U.S. patent application number 17/330807 was filed with the patent office on 2021-09-09 for guest management in an online multi-player virtual reality game.
The applicant listed for this patent is PFAQUTRUMA RESEARCH LLC. Invention is credited to Gary Stephen Shuster.
Application Number | 20210275927 17/330807 |
Document ID | / |
Family ID | 1000005611621 |
Filed Date | 2021-09-09 |
United States Patent
Application |
20210275927 |
Kind Code |
A1 |
Shuster; Gary Stephen |
September 9, 2021 |
GUEST MANAGEMENT IN AN ONLINE MULTI-PLAYER VIRTUAL REALITY GAME
Abstract
A guest management method and system for an online multi-player
virtual reality environment or social networking site. A network
interface receives guest access requests from guest clients and
input data from a plurality of remotely-located clients. The input
data is operative to control avatars associated with the clients in
a modeled virtual reality environment. A memory holds program
instructions for determining whether the guest access is associated
with a member client. If the guest access request is associated
with the member client, then the guest client is allowed to access
the virtual reality environment via a guest avatar. The guest
avatar's movements in the virtual reality environment are
restricted based on a location of a member avatar controlled by the
associated member client. For example, the guest avatar may only be
permitted to move within an area that is bounded by a perimeter
about the member avatar.
Inventors: |
Shuster; Gary Stephen;
(Vancouver, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
PFAQUTRUMA RESEARCH LLC |
Wilmington |
DE |
US |
|
|
Family ID: |
1000005611621 |
Appl. No.: |
17/330807 |
Filed: |
May 26, 2021 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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16398054 |
Apr 29, 2019 |
11052319 |
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17330807 |
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15806247 |
Nov 7, 2017 |
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16398054 |
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14089639 |
Nov 25, 2013 |
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15806247 |
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13460602 |
Apr 30, 2012 |
8591326 |
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14089639 |
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12332149 |
Dec 10, 2008 |
8167724 |
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13460602 |
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61012688 |
Dec 10, 2007 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/87 20140902;
A63F 2300/5546 20130101; A63F 13/71 20140902; A63F 2300/5586
20130101; A63F 2300/532 20130101; A63F 13/75 20140902; G06Q 10/00
20130101; A63F 13/79 20140902 |
International
Class: |
A63F 13/75 20060101
A63F013/75; A63F 13/71 20060101 A63F013/71; A63F 13/79 20060101
A63F013/79; G06Q 10/00 20060101 G06Q010/00 |
Claims
1. A method comprising: moving a first avatar in a
three-dimensional environment based on user input received from a
first user; and moving a second avatar in the three-dimensional
environment based on user input received from a second user,
wherein movement of the second avatar is limited by a current
location of the first avatar in the three-dimensional
environment.
2. The method of claim 1, wherein the movement of the second avatar
is limited to stay within an area defined by a perimeter about the
current location of the first avatar.
3. The method of claim 1, wherein the movement of the second avatar
is limited to stay within an area defined by an angular
relationship with respect to a direct path between the location of
the second avatar and the location of the first avatar.
4. The method of claim 1, wherein moving the second avatar in the
three-dimensional environment based on the user input received from
the second user includes: moving the second avatar in the
three-dimensional environment based on a first user input received
from the second user based on the current location of the first
avatar; and forgoing movement of the second avatar in the
three-dimensional environment based on a second user input received
from the second user based on the current location of the first
avatar.
5. The method of claim 1, further comprising: receiving, from the
second user, a request for guest access to the three-dimensional
environment; and in response to granting the request, moving the
second avatar in the three-dimensional environment based on the
user input received from the second user.
6. The method of claim 5, wherein the request is granted in
response to determining that the first avatar has a current
location in the three-dimensional environment.
7. The method of claim 5, wherein the request is granted in
response to determining that the first user has an available guest
permit.
8. The method of claim 5, wherein the request is granted in
response to determining that the request includes a password
associated with guests of the first user.
9. The method of claim 1, further comprising rendering the second
avatar with a visual indication of a guest status and rendering the
first avatar without the visual indication.
10. The method of claim 1, further comprising rendering a visual
indication associating the second avatar with the first avatar.
11. The method of claim 10, wherein the visual indication includes
a visual link between the current location of the first avatar and
a current location of the second avatar.
12. A system comprising: a non-transitory memory; and one or more
processors to: move a first avatar in a three-dimensional
environment based on user input received from a first user; and
move a second avatar in the three-dimensional environment based on
user input received from a second user, wherein movement of the
second avatar is limited by a current location of the first avatar
in the three-dimensional environment.
13. The system of claim 12, wherein the movement of the second
avatar is limited to stay within an area defined by a perimeter
about the current location of the first avatar.
14. The system of claim 12, wherein the movement of the second
avatar is limited to stay within an area defined by an angular
relationship with respect to a direct path between the location of
the second avatar and the location of the first avatar.
15. The system of claim 12, wherein the one or more processors are
to move the second avatar in the three-dimensional environment
based on the user input received from the second user by: moving
the second avatar in the three-dimensional environment based on a
first user input received from the second user based on the current
location of the first avatar; and forgoing movement of the second
avatar in the three-dimensional environment based on a second user
input received from the second user based on the current location
of the first avatar.
16. The system of claim 12, wherein the one or more processors are
further to: receive, from the second user, a request for guest
access to the three-dimensional environment; and in response to
granting the request, move the second avatar in the
three-dimensional environment based on the user input received from
the second user.
17. The system of claim 12, wherein the one or more processors are
further to render the second avatar with a visual indication of a
guest status and render the first avatar without the visual
indication.
18. The system of claim 12, further comprising displaying a visual
indication associating the second avatar with the first avatar.
19. The system of claim 18, wherein the visual indication includes
a visual link between the current location of the first avatar and
a current location of the second avatar.
20. A non-transitory computer-readable medium having instructions
encoded thereon which, when executed by a device including one or
more processors, cause the device to: move a first avatar in a
three-dimensional environment based on user input received from a
first user; and move a second avatar in the three-dimensional
environment based on user input received from a second user,
wherein movement of the second avatar is limited by a current
location of the first avatar in the three-dimensional environment.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. patent
application Ser. No. 16/398,054, filed Apr. 29, 2019, which is a
continuation of U.S. patent application Ser. No. 15/806,247, filed
Nov. 7, 2017, which is a continuation of U.S. patent application
Ser. No. 14/089,639, filed Nov. 25, 2013, which is a continuation
of U.S. patent application Ser. No. 13/460,602, filed Apr. 30,
2012, which is a continuation of U.S. patent application Ser. No.
12/332,149 filed Dec. 10, 2008, which claims priority pursuant to
35 U.S.C. .sctn. 119(e) to U.S. Provisional Patent App. No.
61/012,688, filed Dec. 10, 2007, which are all hereby incorporated
by reference in their entireties.
BACKGROUND
1. Field of the Inventions
[0002] The present invention relates to multi-player virtual
environments such as used in computer gaming, and in particular for
guest management in an online multi-player virtual reality
environment.
2. Description of Related Art
[0003] Various simulation games are known in which a 3-D physical
world (actual or fantasy) is simulated. Games of this type are
sometimes referred to as "virtual reality" or "virtual reality
universe" (VRU) games. In known VRU games, an actual or fantasy
universe is simulated within a computer memory. Multiple players
may participate in a in the game through a computer network, such
as a local area network or a wide area network. Each player selects
an "avatar," often a three-dimensional figure of a man, woman, or
other being, to represent them in the VRU environment. An "avatar"
generally refers to an image representing a user in a multi-user
virtual reality (VR) space, or VR-like space. Players send inputs
to a VRU engine to move their avatars around the VRU environment,
and are able to cause interaction between their avatars and objects
in the VRU. For example, a player's avatar may interact with an
automated entity or person, simulated static objects, or avatars
operated by other players.
[0004] The VRU may take the form of at least one area or
environment which is a virtual-reality three-dimensional map
existing in a computer memory, consisting of elements that may
include but are not limited to representations of rooms, outdoor
areas, exotic environments, objects, people, animals, robots,
avatars, robot avatars, time elements, additional spatial elements,
and activities. Users establish a presence in the VRU by creating
or using an avatar, which is a three-dimensional representative of
the user in the VRU, and which can be navigated by the user around
various environments in the VRU. A view or views of the VRU are
displayed to the user using a client computer display and user
interface software as known in the art. Each user provides input to
a computer controlling the VRU using an input device connected to a
local node or client, which is in turn connected to the networked
computer system. The VRU is shared by all players and participants,
using elements from the common memory.
[0005] Essentially, the computer system generates 3-D, real-time,
transient animation of avatars and other objects that include
responses to user inputs, such as move right, left, etc. For
example, avatars may be limited to simply observing the environment
or area. But usually, avatars can interact with some or all of:
other avatars, objects, the environment (e.g., walls, floors,
roads, lakes, etc.), and automated or robotic avatars within at
least one environment. Interactions by one avatar with any other
avatar, object, the environment or automated or robotic avatars
may, in some cases, but need not, result in outcomes that may
effect or otherwise be observed or experienced by other avatars,
objects, the environment, and automated or robotic avatars within
the at least one environment of the VRU.
[0006] The VRU may be accessible via the Internet through client
programs. Often, entry into the VRU is limited to registered or
paying members. This may, in certain instances, provide a barrier
to entry into the VRU to those who are not familiar with the VRU
environment. Thus, it may be desirable to provide the option of
allowing guest access into the VRU environment. However, allowing
unescorted guests without a vested interest in the integrity of the
virtual environment--or without knowledge of the customs and
practices in the virtual environment--might lead to reduced
enjoyment for members.
SUMMARY
[0007] The present method and system provides for managing guest
access into an online, multi-player VRU environment. Guest access
is provided through existing members of the VRU by, for example,
providing members a certain number of guest permits to share with
non-members. Once a guest is permitted access into the VRU, the
guest may be able to participate in the VRU environment through a
guest avatar.
[0008] Because there exists the potential for abuse in having two
users share a single membership (i.e., a paying or registered
member and a guest), one or more limitations may be placed upon the
guest's access into the VRU environment. For example, guest avatars
may be associated with member avatars such that the guest avatar's
movement is limited by the location of the member avatar in the VRU
environment. This may be accomplished by, for example, setting a
perimeter defining an area about the member avatar and requiring
the guest avatar to stay within the defined area. Alternatively,
the guest avatar may be permitted freedom of movement in the
direction of a direct path to the member avatar. The freedom of
movement may also be a defined area in angular relation with
respect to the direct path (i.e., 30 degrees of the direct path of
the member avatar).
[0009] If a guest avatar is found to have violated one or more of
limitations by, for example, moving outside of a defined area about
the member avatar, a warning may be displayed to the user
controlling the guest avatar or the guest may be forcibly moved
into the defined area. If the guest avatar repeatedly violates the
limitations, guest access into the VRU may be terminated. Thus, the
number of times that the guest avatar violates the one or more
limitations may be tallied and recorded such that if the number
exceeds a predetermined number, guest access is automatically
terminated.
[0010] Alternatively, the guest avatar's movement may be limited
such that the guest avatar is incapable of moving outside of a
defined area bout the member avatar. In such an embodiment, the
guest member cannot move the guest avatar outside of the defined
area and therefore preventing violations of the limitations by the
guest avatar.
[0011] In addition to limiting the guest avatar's movement relative
to the location of the member avatar, the guest avatar may be
subject to other limitations. For example, certain VRU
functionality available to member avatars may not be available to
guest avatars, such as, for example, instant messaging, chat,
in-game mail, avatar facial expressions, gestures and other
activity limitations. These limitations may help protect the
integrity of the VRU environment.
[0012] In one preferred embodiment, a guest-management system in an
online multiplayer virtual reality environment is provided. The
guest-management system comprises a network interface disposed to
receive a guest access request and input data from a plurality of
remotely-located clients. The guest access request is for a guest
client associated with a member client. The input data is operative
to control avatars associated with the remotely-located clients in
a modeled virtual reality environment. A memory holds program
instructions operable for implementing the guest-management system.
These instructions include determining whether the guest access
request is associated with a member client, allowing the guest
client to provide input data operative to at least control a guest
avatar's movements in the modeled virtual reality environment if
the guest access request is associated with the member client; and
applying one or more restrictions on the guest avatar's movements
based on a location of a member avatar controlled by the associated
member client in the modeled virtual reality environment. The
guest-management system further comprises a processor, in
communication with the memory and the network interface, configured
for operating the program instructions.
[0013] In another preferred embodiment, a computer-implemented
method for providing guest management in an online multiplayer
virtual reality environment is provided. The method comprises
receiving input data operative to control one or more avatars in a
multi-user modeled virtual reality environment, the avatars each
being associated with a remotely-located client; receiving a guest
access request for a guest client; determining whether the guest
access request is associated with a member client; allowing the
guest client to provide input data operative to control a guest
avatar in the modeled virtual reality environment if the guest
access request is associated with the member client; and applying
restrictions on the guest avatar's movements based on a location of
a member avatar of the associated member client in the virtual
reality environment.
[0014] In a further preferred embodiment, a computer-readable media
encoded with program instructions is provided. The program
instructions are operative to cause a computer to perform the steps
of receiving input data at a host from multiple remote clients for
coordinating a multi-user virtual reality process; receiving a
guest access request for a guest client; determining whether the
guest access request is associated with a member client; allowing
the guest client to provide input data operative to control a guest
avatar in the modeled virtual reality environment if the guest
access request is associated with the member client; and applying
restrictions on the guest avatar's movements based on a location of
a member avatar of the associated member client in the virtual
reality environment.
[0015] A more complete understanding of the method and system for
managing guest access into the VRU environment will be afforded to
those skilled in the art, as well as a realization of additional
advantages and objects thereof, by a consideration of the following
detailed description of the preferred embodiment. Reference will be
made to the appended sheets of drawings, which will first be
described briefly.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] FIG. 1 is a flow diagram illustrating an embodiment of a
method of anti-collusive vote weighting.
[0017] FIG. 2 is a block diagram illustrating an embodiment of an
anti-collusive vote weighting system.
[0018] In the detailed description that follows, like element
numerals are used to describe like elements appearing in one or
more of the figures.
DETAILED DESCRIPTION OF VARIOUS EMBODIMENTS
[0019] One of ordinary skill in the art will find that there are a
variety of ways to design a client or server architecture.
Therefore, the methods and systems disclosed herein are not limited
to a specific client or server architecture. Methods and systems
for animation control of multiple participants in a VRU are
disclosed in commonly owned co-pending U.S. patent application Ser.
No. 11/963,765, filed Dec. 21, 2007, which is incorporated herein
by reference in its entirety.
[0020] FIG. 1 is a flow diagram illustrating an exemplary method
100 in accordance with the present disclosure. At step 110, a
request for guest access to a virtual reality game is received from
a guest or an associated member. The request may be for guest
access to a social networking site or other multi-participant
online and/or entertainment site. The member may be a paying or
registered member of the VRU. The member may be given a number of
guest passes to share with non-members who are interested in
becoming members. The request for guest access may be received by a
VRU server from a client operated by the requesting user. It should
be appreciated that as part of an electronic environment provided
via a client-server system to a plurality of users, transactions
related to guest management will generally occur via the computer
system hosting the VRU, and comprise an integrated part of the VRU
environment.
[0021] At step 120, the VRU server may determine whether the member
has an available guest permit. The virtual reality game and/or
social networking site may limit the number of guest permits each
member has for a predetermined time period. For example, a guest
may be limited to one, two, or three guest permits at any one time,
such that while all the allotted permits are in use, no further
guests may be admitted. In the alternative, or in addition, guest
permits may be configured such that each permit expires after it is
used, and cannot be used again. If it is determined that the member
has at least one available guest permit, then at step 130, the
guest selected by the member is identified and allowed access to
the VRU.
[0022] Alternatively, guest access into the VRU may be limited
based on whether or not the guest is associated with a member
client. Thus, guest access to the VRU may be conditioned upon the
associated member being logged into the VRU. Therefore, the VRU
server may deny guest access if the associated member is not logged
into the VRU. In these embodiments, a guest permit may not be
needed and the guest may simply log into a member client's account
as a guest. For example, logging into the VRU may require a user to
input a user ID and a password. Thus, the guest may access a
member's account by inputting the member user ID and a separate
different password reserved for guests. This allows both member and
guest access into a single account while at the same time enabling
the system server to differentiate the two users. Once a guest is
allowed access into the VRU, the guest will be able to participate
in the VRU through a guest avatar and to input data to control the
movement of the guest avatar in the VRU.
[0023] At step 140, the guest is notified about guest requirements
and that failure to follow the guest requirements may result in
termination of guest privileges. The guest avatar is allowed
freedom of movement in the VRU subject to certain restrictions.
These restrictions may be tied to a location of a member avatar of
the associated member client in the VRU. Thus, for example, as the
member avatar moves in the VRU, the guest avatar may be required to
move in the same direction. The limitations on the guest avatar's
movements may be configured in any number of ways. For example, the
guest requirements may comprise a perimeter limitation that limits
the distance a guest avatar may be from its associated member
avatar. The perimeter may be established around the member defining
an area within which the guest must remain. The area may be a
predetermined distance from the member in all directions, such as a
circle, so as to closely associate the member with the guest.
Alternatively, the guest avatar's movements may be restricted based
on a direction of movement of the member avatar. For example, the
guest avatar may be permitted to move within an area that is
bounded by a predefined angle relative to the movement of the
member avatar. Alternatively, the guest may be allowed the freedom
of movement, but only in a certain direction, such as, for example,
in the direction of a direct path to the member. As a further
alternative, the guest may be able to move with some degree of
variation permitted, such as within thirty degrees of the direct
path to the member.
[0024] Because the member avatar may also be constantly moving
around the VRU environment, it may be necessary to continuously
recalculate the perimeter or boundary about the member avatar that
defines the area within which the guest avatar is permitted freedom
of movement. Additionally, it may be desirable to provide a status
screen showing the relative locations of the member avatar and the
guest avatar so that the guest may be able to ascertain and
anticipate the boundaries within which the guest is allowed to move
the guest avatar.
[0025] The guest requirements or restrictions may also include
limitations on chat, instant messaging, in-game mail, gesture,
facial expression and/or other activity limitations. The
limitations may be tailored within the virtual reality game and/or
networking site depending on various factors such as the level of
access of the member, the area(s) in which the member is allowed,
and the general requirements of every virtual reality game and/or
social networking site. As an example, in a social networking site,
it may be desirable for the site designer to limit the chat, facial
expressions, gestures and other activities within an area to ensure
enjoyment for each of the members of the site and/or area.
Conversely, the guest privileges may comprise the ability to
perform some or all of the activities of the guest limitations.
[0026] The VRU system may, in addition to such limitations, or as
an alternative to them, render avatars operated by guest in a
recognizable way, such as by a floating icon, halo, altered
coloration, or other visual effect. Other users may thereby be
alerted to the fact that a particular avatar is not being operated
by a member. The VRU system may also render a visual link or other
visual cue to link the guest avatar to the avatar of the guest's
host member.
[0027] At step 150, the system my determine whether the guest has
violated any of the guest requirements. At step 160, the guest is
notified of the violated guest requirements and that guest access
may be terminated if a number of violations is reached. The guest
may be moved within the area if the guest crosses outside of the
area. Alternatively, the VRU may be configured such that the guest
avatar cannot move outside the defined area. At step 170, it is
determined whether the guest has violated the predetermined number
of guest requirements. Steps 150, 160 and 170 may be repeated each
time the guest violates a guest requirement. At step 170, access to
the virtual reality game may be terminated if the guest is
determined to have violated the predetermined number of guest
requirements. The guest may also lose guest privileges.
[0028] FIG. 2 is a block diagram of a system 200 for guest
management in an online multiplayer virtual reality game. In an
aspect, the system 200 may comprise a Wide Area Network (WAN) 202,
network host computer 204, a plurality of clients 206, a database
server 208 and a database 210. The WAN may enable connectivity
between the network host computer 204, the plurality of clients
206, the database server 208 and the database 210. The network host
computer may comprise a guest management application 212, which may
be encoded on computer-readable media and configured for performing
the steps described herein. Alternatively, each of the plurality of
clients 206 may comprise a guest management program 214, which may
also be encoded on computer-readable media and configured for
performing the steps described herein. In yet another alternative
embodiment, some of the steps may be performed by the guest
management application 212, while other steps are performed by the
guest management program 214. The database server 208 and database
210 may be coupled to the network host computer 204 to store the
database that is used in connection with the method. Alternatively,
the database server 208 and/or database 210 may be connected to the
WAN 202 and may be operable to be accessed by the network hose
computer 204 via the WAN 202.
[0029] The plurality of clients 206 may further comprise an
internal hard disk 216 for storing the guest management program
214, a processor 218 for executing the guest management program 214
and/or performing other background tasks and an internal bus 220
for internally connecting the hard disk 216 and the processor 218.
The hard disk 216 may also be configured to store the database used
in the method described herein. The notification of the guest
requirements and termination of guest access may be displayed on
the clients 206 via a web display 222.
[0030] Having thus described embodiments of a method and system for
guest management in an online multi-player virtual reality game, it
should be apparent to those skilled in the art that certain
advantages of the within system have been achieved. It should also
be appreciated that various modifications, adaptations, and
alternative embodiments thereof may be made within the scope and
spirit of the present invention. For example, a system operable
over a wide area network has been illustrated, but it should be
apparent that the inventive concepts described above would be
equally applicable to systems operating over other networks.
* * * * *