U.S. patent application number 17/324503 was filed with the patent office on 2021-11-25 for mix tape digital assets in virtual environments.
The applicant listed for this patent is Sony Group Corporation, Sony Music Entertainment. Invention is credited to Thomas Sachson, Bradley Spahr.
Application Number | 20210365526 17/324503 |
Document ID | / |
Family ID | 1000005663909 |
Filed Date | 2021-11-25 |
United States Patent
Application |
20210365526 |
Kind Code |
A1 |
Sachson; Thomas ; et
al. |
November 25, 2021 |
MIX TAPE DIGITAL ASSETS IN VIRTUAL ENVIRONMENTS
Abstract
Managing access to digital content in a virtual environment
using virtual content rights, including: providing a virtual
content rights database comprising data associating a user of the
virtual environment with the virtual content rights acquired with
respect to the digital content; receiving a request from a device
of the user for assignment of the virtual content rights of the
digital content, wherein the user uses the device to interface with
the processor; updating the virtual content rights database to
indicate the assignment of the virtual content rights to the user;
receiving data from the device of the user holding the virtual
content rights to digital content including songs to create a
virtual mix tape having at least one of the songs; and updating the
virtual content rights database to indicate sharing of the virtual
mix tape by the user within the virtual environment.
Inventors: |
Sachson; Thomas; (Malibu,
CA) ; Spahr; Bradley; (Redondo Beach, CA) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Sony Group Corporation
Sony Music Entertainment |
Tokyo
New York |
NY |
JP
US |
|
|
Family ID: |
1000005663909 |
Appl. No.: |
17/324503 |
Filed: |
May 19, 2021 |
Related U.S. Patent Documents
|
|
|
|
|
|
Application
Number |
Filing Date |
Patent Number |
|
|
63027794 |
May 20, 2020 |
|
|
|
63044709 |
Jun 26, 2020 |
|
|
|
Current U.S.
Class: |
1/1 |
Current CPC
Class: |
G06F 21/10 20130101;
G06F 2221/2141 20130101; G10G 1/00 20130101; G10H 1/0025
20130101 |
International
Class: |
G06F 21/10 20060101
G06F021/10; G10G 1/00 20060101 G10G001/00; G10H 1/00 20060101
G10H001/00 |
Claims
1. A method for managing access to digital content in a virtual
environment using virtual content rights, the method comprising:
providing a virtual content rights database comprising data
associating a user of the virtual environment with the virtual
content rights acquired with respect to the digital content;
receiving, at a processor, a request from a device of the user for
assignment of the virtual content rights of the digital content,
wherein the user uses the device to interface with the processor;
updating the virtual content rights database to indicate the
assignment of the virtual content rights to the user; receiving, at
the processor, data from the device of the user holding the virtual
content rights to digital content including songs to create a
virtual mix tape having at least one of the songs; and updating the
virtual content rights database to indicate sharing of the virtual
mix tape by the user within the virtual environment.
2. The method of claim 1, wherein sharing of the virtual mix tape
comprises at least one of transferring, lending, renting, selling,
copying, and combining the virtual mix tape.
3. The method of claim 1, wherein sharing of the virtual mix tape
comprises at least one of displaying and playing for others in the
virtual environment.
4. The method of claim 1, further comprising receiving, at the
processor, a request to buy a blank virtual mix tape.
5. The method of claim 4, further comprising receiving, at the
processor, a request to copy the virtual mix tape having the at
least one of the songs to the blank virtual mix tape to produce a
second-generation virtual mix tape.
6. The method of claim 5, further comprising sending permission to
the user device that the user is now free to sell, trade, or give
away the second-generation virtual mix tape to other users within
the virtual environment.
7. The method of claim 1, wherein the virtual content rights for
the digital contents are held by other users and the songs included
in the virtual mix tape are owned by the other users.
8. The method of claim 7, further comprising deducting a set amount
from an account of the user in a user account database for the use
of the songs included in the virtual mix tape owned by the other
users.
9. The method of claim 1, wherein the digital content included in
the virtual mix tape further includes at least one of videos,
audios, photos, and other media items to personalize the sharing of
the virtual mix tape.
10. The method of claim 1, wherein the virtual mix tape includes at
least one of artworks, logos, writings, and other items to
personalize the sharing of the virtual mix tape.
11. The method of claim 1, further comprising adding a set amount
to an account of the user in a user account database for the use of
the digital content by other users, wherein the user holds the
virtual content rights to the digital content.
12. The method of claim 1, further comprising receiving, at the
processor, a request from a device of the user to add songs of
other users to the virtual mix tape of the user by trading access
to the songs owned by the user, wherein the other users hold the
virtual content rights to the songs to be added.
13. A system for managing access to digital content in a virtual
environment using virtual content rights, the system comprising: a
virtual content rights database comprising data associating a user
of the virtual environment with the virtual content rights acquired
with respect to the digital content; a processor to receive a
request from a device of the user for assignment of the virtual
content rights of the digital content, wherein the user uses the
device to interface with the processor, wherein the virtual content
rights database is updated to indicate the assignment of the
virtual content rights to the user, the processor to receive data
from the device of the user holding the virtual content rights to
digital content including songs to create a virtual mix tape having
at least one of the songs, wherein the virtual content rights
database is updated to indicate sharing of the virtual mix tape by
the user within the virtual environment.
14. The system of claim 13, wherein the processor receives a
request to copy the virtual mix tape having the at least one of the
songs to a blank virtual mix tape to produce a second-generation
virtual mix tape.
15. The system of claim 14, wherein the processor sends permission
to the user device that the user is now free to sell, trade, or
give away the second-generation virtual mix tape to other users
within the virtual environment.
16. The system of claim 13, further comprising a user account
database including an account of the user to deduct a set amount
from the account for the use of the songs included in the virtual
mix tape owned by other users.
17. The system of claim 13, further comprising a user account
database including an account of the user to add a set amount to an
account of the user for the use of the digital content by other
users, wherein the user holds the virtual content rights to the
digital content.
18. The system of claim 13, wherein the digital content included in
the virtual mix tape further includes at least one of videos,
audios, photos, and other media items to personalize the virtual
mix tape.
19. The system of claim 13, wherein the virtual mix tape includes
at least one of artworks, logos, writings, and other items to
personalize the virtual mix tape.
20. A non-transitory computer-readable storage medium storing a
computer program to manage access to digital content in a virtual
environment using virtual content rights, the computer program
comprising executable instructions that cause a computer to:
provide a virtual content rights database comprising data
associating a user of the virtual environment with the virtual
content rights acquired with respect to the digital content;
receive a request from a device of the user for assignment of the
virtual content rights of the digital content, wherein the user
uses the device to interface with the processor; update the virtual
content rights database to indicate the assignment of the virtual
content rights to the user; receive data from the device of the
user holding the virtual content rights to digital content
including songs to create a virtual mix tape having at least one of
the songs; and update the virtual content rights database to
indicate sharing of the virtual mix tape by the user within the
virtual environment.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefits of priority under 35
U.S.C. .sctn. 119(e) of co-pending U.S. Provisional Patent
Application No. 63/027,794, filed May 20, 2020, entitled "Mix Tapes
in Virtual Reality Environment" and U.S. Provisional Patent
Application No. 63/044,709, filed Jun. 26, 2020, entitled "Virtual
Content Management." The disclosures of the above-referenced
applications are incorporated herein by reference.
BACKGROUND
Field
[0002] The present disclosure relates to creating, owning,
transferring, and/or managing music-related digital assets, and
more specifically, to creating, owning, transferring, and/or
managing one or more music-related digital assets (such as mix
tapes and analogous music-related digital assets) in a virtual
environment.
Background
[0003] Currently, users can create, play, or transfer playlists of
songs and/or music videos. However, playing or transferring a
playlist of songs and/or music videos fails to provide meaningful
interactions or relationships among users and between users and
virtual environments.
SUMMARY
[0004] The present disclosure provides for creating, owning,
transferring, and/or managing one or more music-related digital
assets (such as mix tapes and analogous music-related digital
assets) in a virtual environment.
[0005] In one implementation, a method for managing access to
music-related digital content in a virtual environment using
virtual content rights is disclosed. The method includes: providing
a virtual content rights database comprising data associating a
user of the virtual environment with the virtual content rights
acquired with respect to the music-related digital content;
receiving, at a processor, a request from a device of the user for
assignment of the virtual content rights of the music-related
digital content, wherein the user uses the device to interface with
the processor; updating the virtual content rights database to
indicate the assignment of the virtual content rights to the user;
receiving, at the processor, data from the device of the user
holding the virtual content rights to music-related digital content
including songs and/or music videos to create one or more
music-related digital assets (such as mix tapes and analogous
music-related digital assets) having at least one of the songs
and/or music videos; and updating the virtual content rights
database to indicate sharing of the one or more music-related
digital assets (such as mix tapes and analogous music-related
digital assets) by the user within the virtual environment.
[0006] In another implementation, a system for managing access to
music-related digital content in a virtual environment using
virtual content rights is disclosed. The system includes: a virtual
content rights database comprising data associating a user of the
virtual environment with the virtual content rights acquired with
respect to the music-related digital content; a processor to
receive a request from a device of the user for assignment of the
virtual content rights of the music-related digital content,
wherein the user uses the device to interface with the processor,
wherein the virtual content rights database is updated to indicate
the assignment of the virtual content rights to the user, the
processor to receive data from the device of the user holding the
virtual content rights to music-related digital content including
songs and/or music videos to create one or more music-related
digital assets (such as mix tapes and analogous music-related
digital assets) having at least one of the songs and/or music
videos, wherein the virtual content rights database is updated to
indicate sharing of the one or more music-related digital assets
(such as mix tapes and analogous music-related digital assets) by
the user within the virtual environment.
[0007] In another implementation, a non-transitory
computer-readable storage medium storing a computer program to
manage access to music-related digital content in a virtual
environment using virtual content rights is disclosed. The computer
program includes executable instructions that cause a computer to:
provide a virtual content rights database comprising data
associating a user of the virtual environment with the virtual
content rights acquired with respect to the music-related digital
content; receive a request from a device of the user for assignment
of the virtual content rights of the music-related digital content,
wherein the user uses the device to interface with the processor;
update the virtual content rights database to indicate the
assignment of the virtual content rights to the user; receive data
from the device of the user holding the virtual content rights to
music-related digital content including songs and/or music videos
to create one or more music-related digital assets (such as mix
tapes and analogous music-related digital assets) having at least
one of the songs and/or music videos; and update the virtual
content rights database to indicate sharing of the one or more
music-related digital assets (such as mix tapes and analogous
music-related digital assets) by the user within the virtual
environment.
[0008] Other features and advantages should be apparent from the
present description which illustrates, by way of example, aspects
of the disclosure.
BRIEF DESCRIPTION OF THE DRAWINGS
[0009] The details of the present disclosure, both as to its
structure and operation, may be gleaned in part by study of the
appended drawings, in which like reference numerals refer to like
parts, and in which:
[0010] FIG. 1 is a flow diagram of a method for managing access to
music-related digital content in a virtual environment using
virtual content rights in accordance with one implementation of the
present disclosure;
[0011] FIG. 2 is a block diagram of a system for managing access to
music-related digital content in a virtual environment using
virtual content rights;
[0012] FIG. 3A is a representation of a computer system and a user
in accordance with an implementation of the present disclosure;
[0013] FIG. 3B is a functional block diagram illustrating the
computer system hosting the music-related digital content access
management application in accordance with an implementation of the
present disclosure.
[0014] FIG. 4 shows generation "0" (GEN0) and generation "1" (GEN1)
music-related digital assets;
[0015] FIG. 5 shows Generation "2" (GEN2) music-related digital
assets;
[0016] FIG. 6 shows Generation "3" (GEN3) music-related digital
asset;
[0017] FIG. 7 shows an overview of steps involved with a user
request to a platform administrator server;
[0018] FIG. 8 illustrates step (710) of FIG. 7;
[0019] FIG. 9 illustrates step (720) of FIG. 7;
[0020] FIG. 10 illustrates step (730) of FIG. 7;
[0021] FIG. 11 illustrates step (740) of FIG. 7;
[0022] FIG. 12 illustrates step (750) of FIG. 7;
[0023] FIG. 13 illustrates step (760) of FIG. 7;
[0024] FIG. 14 illustrates step (770) of FIG. 7; and
[0025] FIG. 15 shows an overview of steps involved with a platform
administrator request.
DETAILED DESCRIPTION
[0026] As described above, playing or transferring a playlist of
songs and/or music videos fails to provide meaningful interactions
or relationships among users, and/or between users and virtual
environment.
[0027] Certain implementations of the present disclosure include:
creating music-related digital assets (such as mix tapes and
analogous music-related digital assets) which are content
aggregations represented as unique virtual environment objects;
sharing the music-related digital assets (such as mix tapes and
analogous music-related digital assets) including, among others,
transferring, lending, renting, selling, copying, and combining the
music-related digital assets (such as mix tapes and analogous
music-related digital assets); and exposing music-related digital
assets (such as mix tapes and analogous music-related digital
assets) including displaying, playing for others in virtual
environment areas, and discovery through music-related digital
assets (such as mix tapes and analogous music-related digital
assets) relationships. After reading the above descriptions, it
will become apparent how to implement the disclosure in various
implementations and applications. Although various implementations
of the present disclosure will be described herein, it is
understood that these implementations are presented by way of
example only, and not limitation. As such, the detailed description
of various implementations should not be construed to limit the
scope or breadth of the present disclosure.
[0028] In one implementation, a virtual environment provides users
with virtual objects. Further, the users can interact in the
virtual environment visually (e.g., observing objects, writings,
and visual art) and aurally (speech, sounds). That is, the users
can see and interact with objects in the environment.
[0029] In one implementation, the users can create music-related
digital assets (such as mix tapes or analogous music-related
digital assets). To create an original music-related digital asset
(such as a mix tape or analogous music-related digital assets), a
user selects one or more songs and/or music videos (in whole or in
part), arranges them in an order if need be, selects a name and
appearance of the music-related digital asset, and creates a
music-related digital asset (such as a mix tape or analogous
music-related digital asset) object according to the selections. To
create a derived music-related digital asset (such as a mix tape or
analogous music-related digital asset), the user selects at least
one item in another music-related digital asset (such as another
mix tape or analogous music-related digital asset) and adds zero or
more additional items, original selections, or other digital items
from other music-related digital assets.
[0030] In other implementations, the users can perform the
following with the music-related digital assets (such as mix tapes
and analogous music-related digital assets): display the
music-related digital assets objects in locations, such as virtual
or physically real housing, shops, libraries, or publish them for
others to see; play the music-related digital assets for other
users to be heard by specific users or by location/proximity (e.g.,
playing a music-related digital asset in a user housing so that all
users in the housing can hear the music); inspect and access the
music-related digital assets of other users, according to access
settings; and/or share the music-related digital assets with other
users, such as displaying, playing for others in virtual or
physically real environment areas, and discovery through the
music-related digital asset's relationship to the virtual or real
physical environment. In one implementation, the system can provide
music discovery by identifying common aspects of playlists,
music-related digital assets, particular songs and/or music videos,
and environments.
[0031] In one implementation, a user holding the virtual content
rights to selected songs and/or music videos creates the
music-related digital assets (such as mix tapes and analogous
music-related digital assets) including the selected songs and/or
music videos by buying blank virtual media (e.g., represented by
virtual tapes or other media) from a virtual environment store and
recording the music-related digital assets to the blank virtual
media. In other implementations, the user can also add songs and/or
music videos of other users (holding the virtual content rights to
the songs and/or music videos being added) to the user's own
music-related digital asset by trading access to the user's own
music-related digital assets for access to the music-related
digital assets of the other users.
[0032] Once a music-related digital asset (such as a mix tape or
analogous music-related digital asset) having a plurality of songs
and/or music videos is completed, the owner of the music-related
digital asset can replicate the music-related digital asset by
copying the contents (e.g., songs and/or music videos, videos, and
other media contents) to another piece or blank virtual media to
produce a second copy. The owner is now free to sell, trade, or
give away the replicated music-related digital asset to others
within the virtual environment.
[0033] In the above music-related digital asset context, the
following alternative implementations are possible. In one
implementation, a user buys or creates artwork to add to the
music-related digital asset (e.g., on the cover or anywhere on the
outside of the music-related digital asset), and possibly copying
the artwork to other music-related digital assets. In another
implementation, a user is able to copy the music-related digital
assets of other users freely, for a fee, or upon completion of a
task requested or required by the virtual environment administrator
or the creator of the music-related digital asset. In another
implementation, the number of virtual song and/or music video
rights is limited to a capped amount for each user to avoid content
rights hoarding, or the number is set by the seniority of the user
within the virtual environment (e.g., more advanced users have more
capacity to hold rights to more songs and/or music videos). In
another implementation, derivative, second generational
music-related digital assets are created algorithmically or
manually by combining the contents of two separate music-related
digital assets. In another implementation, the provenance or record
of the history of content rights ownership is included within the
music-related digital asset (e.g., showing both current and past
content rights holders who may be contacted within the virtual
environment).
[0034] In another implementation, the virtual content rights held
by a user may be lost if the rights are not exercised often enough
by using the content asset within the virtual environment. This is
similar to the "use it or lose it" concept in which the user either
exercises the virtual content rights by using the content asset
(e.g., sharing, listening to, making music-related digital assets
(such as mix tape), etc.) or loses the virtual content rights. For
example, in a game environment, this concept would make the user
keep coming back to the game to keep the virtual content rights. In
another implementation, the virtual content rights to one content
asset are shared by multiple users within the virtual environment.
In another implementation, the user simultaneously controls
multiple content rights or a select few at a time. In this
implementation, the number of content rights controlled by the user
may be tied to the status level of the user, with the higher status
conferring more advanced or more numerous virtual content rights.
In another implementation, the user is rewarded more (with virtual
rewards, points, status, etc.) when the user's content asset (i.e.,
the song to which the user holds the virtual content rights) is
copied on music-related digital assets (such as mix tapes and
analogous music-related digital assets) or listened to more within
the virtual environment. In another yet implementation, to copy a
music-related digital asset in the virtual environment, the user
copying the music-related digital asset is required to travel to an
area of the virtual environment to affect a copying event (e.g.,
the user seeking to make a copy of a mix tape needs to touch the
blank virtual media to the mix tape to copy the artwork and/or the
content asset properties).
[0035] FIG. 1 is a flow diagram of a method 100 for managing access
to music-related digital content in a virtual environment using
virtual content rights in accordance with one implementation of the
present disclosure. In the illustrated implementation of FIG. 1, a
virtual content rights database is provided, at block 110, wherein
the database includes data associating a user of the virtual
environment with the virtual content rights acquired with respect
to the music-related digital content.
[0036] A request is received, at block 120, from a device of the
user for assignment of the virtual content rights of the
music-related digital content. In one implementation, the request
is received at the processor and the user uses the device to
interface with the processor. The virtual content rights database
is then updated, at block 130, to indicate the assignment of the
virtual content rights to the user. At block 140, data is received,
at the processor, from the device of the user holding the virtual
content rights to music-related digital content including songs
and/or music videos to create a one or more music-related digital
assets (such as mix tapes and analogous music-related digital
assets) having at least one of the songs and/or music videos as the
case may be. The virtual content rights database is then updated,
at block 150, to indicate sharing of the one or more music-related
digital assets by the user within the virtual environment. In one
implementation, sharing of the one or more music-related digital
assets includes at least one of transferring, lending, renting,
selling, copying, and combining the one or more music-related
digital assets (such as mix tapes and analogous music-related
digital assets). In one implementation, sharing of the one or more
music-related digital assets (such as mix tapes and analogous
music-related digital assets) includes at least one of displaying
and playing for others in the virtual environment.
[0037] In one implementation, the method further includes
receiving, at the processor, a request to buy a blank piece of
virtual media or more music-related digital assets (such as mix
tapes and analogous music-related digital assets). In one
implementation, the method further includes receiving, at the
processor, a request to copy the one or more music-related digital
assets (such as mix tapes and analogous music-related digital
assets) having the at least one of the songs and/or music videos to
the blank one or more music-related digital assets to produce a
second generation one or more music-related digital assets. In one
implementation, the method further includes sending permission to
the user device that the user is now free to sell, trade, or give
away the second generation one or more music-related digital assets
to other users within the virtual environment. In one
implementation, the virtual content rights for the music-related
digital contents are held by other users and the songs and/or music
videos included in the one or more music-related digital assets are
owned by the other users. In one implementation, the method further
includes deducting a set amount from an account of the user in a
user account database for the use of the songs and/or music videos
included in the one or more music-related digital assets owned by
the other users. In one implementation, the music-related digital
content included in the one or more music-related digital assets
(such as mix tapes and analogous music-related digital assets)
further includes at least one of videos, audios, photos, and other
media items to personalize the sharing of the one or more
music-related digital assets (such as mix tapes and analogous
music-related digital assets). In one implementation, the one or
more music-related digital assets (such as mix tapes and analogous
music-related digital assets) includes at least one of artworks,
logos, writings, and other items to personalize the sharing of the
one or more music-related digital assets. In one implementation,
the method further includes adding a set amount to an account of
the user in a user account database for the use of the
music-related digital content by other users, wherein the user
holds the virtual content rights to the music-related digital
content. In one implementation, the method further includes
receiving, at the processor, a request from a device of the user to
add songs and/or music videos of other users to the one or more
music-related digital assets of the user by trading access to the
songs and/or music videos owned by the user, wherein the other
users hold the virtual content rights to the songs and/or music
videos to be added.
[0038] FIG. 2 is a block diagram of a system 200 for managing
access to music-related digital content in a virtual environment
using virtual content rights in accordance with one implementation
of the present disclosure. The system 200 includes a processor 220,
a virtual content rights database 230, and a user account database
240.
[0039] In the illustrated implementation of FIG. 2, the virtual
content rights database 230 includes data associating a user of the
virtual environment with the virtual content rights acquired with
respect to the music-related digital content. The processor 220
receives a request from a device of the user for assignment of the
virtual content rights of the music-related digital content. The
user uses the device to interface with the processor. The virtual
content rights database is updated to indicate the assignment of
the virtual content rights to the user. The processor 220 also
receives data from the device of the user holding the virtual
content rights to music-related digital content including songs
and/or music videos to create a one or more music-related digital
assets having at least one of the songs and/or music videos. The
virtual content rights database 230 is then updated to indicate
sharing of the one or more music-related digital assets by the user
within the virtual environment.
[0040] In one implementation, the processor 220 receives a request
to copy the one or more music-related digital assets (such as mix
tapes and analogous music-related digital assets) having at least
one of the songs and/or music videos copied to one or more blank
music-related digital assets to produce a second generation of one
or more music-related digital assets. In one implementation, the
processor 220 sends permission to the user device that the user is
now free to sell, trade, or give away the second generation one or
more music-related digital assets to other users within the virtual
environment. In one implementation, the system further includes a
user account database 240 including an account of the user to
deduct a set amount from the account for the use of the songs
and/or music videos included in the one or more music-related
digital assets (such as mix tapes and analogous music-related
digital assets) owned by other users. In one implementation, the
system further includes a user account database 240 including an
account of the user to add a set amount to an account of the user
for the use of the music-related digital content by other users,
wherein the user holds the virtual content rights to the
music-related digital content. In one implementation, the
music-related digital content included in the one or more
music-related digital assets (such as mix tapes and analogous
music-related digital assets) further includes at least one of
videos, audios, photos, and other media items to personalize the
one or more music-related digital assets. In one implementation,
the one or more music-related digital assets (such as mix tapes and
analogous music-related digital assets) includes at least one of
artworks, logos, writings, and other items to personalize the one
or more music-related digital assets.
[0041] In one implementation, the system 200 shown in FIG. 2 is a
computer system that can support numerous mix tape creation,
publication, sharing, and exchanging functions located throughout
the virtual environment music world, with such functions accruing
benefits to one or more of the platforms, the users, content owners
and producers, third-parties, and the advertisers. In this regard,
the following are contemplated: (1) the computer system to support
the creation of music-related digital assets (such as mix tapes and
analogous music-related digital assets) exchanges and Walkman type
device for playback and social enablement; (2) the computer system
to support the creation of music-related digital assets (such as
mix tapes and analogous music-related digital assets) to be placed
within the virtual environment world to be found by other users;
(3) the computer system to support the creation of mix tape
playback on the user's virtual mobile phone; (4) the computer
system to support the creation of virtual environment world created
music-related digital assets (such as mix tapes and analogous
music-related digital assets) that are placed within the real
physical world as geo-located music-related digital assets to be
found by others (user or non-users using a mobile companion
application or analogous).
[0042] In one implementation, the system 200 is a system configured
entirely with hardware including one or more digital signal
processors (DSPs), general purpose microprocessors, application
specific integrated circuits (ASICs), field programmable gate/logic
arrays (FPGAs), or other equivalent integrated or discrete logic
circuitry. In another implementation, the system 200 is configured
with a combination of hardware and software.
[0043] FIG. 3A is a representation of a computer system 300 and a
user 302 in accordance with an implementation of the present
disclosure. The user 302 uses the computer system 300 to implement
a music-related digital content access management application 390
as illustrated and described with respect to the method 100 and the
system 200 in FIGS. 1 and 2.
[0044] The computer system 300 stores and executes the
music-related digital content access management application 390 of
FIG. 3B. In addition, the computer system 300 may be in
communication with a software program 304. Software program 304 may
include the software code for the music-related digital content
access management application 390. Software program 304 may be
loaded on an external medium such as a CD, DVD, or a storage drive,
as will be explained further below.
[0045] Furthermore, computer system 300 may be connected to a
network 380. The network 380 can be connected in various different
architectures, for example, client-server architecture, a
Peer-to-Peer network architecture, or other type of architectures.
For example, network 380 can be in communication with a server 385
that coordinates engines and data used within the music-related
digital content access management application 390. Also, the
network can be different types of networks. For example, the
network 380 can be the Internet, a Local Area Network or any
variations of Local Area Network, a Wide Area Network, a
Metropolitan Area Network, an Intranet or Extranet, or a wireless
network.
[0046] FIG. 3B is a functional block diagram illustrating the
computer system 300 hosting the music-related digital content
access management application 390 in accordance with an
implementation of the present disclosure. A controller 310 is a
programmable processor and controls the operation of the computer
system 300 and its components. The controller 310 loads
instructions (e.g., in the form of a computer program) from the
memory 320 or an embedded controller memory (not shown) and
executes these instructions to control the system. In its
execution, the controller 310 provides the music-related digital
content access management application 390 with a software system,
such as to enable the creation and configuration of engines and
data extractors within the asset managing application 390.
Alternatively, this service can be implemented as separate hardware
components in the controller 310 or the computer system 300.
[0047] Memory 320 stores data temporarily for use by the other
components of the computer system 300. In one implementation,
memory 320 is implemented as RAM. In one implementation, memory 320
also includes long-term or permanent memory, such as flash memory
and/or ROM.
[0048] Storage 330 stores data either temporarily or for long
periods of time for use by the other components of the computer
system 300. For example, storage 330 stores data used by the
music-related digital content access management application 390. In
one implementation, storage 330 is a hard disk drive.
[0049] The media device 340 receives removable media and reads
and/or writes data to the inserted media. In one implementation,
for example, the media device 340 is an optical disc drive.
[0050] The user interface 350 includes components for accepting
user input from the user of the computer system 300 and presenting
information to the user 302. In one implementation, the user
interface 350 includes a keyboard, a mouse, audio speakers, and a
display. The controller 310 uses input from the user 302 to adjust
the operation of the computer system 300.
[0051] The I/O interface 360 includes one or more I/O ports to
connect to corresponding I/O devices, such as external storage or
supplemental devices (e.g., a printer or a PDA). In one
implementation, the ports of the I/O interface 360 include ports
such as: USB ports, PCMCIA ports, serial ports, and/or parallel
ports. In another implementation, the I/O interface 360 includes a
wireless interface for communication with external devices
wirelessly.
[0052] The network interface 370 includes a wired and/or wireless
network connection, such as an RJ-45 or "Wi-Fi" interface
(including, but not limited to 802.11) supporting an Ethernet
connection.
[0053] The computer system 300 includes additional hardware and
software typical of computer systems (e.g., power, cooling,
operating system), though these components are not specifically
shown in FIG. 3B for simplicity. In other implementations,
different configurations of the computer system can be used (e.g.,
different bus or storage configurations or a multi-processor
configuration).
[0054] FIG. 4 to FIG. 6 show process step details and variable used
in connection with different generations 0-3 of music-related
digital assets A 410, B 420 and C 430 such as music playlists
created by different entities such as a celebrity 410,
non-celebrity 420 and a computer program 430.
[0055] FIG. 4 shows generation "0" (GEN0) and generation "1" (GEN1)
music-related digital assets. In one implementation, GEN0 is an
original music-related digital asset (in this example, a mixtape
playlist for music) that is created from "scratch" by a celebrity
410, non-celebrity 420, or Computer Program 430. The music-related
digital asset is not derived in any way from a pre-existing
music-related digital asset. Further, GEN1 is a new and unique
derivative music-related digital asset 440, 450, 460 created by
combining some or all of the contents from at least one GEN0
music-related digital asset 410, 420, 430 with some or all of the
contents from any one or more other music-related digital assets
(whether GEN0 or not).
[0056] FIG. 5 shows Generation "2" (GEN2) which is a new and unique
derivative music-related digital asset 510, 520 created by
combining some or all of the contents from at least one GEN1
music-related digital asset with some or all of the contents from
any one or more other music-related digital assets (including GEN0
and GEN1). It should be noted that when a GEN0 music-related
digital asset 410, 420, 430 is combined with a GEN1 music-related
digital asset 440, 450, 460, the newly spawned derivative
music-related digital asset retains a GEN1 attribute since it was
derived from a GEN0 music-related digital asset. That is, a newly
created, derived music-related digital asset (the "child"
music-related digital asset) generation type is determined by
adding one generation level to the lowest generation type
attributed to one of the input music-related digital assets
("parent").
[0057] FIG. 6 shows Generation "3" (GEN3) music-related digital
asset 610, 620 in which the progression from one generation to the
next continues without end based upon the rule that the derived
music-related digital asset (the "child" music-related digital
asset) generation type is determined by adding one generation level
to the lowest generation type attributed to one of the input
music-related digital assets ("parent")).
[0058] In further implementations, the following attributes could
be encoded into each music-related digital asset at the time of
their creation, recordation, or sharing (such attributes to be
irrevocable or amendable by the music-related digital asset's
creator or owner) be: (1) prohibited from being used in the
creation of a subsequent derivative child music-related digital
asset; (2) prohibited from being used in the creation of more than
"x" numbers of subsequent derivative child music-related digital
assets; (3) prohibited from being used in the creation of a
subsequent derivative child music-related digital asset if outside
a time period window for creating such derivative music-related
digital asset; (4) prohibited from being used in the creation of a
subsequent derivative child music-related digital asset absent the
payment of a fee to the subject parent music-related digital asset;
(5) prohibited from being used in the creation of a subsequent
derivative child music-related digital asset if one or more of the
other parent music-related digital assets used therein have
characteristics (e.g., certain genres of music, certain musical
artists, certain lyrics) that are not complementary to the
attributes as specified within the subject parent music-related
digital asset; (6) prohibited from being gifted, lent, or sold to
another party seeking to utilize such music-related digital asset;
(7) gifted, lent, or sold to another party seeking to utilize such
music-related digital asset via music-related digital asset
marketplace or analogous.
[0059] In addition, the following attributes could be encoded into
each music-related digital asset at the time of their creation,
recordation, or sharing (such attributes to be irrevocable or
amendable by the music-related digital asset's creator or owner).
The music-related digital asset so created may include meta data
describing and elaborating upon the contents of the music-related
digital asset (e.g., information and data beyond the music
playlist, including but not limited to imagery, sounds, music
tracks, literature, photos, virtual reality experiences, augmented
reality experiences, mixed reality experiences), wherein the
contents of the music-related digital asset may be "played" for a
user or owner of such music-related digital asset, the
music-related digital asset may be capable of recording for
posterity such interaction between the music-related digital asset
and the user thereof (e.g., the music-related digital asset will
record for posterity the first time a new artist song was played on
the Digital Tape). Such posterity recordation may include one or
more of the names of the song played, when it was played, how many
times it was played, where it was played, who played it (user
name), and analogous recordation elements.
[0060] The system and method described herein further contemplates
the creation and use of a music-related digital asset marketplace
where users may search for, discover, buy, sell, trade, create
derivative works therein, or otherwise utilize the various
music-related digital assets (GEN0 and onwards) as described
herein.
[0061] Recording some or all of these features on a
cryptographically secure blockchain (public or private) so that the
music-related digital assets may be searched for, discovered,
bought, sold, traded, and created on a transparent, immutable
database system. By way of example, the assets may be fully
fungible assets, non-fungible tokens, or analogous.
[0062] In the case of a music-related digital asset that takes the
form of a digital, virtualized mixtape playlist of music, the
contents therein (including any meta data still images, video,
text, or analogous) may be played back in any one or more
virtualized playback devices (e.g., such a virtualized cassette
tape music player).
[0063] While the present disclosure contemplates the use of virtual
mixtapes of music, the concepts and ideas of this disclosure are
equally applicable to other non-music-related digital asset types
(movies, TV shows, art work, literature, imagery, clothing, etc.)
that are created as GEN0 non-music-related digital assets and then
re-mixed in a collaborative fashion with other music-related
digital assets and non-non-music-related digital assets to create
GEN1, GEN2, etc., music-related digital assets and
non-music-related digital assets of the same or different types
(e.g., mixing music with film, mixing film with literature,
etc.).
[0064] The description herein of the disclosed implementations is
provided to enable any person skilled in the art to make or use the
present disclosure. Numerous modifications to these implementations
would be readily apparent to those skilled in the art, and the
principals defined herein can be applied to other implementations
without departing from the spirit or scope of the present
disclosure. For example, variations to the virtual environment
include augmented reality (AR) environments, online environments
(MMO, social networks, etc.), and mobile companions to virtual
environments. Variations to the content include contents other than
songs and/or music videos (e.g., video, images, digital object
collections, and mixed types). Other variations include editing of
objects in collections (e.g., changing, combining, original
content) and uniqueness restrictions, scarcity. Thus, the present
disclosure is not intended to be limited to the implementations
shown herein but is to be accorded the widest scope consistent with
the principal and novel features disclosed herein.
[0065] All features of each above-discussed example are not
necessarily required in a particular implementation of the present
disclosure. Further, it is to be understood that the description
and drawings presented herein are representative of the subject
matter which is broadly contemplated by the present disclosure. It
is further understood that the scope of the present disclosure
fully encompasses other implementations that may become obvious to
those skilled in the art and that the scope of the present
disclosure is accordingly limited by nothing other than the
appended claims.
Virtual Rights Management ("Song Guardian")
[0066] The present disclosure pertains to the creation of a system
where music-related digital assets are managed in unique and novel
ways within virtual music-themed environment, and includes
following additional implementations.
[0067] In one implementation, the present disclosure relates to
computer-implemented systems and methods for creating, transferring
and managing music-related digital assets, and more particularly to
computer-implemented systems and methods of creating, transferring
and managing virtual content rights associated with music-related
digital assets such as music-related audio or video recordings,
virtual mixed music tapes or playlists, music-related static images
such as photos, paintings, and digitized art, etc., in a multiuser
music-related digital content engagement platform.
[0068] The present system improves over existing multiuser media
platforms such as online digital database and streaming services
that involve the listening, sharing and viewing of music and other
music-related digital content, by creating "virtual rights" to the
underlying music-related digital content to be interacted with,
where the virtual rights can be created, acquired, traded,
assigned, licensed, etc. Such a system thereby provides motivation
for users to enter, use, and stay engaged with the multiuser
music-related digital content platform and also helps users become
educated as to how music-related digital asset creation, ownership,
transfer, and licensing may be accomplished in the real world as to
actual underlying assets.
[0069] For example, in such a system involving songs and/or music
videos as the music-related digital content, every song and/or
music video can be provided with a single virtual title holder held
by a unique user of the system. To acquire the asset, a user can
enter the system, search for a song, and then decide to acquire the
virtual title to the song. The user can then use the platform to
acquire the virtual title to this song, such as by use of virtual
currency, trades, credits, etc., and would then subsequently be
listed as the virtual title holder of the music-related digital
content in the system. For motivation to stay engaged with and use
the system, so long as the user continues to come back into the
system, the user can continue to retain the virtual title, but if
the user fails to come back into the system, then the virtual title
to that song may be released back to the community where other
users can then acquire it.
[0070] In one aspect of the present disclosure, only one user can
claim virtual title to a music-related digital asset such as a
song. Namely, if User A has the virtual title to Song 1, and then
another User B who seeks to acquire title to Song 1 cannot do so,
at the moment, because User B would see that User A is the holder
of the virtual title. User B, however, may be provided with options
such as (1) making an offer to User A to acquire the virtual title
to the song; (2) join a waiting list to have the opportunity to
acquire the virtual title should User A allow it to expire, or (3)
do nothing.
[0071] In one aspect, a user's ownership of virtual title to a
music-related digital asset such as a song would not restrict other
users from playing the song, as it would still be playable like any
other song. Owners could also build their own "music rooms" (e.g.,
a virtual room called say "User A's Music Listening Room") and make
the song available in that virtual room, or it could be located
into a themed listening room matching the genre of the song.
[0072] In one aspect of the system, every time a titled song is
played anywhere in the system, the title holder would get rewarded,
such as moving up levels as a system user or receiving points or
other rewards. Thus, with the present system there is competitive
incentive to have the virtual title to popular songs and/or music
videos within the system. As new songs and/or music videos are
released with the system, users can be motivated to come into the
system to try and acquire the one virtual title available for the
song. For example, new releases from popular artists may be highly
desirable to acquire.
[0073] In some aspects of the present system, limits can be placed
on the number of songs and/or music videos a user can hold virtual
title to, such as five songs and/or music videos. In one aspect,
each music-related digital asset in the system has one virtual
title holder who must be a user of the system. Alternatively, the
system could allow a song to have multiple virtual title owners.
For example, 100 users could be permitted to have the virtual title
to a single song.
[0074] The present system provides improvement over prior systems
by using virtual content rights to music-related digital content to
create competition, incentive, and envy among users to spur more
usage and engagement within the system, and can create new ways to
monetize user and super users or fans.
[0075] One aspect of the present disclosure provides a
computer-implemented method for management of virtual content
rights of music-related digital assets comprising: providing a
virtual content rights database comprising data associating users
of a music-related digital content engagement platform with users'
virtual content rights acquired with respect to music-related
digital assets; receiving, at a platform administrator server, data
indicative of a request from a user for assignment of virtual
content rights of a music-related digital asset; determining, by
the platform administrator server, whether the requested virtual
content rights are eligible for assignment to the user and the
terms of the assignment if eligible; notifying, by the platform
administrator server, the user of the availability and a set of
terms for the user to acquire the virtual content rights, the terms
including duration of the assignment; receiving, by the platform
administrator server, data from the user indicative of which of the
terms are acceptable to the user as consideration for securing the
virtual content rights; sending, by the platform administrator
server to the user, data representing a digital contract based on
the terms indicated to be acceptable to the user, the digital
contract providing for assignment of the virtual content rights to
the user in accordance with one or more of the accepted terms;
receiving, by the platform administrator server, data indicative of
agreement by the user to the digital contract; and updating, by the
platform administrator server, the virtual content rights database
to indicate the assignment of the virtual content rights to the
user for the duration specified in the digital contract.
[0076] Another aspect of the present disclosure provides a
computer-implemented method for management of virtual content
rights of music-related digital assets comprising: providing a user
access portal for a user to interact with a music-related digital
content engagement platform that includes a virtual content rights
database comprising data associating users of the music-related
digital content engagement platform with users' virtual content
rights acquired with respect to music-related digital assets;
sending request information entered by the user via the access
portal to the platform administrator server, the request
information including data representing a user request for
assignment of virtual content rights of a music-related digital
asset; receiving data via the access portal indicative of
notification of the availability and a set of terms for the user to
acquire the virtual content rights, the terms including duration of
the assignment; sending acceptance information entered by the user
via the access portal to the platform administrator server, the
acceptance information including data representing which of the
terms are acceptable to the user as consideration for securing the
virtual content rights; receiving data via the access portal
representing a digital contract based on the terms indicated to be
acceptable to the user, the digital contract providing for
assignment of the virtual content rights to the user in accordance
with one or more of the accepted terms; and sending agreement
information entered by the user via the access portal to the
platform administrator server, the agreement information including
data representing agreement by the user to the digital
contract.
[0077] Basic method steps and variables involved in a user of a
multiuser music-related digital content engagement platform seeking
to obtain virtual content rights to a music-related digital asset
are shown in FIG. 7 through FIG. 14.
[0078] FIG. 7 shows an overview 700 of steps involved with a user
request to a platform administrator server, including: Start
virtual content right process; (710) the user of a music-related
digital content engagement platform requests assignment of one or
more virtual content rights from the platform administrator; (720)
platform administrator checks music-related digital content
engagement platform's virtual content rights database to see
whether the requested virtual content right is eligible for
assignment to the user, and if so, on what terms (sale, lease,
in-kind exchange, user performance award, gift, etc.); (730) if the
virtual content right sought is capable of being assigned to the
user, the platform administrator will notify the user of
availability and the terms (one or more options) for the user to
acquire such virtual content right; (740) the user will review such
terms and indicate to the platform administrator which set of
terms, if any, is acceptable to the user as consideration for
securing the virtual content right in question; (750) where the
user indicates to the platform administrator that a set of terms is
acceptable, a digital contract summarizing the assignment of such
virtual content right shall be created by the platform
administrator and delivered to the user for acceptance; (760) the
user then is free to agree to, reject, or ignore the digital
contract received from the platform administrator; (770) should
user agree to the digital contract, the terms therein shall be
memorialized within the virtual content rights database and the
agreed upon virtual content rights shall be assigned to the user
for the life of the digital contract; and stop virtual content
right process.
[0079] FIG. 8 illustrates step (710) of FIG. 7. In FIG. 8, the user
of the music-related digital content engagement platform requests
assignment of one or more virtual content rights from the platform
administrator server. In one implementation, the "music-related
digital content" includes music-related audio recordings (e.g.,
music), music-related video recordings (e.g., film, TV, web shows),
music-related static imagery (e.g., photos, paintings, digitized
art), music-related live streamed content, combinations of various
mediums, music-related digital virtual real estate, music-related
digital virtual goods, and analogous music-related digital
content.
[0080] In one implementation, a "virtual content right" includes an
appropriate right (whether partial to comprehensive) that the
platform administrator may be permitted to "legally" assign, either
permanently or temporarily, to the user, for consideration or
otherwise. Examples of a virtual content right includes the right
of the user to earn "in-platform" points or credits whenever
another platform user engages with or consumes the associated
content (e.g., another user listens to a song that the user has the
virtual content right to).
[0081] FIG. 9 illustrates step (720) of FIG. 7. In FIG. 9, the
platform administrator checks music-related digital content
engagement platform's virtual content rights database to see
whether the requested virtual content right is eligible for
assignment to the user, and if so, on what terms (sale, lease,
in-kind exchange, user performance award, gift, etc.).
[0082] The terms may include, but are not limited to, the user
paying a fee for perpetual or time limited rights over the use of
the subject content, the user being assigned such subject rights as
consideration for trading some other platform associated content
right(s) previously assigned to the user by the platform
administrator, the user being assigned such rights as a reward for
partaking in a particular in-platform activity (e.g., winning a
sweepstakes, viewing certain ads), the user being assigned such
rights for any other reason the platform administrator deems
appropriate in their discretion as platform administrator, or
analogous situations meriting the assignment of such rights to the
user.
[0083] The terms may reflect the requirements of the party
controlling the virtual content right, which might be the platform
administrator or another user.
[0084] FIG. 10 illustrates step (730) of FIG. 7. In FIG. 10, if the
virtual content right sought is capable of being assigned to the
user, the platform administrator will notify the user of
availability and the terms (one or more options) for the user to
acquire such virtual content right.
[0085] The platform administrator may offer one or more options to
the user, and may dynamically price such options. By way of
example, the platform administrator might make the consideration
vary depending on the time and manner the right is sought.
Similarly, the platform administrator might offer the right to one
user for consideration "x" and offering the same right to another
user for consideration "y", with the delta being determined by the
status of each user (one is a higher ranked user compared to the
other).
[0086] It is also contemplated that the terms are not generated by
the platform administrator, but by another user that holds the
virtual content right in question (and are merely being delivered
to the user by the platform administrator).
[0087] FIG. 11 illustrates step (740) of FIG. 7. In FIG. 11, the
user will review such terms and indicate to the platform
administrator which set of terms, if any, is acceptable to the user
as consideration for securing the virtual content right in
question.
[0088] The user will be able to assess the offer based upon
numerous factors, including data provided from the platform
administrator relating to the performance qualities of the
music-related digital content asset sought (e.g., revenues
generated, play counts, biographical information relating to the
creator of the music-related digital content, previous holders of
the music-related digital content assets).
[0089] FIG. 12 illustrates step (750) of FIG. 7. In FIG. 12, where
the user indicates to the platform administrator that a set of
terms is acceptable, a digital contract summarizing the assignment
of such virtual content right shall be created by the platform
administrator and delivered to the user for acceptance.
[0090] The digital contract to be crafted utilizes the appropriate
platform components, likely to include the virtual content rights
database, the purchasing user's platform account data, the selling
user's account data, and one or more access, audit, and payment
databases supporting the platform generally.
[0091] FIG. 13 illustrates step (760) of FIG. 7. In FIG. 13, the
user then is free to agree to, reject, or ignore the digital
contract received from the platform administrator. The user may
also be able to counter-offer (technically a rejection followed by
new offer) to the holder of the virtual content right, whether it
be the platform administrator or another user.
[0092] Offers may also be held open for a given period of time,
whether at the direction of the platform administrator or the other
user controlling such rights. Offers may also be held open for
longer periods of time where the user pays consideration to keep
such offer open (an option mechanic). Rejected offers may or may
not result in the offer being made available to other users, or may
require the rights holder to re-confirm the terms for
assignment.
[0093] FIG. 14 illustrates step (770) of FIG. 7. In FIG. 14, should
user agree to the digital contract, the terms therein may be
memorialized within the virtual content rights database and the
agreed upon virtual content rights can be assigned to the user for
the life of the digital contract.
[0094] Recordation may be to an internal database or external
database, including but not limited to blockchain databases to
support music-related digital asset management.
[0095] The right assigned to the user may be retained one or more
of: permanently; temporarily (subject to time limit, maintenance
fee payments, satisfaction of maintenance actions by the user,
etc.); or disposable at the option of the user (gifting to another,
selling to another for cash or virtual currency, trading for other
in-kind digital or non-music-related digital asset(s), etc.).
[0096] Future assignments, disposals, etc. are to be recorded in
the virtual content rights database.
[0097] FIG. 15 shows an overview of steps involved with a platform
administrator request, including: start virtual content right
process; (1510) platform administrator queries the platform's
virtual content rights database to see whether any one or more of
various virtual content rights is eligible for assignment to one or
more users, and if so, on what terms (sale, lease, in-kind
exchange, user performance award, gift, etc.); (1520) based upon
the results of the database query, the platform administrator
proposes an offer to a user to assign to such user one or more
virtual content rights pertaining to subject content associated
with the platform; (1530) the user will review such terms and
indicate to the platform administrator which set of terms, if any,
is acceptable to the user as consideration for securing the virtual
content right in question; (1540) Where the user indicates to the
platform administrator that a set of terms is acceptable, a digital
contract summarizing the assignment of such virtual content right
shall be created by the platform administrator and delivered to the
user for acceptance; (1550) the user then is free to agree to,
reject, or ignore the digital contract received from the platform
administrator; (1560) should user agree to the digital contract,
the terms therein shall be memorialized within the virtual content
rights database and the agreed upon virtual content rights shall be
assigned to the user for the life of the digital contract; and Stop
virtual content right process.
[0098] The platform can accept and support a broad range of
music-related content types and combinations, which include, but
aren't limited to music-related audio recordings (e.g., music),
music-related video recordings (e.g., film, TV, web shows),
music-related static imagery (e.g., photos, paintings, digitized
art), music-related live streamed content, combinations of various
mediums, music-related digital virtual real estate, music-related
digital virtual goods, and analogous.
[0099] There are numerous embodiments of virtual content rights
contemplated by the system, which may include one or more of the
following:
[0100] Administrative Right: A virtual content right which grants
the user the right to dictate rules or permissions in regards to
how a piece of content can be used within the platform. For
example, if a user acquired the virtual administrative right to a
song, they could determine and set rules upon which other users of
the platform must adhere to in order to play that song.
[0101] Reward Right: A virtual content right where the user accrues
certain benefits and status within the virtual environment when
their associated music-related digital asset performs a certain way
(a) within the virtual environment and/or (b) in the real
world.
[0102] Scarcity Right: A virtual content right where a
music-related digital asset (such as a song) may only have one or
limited number of ownership slots available within the platform.
For example, if Song A had 10 ownership slots available, no more
than 10 users could acquire those slots.
[0103] These virtual content rights can be combined in any way at
the platform administrator's discretion.
[0104] There are numerous embodiments and use cases contemplated by
this system, with implementations including the following:
[0105] All music-related digital content types and combinations,
including but not limited to music-related audio recordings (e.g.,
music), music-related video recordings (e.g., film, TV, web shows),
music-related static imagery (e.g., photos, paintings, digitized
art), music-related live streamed content, combinations of various
mediums, music-related digital virtual real estate, music-related
digital virtual goods, and analogous.
[0106] All music-related digital content consumption channels and
combinations, including but not limited to desktop-based
applications (native applications and web-based), mobile-based
applications (native applications and web-based), console-based
applications (native applications and web-based), TV set-based
applications (native applications and web-based), and
appliance-based applications (native applications and
web-based).
[0107] All music-related digital content consumption platform types
and combinations, including but not limited to audio only (e.g.,
music streaming services), 2D and 3D video (e.g., video games),
virtual reality (e.g., video games), augmented reality (e.g., video
games), and mixed reality (e.g., video games).
[0108] A primary embodiment of the system involves using the
music-related digital content asset in a digital virtual
environment (akin to Fantasy Football or Fantasy Baseball) where
the user holding the virtual content right to that music-related
digital content asset accrues certain benefits and status within
the virtual environment when their associated music-related digital
asset performs a certain way (a) within the virtual environment
and/or (b) in the real world.
[0109] For instance, where the user is assigned the virtual content
right to a piece of digital music that is often played by others
within the virtual environment, the user would receive in-world
virtual rewards, coins, points, or other status enhancements within
the virtual environment each time the music was played within the
virtual environment. Similarly, the user might receive additional
virtual environment benefits when the music was played in the real
world (with such plays verified by Billboard, Spotify, etc.
[0110] Notwithstanding these virtual reward payments, the
real-world owner of the music-related digital content would still
be entitled to their contractual cash payout for each play in the
virtual environment or the real world, and the reward activities
relating to the virtual content right would not affect these
real-world rights and royalty expectations.
[0111] Below are further examples of the present disclosure.
[0112] In accordance with one aspect, every song has one virtual
title holder, which is held by some unique user of the system. For
example, say a user Jeff goes into the system and is a big fan of
the music of Musician1. Jeff then searches the song `Musician's
Music,` a song by Musician1, and then decides he wants to acquire
the virtual title to this song. Using virtual currency, Jeff uses
coins or the like to then acquire the virtual title to this song,
and he is then subsequently listed as the virtual title holder
within the system. So long as Jeff continues to come back into the
system, he continues to retain the virtual title. But if he fails
to come back in, then the virtual title to that song may be
released back to the community where other users can then acquire
it.
[0113] In one aspect, only one user can claim the "title" to a
song. Using the above example, if Jeff has the virtual title to
`Musician's Music,` and then another user, Mark, comes into the
system and also likes `Musician's Music,` he cannot at the moment
acquire it because he sees that Jeff is the virtual title holder.
Mark then has options, and could (1) make an offer to Jeff to
acquire the virtual title to the song from him; (2) join a waiting
list to have the opportunity to acquire the virtual title should
Jeff allow it to expire or (3) do nothing.
[0114] With a user's ownership of virtual title to a song, this
would not restrict other users from playing the song, as it would
still be playable like any other song. Mark could also build his
own "music room" (e.g., a virtual room called say "Mark's Music
Listening Room") and make the song available in that virtual room,
or it could be in say a Metal Themed Music Listening Room. In one
aspect of the system, every time the song is played anywhere in the
system, Jeff, the title holder, would get rewarded, such as moving
up levels as a system user or be provided with other rewards. Thus,
with the present system there is also competitive incentive to have
the virtual title to popular songs and/or music videos within the
system.
[0115] As new songs and/or music videos are released with the
system, users will be compelled to come into the system to try and
acquire the one virtual title available for the song. For example,
new releases from popular artists may be highly desirable to
acquire. Even for legacy or tail content, there will still be
competition within niche areas or neighborhoods of the system, such
as perhaps a "metal" genre neighborhood may be competitive for
acquiring legacy Musician1 songs and/or music videos.
Virtual Music Themed World
[0116] The present disclosure pertains to the creation of a
proprietary, affordable, robust, secure, adaptable, scalable, and
entertaining music themed world that may be accessed, consumed,
manipulated, and shared on a variety of multi-media digital
engagement platforms.
[0117] Title
[0118] System & method for creating, maintaining, and growing
of a virtual music themed world.
[0119] Abstract
[0120] The creation of an interactive, ever-expanding virtual
environment ("computer system") to be predominantly music themed
where users may immersively experience all types of music through
the use of a virtual environment device (e.g., a computer, game
console, virtual reality headset, mobile phone, augment reality
device) that can convey audio, visual, and haptic music experiences
to one or more virtual environment world users. In the course of
such virtual environment engagement, the users may interact with
other users in a social manner, communicating with through text,
chat, voice, visual, or analogous mediums. The users may also
engage with others who are not concurrently present within the
virtual environment world by leaving them messages in various
forms, or by sending messages to others outside the virtual
environment world completely (e.g., text message from within the
virtual environment world to a text recipient outside the virtual
environment world on a physical world phone). Further, the
immersive nature of the virtual environment world will enable
non-music types of interactions that are complementary to music
engagement, including, but not limited to brand engagements,
consumer purchase engagements for digital and/or physical
merchandise (standard issue, user-generated, customizable, or
otherwise), video games, scavenger hunts, rides, games of chance,
games of skill, virtual concerts, story-telling experiences,
virtual movies, virtual TV shows, virtual sport events, virtual
esports events, ownership, customization, and use of virtual
property, educational experiences, meditation, health, and
mindfulness experiences, and analogous. To better support these
types of diverse activities, the virtual environment world will
employ a virtual and non-virtual currency system to promote
economic interactions between the users and each other, the
platform operators themselves, as well as non-user participants in
the platform. Similarly, the system will support users in their
various engagements by having various forms of informational
prompts throughout, where users may be intelligently guided on the
features of the system as they pertain to those users tastes and
needs specifically (personalized guidance), and in some cases the
informational prompts may take the form of artificial intelligence
avatars (non-person characters) that present themselves to users a
in world characters to be interacted with.
[0121] Significant Aspects of the Present Disclosure
[0122] The computer system supporting this system can be
centralized on a single computer, on an array of computers, be
centrally housed, be distributed, and/or any combination thereof.
The computer system can be used to provide instructions to music
creators (human, artificial intelligence, or any combination
thereof) on modifications to be made to the new and distinct piece
of music under review by the present disclosure.
[0123] The computer system can be used to provide instructions to
music creators (human, artificial intelligence, or any combination
thereof) on the creation of new music.
[0124] The computer system can combine the analysis and results of
multiple instances of pre-existing and new and distinct pieces of
music and fundamental music segments extractions.
[0125] The computer system can be used to identify and advise on
the types of musical attributes to be avoided in a given new and
distinct piece of music under review by the present disclosure.
[0126] The computer system can be used to determine and/or confirm
the possible ranges of new music popularity, the level of
commercial appeal of new music, the level of synergy between the
subject music and paired products, services, and advertisements,
the price point or points at which the new music may be sold to
different types of music listeners, and the therapeutic benefits
likely to accrue to those listening to such new music.
[0127] The computer system can source a new and distinct piece of
music for analysis through direct submission by the operator of the
computer system.
[0128] The computer system can source a new and distinct piece of
music for analysis by automatically crawling publicly available
music pieces that are resident on third party systems (e.g.,
private databases or public Internet).
[0129] The computer system can support virtual concerts that enable
artists to create a "volumetric" and/or "holographic" version of
themselves and merge it with a virtual concert venue that they
design from their imagination.
[0130] The computer system can support music listening rooms as a
feature that customizes a virtual building and showcases songs
and/or music videos, lyrics, videos, photography, and factoids in
an immersive interactive experience.
[0131] The computer system can support artist ride experiences that
take users on an immersive journey featuring one or more songs
and/or music videos and simulating a traditional theme park
ride.
[0132] Comprehensive personalization allowing users to customize
their own music room, create virtual music-related digital assets
(such as mix tapes and analogous music-related digital assets), and
apply virtual clothing, hair styles, hats, etc. onto their
avatar.
[0133] The computer system can support virtual music
avatars/personalities engaging with users via artificial
intelligence and delivering personalized narratives, quests, and
other voice powered interactions.
[0134] The computer system can support storytelling & immersive
podcasts that tell an interactive story using a specific playlist
of songs and/or music videos, visuals, and voiceover narration.
[0135] The computer system can support customer collection,
engagement, retention, and reward mechanisms that are effective in
a physical amusement park setting as imported into a virtual
environment world setting.
[0136] The computer system can support design of the system to
enable porting to various head mount display ("HMD") systems,
whether PC-tethered HMDs, game console-tethered HMDs, all-in-one
mobile HMDs (e.g., Wi-Fi or cellular wireless connectivity HMDs),
mobile phone "slide in" HMDs, or otherwise.
[0137] The computer system can support the creation of community
events at scheduled times throughout the day (e.g., every hour the
EDM city goes into a light show like the way Hong Kong does every
night).
[0138] Advertising Related Aspects of the Present Disclosure
[0139] The computer system can support numerous functions related
to the engagement of users and advertisers, with such engagements
accruing benefits to one or more of the platforms, the users,
third-parties, and the advertisers. In this regard, the following
are contemplated:
[0140] The computer system to support virtual billboards where
users may engage with ad and get reward (virtual currency, content,
or music-related digital assets). The rewards to range from free or
discount coupons; and may be for in-world or outside-world
assets.
[0141] The computer system to support virtual brand sponsored areas
where users may engage with any activity within a brand sponsored
area and get reward (virtual currency, content, or music-related
digital assets). The rewards to range from free or discount
coupons; and may be for in-world or outside-world assets.
[0142] The computer system to support virtual concerts where users
engage with brand sponsored concerts and get reward (virtual
currency, content, or music-related digital assets). The rewards to
range from free or discount coupons; and may be for in-world or
outside-world assets.
[0143] The computer system to support virtual mini-games where
users engage with brand sponsored game and get reward (virtual
currency, content, or music-related digital assets). The rewards to
range from free or discount coupons; and may be for in-world or
outside-world assets.
[0144] The computer system to support virtual mini-rides where
users engage with brand sponsored game and get reward (virtual
currency, content, or music-related digital assets). The rewards to
range from free or discount coupons; and may be for in-world or
outside-world assets.
[0145] The computer system to support virtual non-billboard
artifacts where users engage with ad and get reward (virtual
currency, content, or music-related digital assets). In this case,
artifacts are to be stationary or moving (self-animated or moveable
by user). The rewards to range from free or discount coupons; and
may be for in-world or outside-world assets.
[0146] The computer system to support virtual product placement
artifacts where users engage with product and get reward (virtual
currency, content, or music-related digital assets). In this case,
artifacts are to be stationary or moving (self-animated or moveable
by user). The rewards to range from free or discount coupons; and
may be for in-world or outside-world assets.
[0147] The computer system to support virtual product placement
functional features (e.g., transportation) where end-users engage
with product (e.g., Lyft, Uber) and get reward (virtual currency,
content, or music-related digital assets). The rewards to range
from free or discount coupons; and may be for in-world or
outside-world assets.
[0148] Blockchain Related Aspects of the Present Disclosure
[0149] The computer system can support numerous functions related
to the use of blockchain technologies, with such functions accruing
benefits to one or more of the platforms, the users, content owners
and producers, third-parties, and the advertisers. In this regard,
the following are contemplated:
[0150] The computer system to support the creation of virtual
digital music-related merchandise scarcity, including mechanisms
for the recordation and trading of such music-related digital
assets.
[0151] The computer system to support the creation of one or more
music-related digital assets (such as mix tapes and analogous
music-related digital assets) scarcity, including mechanisms for
fostering "breed-able" digital DNA music-related digital assets
(such as mix tapes and analogous music-related digital
assets)/collaborative with artists who produce music-related
digital assets (such as mix tapes and analogous music-related
digital assets) that are designated by generation (e.g., the first
generation of a mix tape so produced would be a "Gen0" mix
tape).
[0152] The computer system to support the creation of virtual
music-related digital "real estate" scarcity, including mechanisms
for implementing blockchain scarcity, recordation, privacy, access
controls, personalization spaces for user rooms or other real
estate bought, sold, earned, or gifted. Further, the blockchain
mechanisms to support economic activities associated with
music-related digital real estate tied to artist brands (e.g.,
split revs with Artist when you buy and build house in "Artist
Land").
[0153] Browser Related Aspects of the Present Disclosure
[0154] The computer system can support numerous functions related
to the use of virtual web browsers located throughout the virtual
environment music world, with such functions accruing benefits to
one or more of the platforms, the users, content owners and
producers, third-parties, and the advertisers. In this regard, the
following are contemplated:
[0155] The computer system to support the creation of in-world
virtualized browsers for user consumption of music entertainment
content.
[0156] The computer system to support the creation of in-world
virtualized browsers for user consumption of film and TV
entertainment content.
[0157] The computer system to support the creation of in-world
virtualized browsers for user consumption of news entertainment
content.
[0158] The computer system to support the creation of in-world
virtualized browsers for user consumption of shopping entertainment
content.
[0159] The computer system to support the creation of in-world
virtualized browsers for user consumption of sports entertainment
content.
[0160] The computer system to support the creation of in-world
virtualized browsers for user consumption of educational
entertainment content.
[0161] The computer system to support the creation of in-world
virtualized browsers for user consumption of analogous
entertainment and non-entertainment content.
[0162] Commerce Related Aspects of the Present Disclosure
[0163] The computer system can support numerous commercial activity
functions located throughout the virtual environment music world,
with such functions accruing benefits to one or more of the
platforms, the users, content owners and producers, third-parties,
and the advertisers. In this regard, the following are
contemplated:
[0164] The computer system to support the discovery, interaction,
ordering, and/or fulfillment of commercial consumption of digital
entertainment and digital non-entertainment goods and services.
[0165] The computer system to support the discovery, interaction,
ordering, and/or fulfillment of commercial consumption of physical
entertainment and physical non-entertainment goods and
services.
[0166] Communications Related Aspects of the Present Disclosure
[0167] The computer system can support numerous functions related
to the use of communication technologies, with such functions
accruing benefits to one or more of the platforms, the users,
content owners and producers, third-parties, and the advertisers.
In this regard, the following are contemplated:
[0168] The computer system to support the creation of a virtual
communication channel that allows messaging of various types (e.g.,
voice, text, chat, video, photos, emojis) to be originated by a
party (e.g., platform operator, user, content owner and producer,
third-party, advertiser) within the virtual environment world and
be received by one or more parties inside of the virtual
environment world (e.g., on-to-one communications, one-to-several
communications, one-to-all communications).
[0169] The computer system to support the creation of a virtual
communication channel that allows messaging of various types (e.g.,
voice, text, chat, video, photos, emojis) to be originated by a
party (e.g., platform operator, user, content owner and producer,
third-party, advertiser) within the virtual environment world and
be received by one or more parties outside of the virtual
environment world (e.g., on-to-one communications, one-to-several
communications, one-to-all communications). In this case, the
message receipt externally may be a third-party messaging
application or a messaging application associated with the platform
itself (e.g., a "companion app").
[0170] In the case of internal and external messaging, one purpose
may be to keep parties informed of virtual environment world
happenings (new songs and/or music videos, games, rewards,
concerts, etc.) when they are inside or outside of the virtual
environment world (inside-out/outside-in functions).
[0171] Companion Application Related Aspects of the Present
Disclosure
[0172] The computer system can support numerous functions related
to the use of a non-virtual environment world companion application
residing on fixed and mobile devices outside of the virtual
environment world system, with such functions accruing benefits to
one or more of the platforms, the users, content owners and
producers, third-parties, and the advertisers. In this regard, the
following are contemplated:
[0173] The computer system to support the creation of a companion
application that fosters notifications to parties outside of the
virtual environment world relating to in-virtual environment world
games, rides, stories, concerts, digital merchandise and service
offerings, physical merchandise and service offerings, and
analogous.
[0174] The computer system to support the creation of a companion
application that fosters social (e.g., Twitter, Facebook,
Pinterest, Instagram) notifications to parties outside of the
virtual environment world relating to virtual environment world
activities.
[0175] The computer system to support the creation of a companion
application that fosters a dedicated communication channel between
parties outside of the virtual environment world and those inside
the virtual environment world, with such communications taking the
form of text, chat, voice, photos, videos, emojis, or
analogous.
[0176] The computer system to support the creation of a companion
application that allows parties outside of the virtual environment
world to engage fully or partially with aspects inside the virtual
environment world and earn points, credits, rewards, or otherwise
as if they were engaging from inside the virtual environment
world.
[0177] Virtual Concert Related Aspects of the Present
Disclosure
[0178] The computer system can support numerous functions relating
to the delivery of live and/or recorded virtual concerts within the
virtual environment world system, with such functions accruing
benefits to one or more of the platforms, the users, content owners
and producers, third-parties, and the advertisers. In this regard,
the following are contemplated:
[0179] The computer system to support the creation of branded,
real-world physical venues for concerts that are either recreated
within the virtual environment world as CGI assets, volumetrically
scanned, or rendered as a combination thereof.
[0180] The computer system to support the creation of branded,
previously (i.e., no longer in existence) real-world physical
venues for concerts that are either recreated within the virtual
environment world as CGI assets, volumetrically scanned, or
rendered as a combination thereof.
[0181] The computer system to support the creation of branded,
non-real-world (fictional) venues for concerts that are either
recreated within the virtual environment world as CGI assets,
volumetrically scanned, or rendered as a combination thereof.
[0182] The computer system to support the creation of fictional or
non-fictional virtualized venues for concerts that include a
concert experience represented by virtual special effects such as
fireworks, light shows, flying objects, and analogous that are
generated by the platform administrator of the virtualized venue, a
user of the virtualized venue, the users collectively of the
virtualized venue, a brand sponsor of the virtualized venue, or a
combination thereof.
[0183] The computer system to support the creation of fictional or
non-fictional virtualized venues for concerts that include a
concert experience represented by virtual user expressions such as
configurable user dance moves, emotes, object displays (e.g.,
lighters, glow sticks), and analogous that are generated by the
platform administrator of the virtualized venue, a user of the
virtualized venue, the users collectively of the virtualized venue,
a brand sponsor of the virtualized venue, or a combination
thereof.
[0184] The computer system to support the creation of fictional or
non-fictional virtualized venues for concerts that include a
concert experience represented by user avatar participation in the
virtual concert such as capturing of user avatar selfies, in-venue
virtual flying drone image captures of users, feed of user avatar
activities to one or more video screens within the venue (e.g., via
fixed position or flying drone crowd cams, and analogous that are
generated by the platform administrator of the virtualized venue, a
user of the virtualized venue, the users collectively of the
virtualized venue, a brand sponsor of the virtualized venue, or a
combination thereof.
[0185] Digital Merchandise and Services Related Aspects of the
Present Disclosure
[0186] The computer system can support numerous digital merchandise
and services activity functions located throughout the virtual
environment music world, with such functions accruing benefits to
one or more of the platforms, the users, content owners and
producers, third-parties, and the advertisers. In this regard, the
following are contemplated:
[0187] The computer system to support the discovery, interaction,
ordering, and/or fulfillment of commercial consumption of user
avatars.
[0188] The computer system to support the discovery, interaction,
ordering, and/or fulfillment of commercial consumption of
music-related digital virtual real estate.
[0189] The computer system to support the discovery, interaction,
ordering, and/or fulfillment of commercial consumption of user
personal space and avatar customization assets.
[0190] The computer system to support the discovery, interaction,
ordering, and/or fulfillment of commercial consumption of
user-controlled music rights where users can accrue prizes, points,
tickets, credits, and other items of value when other users in the
world engage with a song or music asset that is bound to the
account of the music rights owner in the world.
[0191] The computer system to support the discovery, interaction,
ordering, and/or fulfillment of commercial consumption activities
that are recorded and maintained on a blockchain.
[0192] The computer system to support the discovery, interaction,
ordering, and/or fulfillment of commercial consumption activities
that are originated within the virtual music world and delivered
physically in the real world (e.g., seeing a digital representation
of an object ion the virtual world and ordering its physical analog
for delivery to the user in the physical world).
[0193] Experience Discovery Related Aspects of the Present
Disclosure
[0194] The computer system can support numerous virtual environment
experience discovery activity functions located throughout the
virtual environment music world, with such functions accruing
benefits to one or more of the platforms, the users, content owners
and producers, third-parties, and the advertisers. In this regard,
the following are contemplated:
[0195] The computer system to support the creation of a virtual
environment music world directory guide, akin to a shopping mall
kiosk that you can walk up to and see what else is in the
world.
[0196] The computer system to support the creation of a "find your
favorite artist" feature where a user can stare at a particular
non-person character avatar (e.g., the musician Slash) and he will
start interacting and talking to you (similar to having Mickey
Mouse engage with a visitor at Disneyland). Similarly, a user might
engage long enough or in a certain way (e.g., answer trivia) and
receive rewards, merchandise, prizes, credits, etc. (rewards to be
for in-world or outside-world assets or services). Conversely, if a
user engages inappropriately the user will be punished (e.g., take
a selfie with him without asking for permission and the user you
might have their virtual phone camera smashed by the avatar on the
ground).
[0197] The computer system to support the creation of a real-world
map where a user can place a pin in the real city a user lives so
people can see where people are visiting from (social feature).
[0198] The computer system to support the discovery of AI based
music playlists, artificial intelligence driven virtual DJs,
etc.
[0199] The computer system to support the creation of a searchable
database that markets and sells platform music-related digital
assets (e.g., concert tickets, music-related digital assets (such
as mix tapes and analogous music-related digital assets), gold
records, music-related digital virtual real estate titles, virtual
coins, tokens, digital merchandise) and can be seen by other users
and enables buying, selling, trading of the same.
[0200] Virtual Character Related Aspects of the Present
Disclosure
[0201] The computer system can support numerous virtual character
functions located throughout the virtual environment music world,
with such functions accruing benefits to one or more of the
platforms, the users, content owners and producers, third-parties,
and the advertisers. In this regard, the following are
contemplated:
[0202] The computer system to support the creation of permanent or
continually changing virtual characters that populate the virtual
world and interact with real users represented as avatars within
the virtual world. The virtual characters may interact in several
ways, either through mere presence within the virtual world, the
sharing of basic information (e.g., event schedules), and making
relevant suggestions or commentary to users based upon those same
users' virtual world preferences (e.g., using artificial
intelligence or machine learning to interact with a user based upon
the user's past virtual world behaviors).
[0203] Further, these virtual characters may be influencers of
taste within and outside the virtual world, and may have their own
virtual apartments, shows, stores, brand endorsements, social media
accounts, and analogous within and outside of the virtual
world.
[0204] Environmental Effects Related Aspects of the Present
Disclosure
[0205] The computer system can support numerous virtual
environmental effect functions located throughout the virtual
environment music world, with such functions accruing benefits to
one or more of the platforms, the users, content owners and
producers, third-parties, and the advertisers. In this regard, the
following are contemplated:
[0206] The computer system to support the creation of an ever
changing and reskinning world assets (sky, buildings, rooms,
fireworks, meteors, etc.). In this regard, the effects can be
determined by the platform administrator of the virtual world, by
an individual user (singular) taste, by a collective of users
(collective) tastes, by brands, by artists, or by some combination
thereof. In addition, the effects may be set to music or not.
[0207] Game Related Aspects of the Present Disclosure
[0208] The computer system can support numerous virtual environment
gaming functions located throughout the virtual environment music
world, with such functions accruing benefits to one or more of the
platforms, the users, content owners and producers, third-parties,
and the advertisers. In this regard, the following are
contemplated:
[0209] The computer system to support the creation of artist
centric or genre/sub-genre centric scavenger hunts games with
rewards, where items found are influenced by various aspects
(location, skill, chance).
[0210] The computer system to support the creation of artist
centric or genre/sub-genre centric dance games with rewards.
[0211] The computer system to support the creation of role-playing
games where highest scoring players have status in music industry
world, such as Mayor, Tenant, Tourist, etc.
[0212] The computer system to support the creation of mix tape
competitions (e.g., which music-related digital assets (such as mix
tapes and analogous music-related digital assets) are copied the
most, played the most, etc.).
[0213] The computer system to support the creation of a new music
"fight club" room or "March Madness" room for new songs and/or
music videos stream counts from Billboard determine winners and
losers (winner gets a prize).
[0214] The computer system to support the creation of virtual
passport that gets virtually stamped as you go into different
cities/neighborhoods/rooms and that passport can be seen by other
users, as well as result in additional benefits or status accruing
to the user as the number of stamps in their passport
increases.
[0215] The computer system to support the creation of tracking and
awarding users with the greatest number of re-mixed tapes
created.
[0216] The computer system to support the creation of simple arcade
games like Flappy Bird (type), Corn Hole, Carnival Ball Throw,
Shooting Range, Bowling Alley. As an extension, the present
disclosure also contemplates having objects thrown or shot are
artists, records, guitars, speakers, disco balls, etc.
[0217] The computer system to support the creation of wagering type
games (traditional or unique).
[0218] The computer system to support the creation of Song Guardian
type game for both "Masters" and "Limited Editions", where the
virtual environment owner of that song gets virtual environment
world royalties each time the song is played by others in the
world.
[0219] The computer system to support the creation of music themed
sweepstakes with prizes.
[0220] Mix Tape Related Aspects of the Present Disclosure
[0221] The computer system can support numerous mix tape creation,
publication, sharing, and exchanging functions located throughout
the virtual environment music world, with such functions accruing
benefits to one or more of the platforms, the users, content owners
and producers, third-parties, and the advertisers. In this regard,
the following are contemplated:
[0222] The computer system to support the creation of music-related
digital assets (such as mix tapes and analogous music-related
digital assets) exchanges and Walkman type device for playback and
social enablement.
[0223] The computer system to support the creation of music-related
digital assets (such as mix tapes and analogous music-related
digital assets) to be placed within the virtual environment world
to be found by other users.
[0224] The computer system to support the creation of mix tape
playback on the user's virtual mobile phone.
[0225] The computer system to support the creation of virtual
environment world created music-related digital assets (such as mix
tapes and analogous music-related digital assets) that are placed
within the real physical world as geolocated music-related digital
assets to be found by others (user or non-users using a mobile
companion application or analogous).
[0226] Mobility Related Aspects of the Present Disclosure
[0227] The computer system can support numerous mobility functions
located throughout the virtual environment music world, with such
functions accruing benefits to one or more of the platforms, the
users, content owners and producers, third-parties, and the
advertisers. In this regard, the following are contemplated:
[0228] Branded subway service (e.g., Boring Company) to travel to
city, neighborhood, or a room.
[0229] Branded taxi service (e.g., Lyft) to travel to city,
neighborhood, or a room.
[0230] Branded tour bus service (e.g., London Double Decker) to
travel to city, neighborhood, or a room.
[0231] Mobile Phone UX Command--Teleportation, lateral and
horizontal movement, quick search, hot buttons, etc.
[0232] Rewards Related Aspects of the Present Disclosure
[0233] The computer system can support numerous reward functions
located throughout the virtual environment music world, with such
functions accruing benefits to one or more of the platforms, the
users, content owners and producers, third-parties, and the
advertisers. In this regard, the following are contemplated.
[0234] The computer system to support users engaging with concert
performances and get rewarded (virtual currency, content,
music-related digital assets, etc.). In the case of rewards, they
may be for in-world or outside-world assets, and can range from
free items to discount coupons.
[0235] The computer system to support users engaging with
designated functional feature (e.g., a new search feature, or new
mix feature) and get reward (virtual currency, content,
music-related digital assets, etc.). In the case of rewards, they
may be for in-world or outside-world assets, and can range from
free items to discount coupons.
[0236] The computer system to support users engaging with games
(scavenger hunt, games, wandering musician or guru who hands out
rewards) and get reward (virtual currency, content, music-related
digital assets, etc.). In the case of rewards, they may be for
in-world or outside-world assets, and can range from free items to
discount coupons.
[0237] Non The computer system to support users engaging with rides
and get reward (virtual currency, content, music-related digital
assets, etc.). In the case of rewards, they may be for in-world or
outside-world assets, and can range from free items to discount
coupons.
[0238] The computer system to support users engaging with any other
activity within a designated virtual environment world area and get
reward (virtual currency, content, music-related digital assets,
etc.). In the case of rewards, they may be for in-world or
outside-world assets, and can range from free items to discount
coupons.
[0239] Virtual Music-Related Real Estate Related Aspects of the
Present Disclosure
[0240] The computer system can support numerous virtual
music-related real estate functions located throughout the virtual
environment music world, with such functions accruing benefits to
one or more of the platforms, the users, content owners and
producers, third-parties, and the advertisers. In this regard, the
following are contemplated:
[0241] The computer system to support users engaging with virtual
music-related real estate that is artist created, managed, or
owned.
[0242] The computer system to support users that create their own
"settlement" (e.g., a house with my music collection) where other
users can visit and leave them messages (perhaps connecting your
Instagram or FB works here too).
[0243] The computer system to support users engaging with virtual
music-related real estate that is virtual environment music world
operator created, managed, or owned.
[0244] Ride Related Aspects of the Present Disclosure
[0245] The computer system can support numerous ride functions
located throughout the virtual environment music world, with such
functions accruing benefits to one or more of the platforms, the
users, content owners and producers, third-parties, and the
advertisers. In this regard, the following are contemplated:
[0246] The computer system to support users engaging "down the
rabbit hole" ride experiences where the user experience starts with
one song and meta data and it branches to five other songs and/or
music videos (linked), that are further linked to another five,
etc.
[0247] The computer system to support users engaging active ride
experiences where user choices at various stages of the ride result
in a changing narrative to the ride and the rewards earned (if
any).
[0248] The computer system to support users engaging passive ride
experiences where there are no user choices at various stages of
the ride.
[0249] The computer system to support having rides "leave" every
few minutes where multiple users can go on a particular virtual
environment ride experience together (just like ride schedules at
Disneyland).
[0250] The computer system to support users engaging in non-music
thematic rides associated with film, TV artists, or other
genres.
[0251] The computer system to support users engaging in rides where
users are guided through the ride experience by celebrities, taxi
drivers, or other analogous type of person or non-person
entity.
[0252] Room Related Aspects of the Present Disclosure
[0253] The computer system can support numerous room functions
located throughout the virtual environment music world, with such
functions accruing benefits to one or more of the platforms, the
users, content owners and producers, third-parties, and the
advertisers. In this regard, the following are contemplated:
[0254] The computer system to support users engaging with rooms
providing thematic content associated with mobile cellular
carriers.
[0255] The computer system to support users engaging with rooms
providing thematic content associated with bars, sports bars, and
restaurants.
[0256] The computer system to support users engaging with rooms
providing thematic content associated with gaming and gambling (and
prizes).
[0257] The computer system to support users engaging with rooms
providing thematic content associated with simple games (and
prizes). In this regard, rooms like Flappy Bird (type), Corn Hole,
Carnival Ball Throw, Shooting Range, Bowling Alley. As an
extension, the present disclosure also contemplates having objects
thrown or shot are artists, records, guitars, speakers, disco
balls, etc.
[0258] The computer system to support users engaging with rooms
providing thematic content associated with video game
viewership.
[0259] The computer system to support users engaging with rooms
providing thematic content associated with health and wellness.
[0260] The computer system to support users engaging with rooms
providing thematic content associated with meditation and
mindfulness.
[0261] The computer system to support users engaging with rooms
providing thematic content associated with museums.
[0262] The computer system to support users engaging with rooms
providing thematic content associated with non-Sony branded
entertainment (e.g., comedy/film/TV).
[0263] The computer system to support users engaging with rooms
providing thematic content associated with pool halls.
[0264] The computer system to support users engaging with rooms
providing thematic content associated with record stores.
[0265] The computer system to support users engaging with rooms
providing thematic content associated with secret rooms (e.g.,
changing password at the door/solve a riddle/mention a favorite
brand to gain access).
[0266] The computer system to support users engaging with rooms
providing thematic content associated with digital social
activities.
[0267] The computer system to support users engaging with rooms
providing thematic content associated with social responsibility
(e.g., Habitat for Humanity, Rock the Vote).
[0268] The computer system to support users engaging with rooms
providing thematic content associated with Sony branded
entertainment (e.g., comedy/film/TV).
[0269] The computer system to support users engaging with rooms
providing thematic content associated with stem rooms (e.g., listen
to songs and/or music videos where you can toggle stems
on/off).
[0270] The computer system to support users engaging with rooms
providing thematic content associated with a talk show with
curators discussing non-music content (film, TV, news, sports,
fashion, food); and it is contemplated that the experiences might
be either live and/or recorded.
[0271] The computer system to support users engaging with rooms
providing thematic content associated with tattoo parlors.
[0272] The computer system to support users engaging with rooms
providing thematic content associated with tilt brush types of user
generated content.
[0273] The computer system to support users engaging with rooms
providing thematic content such as museum type digital assets.
[0274] The computer system to support users engaging with rooms
providing thematic content associated with time capsule rooms/time
travel rooms (e.g., user picks a year from the outside, and then on
the inside the room transforms to that year in style and the
playlist are only songs and/or music videos from that year).
[0275] The computer system to support users engaging with rooms
providing thematic content associated with trivia rooms. In this
regard, the present disclosure envisions having music trivia nights
(e.g., each night at 7 PM is a trivia competition with prizes).
Possibly expand beyond music in later versions.
[0276] The computer system to support users engaging with rooms
providing thematic content associated with subjects of personal
inspiration.
[0277] The computer system to support users engaging with rooms
providing thematic content associated with invitation only rooms
(e.g., exclusivity for personal rooms or VIPs such as contest
winners). Users can monetize their coolness by selling access to
their spaces.
[0278] The computer system to support users engaging with rooms
providing thematic content associated with music artists.
[0279] The computer system to support users engaging with rooms
providing thematic content associated with DJs who do shows.
[0280] The computer system to support users engaging with rooms
providing thematic content associated with music genres.
[0281] The computer system to support users engaging with rooms
providing thematic content associated with karaoke bars with
scheduled events (e.g., 8 PM is 80s night).
[0282] The computer system to support users engaging with rooms
providing thematic content associated with music labels.
[0283] The computer system to support users engaging with rooms
providing thematic content associated with music sponsors.
[0284] The computer system to support users engaging with rooms
providing thematic content associated with music discovery (all
music), whether discovered through traditional music channels or
alternative social or web channels (e.g., Twitter, Wikipedia,
YouTube, latest news).
[0285] The computer system to support users engaging with rooms
providing thematic content associated with music documentaries (all
music); including but not limited to talk show style rooms with
curators discussing music content (live & recorded) as well as
rooms with narration/story telling (e.g., Morgan Freeman voiceover
takes you through an artist's history).
[0286] The computer system to support users engaging with rooms
providing thematic content associated with music education;
including but not limited to classrooms for how to play guitar,
piano, music theory, history of music, etc. and where such lessons
might also be sponsored by generic brand or music instrument
brand.
[0287] The computer system to support users engaging with rooms
providing thematic content associated with music film scores. In
this regard, the present disclosure may contemplate experiences
based on partial music and partial film content, as well as talk
show style rooms with curators discussing music content, and in
each case possibly live and/or recorded.
[0288] The computer system to support users engaging with rooms
providing thematic content associated with music influencers (all
music), where such experiences may focus on influences and
inspirations from artists about artists and other motivational
events. Other aspects may involve a focus on influencers and
exploring what draws them to certain types of music.
[0289] The computer system to support users engaging with rooms
providing thematic content associated with music performance and
Billboard type popularity rankings (all music), including data
related to new entrants, leaders, laggards, etc.
[0290] The computer system to support users engaging with rooms
providing thematic content associated with music podcasts (all
music), focusing on all stakeholders whether they be artists,
critics, fans, or otherwise.
[0291] The computer system to support users engaging with rooms
providing thematic content associated with music talk show (all
music). This would also extend to talk show style rooms with
curators discussing music content, and could be live and/or
recorded.
[0292] The computer system to support users engaging with rooms
providing thematic content associated with a music talk show (a
mixture of music and music commentary). An example being music
discovery and talk show style rooms with curators playing and
discussing music content (e.g., Gimme Radio), and may be live
and/or recorded.
[0293] Social Related Aspects of the Present Disclosure
[0294] The computer system can support numerous social functions
located throughout the virtual environment music world, with such
functions accruing benefits to one or more of the platforms, the
users, content owners and producers, third-parties, and the
advertisers. In this regard, the following are contemplated:
[0295] The computer system to support users utilizing social
mechanics of users buying ads within the virtual environment world
to promote their own rooms and user generate content.
[0296] The computer system to support users connect social networks
like Instagram to their personal real estate spaces and auto
populate these rooms with photos, etc. (e.g., have a picture frame
on a wall auto load you Instagram photo).
[0297] The computer system to support users utilizing social
mechanics for peer-to-peer gifting of digital and physical
merchandise, services, or currency.
[0298] The computer system to support users utilizing social
mechanics to ascertain the identity of another user or their space
by making an inquiry (e.g., pressing button X).
[0299] The computer system to support users utilizing social
mechanics to easily import third-party social media data
(constantly evolving/refreshed Twitter, Facebook, Instagram, etc.
feeds).
[0300] The computer system to support users utilizing social
mechanics for peer-to-peer mix tape sharing.
[0301] The computer system to support users utilizing social
mechanics for undertaking social media searches.
[0302] The computer system to support users utilizing social
mechanics of utilizing traditional social APIs
(Twitter/Instagram/Pinterest/FB) to communicate to others within
and external to the virtual environment world.
[0303] "Song Guardian" Related Aspects of the Present
Disclosure
[0304] The computer system can support a "Song Guardian" game
framework built across the virtual environment music world, with
such functions accruing benefits to one or more of the platforms,
the users, content owners and producers, third-parties, and the
advertisers. In this regard, the following are contemplated.
[0305] The computer system to support users participating in a Song
Guardian Masters virtual environment game, where a user can claim
fictional in-world ownership rights to administer a song or video
that plays within the virtual environment world.
[0306] In the course of being such a fictional owner, the user will
earn digital royalty (e.g., virtual environment royalty) based on
each of their song/video's plays within the virtual environment
world. Further, users might have to ask the fictional owner for
permission to include the song in their mixtape, and the fictional
owner can sell or trade an administered song or video for digital
currency or another song or video title.
[0307] Further, the fictional owner can lose their administration
rights to a song or video title based on lack of activity or
failure to pay rents on the owned content.
[0308] Another feature contemplated is that the fictional owner can
claim up to X number of song or video titles to administer, with
such ceiling based upon achievement, other user play counts, use of
song or video in music-related digital assets (such as mix tapes
and analogous music-related digital assets), etc. Alternatively,
the fictional owner can claim up to X number of song or video
titles to administer, subject to approval by the virtual
environment world operator.
[0309] Each song or video title will contain a history of
origin/provenance and the number of in-world shares that a
fictional owner grants determines the acceleration of digital
royalties earned and possible extra song and video administration
slots.
[0310] In terms of distribution, certain upcoming popular songs
and/or music videos and videos can be claimed via lottery that may
contain extra physical loot.
[0311] The fictional owner can search for and connect with others
with similar badge achievements.
[0312] The computer system to support users participating in a Song
Guardian limited editions virtual environment game, where a user
can claim fictional in-world ownership rights to administer a
"limited edition" (rarer) song or video that plays within the
virtual environment world.
[0313] In the course of being such a limited-edition fictional
owner, the user will earn digital royalty (e.g., virtual
environment royalty) based on each of their song/video's plays
within the virtual environment world. Further, users might have to
ask the limited-edition fictional owner for permission to include
the song in their mixtape, and the fictional owner can sell or
trade an administered song or video for digital currency or another
song or video title.
[0314] Further, the limited-edition fictional owner can lose their
administration rights to a song or video title based on lack of
activity or failure to pay rents on the owned content.
[0315] Another feature contemplated is that the limited-edition
fictional owner can claim up to X number of song or video titles to
administer, with such ceiling based upon achievement, other user
play counts, use of song or video in music-related digital assets
(such as mix tapes and analogous music-related digital assets),
etc. Alternatively, the limited-edition fictional owner can claim
up to X number of song or video titles to administer, subject to
approval by the virtual environment world operator.
[0316] Each limited-edition song or video title will contain a
history of origin/provenance and the number of in-world shares that
a fictional owner grants determines the acceleration of digital
royalties earned and possible extra song and video administration
slots.
[0317] In terms of distribution, certain upcoming popular
limited-edition songs and/or music videos and videos can be claimed
via lottery that may contain extra physical loot.
[0318] The limited-edition fictional owner can search for and
connect with others with similar badge achievements.
[0319] User Generated Content (UGC) Related Aspects of the Present
Disclosure
[0320] The computer system can support UGC aspects throughout the
virtual environment music world, with such functions accruing
benefits to one or more of the platforms, the users, content owners
and producers, third-parties, and the advertisers. In this regard,
the following are contemplated:
[0321] The computer system to support users creating graffiti
artwork throughout the world. Places a user's "<username> was
here" message on a virtual environment world wall--like people
would write their name on the wall of a bathroom. Ability to see
other users who visited a room.
[0322] The computer system to support users submitting new music to
be uploaded and voted on by other users.
[0323] The computer system to support users creating their own
music via artificial intelligence tools (e.g., such as Amper).
[0324] User Voice Command Related Aspects of the Present
Disclosure
[0325] The computer system can support user voice commands aspects
throughout the virtual environment music world, with such functions
accruing benefits to one or more of the platforms, the users,
content owners and producers, third-parties, and the advertisers.
In this regard, the following are contemplated:
[0326] The computer system to support the use of user-controlled
voice commands to effect commercial transactions within the virtual
environment world.
[0327] The computer system to support the use of user-controlled
voice commands to effect user expressive actions such as performing
dance moves, activating in-world special effects, or performing
emotive expressions (e.g., likes, clapping, love hearts) within the
virtual environment world.
[0328] The computer system to support the use of user-controlled
voice commands to search for relevant content (e.g., songs and/or
music videos, artists, genres, meta data, history, locations,
digital merchandise, commerce) within the virtual environment
world.
[0329] The computer system to support the use of user-controlled
voice commands to effect social media interactions and
communications within the virtual environment world.
[0330] The computer system to support the use of user-controlled
voice commands to effect social media searching within the virtual
environment world.
[0331] The computer system to support the use of user-controlled
voice commands to effect transportation (by car, teleportation,
portal) within the virtual environment world.
[0332] User Rooms Related Aspects of the Present Disclosure
[0333] The computer system can support personalized user room
aspects throughout the virtual environment music world, with such
functions accruing benefits to one or more of the platforms, the
users, content owners and producers, third-parties, and the
advertisers. In this regard, the following are contemplated:
[0334] The computer system to support the use of a personalized
user room that can be decorated according to the tastes of the
user. Examples of items to be used in the personalization include
furniture, pictures, lighting, rugs, wall colors, etc.; whereby
some items are free, some are purchased, some are earned.
[0335] The computer system to support the use of a personalized
user dressing room that can be stocked according to the tastes of
the user. Examples of items to be used in the personalization
include virtual clothing, wigs, make-up, etc.; whereby some items
are free, some are purchased, some are earned.
[0336] The computer system to support the use of a user room
associated guest book that can be modified/signed by other users
visiting the room.
[0337] The computer system to support the use of a user room in the
creation of music-related digital assets (such as mix tapes and
analogous music-related digital assets) by the user controlling
such user room.
[0338] The computer system to support the use of a user room in the
storage and display of awards, badges, and other citations
associated with the user controlling such user room.
[0339] The computer system to support the use of a user room in the
storage and display music-related digital assets owned or
controlled by the user controlling such user room.
[0340] The computer system to support the use of a user room as a
place where the user controlling such user room may upload and
display (for themselves and/or others) their own personal audio,
photography, art, video files, and analogous user sourced
content.
[0341] The computer system to support users in socializing with
other users and virtual characters in such personal user rooms.
[0342] User Status Related Aspects of the Present Disclosure
[0343] The computer system can support user status aspects
throughout the virtual environment music world, with such functions
accruing benefits to one or more of the platforms, the users,
content owners and producers, third-parties, and the advertisers.
In this regard, the following are contemplated:
[0344] The computer system to support user status records
memorializing badges that users have earned for engagement with
ads. For instance, users that have earn enough badges may be
afforded the ability to achieve greater rewards and rights within
virtual environment world. Further, users may be able to display
badges within user room, or search for and connect with others with
similar badge achievements.
[0345] The computer system to support user status records
memorializing badges that users have earned for playing games,
going on rides, attending concerts, etc. For instance, users that
have earn enough badges may be afforded the ability to achieve
greater rewards and rights within virtual environment world.
Further, users may be able to display badges within user room, or
search for and connect with others with similar badge
achievements.
[0346] The computer system to support user status records
memorializing badges that users have earned for playing music and
watching music videos (this is distinct from the Song Guardian game
referenced herein). For instance, users that have earn enough
badges may be afforded the ability to achieve greater rewards and
rights within virtual environment world. Further, users may be able
to display badges within user room, or search for and connect with
others with similar badge achievements.
[0347] The computer system to support user status records
memorializing badges that users have earned for engaging with other
users within the world. For instance, users that have earn enough
badges may be afforded the ability to achieve greater rewards and
rights within virtual environment world. Further, users may be able
to display badges within user room, or search for and connect with
others with similar badge achievements.
[0348] User Expression Related Aspects of the Present
Disclosure
[0349] The computer system can support numerous functions relating
to the enablement of user expression features within the virtual
environment world system, with such functions accruing benefits to
one or more of the platforms, the users, content owners and
producers, third-parties, and the advertisers. In this regard, the
following are contemplated:
[0350] The computer system to support the creation of fictional or
non-fictional virtualized environments (e.g., rooms, streets,
concert venues, stores) for user expression that include a user
expression capability represented by virtual special effects such
as fireworks, light shows, flying objects, and analogous that are
generated by the platform administrator of the virtualized
environment, a user of the virtualized environment, the users
collectively of the virtualized environment, a brand sponsor of the
virtualized environment, or a combination thereof.
[0351] The computer system to support the creation of fictional or
non-fictional virtualized environments (e.g., rooms, streets,
concert venues, stores) for user expression that include a user
expression capability represented by virtual user expressions such
as configurable user dance moves, emotes, object displays (e.g.,
lighters, glow sticks), and analogous that are generated by the
platform administrator of the virtualized environment, a user of
the virtualized environment, the users collectively of the
virtualized environment, a brand sponsor of the virtualized
environment, or a combination thereof.
[0352] The computer system to support the creation of fictional or
non-fictional virtualized environments (e.g., rooms, streets,
concert venues, stores) for user expression that include a user
expression capability represented by user avatar participation in
the virtual environment such as capturing of user avatar selfies,
in-environment virtual flying drone image captures of users, feed
of user avatar activities to one or more video screens within the
virtual environment (e.g., via fixed position or flying drone crowd
cams, and analogous that are generated by the platform
administrator of the virtualized environment, a user of the
virtualized environment, the users collectively of the virtualized
environment, a brand sponsor of the virtualized environment, or a
combination thereof.
[0353] Video Rooms Related Aspects of the Present Disclosure
[0354] The computer system can support video room aspects
throughout the virtual environment music world, with such functions
accruing benefits to one or more of the platforms, the users,
content owners and producers, third-parties, and the advertisers.
In this regard, the following are contemplated:
[0355] The computer system to support the use of a video room that
can be thematically designed to show concerts.
[0356] The computer system to support the use of a video room that
can be thematically designed to show documentaries.
[0357] The computer system to support the use of a video room that
can be thematically designed to show educational materials.
[0358] The computer system to support the use of a video room that
can be thematically designed to show photo streams.
[0359] The computer system to support the use of a video room that
can be thematically designed to show movies.
[0360] The computer system to support the use of a video room that
can be thematically designed to show TV shows.
[0361] The computer system to support the use of a video room that
can be thematically designed to show music story experiences.
[0362] The computer system to support the use of a video room that
can be thematically designed to show sports and esports
content.
[0363] Virtual Wallet Related Aspects of the Present Disclosure
[0364] The computer system can support virtual wallet aspects
throughout the virtual environment music world, with such functions
accruing benefits to one or more of the platforms, the users,
content owners and producers, third-parties, and the advertisers.
In this regard, the following are contemplated:
[0365] The computer system to support the use of a virtual wallet
that stores and manages music-related digital assets that may be
purchased using credit card or in-world virtual currencies.
[0366] The computer system to support the use of a virtual wallet
that stores and manages a user's rights data for in-world purchases
(e.g., tickets for rides, rooms, concerts, digital goods).
[0367] The computer system to support the use of a virtual wallet
that stores and manages music-related digital assets that are
non-consumable in nature, such as badges, digital goods and
merchandise represented by actual digital item to be viewed and
manipulated within the virtual environment world, and digital goods
and merchandise represented by actual digital item that cannot be
viewed and manipulated within the virtual environment world (e.g.,
ownership title).
[0368] Miscellaneous Aspects of the Present Disclosure
[0369] The computer system can support numerous miscellaneous
functions located throughout the virtual environment music world,
with such functions accruing benefits to one or more of the
platforms, the users, content owners and producers, third-parties,
and the advertisers. In this regard, the following are
contemplated:
[0370] The computer system to support the creation of numerous
obvious and secret worm holes or analogous teleportation elements
to move throughout the virtual environment world.
[0371] The computer system to support the creation of various room
popularity rankings, including but not limited to the creation of
ranking lists of rooms (what are most popular cities,
neighborhoods, rooms, etc.).
[0372] The computer system to support the creation of a
hi-resolution audio features such as hi resolution and/or immersive
audio rooms. Further, in these scenarios there will be the option
of creating an audio hardware branding opportunity.
[0373] The computer system to support the creation of a spatial
audio customization with an ability for platform, artist, user, or
other participant to program the audio sound qualities of a
particular virtual environment space they control or are
experiencing. In this regard, there will also be aspects of control
to be derived from one or more of distances of space, ceiling,
floor, and walls to a user, interior material types, interior
openings, objects and people populating the space.
[0374] The computer system to support the creation of a troll
rejection tool whereby a user will have the ability to shut off,
silence, or otherwise remove another person within the virtual
environment world that is bothering a user. Further, these removal
actions may be visualized through metaphorical actions (explosion,
rocket engines/fireworks, dissolve, melting, etc.).
[0375] The computer system to support the creation of a "God like"
voice that occasionally gives a user a task or job to do as part of
a game or engagement mechanic (e.g., the voice in a Wizard of Oz
style or an airport style voice over with public announcement
system).
[0376] The computer system to support the creation of a "spirit
guide" to recommend or instruct the user on engagements. A guide
can be human (e.g., musician or historic figure) or non-human form
(animal, ghost, floating artwork, etc.), and might be selected by
the user when they register with the platform. Some spirit guides
may be free, earned, or purchased (music-related digital assets).
It is further contemplated that they may be programmatic based upon
user's self-created profile and be driven by artificial
intelligence or machine learning technology.
[0377] The computer system to support the creation of a mobile
phone as the user's user experience and in virtual world control
center, and mimics the typical apps found on physical real-world
mobile phone. In this manner, the mobile phone found in the virtual
environment world would have similar value to the mobile phone a
user might have in the real world. Such customizable virtual mobile
phones to have functions where users may easily swap out phone
brands/colors/models (e.g., swapping for free, or for a
reward/compensation). Similarly, the virtual mobile phone would
have other properties that would mimic other physical world phone
elements, such as where the user drops the virtualized phone and
the virtualized mobile phone screen breaks. The user would then
need to spend in-world virtual currency to fix it.
[0378] The computer system to support the creation of a floating
chain letter that randomly moves across the virtual environment
world--you can grab it and write your name or leave message.
[0379] The computer system to support the creation of an in-world
friend search feature to assist a user in finding existing and new
friends by age/gender/location/playlist characteristic.
[0380] The computer system to support the creation of a virtualized
geolocation syncing search feature so that a user might find
another user's geolocation within the virtual world.
[0381] The computer system to support the creation of a graffiti
artist feature within the virtual environment music world. User to
have the ability of painting on common areas, own room, friends'
spaces; and users to use free paints, purchased paints, and earned
paints.
[0382] The computer system to support the creation of a digital
artifact that metaphorically represents music to be consumed by a
user, with the ability to collect, arrange, distribute, and consume
music that is presenting itself in a physical form not
traditionally associated with music (as a food, drink, pill, herb,
or analogous). Within these music-related artifacts, meta data and
other properties may be embedded that pertains to the virtual
environment music world or the elements therein.
* * * * *