U.S. patent application number 14/639391 was filed with the patent office on 2015-06-25 for resizing objects in regions of virtual universes.
The applicant listed for this patent is International Business Machines Corporation. Invention is credited to Marc K. Johlic, Andrew J. LaHart, Emi K. Olsson.
Application Number | 20150181001 14/639391 |
Document ID | / |
Family ID | 45526258 |
Filed Date | 2015-06-25 |
United States Patent
Application |
20150181001 |
Kind Code |
A1 |
Johlic; Marc K. ; et
al. |
June 25, 2015 |
RESIZING OBJECTS IN REGIONS OF VIRTUAL UNIVERSES
Abstract
Embodiments of the present invention provide an approach to
resize (e.g., shrink and/or enlarge) objects in a region of a VU so
that additional objects can be accommodated. Specifically,
embodiments of the present invention provide a mechanism for a
region/room to calculate when it has reached full capacity, and use
a configurable multiplier to decrease the size of all objects in
the room, including avatars, desks, chairs, tables, etc. This
allows for accommodation of a significantly higher quantity of
objects within the region. In a typical embodiment, the transition
to smaller size would be seamless to the user. Moreover, in one
embodiment, if the room is of a certain type (e.g., auditorium),
additional objects may be auto-created or deleted based on the
number of avatars entering or exiting the room. Still yet, objects
can be enlarged as the occupancy falls below the capacity.
Inventors: |
Johlic; Marc K.; (Seminole,
FL) ; LaHart; Andrew J.; (Arnold, MD) ;
Olsson; Emi K.; (Germantown, NY) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
International Business Machines Corporation |
Armonk |
NY |
US |
|
|
Family ID: |
45526258 |
Appl. No.: |
14/639391 |
Filed: |
March 5, 2015 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
12848351 |
Aug 2, 2010 |
9024977 |
|
|
14639391 |
|
|
|
|
Current U.S.
Class: |
715/757 |
Current CPC
Class: |
G06F 3/04842 20130101;
G06F 3/04845 20130101; G09G 5/00 20130101; G06F 3/0482 20130101;
G06T 2219/2016 20130101; G09G 2340/14 20130101; G06T 19/20
20130101; H04L 67/38 20130101; G09G 2340/0407 20130101 |
International
Class: |
H04L 29/06 20060101
H04L029/06; G06F 3/0484 20060101 G06F003/0484; G06F 3/0482 20060101
G06F003/0482 |
Claims
1. A method comprising: determining whether a capacity of a region
of a virtual universe would be exceeded by adding a proposed object
to the region; and reducing a size of existing objects in the
region by a multiplier, the multiplier being based on a current
occupancy of the region and the capacity of the region.
2. The method of claim 1, further comprising: resizing the proposed
object by the multiplier; and adding the proposed object to the
region.
3. The method of claim 1, the multiplier being a configurable
multiplier.
4. The method of claim 1, the proposed object comprising an avatar,
and the region comprising a room.
5. The method of claim 1, the determining comprising: calculating
the capacity of the region.
6. The method of claim 5, the determining further comprising:
calculating a percentage of the capacity that would be occupied by
the existing objects and the proposed object, the reducing being
performed if the percentage exceeds approximately 100 percent.
7. The method of claim 1, further comprising increasing the size of
the existing objects when the capacity is no longer exceeded.
8. The method of claim 1, wherein a service solution provider
provides a computer infrastructure that performs the method for one
or more consumers.
9. A system comprising: a bus; a processor coupled to the bus; and
a memory medium coupled to the bus, the memory medium comprising
instructions to: determine whether a capacity of a region of a
virtual universe would be exceeded by adding a proposed object to
the region; and reduce a size of existing objects in the region by
a multiplier, the multiplier being based on a current occupancy of
the region and the capacity of the region.
10. The system of claim 9, the memory medium further comprising
instructions to: resize the proposed object by the multiplier; and
add the proposed object to the region.
11. The system of claim 9, the multiplier being a configurable
multiplier.
12. The system of claim 9, the proposed object comprising an
avatar, and the region comprising a room.
13. The system of claim 9, the memory medium further comprising
instructions to: calculate the capacity of the region; and
calculate a percentage of the capacity that would be occupied by
the existing objects and the proposed object, the reducing being
performed if the percentage exceeds approximately 100 percent.
14. The system of claim 9, the memory medium further comprising
instructions to increase the size of the existing objects when the
capacity is no longer exceeded.
15. A computer program product comprising a computer readable
storage media, and program instructions stored on the computer
readable storage media, to: determine whether a capacity of a
region of a virtual universe would be exceeded by adding a proposed
object to the region; and reduce a size of existing objects in the
region by a multiplier, the multiplier being based on a current
occupancy of the region and the capacity of the region.
16. The computer program product of claim 15, further comprising
program instructions stored on the computer readable storage media
to: resize the proposed object by the multiplier; and add the
proposed object to the region.
17. The computer program product of claim 15, the multiplier being
a configurable multiplier.
18. The computer program product of claim 15, the proposed object
comprising an avatar, and the region comprising a room.
19. The computer program product of claim 15, further comprising
program instructions stored on the computer readable storage media
to: calculate the capacity of the region; and calculate a
percentage of the capacity that would be occupied by the existing
objects and the proposed object, the reducing being performed if
the percentage exceeds approximately 100 percent.
20. The computer program product of claim 15, further comprising
program instructions stored on the computer readable storage media
to increase the size of the existing objects when the capacity is
no longer exceeded.
Description
RELATED U.S. APPLICATION DATA
[0001] The present patent document is a continuation of U.S. patent
application Ser. No. 12/848,351, filed Aug. 2, 2010, entitled
"RESIZING OBJECTS IN REGIONS OF VIRTUAL UNIVERSES", the disclosure
of which is incorporated herein by reference.
TECHNICAL FIELD
[0002] The present invention generally relates to virtual universes
(VUs). Specifically, the present invention relates to the resizing
(e.g., reducing and/or enlargement) of objects (e.g., avatars,
buildings, etc.) within a region of a virtual universe so that
capacity of the region can be maintained while additional objects
can be accommodated therein.
BACKGROUND
[0003] VUs are computer-based simulated environments intended for
its users or residents to inhabit and interact via avatars, which
are personas or representations of the users of the virtual
universes. These types of virtual universes are now most common in
multiplayer online games, such as Second Life.RTM., which is a
trademark of Linden Research Inc. in the United States. Avatars in
these types of virtual universes have a wide range of business and
social experiences. Currently, when there is a large crowd
congregating in a building or region of a VU, only a finite number
of objects (e.g., avatars, tables, chairs, etc.) can fit into the
room. This in turn limits the number of people that can attend an
event, meeting, conference, or other gathering. As such, the
gathering can only be as large as the virtual space will allow
(i.e., the capacity of the space). When this occurs, queues of
avatars will be formed to gain access to the region.
SUMMARY
[0004] Embodiments of the present invention provide an approach to
resize (e.g., shrink and/or enlarge) objects in a region of a VU so
that additional objects can be accommodated. Specifically,
embodiments of the present invention provide a mechanism for a
region/room to calculate when it has reached full capacity, and use
a configurable multiplier to decrease the size of all objects in
the room, including avatars, desks, chairs, tables, etc. This
allows for accommodation of a significantly higher quantity of
objects within the region. In a typical embodiment, the transition
to smaller size would be seamless to the user. Moreover, in one
embodiment, if the room is of a certain type (e.g., auditorium),
additional objects may be auto-created or deleted based on the
number of avatars entering or exiting the room. Still yet, objects
can be enlarged as the occupancy falls below the capacity.
[0005] A first aspect of the present invention provides a method
for resizing objects in a region of a virtual universe (VU),
comprising: determining whether a region of the VU would exceed a
capacity by adding a proposed object to the region; and reducing a
size of existing objects in the region by a multiplier, the
multiplier being based on an amount by which the capacity of the
region would be exceeded by addition of the proposed object.
[0006] A second aspect of the present invention provides a system
for resizing objects in a region of a virtual universe (VU),
comprising: a bus; a processor coupled to the bus; and a memory
medium coupled to the bus, the memory medium comprising
instructions to: determine whether a region of the VU would exceed
a capacity by adding a proposed object to the region; and resize
existing objects in the region by a multiplier, the multiplier
being based on an amount by which the capacity of the region would
be exceeded by addition of the proposed object.
[0007] A third aspect of the present invention provides a computer
program product for resizing objects in a region of a virtual
universe (VU), the computer program product comprising: a computer
readable storage media; and program instructions stored on the
computer readable storage media to: determine whether a region of
the VU would exceed a capacity by adding a proposed object to the
region; and reduce a size of existing objects in the region by a
multiplier, the multiplier being based on an amount by which the
capacity of the region would be exceeded by addition of the
proposed object.
[0008] A fourth aspect of the present invention provides a method
for deploying a system for resizing objects in a virtual universe
(VU), comprising: providing a computer infrastructure being
operable to: determine whether a region of the VU would exceed a
capacity by adding a proposed object to the region; and reduce a
size of existing objects in the region by a multiplier, the
multiplier being based on an amount by which the capacity of the
region would be exceeded by addition of the proposed object.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] These and other features of this invention will be more
readily understood from the following detailed description of the
various aspects of the invention taken in conjunction with the
accompanying drawings in which:
[0010] FIG. 1 shows a high-level schematic diagram showing a
networking environment for providing a virtual universe according
to one embodiment of this invention;
[0011] FIG. 2 shows a more detailed view of a virtual region shown
in the virtual universe of FIG. 1;
[0012] FIG. 3 shows a more detailed view of the virtual universe
client shown in FIG. 1;
[0013] FIG. 4 shows a more detailed view of some of the
functionalities provided by the server shown in FIG. 1;
[0014] FIG. 5 shows a size adjustment tool according to one
embodiment of the present invention that operates in the
environment shown in FIG. 1;
[0015] FIG. 6 shows the reduction of objects in a region of a VU
according to one embodiment of the present invention;
[0016] FIG. 7 shows a method flow diagram according to an
embodiment of the present invention; and
[0017] FIG. 8 shows a schematic of an exemplary computing
environment in which elements of the networking environment shown
in FIG. 1 may operate.
[0018] The drawings are not necessarily to scale. The drawings are
merely schematic representations, not intended to portray specific
parameters of the invention. The drawings are intended to depict
only typical embodiments of the invention, and therefore should not
be considered as limiting the scope of the invention. In the
drawings, like numbering represents like elements.
DETAILED DESCRIPTION
[0019] Embodiments of the present invention provide an approach to
resize (e.g., shrink and/or enlarge) objects in a region of a VU so
that additional object can be accommodated. Specifically,
embodiments of the present invention provide a mechanism for a
region/room to calculate when it has reached full capacity and use
a configurable multiplier to decrease the size of all objects in
the room, including avatars, desks, chairs, tables, etc. This
allows for accommodation of a significantly higher quantity of
objects within the region. In a typical embodiment, the transition
to smaller size would be seamless to the user. Moreover, in one
embodiment, if the room is of a certain type (e.g., auditorium),
additional objects may be auto-created or deleted based on the
number of avatars entering or exiting the room. Still yet, objects
can be enlarged as the occupancy falls below the capacity. As used
herein, the term region is intended to mean any area (e.g., a room,
a building, etc.) of a VU in which objects can exist.
[0020] FIG. 1 shows a high-level schematic diagram showing a
networking environment 10 for providing a virtual universe (VU) 12
according to one embodiment of this invention in which a service
for providing resizing objects in a region of a VU can be utilized.
As shown in FIG. 1, networking environment 10 comprises a server
14, which may be an array or grid of multiple servers 16 each
responsible for managing a portion of virtual real estate within VU
12. A virtual universe provided by a multiplayer online game, for
example, can employ many of servers to manage all of the virtual
real estate. The virtual content of VU 12 is comprised of a number
of objects, each having associated texts/scripts, defined in a
programming language readable by VU 12. The virtual content is
managed by server 14 and may show up in VU 12 as one or more
virtual regions 18. Like the real world, each virtual region 18
within VU 12 comprises a landscape having virtual content, such as
buildings, stores, clubs, sporting arenas, parks, beaches, cities,
and towns, all created by administrators or residents of the
virtual universe that are represented by avatars. These examples of
virtual content are only illustrative of some things that may be
found in a virtual region and are not limiting. Furthermore, the
number of virtual regions 18 shown in FIG. 1 is only for
illustration purposes, and those skilled in the art will recognize
that there may be many more regions found in a typical virtual
universe, or even only one region in a small virtual universe. FIG.
1 also shows that users operating computers 20A-20C (hereinafter
referred to generally as 20) interact with VU 12 through a
communications network 22 via virtual universe clients 24A-24C
(hereinafter referred generally as 24) that reside in computers 20,
respectively. Below are further details of VU 12, server 14, and
virtual universe client 24.
[0021] One of the ways that users or administrators can interact
with the virtual universe is to create virtual content for the
virtual universe. An illustrative but non-limiting listing of
virtual content that can be created includes items such as apparel
for avatars, animations for a multitude of purposes (e.g.,
advertisements, instructional material, etc.), avatar accessories
(e.g., jewelry, hairpieces, clothing, etc.), scripts for performing
certain functions in the virtual universes, building components,
avatar appearance features, recreational equipment (e.g.,
bicycles), automobiles, etc. As will be further described herein,
embodiments of this invention are directed to resizing objects in a
region of a VU.
[0022] FIG. 2 shows a more detailed view of what one virtual region
18 in VU 12 may comprise. As an example, virtual region 18 shown in
FIG. 2 comprises a downtown office center 26, homes 28, restaurants
30, a supermarket 32, a shopping mall 34 for shopping, and a
convention center 36 for meetings and various conventions.
Residents or avatars 38 which, as mentioned above, are personas or
representations of the users of the virtual universe, roam all
about the virtual region by walking, driving, flying, or even by
teleportation or transportation, which is essentially moving
through space from one point to another, more or less
instantaneously. These examples of virtual content in virtual
region 18 shown in FIG. 2 are only illustrative of some items that
may be found in a virtual region and those skilled in the art will
recognize that these regions can have more virtual content that can
be found in the real world, as well as things that do not presently
exist in the real world.
[0023] FIG. 3 shows a more detailed view of virtual universe client
24 shown in FIG. 1. Virtual universe client 24, which enables users
to interact with VU 12, comprises a client management component 40,
which manages actions, commands, and communications made by a user
through computer 20, and information received from the virtual
universe through server 14. A rendering engine component 42 enables
the user of computer 20 to visualize his or her avatar within the
surroundings of the particular region of VU 12 where the avatar is
presently located. As will be further described herein, rendering
engine 42 receives virtual content in VU 12 and renders it for
display to the user of computer 20.
[0024] A motion controls component 44 enables the user's avatar(s)
to make movements through the virtual universe. In one embodiment,
movements through the virtual universe can include, for example,
gestures, postures, walking, running, driving, flying, etc. An
action control component 46 enables the user to perform actions in
the virtual universe such as buying items for his or her avatar or
even for their real-life selves, building homes, planting gardens,
etc. These actions are only illustrative of some possible actions
that a user can perform in the virtual universe and are not
limiting. A communications interface 48 enables a user to
communicate with other users of VU 12 through modalities such as
chatting, instant messaging, gesturing, talking, and electronic
mail (email).
[0025] FIG. 3 shows the various types of information received by
client management component 40 from the virtual universe through
server 14. In particular, client management component 40 receives
avatar information about the avatars that are in proximity to the
user's avatar. In addition, client management component 40 receives
location information about the area that the user's avatar is near
(e.g., what region or land the avatar is in), as well as scene
information (e.g., what the avatar sees). Client management
component 40 also receives proximity information, which contains
information on what the user's avatar is near, and virtual content
information, which is information about the objects, texts, and
scripts of the virtual content renderable in the virtual universe.
FIG. 3 also shows the movement commands and action commands that
are generated by the user and sent to the server via client
management component 40, as well as the communications that can be
sent to the users of other avatars within the virtual universe.
[0026] FIG. 4 shows a more detailed view of some of the
functionalities provided by server 14 shown in FIG. 1. In
particular, FIG. 4 shows a virtual region management component 50
that manages a virtual region(s) within the virtual universe.
Virtual region management component 50 manages what happens in a
particular region, such as the type of landscape in that region,
the number of homes, commercial zones, boutiques, streets, parks,
restaurants, etc. Those skilled in the art will recognize that
virtual region management component 50 can manage many other facets
within the virtual region.
[0027] FIG. 4 shows a network interface 54 that enables server 14
to interact with virtual universe client 24 residing on computer
20. In particular, network interface 54 communicates avatar,
location, scene, proximity, and virtual content information to the
user through virtual universe client 24. The network interface
receives movement and action commands, as well as communications
from the user via virtual universe client 24.
[0028] FIG. 4 also shows a size adjustment tool 53, which provides
the capability to resize objects in a region of the VU based upon
the capacity and corresponding occupancy of the region.
Specifically, each object in a VU, be it an avatar or an inanimate
object, takes up a certain amount of space in a room/region. Under
embodiments of the present invention, a region could be constructed
to contain a script that automatically calculates the total amount
of space being used at any given time in the region (e.g.,
occupancy to capacity ratio). When a certain percentage of the
region is occupied, the region would automatically resize objects.
The objects would typically be resized at the same decrease
percentage, so that the change would be seamless to the user. When
resized in this manner more objects would be able to fit into the
exact same region. Under these parameters, the following scenario
could be implemented: [0029] 1. Avatar enters a region. [0030] 2.
Is the region (a customizable number)? [0031] 2(A).Yes--Resize
objects in room to X%. [0032] 2(B). No--Allow avatar to enter
unchanged. Example: A room object is built to fit 10 avatars
comfortably. When the 11th avatar enters the room, all objects
including the avatars are shrunk to 90.9% of its original size to
maintain the same capacity and space limitations. Similarly, when
the 15th person has entered the room, all objects and the avatars
in the room will have shrunk to 66.6% of its original size. As the
avatars causing the capacity to be exceeded leave the region, the
size of the remaining objects could be enlarged proportionally.
Optionally, if a room is of a certain type such as an auditorium
where there are objects corresponding to the number of avatars in
the room, these objects may multiply accordingly while at the same
time resizing to allow for additional capacity.
[0033] As shown in FIG. 4, there are several different databases
for storing information. In particular, virtual region database 52
stores information on all of the specifics in the virtual region
that virtual region management component 50 is managing. Virtual
region database 52 contains metadata information about the objects,
texts, and scripts associated with the virtual content in the
virtual region(s) of VU 12. List of active avatars database 56
contains a list of all the avatars that are online in the VU 12,
while user database 58 and information database 60 contain
information on the actual human users of VU 12. In one embodiment,
user database 58 contains general information on the users such as
names, email addresses, locales, interests, ages, preferences,
etc., while user information database 60 contains additional
information on the users such as billing information (e.g., credit
card information) for taking part in transactions. In an exemplary
embodiment, user database 58 contains information about the
priority of each of avatars 38 within region 18 of virtual universe
12. As will be further described below, avatar priority may be used
to prioritize access to region 18 in cases of where avatar crowding
and performance degradation are possible.
[0034] Asset database 62 contains information on the avatars of the
users that reside in VU 12. In one embodiment, asset database 62
contains information on the virtual content within the personal
inventories of each avatar of the virtual universe. An illustrative
but non-limiting listing of the virtual content that can be present
in asset database 62 includes avatar accessories (e.g., clothing),
virtual pets, vehicles, electronic media (e.g., music files),
graphics files, sound files, animations, electronic documents,
video files, avatar body parts, avatar tools, calling cards, note
cards, photos and photo albums, or any other type of virtual
content.
[0035] Those skilled in the art will also recognize that databases
56-62 may contain additional information if desired. Databases
56-62 may be consolidated into a single database or table, divided
into multiple databases or tables, or clustered into a database
system spanning multiple physical and logical devices. Further,
although the above information is shown in FIG. 4 as being stored
in databases, those skilled in the art will recognize that other
configurations and means of storing information can be utilized.
For example, databases 56-62 might reside on the same computers as
virtual universe client 24, have components that reside on both
server 14 and virtual universe client 24, or reside on separate
computers in direct communication with virtual universe server 14
and virtual universe client 24.
[0036] An avatar transport component 66 enables users to transport,
which, as mentioned above, allows avatars to transport through
space from one point to another point instantaneously. As a result,
an avatar could, for example, travel from a business region to an
entertainment region to experience a concert.
[0037] An avatar management component 68 logs what the avatars are
doing while in the virtual universe. For example, avatar management
component 68 can determine where each avatar is presently located
in the virtual universe, as well as what activities it is
performing or has recently performed. An illustrative but
non-exhaustive list of activities can include shopping, eating,
talking, recreating, etc.
[0038] Because a typical virtual universe has a vibrant economy,
server 14 has functionalities that are configured to manage the
economy. In particular, a universe economy management component 70
manages transactions that occur within the virtual universe between
avatars. In one embodiment, VU 12 will have its own VU currency
($VU) that users pay for with real-life money. The users can then
take part in commercial transactions for their avatars through
universe economy management component 70. For example, a user might
want to pay for a service that automatically reduces server load by
resizing objects in a region of a VU. In this case, the user (via
his/her avatar) would make the purchase of this service using the
$VU. In some instances, the user may want to take part in a
commercial transaction that benefits him or her and not an avatar.
In this case, a commercial transaction management component 72
allows the user to participate in the transaction. For example,
while walking around a commercial zone, a user may see a pair of
shoes that he or she would like for themselves and not an avatar.
In order to fulfill this type of transaction and others similarly
related, commercial transaction management component 72 interacts
with banks 74, credit card companies 76, and vendors 78.
[0039] Referring to FIG. 5, a more detailed diagram of size
adjustment tool 53 of FIG. 4 is shown. The functions of size
adjustment tool 53 will be explained in conjunction with both FIGS.
5 and 6. As depicted, size adjustment tool 53 comprises space
calculation component 80, occupancy calculation component 82, size
reduction component 84, and size enlargement component 86. As shown
in FIG. 6, a region/room 90 having objects 92 is depicted. Objects
92 can be any type of virtual entity/item such as an avatar, a
building, etc. As further depicted, avatar 94 wishes to gain access
to the region. Under a typical embodiment of the present invention,
space calculation component 80 would determine the total
capacity/space of room 90 and occupancy calculation component 82
would determine whether region 90 would exceed the calculated
capacity by allowing avatar 94 to be added thereto. Assuming in
this example that the capacity would be approached or exceeded,
side reduction component 82 would reduce a size of existing objects
92 in the region 90 by a configurable multiplier. This multiplier
is typically based on an amount by which the capacity of the region
90 would be exceeded by addition of the proposed object 94. For
example, if the addition of avatar 94 to region 90 would cause the
capacity to be exceeded by 10%, then objects 92 and 94 would be
reduced in size by 10%. Thereafter, avatar 94 could be added to
region 90 without unduly compromising the capacity thereof.
Similarly, when avatar 84 exits region 90, size enlargement
component 86 could enlarge objects 92 and 94 using the same
multiplier-based approach. As such, under embodiments of the
present invention, objects can be reduced and/or enlarged in size
proportionally with respect to the capacity of their region.
[0040] Referring now to FIG. 7, a method flow diagram according to
the present invention is shown. In step S1, the capacity of a
region is calculated. In step S2, it is determined whether the
capacity will be exceeded by addition of a proposed object thereto.
If not, the region object can be added to the region in step S4.
However, if the capacity will be exceeded, the existing objects and
the proposed object can be shrunk in step S3, before the proposed
object is added in step S4.
[0041] It is understood that the capacity need not be exceeded for
objects to be reduced in size hereunder. Rather, a predetermined
capacity threshold could be set that allows for objects to be
resized when the capacity is approached by a predetermined amount.
For example, if a capacity threshold of 5% is set, the objects
could be shrunk when the capacity would be at 95% with the addition
of the proposed object.
[0042] In another embodiment of this invention, size adjustment
tool 53 is used as a service to charge fees for resizing objects in
a region of the VU. Along these lines, although not shown in FIG.
5, size adjustment tool 53 could further comprise a transaction
component configured to charge a fee for providing object resizing.
In this embodiment, the provider of the virtual universes or the
third party service providers could offer this transaction as a
service by performing the functionalities described herein on a
subscription and/or fee basis. In this case, the providers of the
virtual universes or the third party service providers can create,
deploy, maintain, support, etc., size adjustment tool 53 that
performs the processes described in the invention. In return, the
virtual universes or the third party service providers can receive
payment from the virtual universe residents via universe economy
management component 70 and commercial transaction management
component 72 (FIG. 4).
[0043] In still another embodiment, the methodologies disclosed
herein can be used within a computer system to provide object
resizing in a virtual universe. In this case, size adjustment tool
53 can be provided, and one or more systems for performing the
processes described in the invention can be obtained and deployed
to a computer infrastructure. To this extent, the deployment can
comprise one or more of: (1) installing program code on a computing
device, such as a computer system, from a computer-readable medium;
(2) adding one or more computing devices to the infrastructure; and
(3) incorporating and/or modifying one or more existing systems of
the infrastructure to enable the infrastructure to perform the
process actions of the invention.
[0044] FIG. 8 shows a schematic of an exemplary computing
environment in which elements of the networking environment shown
in FIG. 1 may operate. The exemplary computing environment 100 is
only one example of a suitable computing environment and is not
intended to suggest any limitation as to the scope of use or
functionality of the approach described herein. Neither should
computing environment 100 be interpreted as having any dependency
relating to any one or combination of components illustrated in
FIG. 8.
[0045] In the computing environment 100, there is a computer 102,
which is operational with numerous other general purpose or special
purpose computing system environments or configurations. Examples
of well-known computing systems, environments, and/or
configurations that may be suitable for use with computer 102 of
the present invention include, but are not limited to, personal
computers, server computers, thin clients, thick clients, hand-held
or laptop devices, cellular telephones, personal digital assistants
(PDA), multiprocessor systems, microprocessor-based systems, set
top boxes, programmable consumer electronics, network PCs,
minicomputers, mainframe computers, distributed computing
environments that include any of the above systems or devices, and
the like.
[0046] Computer 102 may be described in the general context of
computer-executable instructions, such as program modules, being
executed by a computer. Generally, program modules include
routines, programs, objects, components, logic, data structures,
and so on, that perform particular tasks or implement particular
abstract data types. The exemplary computer 102 may be practiced in
distributed computing environments where tasks are performed by
remote processing devices that are linked through a communications
network. In a distributed computing environment, program modules
may be located in both local and remote computer storage media
including memory storage devices.
[0047] As shown in FIG. 8, computer 102 in the computing
environment 100 is shown in the form of a general-purpose computing
device. The components of computer 102 may include, but are not
limited to, one or more processors or processing units 104, a
system memory 106, and a bus 108 that couples various system
components including system memory 106 to processor 104.
[0048] Bus 108 represents one or more of any of several types of
bus structures, including a memory bus or memory controller, a
peripheral bus, an accelerated graphics port, and a processor or
local bus using any of a variety of bus architectures. By way of
example, and not limitation, such architectures include Industry
Standard Architecture (ISA) bus, Micro Channel Architecture (MCA)
bus, Enhanced ISA (EISA) bus, Video Electronics Standards
Association (VESA) local bus, and Peripheral Component
Interconnects (PCI) bus.
[0049] Computer 102 typically includes a variety of computer
readable media. Such media may be any available media that is
accessible by computer 102, and it includes both volatile and
non-volatile media, removable and non-removable media.
[0050] In FIG. 8, system memory 106 includes computer readable
media in the form of volatile memory, such as random access memory
(RAM) 110, and/or non-volatile memory, such as ROM 112. A BIOS 114
containing the basic routines that help to transfer information
between elements within computer 102, such as during start-up, is
stored in ROM 112. RAM 110 typically contains data and/or program
modules that are immediately accessible to and/or presently
operated on by processor 104.
[0051] Computer 102 may further include other
removable/non-removable, volatile/non-volatile computer storage
media. By way of example only, FIG. 8 illustrates a hard disk drive
116 for reading from and writing to a non-removable, non-volatile
magnetic media (not shown and typically called a "hard drive"), a
magnetic disk drive 118 for reading from and writing to a
removable, non-volatile magnetic disk 120 (e.g., a "floppy disk"),
and an optical disk drive 122 for reading from or writing to a
removable, non-volatile optical disk 124 such as a CD-ROM, DVD-ROM
or other optical media. Hard disk drive 116, magnetic disk drive
118, and optical disk drive 122 are each connected to bus 108 by
one or more data media interfaces 126.
[0052] The drives and their associated computer-readable media
provide non-volatile storage of computer readable instructions,
data structures, program modules, and other data for computer 102.
Although the exemplary environment described herein employs hard
disk 116, a removable magnetic disk 118, and a removable optical
disk 122, it should be appreciated by those skilled in the art that
other types of computer readable media which can store data that is
accessible by a computer, such as magnetic cassettes, flash memory
cards, digital video disks, RAMs, ROM, and the like, may also be
used in the exemplary operating environment.
[0053] A number of program modules may be stored on hard disk 116,
magnetic disk 120, optical disk 122, ROM 112, or RAM 110,
including, by way of example and not limitation, an operating
system 128, one or more application programs 130, other program
modules 132, and program data 134. Each of the operating system
128, one or more application programs 130, other program modules
132, and program data 134 or some combination thereof, may include
an implementation of the networking environment 10 of FIG. 1
including server 14 and virtual universe client 24. In one
embodiment, the one or more application programs 130 include
components of size adjustment tool 53.
[0054] The one or more program modules 130 carry out the
methodologies disclosed herein. The flowchart of FIG. 7 illustrates
the architecture, functionality, and operation of possible
implementations of systems, methods, and computer program products
according to various embodiments of the present invention. In this
regard, each block in the flowchart may represent a module,
multiple modules, segment, or portion of code, which comprises one
or more executable instructions for implementing the specified
logical function(s). It should also be noted that, in some
alternative implementations, the functions noted in the blocks may
occur out of the order noted in the figures. For example, two
blocks shown in succession may, in fact, be executed substantially
concurrently. It will also be noted that each block of flowchart
illustration can be implemented by special purpose hardware-based
systems that perform the specified functions or acts, or
combinations of special purpose hardware and computer
instructions.
[0055] Referring back to FIG. 8, a user may enter commands and
information into computer 102 through optional input devices such
as a keyboard 136 and a pointing device 138 (e.g., a "mouse").
Other input devices (not shown) may include a microphone, joystick,
game pad, satellite dish, serial port, scanner, camera, or the
like. These and other input devices are connected to processor unit
104 through a user input interface 140 that is coupled to bus 108,
but may be connected by other interface and bus structures, such as
a parallel port, game port, or a universal serial bus (USB).
[0056] An optional monitor 142 or other type of display device is
also connected to bus 108 via an interface, such as a video adapter
144. In addition to the monitor, personal computers typically
include other peripheral output devices (not shown), such as
speakers and printers, which may be connected through output
peripheral interface 146.
[0057] Computer 102 may operate in a networked environment using
logical connections to one or more remote computers, such as a
remote server/computer 148. Remote computer 148 may include many or
all of the elements and features described herein relative to
computer 102.
[0058] Logical connections shown in FIG. 8 are a local area network
(LAN) 150 and a general wide area network (WAN) 152. Such
networking environments are commonplace in offices, enterprise-wide
computer networks, intranets, and the Internet. When used in a LAN
networking environment, the computer 102 is connected to LAN 150
via network interface or adapter 154. When used in a WAN networking
environment, the computer typically includes a modem 156 or other
means for establishing communications over the WAN 152. The modem,
which may be internal or external, may be connected to system bus
108 via the user input interface 140 or other appropriate
mechanism.
[0059] In a networked environment, program modules depicted
relative to the computer 102, or portions thereof, may be stored in
a remote memory storage device. By way of example, and not
limitation, FIG. 8 illustrates remote application programs 158 as
residing on a memory device of remote computer 148. It will be
appreciated that the network connections shown and described are
exemplary and other means of establishing a communications link
between the computers may be used.
[0060] An implementation of an exemplary computer 102 may be stored
on or transmitted across some form of computer readable media.
Computer readable media can be any available media that can be
accessed by a computer. By way of example, and not limitation,
computer readable media may comprise "computer storage media" and
"communications media."
[0061] "Computer storage media" include volatile and non-volatile,
removable and non-removable media implemented in any method or
technology for storage of information such as computer readable
instructions, data structures, program modules, or other data.
Computer storage 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 storage, magnetic cassettes,
magnetic tape, magnetic disk storage or other magnetic storage
devices, or any other medium which can be used to store
"communication media" that typically embodies computer readable
instructions, data structures, program modules, or other data in a
modulated data signal, such as carrier wave or other transport
mechanism. Communication media also includes any information
delivery media.
[0062] The term "modulated data signal" means a signal that has one
or more of its characteristics set or changed in such a manner as
to encode information in the signal. By way of example, and not
limitation, communication media includes wired media such as a
wired network or direct-wired connection, and wireless media such
as acoustic, RF, infrared, and other wireless media. Combinations
of any of the above are also included within the scope of computer
readable media.
[0063] The computer readable medium may be a computer readable
signal medium or a computer readable storage medium. A computer
readable storage medium may be, for example, but not limited to, an
electronic, magnetic, optical, electromagnetic, infrared, or
semiconductor system, apparatus, or device, or any suitable
combination of the foregoing. More specific examples (a
non-exhaustive list) of the computer readable storage medium would
include the following: an electrical connection having one or more
wires, a portable computer diskette, a hard disk, a random access
memory (RAM), a read-only memory (ROM), an erasable programmable
read-only memory (EPROM or Flash memory), an optical fiber, a
portable compact disc read-only memory (CD-ROM), an optical storage
device, a magnetic storage device, or any suitable combination of
the foregoing. In the context of this document, a computer readable
storage medium may be any tangible medium that can contain, or
store, a program for use by or in connection with an instruction
execution system, apparatus, or device.
[0064] A computer readable signal medium may include a propagated
data signal with computer readable program code embodied therein
(e.g., in baseband or as part of a carrier wave). Such a propagated
signal may take any of a variety of forms including, but not
limited to, electro-magnetic, optical, or any suitable combination
thereof. A computer readable signal medium may be any computer
readable medium that is not a computer readable storage medium and
that can communicate, propagate, or transport a program for use by
or in connection with an instruction execution system, apparatus,
or device.
[0065] Program code embodied on a computer readable medium may be
transmitted using any appropriate medium including, but not limited
to, wireless, wireline, optical fiber cable, RF, etc., or any
suitable combination of the foregoing.
[0066] It is apparent that there has been provided with this
invention an approach for resizing objects in a region of a VU in a
virtual universe. While the invention has been particularly shown
and described in conjunction with a preferred embodiment thereof,
it will be appreciated that variations and modifications will occur
to those skilled in the art. Therefore, it is to be understood that
the appended claims are intended to cover all such modifications
and changes as fall within the true spirit of the invention.
* * * * *