
can view the same ebook content simultaneously and interactively
converse in a live group dialogue about the subject matter of the
ebook. In alternate embodiment, an ereader 150 may be wirelessly
paired to the moderator's game console, wherein the ereader has the
ebook content stored on a computer readable medium 151 thereof. An
application stored on the ereader 150 can display the ebook content
on the ereader's display and comprises computer readable
instructions to transmit the displayed content to the game console
125 for simultaneous display in the primary field 810 displayed by
the game console 125 and transmission to the server 105 for
transmission to the game consoles.
[0076] Other visual content may be displayed in the primary field
810. For example, a video stream from a non-ebook club member, such
as the author of the ebook content, can be transmitted to each game
console 125 from the server 105 and displayed in the primary field
810 displayed by each game console 125. The author may provide
additional perspective about the subject matter of the ebook, which
may be educational for the members of the ebook club. In the case
of an eperiodical, a commentator may provide a video/audio stream
from a remote location via the server 105 and network 135, wherein
the commentator provides a commentary about one or more topics
contained in the eperiodical. For example, if the eperiodical is
Maclife, the commentary may be provided by an expert on iMac
applications about a particular application that is discussed or
reviewed in eperiodical. Or if the eperiodical comprises historical
content, a historian may provide interactive commentary about the
subject matter of recent article in the eperiodical. Or if the
eperiodical comprises "how to" information, a craftsman may provide
interactive commentary about the subject matter of a recent article
in the eperiodical. The moderator may arrange for an interactive
dialogue between the author and the ebook club members in the same
manner as described previously for managing the interactive
dialogue among the members in an ebook session. The primary field
810 may be used to display a list of topics or other text prepared
by the moderator to facilitate the ebook session. The topics for
the agenda may be selected by the moderator from among the
topics/notes submitted by the members and displayed on the ebook
club home page 700 (e.g., displayed in field 720) and otherwise
stored on a computer readable medium 215 of the server 105.
[0077] A tertiary field 840 may be displayed at the bottom of the
image 800. The tertiary field 840 may be used to display text
(e.g., questions or commentary) from one or members of the ebook
club. The text 845 may include the identifier, e.g., screen name
850, of the ebook member who submitted the text. The identifier may
either precede or trail the text. The text can be input by a
keyboard connected to the game console and transmitted to the
server 105 over the network 135. The sever 105 may route the text
data to either the moderator's game console 125 for display or to
all the game consoles associated with the ebook session. The
moderator may use the incoming text to decide which member of the
ebook club should be provided audio precedence in the dialogue. The
text 845 may be provided in a scrolling manner in the tertiary
field 840.
[0078] A plurality of ebook clubs may be joined in an ebook
session, wherein each club as a plurality of ebook members
associated with the session. In one embodiment, an interactive or
non-interactive commentary from a non-ebook member (e.g., an ebook
author) may be provided for the edification of the collective
members. The commentary may be displayed in the primary field of
the image displayed by each of the game consoles logged into the
ebook session. In another embodiment, a plurality of ebook clubs
may be logged into the same ebook session for an interactive
dialogue concerning an ebook title. An agenda and/or ebook content
(e.g., textual portions of an ebook) may be displayed in the
primary field. Each ebook club may be represented by an ebook club
name or avatar displayed in one of the secondary fields. The active
secondary field, which may be selected by a designated moderator or
which may automatically rotate after a predetermined amount of
time, has audio/visual precedence, meaning the audio/visual data
streams from the game consoles associated with that ebook club will
be muted to all the other game consoles logged into that ebook
session.
[0079] In accordance with another aspect of the present invention,
the game console 125 can comprise computer readable instructions
for pairing an ereader 150 with the game console 125 and for
controlling the ereader 150 and/or transmitting/receiving data
between the ereader 150 and the game console 125. The ereader 150
can be paired wirelessly, e.g., by a blutooth connection, or in a
wired manner, e.g., by a USB connection. In one embodiment, the
computer readable instructions can enable the ereader 150 to sync
data with the game console 125 when paired to the console. For
example, the ereader 150 may transmit notes or other text entered
by the user of the ereader 150 that is associated with an ebook
title to the the game console, which may in turn transmit the notes
or other text data to the server 105. The notes or text data can be
entered by the user of the ereader 150 as he or she reads the ebook
content. The notes may include observations, questions, or agenda
topics for discussion in a later ebook session associated with the
ebook. The text data may be transmitted to the server 105 with one
or more identifiers, such as an ebook member screen name, game
console id, ebook club identifier, etc., so that the text data can
be matched to an ebook club and posted to the ebook club home page
700 of the service 110. In addition, the ereader may track the
progress of the user through the ebook content, for example by
tracking which chapters have been completed. The completion data
(e.g., which chapters or stories or how many pages) may be also
transmitted from the ereader 150 to the game console 125 and then
to the server 105 for display on the home page 700. Alternatively,
if the ereader 150 has a WIFI or cellular capabilities, the
completion data and text data may be transmitted directly to the
network 135 and to the server 105 by an application on the
ereader.
[0080] Referring now to FIGS. 1 and 2, cellular systems, devices,
and processes in accordance with the present invention will now be
described. An ebook application 187 is associated with a smart
phone 190. The ebook application can be downloaded to the smart
phone 190 from a server, such as 105 or 195. Upon first execution
of the ebook application 187, an identifier and password is entered
by the user and transmitted to the service 110 via the cellular
network 185 and the network 135 in order to login to the service
110. Thereafter, the identifier and password can be stored with the
ebook application 187 in order to automatically login to the
service 110 when the ebook application 187 is executed. Ebook club
data and the member profile associated with the member identifier
can be transmitted to the smart phone 190 by the service 110 via
the network 135 and the cellular network 185. The user of the smart
phone 190 can interactively access an ebook club calendar and its
associated data For example, if the user is verified as the ebook
club leader by the ebook club component 230, the user can input
changes to the ebook club calendar (e.g., adding, deleting,
modifying session dates; changing session date data, etc.) via the
smart phone 190, the data associated with the changes being
transmitted to the service 110 via the network 135 and cellular
network 185. After which the ebook club component 230 can update
the ebook club calendar so that the changes are visible to other
ebook club members who log into the service 110. Alternatively, the
user of the smart phone 190 can accept or reject an ebook session
date or perform any of the other steps or actions described herein
with respect to a ebook club calendar by exchanging data or inputs
with the service 110 via the network 135.
[0081] In accordance with another aspect of the present invention,
an ebook club marketplace and virtual currency account, will now be
described. The ebook club component 230 of the service 110 may
further comprise computer readable instructions enabling a
marketplace that provides a forum for the sale, purchase, and/or
swapping of ebook content between members of the ebook community
and/or groups of members, such as an ebook club. The ebook content
may be stored on one or more computer readable medium associated
with the server 105. In addition, audio/visual data, such as an
ebook commentary, may be available for purchase in the marketplace.
A yearly subscription fee, which may be charged against the ebook
club account, may allow unlimited access to the some or all of the
digital content of the marketplace. The marketplace can be accessed
via the ebook application 250, 187 associated with the game console
125 and the smart phone 190 (or smart tablet), respectively.
Members of the ebook club can purchase virtual currency (i.e.,
currency that may only be used within the service 110) individually
and then transfer some or all the currency to the ebook club
account. Monthly dues can be set up where a set amount of virtual
currency is transferred automatically to the ebook club account
each month from each ebook club member.
[0082] The ebook club leader may be authorized to spend the virtual
currency of the ebook club account for downloadable/transferable
ebook content that is then available for use/download to members of
the ebook club. Unique avatars may be available from the service
110 for ebook clubs, and the ebook club leader can purchase an
ebook club avatar, avatar apparel, etc. for the benefit of the
ebook club. Unique ebook content may be available for purchase by
an ebook club only, such as author interviews, alternate endings to
the ebook, historical information associated with the setting or
characters in the ebook, etc. A set of computer readable
instructions associated with the server 105 can transmit content
that is purchased or swapped in the marketplace from the server 105
to one or more game consoles 125 or ereader 150.
[0083] New content purchased or swapped in the ebook marketplace by
the ebook club leader can be placed in a download queue for
download to the game consoles of each ebook club member when the
respective game console (or ereader) is powered on (block 1275).
The game consoles can comprise computer readable instructions for
then storing the content on a computer readable medium associated
with the game console. The service 110 can also update ebook club
data in the event that ebook content is sold by the ebook club
leader.
[0084] Referring again to FIGS. 1 and 2 and in accordance with
still another aspect of the present invention, methods, devices and
systems for managing an ebook session will now be described. In
order to facilitate an ebook session, the ebook club component 230
can access the ebook club calendar data stored on the computer
readable medium 215 associated with the server 105 (or stored on
the computer readable medium associated with the game console) to
identify which ebook club members accepted a session date and
periodically search the service 110 between the session start time
and session end time for those ebook club members who log into the
service 110. The search can be for the identifiers of the ebook
club members who have logged into the service 110 and who also
accepted the session date. When the ebook club member logs into the
service 110 from a game console, the ebook club component 230 can
automatically send a session invite to the ebook club member to
invite them to the session (block 1320). Thus, the ebook club
leader (or other organizer of the ebook session) is relieved of
monitoring for ebook club members once the session has begun. While
this above described functionality is described as implemented by
either an ebook application 250 or the ebook club component 230, it
will be appreciated that portions of the functionality can be
distributed between the two applications. For example, searching
for the ebook club members who have logged into the service 110 can
be performed by the ebook club component 230, which transmits the
identifiers of those ebook club members who are logged into the
service 110 to a game console 125 that is executing the ebook
application 250 associated with the session date. The ebook
application 250 associated with the game console 125 can perform
the function of sending a session invite, via the server 105, to
the game console associated with the ebook club member who has
logged into the service 110.
[0085] In an alternate arrangement, any ebook club member who
logins into the service 110 during an ebook session can
automatically receive a session invite from the ebook club
component 230 irrespective whether the ebook club member had
previously accepted or rejected the session date. Whether a ebook
club member receives these automatic invites can be controlled as a
preference in the member profile or the ebook club profile. In
another embodiment, the ebook club component 230 can automatically
send session invites to the ebook club members who both accepted
the session date and who are logged into the service 110 when the
ebook club leader initiates the session.
[0086] While various embodiments of the systems, devices, and
methods of the present invention have been described herein with
respect to a game console for simplicity, it will be appreciated
that the functionalities described herein can be implemented in
whole or part by other computing devices, such as an ereader or
personal computer directly with a server and service unrelated to a
game server and game service. One such embodiment is illustrated in
FIG. 9. System 900 can comprise an ereader 150, 910 or other ebook
device such as a smart tablet (e.g., an iPad by Apple, Inc.) that
is in communication with one or both of networks 135, 140. The
ereaders preferably have a front facing camera 915 and a headset
920 (which can be similar to those previously described) in audio
communication therewith. A keyboard 925 may be incorporated into
the ereader 150, 910. An ebook distributer server 195 and related
service 197 may be in data communication with the network 135. A
computer readable medium 930 may be associated with the server 195.
The ebook distributer server 195 can be owner by an edistributer
and principally used to distribute multimedia digital material,
such as movies, music, and ebooks. One example of such a service
and/or server(s) is associated with the iTunes Store managed by
Apple, Inc., a description of which is provided in U.S. Pat. No.
6,728,729. Some or all of the functionalities previously described
herein with respect to the game console 125 may be fully
implemented in a wi-fi or cellular network enabled ereader (or
network connected personal computer or other computing device)
which comprises computer readable instructions for
transmitting/receiving/manipulating audio, visual, textual, and
other data to and from the server 195 via networks 135, 140. The
front facing camera, microphone, and speakers of the ereader 150,
910 would provide the functionality as the camera, microphone and
speakers connected to the game console. Similarly, the primary,
secondary, and tertiary fields displayed by a display connected to
the game console may be displayed directly by the display of the
ereader (or other computing device, such as a personal computer) as
part of an ebook session involving a plurality of ereaders, such as
150, 910. The server 195 and 197 may implement the same
functionalities previously described with respect to the server 105
and service 110.
[0087] Various computing devices (e.g., servers, smart phones,
smart tablets, ebook devices, game consoles, game controllers, etc)
have been described herein as suitable for use with the present
invention. While these devices can provided in a variety of forms,
FIG. 10 illustrates a generic computing device 1000 that may be
used to implement one or more of a server, game console, smart
phone, smart tablet, ereader/ebook device, or other computing
device according to one embodiment. In addition to components
discussed previously herein, the exemplary computing device 1000
may also include a central processing unit (CPU) 1005, a system
memory 1010, and a system bus 1015. The system bus 1015 provides an
interface for system components including, but not limited to, the
system memory 1010 and the central processing unit 1005. The
central processing unit 1005 can be any of various commercially
available or proprietary processors. Dual microprocessors and other
multi-processor architectures may also be employed as the central
processing unit 1005. The central processing unit 1005 executes a
set of stored instructions associated with an application, as is
known in the art.
[0088] The system bus 1015 can be any of several types of bus
structures that may further interconnect to a memory bus (with or
without a memory controller), a peripheral bus, and a local bus
using any of a variety of commercially available bus architectures.
The system memory 1010 can include non-volatile memory 1020 (e.g.,
read only memory (ROM), erasable programmable read only memory
(EPROM), electrically erasable programmable read only memory
(EEPROM), etc.) and/or volatile memory 1025 (e.g., random access
memory (RAM)). A basic input/output system (BIOS) 1030 can be
stored in the non-volatile memory 1020, and can include the basic
routines that help to transfer information between elements within
the computing device 1000. The volatile memory 1025 can also
include a high-speed RAM such as static RAM for caching data
[0089] The computing device 1000 may further include a storage
1035, which may comprise, for example, an internal hard disk drive
(HDD) (e.g., enhanced integrated drive electronics (EIDE) or serial
advanced technology attachment (SATA)) for storage. The computing
device 1000 may further include an optical disk drive 1050 (e.g.,
for reading a CD-ROM or DVD-ROM 1055). The drives and associated
computer-readable media provide non-volatile storage of data, data
structures, computer-executable instructions, and so forth. For the
computing device 1000, the drives and media accommodate the storage
of any data in a suitable digital format. Although the description
of computer-readable media above refers to an HDD and optical media
such as a CD-ROM or DVD-ROM, it should be appreciated by those
skilled in the art that other types of media which are readable by
a computer, such as Zip disks, magnetic cassettes, flash memory
cards, cartridges, and the like, may also be used in the exemplary
operating environment, and further, that any such media may contain
computer-executable instructions for performing novel methods of
the disclosed architecture.
[0090] A number of applications can be stored in the drives 1035
and volatile memory 1025, including an operating system 1060 and
one or more applications 1065, which implement the functionality
described herein, including, for example, functionality associated
with an ebook application, a game application, ebook club
component, etc. and associated processing and functionality
described herein. It is to be appreciated that the embodiments can
be implemented with various commercially available operating
systems or combinations of operating systems. The central
processing unit 1005, in conjunction with the applications 1065 in
the volatile memory 1025, may serve as a control system for the
computing device 1000 that is configured to, or adapted to,
implement the functionality described herein.
[0091] A user may be able to enter commands and information into
the computing device 1000 through one or more wired or wireless
input devices 1470, for example, a keyboard, a game controller, and
a pointing device, such as a mouse (not illustrated), or a touch
screen. Other input devices may include a microphone, an infrared
(IR) remote control, a joystick, a game pad, a stylus pen, or the
like. These and other input devices are often connected to the
central processing unit 1005 through an input device interface 1075
that is coupled to the system bus 1015 but can be connected by
other interfaces, such as a parallel port, an IEEE 1394 serial
port, a game port, a universal serial bus (USB) port, an IR
interface, etc. In the case of computing device intended to access
a wireless network, an antenna 1095 and/or transceiver can be
provided.
[0092] The computing device 1000 may drive a separate or integral
display device 1080, which may also be connected to the system bus
1015 via an interface, such as a video port 1080. The computing
device 1000 may also drive one or more speakers via the audio port
1090. In some instances, the video and audio ports may be combined,
as is the case with an HDMI interface. The computing device 1000
operates in a networked environment using a wired and/or wireless
network communications interface 1085. The network interface port
1085 can facilitate wired and/or wireless communications to the
network 135. The network interface port can be part of a network
interface card, network interface controller (NIC), network
adapter, or LAN adapter.
[0093] The foregoing detailed description of the inventive systems,
devices, and methods have been presented for purposes of
illustration and description. It is not intended to be exhaustive
or to limit the invention to the precise forms disclosed. Many
modifications and variations are possible in light of the above
teachings, and it will be appreciated that various devices,
elements, functions, attributes, or steps from one embodiment may
be substituted, deleted, and/or combined with those of another
embodiment. The described embodiments were chosen in order to best
explain the principles of the invention and its practical
application to thereby enable others skilled in the art to best
utilize the invention in various embodiments and with various
modifications as are suited to the particular use contemplated. It
is intended that the scope of the invention be defined by the
claims appended hereto.
* * * * *