U.S. patent application number 13/536941 was filed with the patent office on 2014-01-02 for interactive spectator features for gaming environments.
The applicant listed for this patent is Mark Kern, Scott Youngblood. Invention is credited to Mark Kern, Scott Youngblood.
Application Number | 20140004951 13/536941 |
Document ID | / |
Family ID | 49778691 |
Filed Date | 2014-01-02 |
United States Patent
Application |
20140004951 |
Kind Code |
A1 |
Kern; Mark ; et al. |
January 2, 2014 |
INTERACTIVE SPECTATOR FEATURES FOR GAMING ENVIRONMENTS
Abstract
Systems and methods for exchanging virtual rewards for computing
resources are provided herein. Exemplary methods may include
receiving access to a portion of computing resources of an end user
computing system and providing a virtual reward within a gaming
environment to an end user in exchange for utilizing an amount of
the portion of the computing resources of the end user computing
system.
Inventors: |
Kern; Mark; (Aliso Viejo,
CA) ; Youngblood; Scott; (Aliso Viejo, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Kern; Mark
Youngblood; Scott |
Aliso Viejo
Aliso Viejo |
CA
CA |
US
US |
|
|
Family ID: |
49778691 |
Appl. No.: |
13/536941 |
Filed: |
June 28, 2012 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 13/86 20140902;
A63F 13/798 20140902 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A method for providing spectator feedback within a gaming
environment, the method comprising: adding one or more spectators
to the gaming environment such that the spectators are visible in
the gaming environment to active participants and other spectators;
receiving, via a networked gaming system, spectator feedback from
the one or more added spectators relative to at least one active
participant within the gaming environment; and providing, within
the gaming environment, indication of the spectator feedback to the
at least one active participant upon a level of spectator feedback
exceeding a threshold amount.
2. (canceled)
3. The method according to claim 1, wherein the level of spectator
feedback comprises a decibel level.
4. The method according to claim 1, wherein the level of spectator
feedback comprises an aggregate number of spectators providing
feedback.
5. The method according claim 1, wherein spectator feedback
comprises any of keystrokes, mouse movements, mouse clicks, audio
input, accelerometer sensed input, gesture input, motion sensing
input, facial recognition, or any combinations thereof.
6. The method according to claim 1, wherein indication of spectator
feedback comprises any of an icon, a sound effect, a visual effect,
or any combinations thereof.
7. The method according to claim 1, wherein when the spectator
feedback comprises audio input, the indication of spectator
feedback comprises the audio input, which is played within the
gaming environment.
8-12. (canceled)
13. A method for facilitating spectator interaction with a gaming
environment, the method comprising: placing an active participant
into a spectator mode when the activate participant is killed in
the gaming environment; providing the placed spectator access to
view the gaming environment using a spectator module, the spectator
comprising an entity that is not actively engaged with game play
while roaming within the gaming environment; receiving, via the
gaming environment, spectator feedback from the one or more placed
spectators relative to at least one active participant within the
gaming environment; and providing, within the gaming environment,
indication of the spectator feedback to the at least one active
participant upon a level of spectator feedback exceeding a
threshold amount.
14. The method according to claim 13, wherein the spectator affects
the gaming experience of an active participant by any of: allowing
the active participant to be killed, arranging combat between two
active participants, generating impediments for the active
participant, presenting the active participant with a challenge, or
any combinations thereof.
15. A system that facilitates a gaming environment, the system
comprising: at least one server that is selectively coupleable to
an end user computing system, the at least one server comprising a
processor configured to execute instructions that comprise: a
videogame program that provides the gaming environment and tracks
the position of one or more spectators within the gaming
environment, the videogame program comprising: a spectator module
that provides a spectator access to a first-person perspective view
of the gaming environment while roaming through the gaming
environment; a interactivity module that provides the spectator
with one or more options for interacting with the gaming
environment and receives a selection of the one or more options
from the spectator; an implementation module that effects a change
within the gaming environment based upon the selections and a
feedback module that: receives spectator feedback from the
spectator relative to at least one active participant within the
gaming environment; and provides an indication of the spectator
feedback to the at least one active participant within the gaming
environment upon a level of the spectator feedback exceeding a
threshold amount.
16. The system according to claim 15, wherein the implementation
module effects a change within the gaming environment by altering a
gaming experience of an active participant.
17. The system according to claim 15, wherein the videogame tracks
a location of a spectator while the spectator follows an active
participant through the gaming environment, and the implementation
module effects a change within the gaming environment by providing
spectator feedback to the followed active participant.
18. The system according to claim 15, wherein the implementation
module effects a change within the gaming environment by provision
of a virtual gift from a spectator to an active participant, the
virtual gift being presented to the active participant within the
gaming environment.
19. The system according to claim 15, wherein the spectator
feedback is received from the spectator using an audio input device
and comprises an audio feedback relative to at least one active
participant within the gaming environment.
20. The system according to claim 15, wherein the feedback module
further receives a response from the at least one active
participant and provides indication of the response to the
spectator.
Description
FIELD OF THE INVENTION
[0001] The present technology relates generally to videogames and
gaming environments, and more specifically, but not by way of
limitation, to videogames and gaming environments that allow for
spectator interaction within the gaming environment. In some
instances, spectators may control or affect at least a portion of
the gaming experience of an active participant.
BACKGROUND
[0002] Spectator modes within video games often allow for
non-participating parties (e.g., spectators) to view game play or
activities of active gaming participants (e.g., individuals playing
the videogame). While these spectator modes allow spectators to
view game play, they do not allow for spectators to actually
control or influence the gaming experience of a game
participant.
SUMMARY OF THE INVENTION
[0003] According to some embodiments, the present technology may be
directed to methods for providing spectator feedback within a
gaming environment that comprise: (a) receiving, via a networked
gaming system, spectator feedback relative to at least one active
participant within the gaming environment; and (b) providing,
within the gaming environment, indication of the spectator feedback
to the at least one active participant.
[0004] According to other embodiments, the present technology may
be directed to methods for facilitating spectator interaction with
a gaming environment that comprise: (a) providing a spectator
access to view the gaming environment; (b) providing the spectator
with one or more options for interacting with the gaming
environment; (c) receiving a selection of the one or more options
from the spectator; and (d) effecting a change within the gaming
environment based upon the selection.
[0005] According to additional embodiments, the present technology
may be directed to a system that facilitates a gaming environment
that comprises: (a) at least one server that is selectively
coupleable to an end user computing system, the at least one server
comprising a processor configured to execute instructions that
comprise: (i) a videogame program that provides the gaming
environment, the videogame program comprising: (1) a spectator
module that provides a spectator access to view the gaming
environment; (2) a interactivity module that provides the spectator
with one or more options for interacting with the gaming
environment and receives a selection of the one or more options
from the spectator; and (3) a implementation module that effects a
change within the gaming environment based upon the selection.
BRIEF DESCRIPTION OF THE DRAWINGS
[0006] FIG. 1 illustrates an exemplary architecture for practicing
aspects of the present technology.
[0007] FIG. 2 is a flowchart of an exemplary method for providing
spectator feedback within a gaming environment.
[0008] FIG. 3 is a flowchart of another exemplary method for
facilitating spectator interaction with a gaming environment.
[0009] FIG. 4 is an exemplary view of a gaming environment.
[0010] FIG. 5 is a block diagram of an exemplary computing system
that may be utilized to practice aspects of the present
disclosure.
DETAILED DESCRIPTION OF EXEMPLARY EMBODIMENTS
[0011] While this technology is susceptible of embodiment in many
different forms, there is shown in the drawings and will herein be
described in detail several specific embodiments with the
understanding that the present disclosure is to be considered as an
exemplification of the principles of the technology and is not
intended to limit the technology to the embodiments
illustrated.
[0012] According to some embodiments, the present technology may
provide interactive spectator features within videogames, and
specifically the gaming environment of the videogame. Broadly
speaking, these interactive spectator features allow spectators to
not only to passively view the gaming environment, but also control
or affect a gaming experience of an active participant. The
spectator may affect the gaming experience of the active
participant in various ways. For example, the spectator may cheer,
applaud, complain, or otherwise provide feedback to the gaming
system that facilitates the gaming environment. Feedback may be
received by way of an end user computing system operated by a
spectator. Exemplary end user computing systems include, but are
not limited to, personal computers, mobile devices, videogame
consoles, and so forth. Furthermore, feedback may be received from
input devices associated with the end user computing systems, such
as a keyboard, a microphone, a Bluetooth headset, a mouse, a
motion-based input device, a webcam, and so forth.
[0013] This feedback may be provided to active participants within
the gaming environment to augment or enhance the gaming experience
of the active participants. In other embodiments, spectators may
modify the gaming experience of an active participant by altering
the gaming environment. For example, spectators may arrange
competitions between active participants; allow the active
participant to be killed/saved during a combat scenario; generate
impediments (e.g., enemies, bosses, obstacles, etc.) for the active
participant; present the active participant with a challenge; or
any combinations thereof.
[0014] Generally speaking, the term "spectator" may be understood
to include a non-participating actor that is allowed to view and/or
modify the gaming environment. While the spectator may interact
with the gaming environment, these interactions only allow for
indirect interaction with the gaming environment. Spectators may
enter the gaming environment via a spectator mode. In some
instances, an active participant may be placed into "spectator
mode" and become a spectator when they are killed or otherwise
prevented from being an active participant. Thus, an active
participant is an actor that directly interacts with the gaming
environment (e.g., a player).
[0015] In some instances, active participants may also provide
responsive feedback reactively to feedback that is directed to the
active participants from one or more spectators. These and other
advantages of the present technology will be discussed in greater
detail herein.
[0016] FIG. 1 illustrates an exemplary architecture 100 for
practicing aspects of the present technology. The architecture 100
is shown as including a networked gaming system 105 implemented
within the context of a server 110 (shown within a plurality of web
servers). The networked gaming system 105 may facilitate the
operation of a videogame program 125 that generates a gaming
environment.
[0017] An end user computing system 115 (shown within a plurality
of end user computing systems) may be communicatively coupled to
the server 110 via a network connection 120. It will be understood
that the network connection 120 may include any private or public
network such as the Internet.
[0018] When the end user computing system 115 is communicatively
coupled to the server 110, spectators may interact with the gaming
environment generated by a videogame program 125 using the end user
computing system 115. Likewise, active participants may interact
with the gaming environment using the end user computing system
115.
[0019] In some embodiments, the networked gaming system 105 may be
implemented as a cloud-based computing environment. In general, a
cloud-based computing environment is a resource that combines the
computational power of a large grouping of processors and/or that
combines the storage capacity of a large grouping of computer
memories or storage devices. For example, systems that provide a
cloud resource may be utilized exclusively by their owners. These
systems may be accessible to outside users who deploy applications
within the computing infrastructure to obtain the benefit of large
computational or storage resources.
[0020] The cloud may be formed, for example, by a network of web
servers, with each web server (or at least a plurality thereof)
providing processor and/or storage resources. These servers may
manage workloads provided by multiple users (e.g., cloud resource
consumers or other users). Typically, each user places workload
demands upon the cloud that vary in real-time, sometimes
dramatically. The nature and extent of these variations typically
depend on the type of business associated with the user.
[0021] According to some embodiments, the networked gaming system
105 may be generally described as a particular purpose computing
environment that includes executable instructions stored in memory.
These instructions, when executed by the processor provide
interactive spectator features within the gaming environment. More
specifically, the networked gaming system 105 may execute the
videogame program 125 to generate a gaming environment (see FIG. 4
for an exemplary view of a gaming environment). The videogame
program 125 may comprise one or more mechanisms for facilitating
spectator interaction with the gaming environment. According to
some embodiments, the networked gaming system 105 may receive
spectator feedback relative to at least one active participant
within the gaming environment. Additionally, the networked gaming
system 105 may provide indication of the spectator feedback to the
at least one active participant within the gaming environment.
Thus, spectator feedback may be utilized to enhance and/or alter
the gaming experience of the at least one active participant.
[0022] In accordance with the present technology, the networked
gaming system 105 may facilitate spectator interaction with a
gaming environment by first providing a spectator access to a view
the gaming environment. Next, the networked gaming system 105 may
provide the spectator with one or more options for interacting with
the gaming environment. The networked gaming system 105 may then
receive a selection of the one or more options from the spectator
and finally effect a change within the gaming environment based
upon the selection. The changed that is affected within the gaming
environment may directly impact or alter the gaming experience of
one or more active participants.
[0023] In some embodiments, the executable instructions such as a
videogame program 125 that facilitates a gaming environment may
reside on the server 110. In some instances, the videogame program
125 may comprise a spectator module 130, an interactivity module
135, and an implementation module 140. In other embodiments, the
spectator module 130, the interactivity module 135, and the
implementation module 140 may cooperate together as a standalone
plug-in or module that is separate from the videogame program
125.
[0024] It is noteworthy that the server 110 may include additional
modules, engines, or components, and still fall within the scope of
the present technology. As used herein, the term "module" may also
refer to any of an application-specific integrated circuit (ASIC),
an electronic circuit, a processor (shared, dedicated, or group)
that executes one or more software or firmware programs, a
combinational logic circuit, and/or other suitable components that
provide the described functionalities.
[0025] According to some embodiments, the spectator module 130 may
provide a spectator access to view the gaming environment, while
the interactivity module 135 provides the spectator with one or
more options for interacting with the gaming environment and
receives a selection of the one or more options from the spectator.
The implementation module 140 may then affect a change within the
gaming environment based upon the selection received from the
spectator.
[0026] With regard to the videogame program 125, the videogame
program 125 may comprise any type of videogame
application/program/set of executable instructions, including but
not limited to, a multiplayer networked videogame such as a MMORPG
(massively multiplayer online role-playing game), a first-person
shooter, a strategy game, role playing games, action games, arcade
games, simulation games, and so forth. Other suitable types of
videogames that would be known to one of ordinary skill in the art
are also likewise contemplated for use in accordance with the
present technology. Active participants (e.g., game players) may
interact with the gaming environment that is generated by the
videogame program 125. With regard to conventional videogames, the
gaming experience for active participants is largely, if not
entirely, predetermined by game designers and encoded into the
videogame. Therefore, other than actions performed within the
gaming environment by other active participants, the gaming
experience of an active participant is preconfigured into the
executable instructions for the videogame.
[0027] Advantageously, the present technology allows for spectator
interaction with the gaming environment. Spectator interaction may
comprise positive and negative feedback of spectators such as
applause, cheering, jeering, booing, or other audible feedback. In
other instances, the feedback may be received from an end user
computing system in the form of button click, mouse clicks, cursor
movements, keystrokes, accelerometer sensed input, gesture-based
input, motion sensing input, facial recognition, or any
combinations thereof. Feedback may be received via a plurality of
input devices associated with the end user computing system 115.
The end user computing system 115 may provide the feedback to the
networked gaming system 105.
[0028] According to some embodiments, the spectator module 130 may
be executed to allow for spectator access to the gaming
environment. This feature may be referred to as "spectator mode."
Spectators may gain access to views of the gaming environment from
a graphical user interface that is generated by the videogame
program 125. The spectator environment may include a view of at
least a portion of the gaming environment and/or a plurality of
views of different portions of the gaming environment. In some
instances, a spectator may be allowed to follow a selected or
specified active participant. In other embodiments, the spectator
may roam through the gaming environment in a free-form mode.
Exemplary views of the gaming environment may comprise a
first-person perspective view (relative to the spectator or an
active participant, a top-down perspective view, and so forth. In
other instances, the spectator module 130 may provide the spectator
with a plurality of view features such as zoom, pan, replay, tilt,
and so forth.
[0029] According to some embodiments, the spectator module 130 in
combination with the modification module 140 may add spectators to
the gaming environment in an avatar form such that the spectators
are visible to active participants and/or other spectators. The
spectator module 130 may allow the spectator to specify the
appearance attributes of their avatar such as height, weight, skin
color, eye and hair color, clothing, and so forth. Alternatively,
spectators may view the gaming environment transparently such that
the spectators are unable to view the active participants and/or
spectators.
[0030] In some embodiments, the videogame program 125 may track the
position of one or more spectators within the gaming environment
and determine active participants located proximate the spectators.
Alternatively, if the spectator has chosen to follow a particular
active participant, the videogame program 125 may track this
information as well. Based upon the location information, the
implementation module 140 may provide indication of feedback
received from the spectator to one or more active participants. For
example, if the spectator cheers for an active participant that the
spectator is following, the cheers of the spectator may be played
for the active participant such that the gaming experience of the
active participant is enhanced.
[0031] In accordance with the present disclosure, the interactivity
module 135 may be executed to facilitate spectator interaction with
the gaming environment. Again, spectator interaction may include
the receipt of feedback by the interactivity module 135. In other
embodiments, spectator interaction may comprise an
alteration/modification of the gaming environment. For example,
spectators may be allowed to alter the appearance of the gaming
environment, such as the time of day, the weather, a location or
scene, a background, a landscape, and so forth.
[0032] In other embodiments, the spectator may be allowed to affect
a change in the gaming environment that directly/indirectly affects
the gaming experience of one or more active participants. For
example, the spectator may be allowed to determine whether the
active participant may be killed/saved, generate impediments (e.g.,
enemies, bosses, obstacles, etc.) for the active participant,
present the active participant with a challenge, and so forth.
[0033] These types of alterations of the gaming environment may be
caused by the interaction or input of a single spectator. In some
embodiments, the actions, feedback, and/or input of a plurality of
spectators may be utilized in the aggregate. For example, before
feedback such as applause is played within the gaming environment,
the interactivity module 135 may specify that applause related
feedback should be received from a threshold number of spectators.
In other instances, the interactivity module 135 may specify that
the feedback reach a threshold decibel level before the feedback is
provided within the gaming environment and/or to an active
participant. For example, before feedback is provided to an active
participant, the aggregate sound input provided by a plurality of
spectators must meet or exceed a decibel level of 90. In other
embodiments, before feedback is provided to an active participant,
an aggregate number of button clicks received from a plurality of
spectators must meet or exceed 1,000 actions within a period of 30
seconds. Thus, feedback requirements may both comprise quantity
and/or time constraints, as well as other constraints that would be
known to one of ordinary skill in the art.
[0034] According to some embodiments, the interactivity module 135
may provide the spectator with one or more options for interacting
with the gaming environment. Again, these options may be tailored
to the type of interactivity that is allowed for the spectator. For
example, the interactivity module 135 may provide the spectator
with a list of options such as: (1) introduce an enemy, (2) award
gift, (3) send message, (4) select an adversary, and so forth. Once
selected, the interactivity module 135 may provide the spectator
with a plurality of additional selections that allow the spectator
to further specify the details of the interaction. For example, if
the spectator chooses option (1), the interactivity module 135 may
provide the spectator with a list of selectable enemy types,
quantities, and enemy attributes (e.g., strength, experience,
inventory, etc.).
[0035] With regard to the awarding of a gift, spectators may be
allowed to award a player with gift such as an award, a game
achievement, such as the unlocking of a game feature (e.g., a
level, a skill, a gaming experience, etc.). Gifts may also include
objects such as weapons, inventory items (appropriate for the
particular video game), a redeemable coupon, health, experience,
and so forth. In some instances, a value of the gift may be
commensurate with the amount of feedback received from one or more
spectators. For example, if several spectators vote to award the
player with a game achievement or other gift, the value of the
reward may be greater than a reward provided to a player that
received fewer amounts of votes. Again, the feedback may be
measured in decibels, aggregate clicks of buttons, votes, and so
forth.
[0036] In some instances, the ability for spectators to provide
feedback may be utilized with a coliseum type gaming environment
where combat between active participants may be arranged by certain
groups of spectators. Moreover, enemies or other impediments may be
introduced into the gaming environment. Additionally, other groups
of spectators may be allowed to decide whether active participants
that have lost in combat are killed/saved. Again, collaborative
feedback may be utilized in these types of scenarios. In some
embodiments, the gaming environment may include an arena/coliseum
type location where spectators may be located within a viewing
gallery and combat/activities between active participants may take
place with a ring or other suitable location.
[0037] The implementation module 140 may be executed to implement
the spectator feedback/interactions within the gaming environment.
For example, if the spectator feedback includes applause or
cheering, the implementation module 140 may play the applause or
cheering within the gaming environment. Again, these types of audio
feedback may be received from end user computing systems and
transmitted to the networked gaming system 105. The playing of the
applause or cheering may be directed to an active participant or
may be played such that all active participants and other
spectators may hear the applause/cheering. Similarly, boos or
jeering may be played with the gaming environment. Therefore, both
positive and negative feedback may be played within the gaming
environment simultaneously to produce a realistic spectator
environment (e.g., where some spectators boo and other cheer).
[0038] The implementation module 140 may generate and provide other
indications of spectator feedback to complement the played
feedback. These indications may comprise, but are not limited to an
icon, a sound effect, a visual effect, or any combinations thereof.
More specifically, an icon may comprise an image of a "thumbs-up"
or "thumbs-down." Likewise, a sound effect may comprise
artificial/computer-generated applause, cheering, booing, stomping,
and so forth. Exemplary visual effects may comprise fireworks, a
video, a banner, and so forth. Again, each of these indications of
feedback may be provided by the implementation module 140 upon the
receipt of threshold levels of spectator feedback. Contrastingly,
the implementation module 140 may provide indications of feedback
as the feedback is received from spectators, without regard for
threshold values for the feedback.
[0039] Similarly to spectator feedback, active participants may
also provide feedback to spectators in response to a spectator
affecting the gaming environment of the active participant. For
example, the active participant may provide a "thank you" message
for applause/cheers received from spectators. Likewise, active
participants may incite, heckle, or otherwise taunt spectators that
provide negative feedback. The feedback may be received from active
participants by way of button clicks, mouse movements/clicks,
motion-based input (e.g., received from accelerometer signals
generated within a game controller), and other similar input
mechanisms as those described with regard to spectators.
[0040] FIG. 2 is a flowchart of an exemplary method 200 for
providing spectator feedback within a gaming environment. According
to some embodiments, the method 200 may comprise a step 205 of
providing a view of the gaming environment to a spectator. Next,
the method 200 may comprise a step 210 of receiving, via a
networked gaming system, spectator feedback relative to at least
one active participant within the gaming environment. As described
in greater detail above, the spectator feedback may comprise
content that affects the gaming experience of an active
participant. Feedback may comprise applause, cheering, booing, and
so forth. Additionally, feedback may include modifications or
alterations of the gaming environment that directly and/or
indirectly affect the gaming experience of an active
participant.
[0041] Advantageously, spectator feedback may comprise any of
keystrokes, mouse movements, mouse clicks, audio input,
accelerometer sensed input, gesture input, motion sensing input,
facial recognition, or any combinations thereof.
[0042] In some instances the method 200 may comprise an optional
step 215 of comparing a level of the received feedback to a
threshold value. For example, a decibel level of audio feedback
from a spectator may be compared to a decibel level threshold
value, such as 90 decibels. Only audio feedback that has a decibel
level of greater than 90 decibels may trigger further action by the
system, such as providing indication of feedback. In other
instances, the level of spectator feedback may comprise an
aggregate number of spectators providing feedback.
[0043] Additionally, the method 200 may comprise a step 220 of
providing, within the gaming environment, indication of the
spectator feedback to the at least one active participant. Again,
in some instances, indication of the spectator feedback to the at
least one active participant occurs upon a level of spectator
feedback exceeding a threshold amount. As described above,
indication of spectator feedback may comprise any of an icon, a
sound effect, a visual effect, or any combinations thereof.
[0044] FIG. 3 is a flowchart of an exemplary method 300 for
facilitating spectator interaction with a gaming environment. In
accordance with the present disclosure, the method 300 may comprise
a step 305 of providing a spectator access to view the gaming
environment. It will be understood that the spectator may comprise
an entity that is not actively engaged with game play within the
gaming environment.
[0045] Next, the method 300 may comprise a step 310 of providing
the spectator with one or more options for interacting with the
gaming environment. By way of a few non-limiting examples, the
options for spectator interaction may comprise allowing the active
participant to be killed, arranging combat between two active
participants, generating impediments for the active participant,
presenting the active participant with a challenge, or any
combinations thereof.
[0046] In some embodiments, the method 300 may comprise a step 315
of receiving a selection of the one or more options from the
spectator, as well as a step 320 of effecting a change within the
gaming environment based upon the selection.
[0047] FIG. 4 is an exemplary view 400 of a gaming environment 405.
The gaming environment is shown as comprising an active participant
410 and 415 as well as a landscape 420. The gaming environment 405
is shown with enemies 425 and 430. It will be understood that this
view of the gaming environment that is shown in FIG. 4 is an
exemplary view that may be provided to a spectator. The view of
FIG. 4 approximates the same view that the active participant views
in a third-person view mode.
[0048] FIG. 5 illustrates an exemplary computing system 500 that
may be used to implement an embodiment of the present technology.
Either of the end user computing system 115 and/or the server 110
may include one or more of the components of computing system 500.
The computing system 500 of FIG. 5 includes one or more processors
510 and memory 520. Main a memory store 520 stores, in part,
instructions and data for execution by the one or more processors
510. Main a memory store 520 can store the executable code when the
system 500 is in operation. The system 500 of FIG. 5 may further
include a mass storage device 530, portable storage medium drive(s)
540, output devices 550, user input devices 560, a graphics display
570, and other peripheral device(s) 580.
[0049] The components shown in FIG. 5 are depicted as being
connected via a single bus 590. The components may be connected
through one or more data transport means. The one or more processor
510 and main a memory store 520 may be connected via a local
microprocessor bus, and the mass storage device 530, peripheral
device(s) 580, portable storage device 540, and graphics display
570 may be connected via one or more input/output (I/O) buses.
[0050] Mass storage device 530, which may be implemented with a
magnetic disk drive or an optical disk drive, is a non-volatile
storage device for storing data and instructions for use by
processor unit 510. Mass storage device 530 can store the system
software for implementing embodiments of the present technology for
purposes of loading that software into main a memory store 520.
[0051] Portable storage medium drive(s) 540 operate in conjunction
with a portable non-volatile storage medium, such as a floppy disk,
compact disk or digital video disc, to input and output data and
code to and from the computing system 500 of FIG. 5. The system
software for implementing embodiments of the present technology may
be stored on such a portable medium and input to the computing
system 500 via the portable storage medium drive(s) 540.
[0052] Input devices 560 provide a portion of a user interface.
Input devices 560 may include an alphanumeric keypad, such as a
keyboard, for inputting alphanumeric and other information, or a
pointing device, such as a mouse, a trackball, stylus, or cursor
direction keys. Additionally, the system 500 as shown in FIG. 5
includes output devices 550. Suitable output devices include
speakers, printers, network interfaces, and monitors.
[0053] Graphics display 570 may include a liquid crystal display
(LCD) or other suitable display device. Graphics display 570
receives textual and graphical information, and processes the
information for output to the display device.
[0054] Peripherals device(s) 580 may include any type of computer
support device to add additional functionality to the computing
system. Peripheral device(s) 580 may include a modem or a
router.
[0055] The components contained in the computing system 500 of FIG.
5 are those typically found in computing systems that may be
suitable for use with embodiments of the present technology and are
intended to represent a broad category of such computer components
that are well known in the art. Thus, the computing system 500 of
FIG. 5 can be a personal computer, hand held computing system,
telephone, mobile computing system, workstation, server,
minicomputer, mainframe computer, or any other computing system.
The computer can also include different bus configurations,
networked platforms, multi-processor platforms, etc. Various
operating systems can be used including UNIX, Linux, Windows,
Macintosh OS, Palm OS, and other suitable operating systems.
[0056] Some of the above-described functions may be composed of
instructions that are stored on storage media (e.g.,
computer-readable medium). The instructions may be retrieved and
executed by the processor. Some examples of storage media are
memory devices, tapes, disks, and the like. The instructions are
operational when executed by the processor to direct the processor
to operate in accord with the technology. Those skilled in the art
are familiar with instructions, processor(s), and storage
media.
[0057] It is noteworthy that any hardware platform suitable for
performing the processing described herein is suitable for use with
the technology. The terms "computer-readable storage medium" and
"computer-readable storage media" as used herein refer to any
medium or media that participate in providing instructions to a CPU
for execution. Such media can take many forms, including, but not
limited to, non-volatile media, volatile media and transmission
media. Non-volatile media include, for example, optical or magnetic
disks, such as a fixed disk. Volatile media include dynamic memory,
such as system RAM. Transmission media include coaxial cables,
copper wire and fiber optics, among others, including the wires
that comprise one embodiment of a bus. Transmission media can also
take the form of acoustic or light waves, such as those generated
during radio frequency (RF) and infrared (IR) data communications.
Common forms of computer-readable media include, for example, a
floppy disk, a flexible disk, a hard disk, magnetic tape, any other
magnetic medium, a CD-ROM disk, digital video disk (DVD), any other
optical medium, any other physical medium with patterns of marks or
holes, a RAM, a PROM, an EPROM, an EEPROM, a FLASHEPROM, any other
memory chip or data exchange adapter, a carrier wave, or any other
medium from which a computer can read.
[0058] Various forms of computer-readable media may be involved in
carrying one or more sequences of one or more instructions to a CPU
for execution. A bus carries the data to system RAM, from which a
CPU retrieves and executes the instructions. The instructions
received by system RAM can optionally be stored on a fixed disk
either before or after execution by a CPU.
[0059] While various embodiments have been described above, it
should be understood that they have been presented by way of
example only, and not limitation. The descriptions are not intended
to limit the scope of the technology to the particular forms set
forth herein. Thus, the breadth and scope of a preferred embodiment
should not be limited by any of the above-described exemplary
embodiments. It should be understood that the above description is
illustrative and not restrictive. To the contrary, the present
descriptions are intended to cover such alternatives,
modifications, and equivalents as may be included within the spirit
and scope of the technology as defined by the appended claims and
otherwise appreciated by one of ordinary skill in the art. The
scope of the technology should, therefore, be determined not with
reference to the above description, but instead should be
determined with reference to the appended claims along with their
full scope of equivalents.
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