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CN101127682A - Systems, apparatus and methods for managing virtual entities on a network - Google Patents

Systems, apparatus and methods for managing virtual entities on a network
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CN101127682A
CN101127682ACNA200610064311XACN200610064311ACN101127682ACN 101127682 ACN101127682 ACN 101127682ACN A200610064311X ACNA200610064311X ACN A200610064311XACN 200610064311 ACN200610064311 ACN 200610064311ACN 101127682 ACN101127682 ACN 101127682A
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character
pet
data
network
text message
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崔埈赫
黄在骏
李东旭
奥默·舒尔
安德鲁·瑟文英
阿维·哈雷尔
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Samsung Electronics Co Ltd
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Abstract

Translated fromChinese

公开一种用于管理网络上的虚拟实体的装置,该装置支持计算功能、显示功能、以及用于在网络上发送数据的互连功能,该装置包括:用于存储动态数据和静态数据的数据库,所述静态数据共同存储在所述网络上的每个客户端中而且可以组合起来以表示所述虚拟实体的角色,所述动态数据包括虚拟实体与虚拟实体之间不同的信息;以及角色共享单元,用于使用所述互连功能以允许与所述网络上的其它设备一起共享所述虚拟实体的角色。

Figure 200610064311

A device for managing virtual entities on a network is disclosed, the device supports computing functions, display functions, and interconnection functions for sending data on the network, the device includes: a database for storing dynamic data and static data , the static data is commonly stored in each client on the network and can be combined to represent the role of the virtual entity, the dynamic data includes information that differs from virtual entity to virtual entity; and role sharing means for using said interconnect function to allow sharing of said virtual entity's role with other devices on said network.

Figure 200610064311

Description

Translated fromChinese
用于管理网络上的虚拟实体的系统、装置和方法Systems, apparatus and methods for managing virtual entities on a network

技术领域technical field

本发明涉及网络上的虚拟实体,更具体地,但不限于,本发明涉及网络上活动(animated)角色的存在或者交换的问题,以及,更具体地,但不限于,本发明涉及用于管理蜂窝电话网络上的角色的存在或者交换的系统、装置和方法。The present invention relates to virtual entities on a network, more particularly, but not limited to, the problem of the existence or exchange of animated characters on a network, and, more particularly, but not limited to, the invention for managing Systems, apparatus and methods for presence or exchange of roles on a cellular telephone network.

背景技术Background technique

活动角色可以表示用户、化身形象,或者它可以是与计算机游戏或任何其它种类的活动角色相关的角色,包括活动自我养成宠物(self-developingpet)。The active character may represent a user, an avatar, or it may be a character related to a computer game or any other kind of active character, including active self-developing pets.

自我养成电子宠物是一种游戏,其包括为了成长而需要来自其主人的持续关注的角色。如果它受到关注就会成长和发育,如果没有就会退化。其思路就是,该宠物持续存在并且需要来自其主人的持续关注。A self-growing Tamagotchi is a game that includes characters that require constant attention from their owners in order to grow. It grows and develops if it gets attention, degenerates if not. The idea is that the pet persists and needs constant attention from its owner.

自我养成宠物通常基于实体玩偶。该实体玩偶具有处理器和存储器,并且具有物理实体。可以将其送给人并且归还。该自我养成宠物需要如上所述的关注。Self-growth pets are often based on physical dolls. The physical doll has a processor and memory, and has a physical body. It can be given away and returned. This self-cultivating pet requires the attention mentioned above.

原则上,也可以用由计算机支持的活动角色作为虚拟自我养成宠物。虚拟自我养成宠物去掉了原始的实体自我养成宠物的基本观点的一部分,以至于宠物不总是与用户在一起,因此不能要求持续的关注。以下事实限制了虚拟自我养成宠物:计算机并不总是处于打开状态,或者即使其被打开也并不总是和用户在一起。即使该计算机是可移动计算机,例如让用户在走路的同时与计算机进行交互也是非常不方便的。In principle, it is also possible to raise pets with computer-supported active characters as virtual selves. The virtual self-pet takes away part of the basic idea of the original physical self-pet, such that the pet is not always with the user and therefore cannot demand constant attention. Virtual ego pets are limited by the fact that the computer is not always on, or is not always with the user if it is on. Even if the computer is a mobile computer, it is very inconvenient for the user to interact with the computer while walking, for example.

自我养成宠物的体验的另外的部分是可以将它与朋友们一起分享。实体自我养成宠物可以与朋友们进行实物分享,然而虚拟自我养成宠物只有在处理了存在的问题之后才能被分享。因此,必须要确保虚拟自我养成宠物不能同时在两个地方出现,或者虚拟自我养成宠物不能从所有的地方消失。虚拟自我养成宠物也需要随着时间的经过在身体上和情感上发育,就如同真实的宠物成长和学习一样。Another part of the experience of raising your own pet is being able to share it with your friends. Physical self-made pets can be physically shared with friends, while virtual self-made pets can only be shared after the existential issues are dealt with. Therefore, it is necessary to ensure that the avatar grow pet cannot appear in two places at the same time, or that the avatar grow pet cannot disappear from all places. Virtual self pets also need to develop physically and emotionally over time, just like real pets grow and learn.

本公开处理虚拟自我养成宠物的问题,包括虚拟自我养成宠物由其主人的持续可用性、与他人一起共享虚拟自我养成宠物的能力、以及在建造自我养成宠物的虚拟社区时所涉及的问题。This disclosure addresses the issues of virtual self-growing pets, including the continued availability of virtual self-growing pets by their owners, the ability to share virtual self-growing pets with others, and the issues involved in building virtual communities of self-growing pets question.

本发明的一个目的是至少部分地解决上述问题。It is an object of the present invention to at least partly solve the above-mentioned problems.

发明内容Contents of the invention

从而,提出本发明以满足至少上述需求,而且本发明的一个目的是提供用于管理网络上的虚拟实体的系统、装置和方法,使得虚拟自我养成宠物由其主人持续可用。Thus, the present invention is proposed to meet at least the above needs, and it is an object of the present invention to provide systems, devices and methods for managing virtual entities on a network such that virtual self-cultivating pets are continuously available by their owners.

本发明的另一个目的是提供用于管理网络上的虚拟实体的系统、装置和方法,使得可以与他人一起共享虚拟自我养成宠物。Another object of the present invention is to provide a system, device and method for managing virtual entities on a network, so that virtual self-bred pets can be shared with others.

本发明的另一个目的是提供用于管理网络上的虚拟实体的系统、装置和方法,其目的是为了建立虚拟自我养成宠物的虚拟社区。Another object of the present invention is to provide a system, device and method for managing virtual entities on the network, the purpose of which is to establish a virtual community of virtual self-raised pets.

根据本发明的一个方面,提供了一种电子装置,其具有计算功能、显示功能、以及用于在网络上传送数据的互连功能,该装置包括:According to one aspect of the present invention, an electronic device is provided, which has a computing function, a display function, and an interconnection function for transmitting data on a network, the device comprising:

动态数据和静态数据,可以将所述动态数据和静态数据组合起来以在所述设备上表现角色,以及dynamic data and static data that can be combined to represent a character on the device, and

角色共享单元,用于使用所述互连功能来允许在所述网络上与其它设备一起共享所述角色。a role sharing unit for allowing the role to be shared with other devices on the network using the interconnection function.

根据本发明的第二个方面,提供了包括多个移动通信设备的系统,每个设备都具有计算功能、显示功能、以及通信功能,该系统包括:According to a second aspect of the present invention, there is provided a system comprising a plurality of mobile communication devices, each having computing functionality, display functionality, and communication functionality, the system comprising:

用于操作角色的引擎,所述角色具有个体的行为和化身形象;以及an engine for operating characters with individual behaviors and avatars; and

交换单元,允许与其它移动设备共享所述角色,以便在其上以相同的个人行为和外观进行操作,借此提供用于操作所述角色的社区环境。An exchange unit that allows the avatar to be shared with other mobile devices to operate on it with the same personal behavior and appearance, thereby providing a community environment for operating the avatar.

根据本发明的第三个方面,提供了通过移动电话网络在多个移动装置之间交换角色的方法,包括:According to a third aspect of the present invention, there is provided a method of exchanging roles between a plurality of mobile devices over a mobile phone network, comprising:

在所述多个移动设备的每一个上提供用于根据角色特有行为参数来提供角色特有行为的行为引擎;providing on each of the plurality of mobile devices a behavior engine for providing character-specific behavior based on character-specific behavior parameters;

在所述多个移动设备的每一个上提供用于显示各个角色的静态数据;以及providing static data for displaying respective characters on each of the plurality of mobile devices; and

通过发送各个角色特有行为参数以及识别相关的静态数据,在移动设备之间交换给定的角色。A given persona is exchanged between mobile devices by sending behavioral parameters specific to each persona as well as identity-related static data.

根据本发明的第四个方面,提供了一种用于在有限资源设备之间进行交互的系统,每个设备包括共同用户客户端的一个本地副本,配置所述设备交换至少一个文本消息,以便传达所述共同持有的用户客户端的参数数据。According to a fourth aspect of the present invention there is provided a system for interacting between limited resource devices, each device comprising a local copy of a common user client, said devices being configured to exchange at least one text message in order to communicate The parameter data of the commonly held user client.

根据本发明的第五个方面,提供了一种用于在有限资源设备之间进行交互的系统,其中,所述有限资源设备配置有客户端,该客户端用于交换文本编码的二进制数据以在所述有限资源设备之间直接联络。According to a fifth aspect of the present invention, there is provided a system for interacting between limited resource devices, wherein said limited resource devices are configured with a client for exchanging text-encoded binary data to Direct communication between the limited resource devices.

根据本发明的第六个方面,提供了一种电子竞赛的方法,包括:According to a sixth aspect of the present invention, a method for electronic competition is provided, including:

通过第一电子角色来养成属性;Develop attributes through the first electronic role;

在第一虚拟环境中,为所述电子角色设置与具有相应属性的至少一个其它电子角色一起执行的竞赛性任务;以及In the first virtual environment, setting a competitive task for the electronic character to perform together with at least one other electronic character having corresponding attributes; and

在所述第一虚拟环境中,通过对所述属性的发育水平的评估,从所述第一和所述至少一个其它角色中选择所述竞赛性任务的优胜者。In the first virtual environment, a winner of the competitive task is selected from among the first and the at least one other character by evaluating the developmental level of the attribute.

根据本发明的第七方面,提供了一种在移动设备上的客户端应用程序之间传达二进制信息的方法,该方法包括:According to a seventh aspect of the present invention, there is provided a method of communicating binary information between client applications on a mobile device, the method comprising:

在第一移动设备上的客户端应用程序中将所述二进制信息整理成至少一个文本消息,整理所述文本消息以供接收者移动设备上的相应客户端应用程序进行阅读;collating the binary information into at least one text message in a client application on the first mobile device, and collating the text message for reading by a corresponding client application on the recipient's mobile device;

将用于显示在未装有相应客户端应用程序的接收者移动设备上的人类可读标题添加到所述文本消息;以及Add a human-readable header to said text message for display on the recipient's mobile device that does not have the corresponding client application installed; and

将所述文本消息发送到接收者。The text message is sent to a recipient.

除非有另外的定义,这里使用的全部技术和科学术语具有与本发明所属领域技术人员普遍所理解的相同的含义。其中给出的材料、方法和示例仅仅是解释性的,不意味任何限制。Unless defined otherwise, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this invention belongs. The materials, methods, and examples given therein are illustrative only and are not meant to be limiting.

本发明的方法和系统的实现包括手动地、或自动地(或其组合)来执行或完成某些选定的任务或步骤。此外,根据本发明的方法和系统的优选实施例的实际设备和装置,可以通过硬件、或通过任意固件的任何操作系统上的软件(或其组合)来实现几个选定的步骤。例如,对于硬件,可以将本发明的选定步骤实现为芯片或电路。对于软件,可以将本发明的选定步骤实现为由计算机使用任何适合的操作系统执行的多个软件指令。也即,可以将本发明的方法和系统的选定步骤描述为通过数据处理器(例如,用于执行多个指令的计算平台)来执行。Implementation of the method and system of the present invention includes performing or completing certain selected tasks or steps manually, or automatically (or a combination thereof). Furthermore, according to the actual equipment and means of the preferred embodiments of the method and system of the present invention, several selected steps may be implemented by hardware, or by software on any operating system of arbitrary firmware (or a combination thereof). For example, in hardware, selected steps of the invention could be implemented as a chip or a circuit. In software, selected steps of the invention could be implemented as a plurality of software instructions being executed by a computer using any suitable operating system. That is, selected steps of the methods and systems of the present invention may be described as being performed by a data processor (eg, a computing platform for executing a plurality of instructions).

附图说明Description of drawings

这里参考附图仅仅通过例子来描述本发明。通过对附图细节的特定参照,需要强调的是,所示出的特定细节是作为例子给出并且仅仅出于对本发明的优选实施例进行解释性讨论的目的,同时是为了提供那些被认为是本发明的原理和概念方面的最有用和最容易理解的描述而给出。出于这种考虑,不试图给出比本发明的基本理解所需的更详细的结构细节,附图中所使用的描述使得如何在实践中具体化本发明的几种形式对于本领域技术人员来说是显而易见的。The invention is described herein by way of example only with reference to the accompanying drawings. With specific reference being made to the details of the drawings, it is stressed that the specific details shown are by way of example and for purposes of illustrative discussion of preferred embodiments of the invention only, and are intended to provide information which is considered to be The most useful and understandable descriptions of the principles and conceptual aspects of the invention are given. With this in mind, no attempt is made to give further structural details than are required for a fundamental understanding of the invention, the description used in the drawings makes it apparent to those skilled in the art how the several forms of the invention may be embodied in practice. is obvious.

在附图中:In the attached picture:

图1是简要示出根据本发明的第一实施例的在两个移动设备之间进行交换的自我养成宠物的简化图;Figure 1 is a simplified diagram schematically illustrating a self-cultivating pet being exchanged between two mobile devices according to a first embodiment of the present invention;

图2是简要示出将图1的自我养成宠物的数据整理为静态和动态数据的简化图;FIG. 2 is a simplified diagram briefly illustrating the organization of the self-cultivation pet data of FIG. 1 into static and dynamic data;

图3是简要说明根据本发明的优选实施例的通过文本消息进行数据交换的简化图;Figure 3 is a simplified diagram briefly illustrating data exchange via text messages in accordance with a preferred embodiment of the present invention;

图4是简要示出根据本发明的优选实施例的用于支持自我养成宠物应用程序的引擎的模块的另一个简化图;FIG. 4 is another simplified diagram briefly illustrating the modules of an engine for supporting a self-cultivating pet application in accordance with a preferred embodiment of the present invention;

图5是简要说明根据本发明的优选实施例的用于产生文本编码的二进制文本消息的过程的简化图;Figure 5 is a simplified diagram briefly illustrating the process for generating a text-encoded binary text message in accordance with a preferred embodiment of the present invention;

图6是简要说明图5的SMS消息的结构的简化图;Figure 6 is a simplified diagram briefly illustrating the structure of the SMS message of Figure 5;

图7是简要说明根据本发明的优选实施例的用于接收自我养成宠物的简化过程;Figure 7 is a schematic illustration of a simplified process for receiving self-cultivating pets according to a preferred embodiment of the present invention;

图8是简要说明根据本发明的优选实施例的发送装饰物的简化图;FIG. 8 is a simplified diagram briefly illustrating a sending ornament according to a preferred embodiment of the present invention;

图9是简要说明根据本发明的优选实施例的发送点心的简化的流程图;Figure 9 is a simplified flow diagram briefly illustrating the delivery of refreshments according to a preferred embodiment of the present invention;

图10是根据本发明的优选实施例的自我养成宠物的发送过程的框图,并特别示出了失去同步可能导致该宠物丢失这一点;Figure 10 is a block diagram of the sending process of a self-cultivating pet in accordance with a preferred embodiment of the present invention, and particularly illustrates that a loss of synchronization may result in the loss of the pet;

图11是根据本发明的优选实施例的在超时事件中用于自动找回宠物的方案的流程图;11 is a flow chart of a scheme for automatically retrieving a pet in a timeout event according to a preferred embodiment of the present invention;

图12是根据本发明的优选实施例的使用时间签章进行同步的流程图;Fig. 12 is a flowchart of synchronizing using a time signature according to a preferred embodiment of the present invention;

图13是根据本发明的优选实施例的性状和情绪引擎的框图;Figure 13 is a block diagram of a trait and sentiment engine according to a preferred embodiment of the present invention;

图14是示出根据本发明的优选实施例的如何使用变化函数从第一组性状改变为第二组性状的视图;Figure 14 is a view showing how to change from a first set of traits to a second set of traits using a change function according to a preferred embodiment of the present invention;

图15是说明根据本发明的优选实施例的可以通过相同的外部动作以不同的方式来改变两个角色的原理的流程图;Fig. 15 is a flowchart illustrating the principle that two characters can be changed in different ways through the same external action according to a preferred embodiment of the present invention;

图16和17示出了说明图15的原理的屏幕快照;Figures 16 and 17 show screen shots illustrating the principles of Figure 15;

图18A-18C分别是简要示出三个不同的性状范围的简化图。图18B示出特定的范围如何定义总体的情绪。Figures 18A-18C are each simplified diagrams schematically illustrating three different ranges of traits. Figure 18B shows how specific ranges define the overall mood.

图19A-19C是简要示出根据图18A-18C的三个范围、变化函数如何直接改变性状并通过性状间接改变情绪的视图;Figures 19A-19C are views briefly illustrating how the three ranges, variation functions of Figures 18A-18C directly change traits and indirectly change emotions through traits;

图20是说明外部动作根据当前状态导致宠物接受或者拒绝、并且根据选择的动作导致状态的变化、以及新的状态导致一组新的动作的原理的流程图;Fig. 20 is a flowchart illustrating the principle that an external action causes the pet to accept or reject according to the current state, and causes a state change according to the selected action, and a new state leads to a set of new actions;

图21说明根据本发明的优选实施例的一系列宠物、性状、情绪和动作的交互表;Figure 21 illustrates an interactive table for a series of pets, traits, emotions and actions in accordance with a preferred embodiment of the present invention;

图22-24是说明根据本发明的优选实施例的涉及两个自我养成宠物的竞赛应用程序的一系列屏幕快照;以及22-24 are a series of screenshots illustrating a competition application involving two self-bred pets in accordance with a preferred embodiment of the present invention; and

图25是简要说明在图22-24的应用程序竞赛期间的操作流程的视图。FIG. 25 is a view briefly explaining an operation flow during the application contest of FIGS. 22-24.

具体实施方式Detailed ways

当前实施例包括用于支持移动设备上的自我养成宠物和用于创建自我养成宠物主人的网络社区的系统、装置和方法。自我养成宠物社区基于单一模型和一组化身形象,该模型包括基本的宠物性状和包含情绪的行为。所述模型和该组化身形象出现在社区中的所有移动设备上。接着通过在其中选择的一个化身形象以及模型的一组演化的参数来形成个体宠物。该个体宠物具有主人设备,而且可以仅仅通过指定当前的一组参数和所选择的化身形象来传送到(以及传送自)其它的设备。优选地使用文本消息中的二进制数据来执行这样的传送。The current embodiments include systems, apparatus, and methods for supporting self-cultivating pets on mobile devices and for creating online communities of self-cultivating pet owners. The self-cultivating pet community is based on a single model and set of avatars that include basic pet traits and behaviors that include emotions. The model and the set of avatars appear on all mobile devices in the community. The individual pet is then formed by an avatar selected therein and a set of evolved parameters of the model. The individual pet has an owner device and can be transferred to (and from) other devices simply by specifying the current set of parameters and the selected avatar. Such transmission is preferably performed using binary data in a text message.

当传送所述宠物时,当前的优选实施例确保宠物总是具有单一的存在,其意味着在给定的时刻仅仅可以在一个设备上独立更新它的一组参数。此外,当前的实施例确保,即使特定设备未能接收宠物或未能将其返回给主人,该宠物也不会丢失。When transferring the pet, the presently preferred embodiment ensures that the pet always has a single presence, which means that only one set of its parameters can be independently updated on one device at a given moment. Furthermore, the current embodiment ensures that even if a particular device fails to receive the pet or return it to the owner, the pet is not lost.

更进一步,所述实施例包括使用二进制编码文本在有限资源设备之间进行的通信、使用文本消息在有限资源设备之间进行的通信、使用文本消息在不同的有限资源设备上的应用程序之间进行的通信、以及使用二进制编码文本在这些应用程序之间进行的通信。Still further, the described embodiments include communication between limited resource devices using binary encoded text, communication between limited resource devices using text messages, between applications on different limited resource devices using text messages and between these applications using binary-encoded text.

此外,这些实施例教导创建使用这些动画的社区,其包括用于用户将他们自己的宠物与其它宠物进行比试的竞赛环境。Additionally, these embodiments teach creating communities that use these animations, including a competition environment for users to pit their own pets against other pets.

参考附图和附带的说明,可以更好地理解根据本发明的系统、装置和方法的原理和操作。The principles and operation of systems, devices and methods according to the present invention may be better understood with reference to the drawings and accompanying descriptions.

在详细说明本发明的至少一个实施例之前,应当理解的是,本发明申请并不局限于下面所描述的或在附图中所图示的组件的构造和排列的细节。本发明可以是其它的实施例或者以多种方式来实践或执行。并且,应当理解在此使用的措词和术语是出于描述的目的,而不应被认为是限制。Before describing at least one embodiment of the present invention in detail, it is to be understood that the present application is not limited to the details of construction and arrangement of components described below or illustrated in the accompanying drawings. The invention is capable of other embodiments or of being practiced or carried out in various ways. Also, it is to be understood that the phraseology and terminology used herein are for the purpose of description and should not be regarded as limiting.

现在参考图1,图1是简要示出依照本发明的第一实施例使用的两个电子设备(诸如移动电话或其它的无线或蜂窝通信设备)的视图。所述设备优选地执行计算功能、显示功能以及用于在网络上传送数据的互连功能。Reference is now made to FIG. 1, which is a diagram schematically illustrating two electronic devices, such as mobile phones or other wireless or cellular communication devices, used in accordance with a first embodiment of the present invention. The device preferably performs computing functions, display functions, and interconnection functions for communicating data over a network.

如图所示,自我养成宠物在第一部电话10上,而其存在由屏幕化身形象12来表现。宠物的身份(包括指向所述化身形象的指针以及赋予宠物个性化的行为模型的参数)以二进制的形式编码为文本消息,通常为SMS(短消息服务)消息,以便能够通过蜂窝网络将该宠物发送到朋友的电话14上。化身形象12接着在朋友的电话上出现以指示该宠物在那里。As shown, the self-cultivating pet is on thefirst phone 10, and its presence is represented by an on-screen avatar 12. The pet's identity (including a pointer to the avatar and parameters to personalize the pet's behavioral model) is encoded in binary as a text message, usually an SMS (Short Message Service) message, so that the pet can be identified over a cellular network. Sent to a friend'sphone 14. Theavatar 12 then appears on the friend's phone to indicate that the pet is there.

特别优选地,SMS适合在电话网络上传送。然而,本实施例也可以便利地使用其它的网络。位置相邻的两部电话可以使用它们各自的IR(红外)端口之间的IR链接来传送数据。此处,所述二进制SMS文件较小,因此适合于形成IR通信的基础。同样可以使用本地热点或蓝牙连接。使用这样的连接通常需要为用户客户端添加特定附件。Particularly preferably, SMS is suitable for transmission over the telephone network. However, this embodiment may also advantageously use other networks. Two phones located adjacent to each other can use an IR link between their respective IR (infrared) ports to transfer data. Here, the binary SMS files are small and therefore suitable to form the basis of IR communications. The same can be done using a local hotspot or a Bluetooth connection. Using such a connection usually requires adding specific add-ons to the user client.

现在参考图2,其中描述如何组织所述宠物的数据。将数据组织成静态数据(A类型)以及在宠物与宠物之间不同或者随着时间变化的数据(B类型),静态数据对于社区中的所有客户端是共同的,例如3D模型数据20、纹理22、动画24、以及声音26。Referring now to FIG. 2, there is described how the pet's data is organized. Organize data into static data (type A) and data that varies from pet to pet or changes over time (type B), static data is common to all clients in the community, such as 3D model data 20, textures 22,animation 24, and sound 26.

也就是说,用户客户端包含A类型或静态信息,其为支持宠物社区所需的信息的全部。这包括宠物行为模型、动画、纹理之类。某些静态信息(例如所述模型)适用于所有不同宠物。其它信息可以适用于某些宠物而不适用于其它宠物。因此,相同种类的所有的狗可以共享一个特定的化身形象。B类型数据是在宠物与宠物之间不同的动态数据。其可以包括特定宠物的名字、年龄、和具体种类,以及其性状的当前状态。需要指出,正如下面将更详细地讨论的,所述宠物的性状值实际上是所述宠物行为模型的参数。动态行为包括在宠物的一生中不断变化的信息(如特定性状的当前状态或者它的年龄)以及对于特定宠物在其一生中保持不变的信息(如它的名字)。动态信息还包括相同种类的所有宠物的共同的信息,例如指向恰当的化身形象的指针。That is, the user client contains Type A or static information, which is all that is needed to support the pet community. This includes pet behavior models, animations, textures, etc. Certain static information (such as the model) applies to all different pets. Other information may apply to some pets and not to others. Thus, all dogs of the same breed can share a particular avatar. Type B data is dynamic data that differs from pet to pet. It may include the name, age, and specific breed of a particular pet, as well as the current status of its traits. It should be noted that, as will be discussed in more detail below, the pet's trait values are actually parameters of the pet's behavior model. Dynamic behavior includes information that changes continuously throughout a pet's lifetime (such as the current state of a particular trait or its age) and information that remains constant for a particular pet throughout its lifetime (such as its name). Dynamic information also includes information common to all pets of the same species, such as pointers to the appropriate avatar.

包含角色特有数据以及由多个角色(如特定品种的所有狗)所共有的化身形象的动态数据提供了特定宠物的刻画表现。所述角色特有数据包括行为参数(在下面将对其进行更详细的描述),而且允许该行为参数根据包括在所述模型中的特定规则进行演化。所述模型可以进一步使用为不同品种而个性化的参数。其中,是所述行为参数的这一演化让该宠物成为自我养成宠物。Dynamic data that includes character-specific data as well as avatars common to multiple characters (eg, all dogs of a particular breed) provides a portrayal of a particular pet. The character-specific data includes behavioral parameters (described in more detail below) and allows the behavioral parameters to evolve according to specific rules included in the model. The model can further use parameters individualized for different breeds. Wherein, it is this evolution of the behavioral parameters that makes the pet a self-cultivating pet.

现在参考图3,上述静态数据存在于所有的机器上,使得可以构建角色共享单元而简单地通过发送动态数据(B类型)(如名字、年龄、以及参数或性状)来在网络上共享个体宠物。所述角色共享单元优选地使用文本消息(例如SMS)来发送B类型数据。Referring now to Figure 3, the aforementioned static data exists on all machines, making it possible to build character sharing units to share individual pets over the network simply by sending dynamic data (type B) such as name, age, and parameters or traits . The role sharing unit preferably uses text messages (eg SMS) to send type B data.

尽管不是所有的宠物都使用相同的化身形象,但是优选地让化身形象存在于所有的用户客户端上并构成所述静态数据的一部分。Although not all pets use the same avatar, it is preferable to have the avatar present on all user clients and form part of the static data.

现在参考图4,其为说明用于支持自我养成宠物的移动电话40的内部操作的框图。上面已经讨论过共享单元42,以下将对其进行更详细的描述。如上所述,静态数据44包括所述模型和化身形象,而所述模型包括所述行为模型。特有数据46为动态数据,而且包括该宠物的特有信息。Reference is now made to FIG. 4, which is a block diagram illustrating the internal operation of amobile phone 40 for supporting self-cultivation of pets. Thesharing unit 42 has been discussed above and will be described in more detail below. As noted above,static data 44 includes the model and avatar, and the model includes the behavioral model.Unique data 46 is dynamic data and includes the unique information of the pet.

呈现控制模型48控制角色共享单元42以确保角色具有在网络上的一体的存在。呈现控制优选地确保相同的宠物在给定的时刻仅呈现在网络上的一个设备上。在此处使用的术语呈现部分地意味着同一宠物的化身形象仅出现在一台机器上,尽管对该条规则也可以允许一定的例外。更重要地,呈现控制确保在给定的时刻仅可以在一台机器上更新宠物特有数据46。Thepresence control model 48 controls thecharacter sharing unit 42 to ensure that the character has an integral presence on the network. Presence control preferably ensures that the same pet is only present on one device on the network at a given moment. The term presence is used here to mean in part that an avatar of the same pet appears on only one machine, although certain exceptions to this rule may be allowed. More importantly, presence control ensures that pet-specific data 46 can only be updated on one machine at a given moment.

可以将所述宠物发送到其它的设备来以某种方式与其它的用户共享。在下面将更详细地描述共享宠物所采用的方式。呈现控制模型48设置预期所述宠物返回的时间。在到达该时间之前该宠物不会出现在初始的机器上,除非该宠物实际上被所述其它设备发送回来。如果它是从其它设备返回的,则接受在其它设备上对该宠物所作的任何修改以作为该宠物的参数。如果该宠物在该时间段结束后仍未返回,则该宠物简单地在初始设备上重新出现,并且恢复其原始参数。如果在该延时过期后该宠物从其它的设备返回,则忽略来自其它设备的所修改的参数。以下更详细地讨论所述呈现特征。The pet can be sent to other devices to be shared with other users in some way. The manner in which pets are shared is described in more detail below. Thepresentation control model 48 sets the time at which the pet is expected to return. The pet will not appear on the original machine until that time is reached, unless the pet is actually sent back by the other device. If it was returned from the other device, any modifications made to the pet on the other device are accepted as parameters for the pet. If the pet does not return after the time period ends, the pet simply reappears on the original device and its original parameters are restored. If the pet returns from the other device after the delay has expired, the modified parameters from the other device are ignored. The presentation features are discussed in more detail below.

角色共享单元42优选地在载有角色特有数据的文本消息上放置一个签章,以便可以识别出该消息属于所述宠物社区,进而可以将其发送给适当的客户端。如果所述接收电话上未安装所述客户端,则将得到的消息直接发送给SMS客户端,在该SMS客户端上其作为文本消息显示。当然,消息包括二进制数据,从而是不可读的。在优选实施例中,所述文本消息因而包括人类可读消息。这样的消息可以(例如)通知用户她怎样可以加入自我养成宠物社区。所述角色特有数据优选地是二进制数据,而且将所述角色共享单元配置为在所述文本消息中放置这些二进制数据。Thecharacter sharing unit 42 preferably places a stamp on the text message carrying character-specific data so that the message can be identified as belonging to the pet community and can be sent to the appropriate client. If the client is not installed on the receiving phone, the resulting message is sent directly to the SMS client where it is displayed as a text message. Of course, the message includes binary data and thus is unreadable. In a preferred embodiment, said text message thus comprises a human readable message. Such a message could, for example, inform the user how she can join the self-cultivation pet community. The character specific data is preferably binary data, and the character sharing unit is configured to place these binary data in the text message.

同样地,将角色共享单元42配置成扫描外来文本消息以寻找指示角色数据内容的签章。外来消息可以是返回的本地宠物或者到达的来访宠物。Likewise,character sharing unit 42 is configured to scan incoming text messages for signatures indicative of character data content. Incoming messages can be returning native pets or arriving visiting pets.

优选地在将单独的文本消息发送给客户端应用程序之前执行所述扫描,以便在将文本消息发送给宠物客户端之前,不将文本消息发送给SMS客户端。The scanning is preferably performed before sending the individual text messages to the client application, so that the text message is not sent to the SMS client before sending the text message to the pet client.

所述角色特有信息通常包括操作情绪引擎50的情绪参数数据。具有特定参数数据的情绪引擎50提供了基于情绪的行为,该行为在不同宠物角色之间以及在给定宠物角色的演化中都是不同的。The character-specific information typically includes emotional parameter data for operating theemotional engine 50 . Theemotion engine 50 with specific parameter data provides emotion-based behavior that varies between different pet characters and within the evolution of a given pet character.

如上所述,配置情绪引擎50以随着时间慢慢地演化情绪参数数据。所述演化行为提供了宠物基于情绪的行为的发展,并且使宠物成为自我养成宠物。As mentioned above, theemotion engine 50 is configured to slowly evolve the emotion parameter data over time. The evolutionary behavior provides for the development of the pet's emotion-based behavior and enables the pet to become a self-cultivating pet.

所述优选实施例的一个特征是,因为在用户设备上有客户端,因此不需要用于通常运行的服务器端应用程序。因此也不需要对网络进行任何修改。对服务器的唯一需要仅是用于客户端的初始下载以及随后的更新。一个实施例可以具有在出厂的系统ROM中初始提供的客户端。这样,甚至不需要用于初始下载的服务器。A feature of the described preferred embodiments is that since there is a client on the user device, no server-side application is required for normal operation. Therefore, no modifications to the network are required. The only need for a server is for the initial download of the client and subsequent updates. One embodiment may have the client initially provided in the system ROM shipped from the factory. This way, a server is not even required for the initial download.

上面解释了通过文本消息发送二进制信息。现在将更详细地讨论文本消息及其二进制编码的选择。Sending binary information via text message is explained above. Text messages and their choice of binary encoding will now be discussed in more detail.

在电话用户之间发送二进制信息的问题有如下三个可能的解决方案:There are three possible solutions to the problem of sending binary information between phone users:

a.对等(P2P)通信:当前的蜂窝网络支持在电话和服务提供商(运营商)之间的P2P通信。这允许将二进制内容从用户的移动电话传出送到专用服务器或从专用服务器传入用户的移动电话。a. Peer-to-Peer (P2P) communication: Current cellular networks support P2P communication between the phone and the service provider (carrier). This allows binary content to be transferred from the user's mobile phone to or from the dedicated server into the user's mobile phone.

b.SMS:允许用户之间传送非声音数据的标准协议,而且在所有的移动电话和所有的网络上均支持。SMS通常不需要应用层上的服务器支持。b. SMS: A standard protocol that allows the transmission of non-voice data between users, and is supported on all mobile phones and on all networks. SMS generally does not require server support at the application layer.

c.红外/蓝牙链接:用于在相互邻近、或者物理链接的电话之间传送二进制信息的方法。c. Infrared/Bluetooth link: A method for transferring binary information between phones that are in close proximity to each other, or are physically linked.

在当前的技术中,这些解决方案具有以下不足:In current technology, these solutions have the following deficiencies:

a.P2P通信:不是在用户之间直接操作,而是在用户和服务器之间进行操作。如果希望在用户之间发送二进制数据,必须要建立服务器端解决方案。a. P2P communication: It is not operated directly between users, but between users and servers. If you want to send binary data between users, you must build a server-side solution.

b.SMS:当前SMS应用程序仅支持文本内容。此外,SMS协议在电话之间而不是在应用程序之间发送SMS。SMS仅允许发送很少量的数据。b. SMS: The current SMS application only supports text content. Also, the SMS protocol sends SMS between phones, not between apps. SMS only allows a very small amount of data to be sent.

c.红外/蓝牙链接:需要用户在物理位置上相互邻近。c. Infrared/Bluetooth link: Requires users to be in physical proximity to each other.

如上所述,优选的解决方案是使用二进制SMS来在蜂窝网络上发送虚拟宠物,而且同时在每部电话上保有完整用户端。实现完全传送宠物所需要发送的唯一数据就是个体宠物所特有的参数信息。所述参数信息适合SMS的限制尺寸。As mentioned above, the preferred solution is to use binary SMS to send the virtual pet over the cellular network, while maintaining a full client on each phone. The only data that needs to be sent to fully teleport a pet is parameter information specific to that individual pet. The parameter information is suitable for the limited size of SMS.

宠物的表示Representation of pets

通过大量数据来表示单一的虚拟宠物。该数据的大部分专用于动物的物理表示:3d-模型、纹理、动画、以及声音等。A single virtual pet is represented by a large amount of data. Much of this data is dedicated to the physical representation of the animal: 3d-models, textures, animations, and sounds, etc.

如上根据图2所述解释,所述系统承认两类信息。As explained above with reference to Figure 2, the system recognizes two types of information.

静态数据(在所有的宠物之间或者同类的宠物之间共享)。静态数据是上述用户客户端的一部分且位于每部电话上。另外,用户客户端可以位于中央服务器上,或者用户客户端的某些部分可以位于中央服务器上,例如用户客户端的某些极少用到的部分。因此,可以有提供给全部人的正规范围的宠物,以及用户可以专门下载的某些特殊宠物。因此,通常每个用户或者已经具有了用户客户端,或者能直接访问服务器以下载它。Static data (shared between all pets or pets of the same kind). Static data is part of the above user client and resides on each phone. In addition, the user client may be located on the central server, or some parts of the user client may be located on the central server, such as some rarely used parts of the user client. Thus, there can be a regular range of pets available to everyone, as well as some special pets that users can exclusively download. Therefore, generally each user either already has a user client, or has direct access to the server to download it.

可以在应用程序发布之后将新数据添加到用户客户端中。例如可以是新的声音、动画等等。同样这些新数据对于所有电话是可访问的,后者可以从中央服务器下载这些更新的数据。New data can be added to the user client after the application is published. Examples could be new sounds, animations, etc. Also these new data are accessible to all phones, which can download these updated data from the central server.

包含在用户客户端中的物理表示是宠物的静态(即不变的)数据,包括三维模型、纹理、动画、以及声音。这些数据对于同类的所有宠物来说都是一样的,因此共同存放在用户客户端内。The physical representation contained in the user client is the pet's static (ie, non-changing) data, including three-dimensional models, textures, animations, and sounds. These data are the same for all pets of the same kind, so they are stored together in the user client.

非静态数据:非静态数据是用于表示特定宠物的信息。这些数据被创建并存储在用户的电话中。其随着时间的推移根据用户的行为而变化,设想其代表一个活着的、变化着的有机体。Non-static data: Non-static data is information representing a specific pet. These data are created and stored in the user's phone. It changes over time based on the user's behavior, conceived to represent a living, changing organism.

非静态数据是在其它的电话上重建特定宠物所需的唯一数据,因为,如上所述,其它的电话包括用户客户端。The non-static data is the only data needed to recreate a particular pet on other phones because, as mentioned above, other phones include the user client.

每个特定的宠物仅需要存储对其所使用的静态数据的引用,而不是该数据本身。这是可以做到的,因为静态数据已经存在于用户的电话上,或者可以从预先定义的服务器下载。因而很多不同的宠物可以共享相同的静态数据。Each particular pet only needs to store a reference to the static data it uses, not that data itself. This can be done because the static data already exists on the user's phone or can be downloaded from a pre-defined server. Thus many different pets can share the same static data.

下面是三个宠物的例子,其使用来自用户客户端的模型和纹理数据,并具有它们自己特有的名字和年龄的参数:Here's an example of three pets that use model and texture data from the user client, with their own unique parameters for name and age:

宠物1:名字“Johnny”,年龄:12天,品种:“可卡犬”,纹理:“棕”。Pet 1: Name "Johnny", Age: 12 days, Breed: "Cocker Spaniel", Texture: "Brown".

宠物2:名字“Mookey”,年龄:93天,品种:“金多犬”,纹理:“棕”。Pet 2: Name "Mookey", Age: 93 days, Breed: "Jindo Dog", Texture: "Brown".

宠物3:名字“Poko”,年龄:2天,品种:“金多犬”,纹理:“黄”。Pet 3: Name "Poko", Age: 2 days, Breed: "Golden Dog", Texture: "Yellow".

为每个特定宠物存储的数据如下:The data stored for each specific pet is as follows:

名字、年龄、性状(力量、智力等)、品种(与3d-模型相对应)。Name, age, traits (strength, intelligence, etc.), breed (corresponding to the 3d-model).

为了在另外一端重建特定宠物而需要发送的数据量因而是很小的。仅发送非静态数据。其中,可将性状信息配置为对用户不可见的信息。也即,其影响宠物的行为,但不必直接引起用户的注意。也可以提供行为或者情绪模型的参数数据。这些数据可以是性状信息的一部分或者独立提供,在下面将对其进行更详细的描述。The amount of data that needs to be sent in order to reconstruct a particular pet on the other end is thus small. Only non-static data is sent. Among them, the property information can be configured as information invisible to the user. That is, it affects the behavior of the pet, but does not necessarily have to be directly brought to the user's attention. Parametric data for behavioral or emotional models may also be provided. These data may be part of the trait information or provided independently, as described in more detail below.

下面参考图5讨论通过SMS发送宠物的一般流程。The general flow of sending a pet via SMS is discussed below with reference to FIG. 5 .

首先,在步骤501,收集宠物的实例(包括参数的全部特有数据)并将其压缩为SMS消息。接着在步骤503,将数据变成二进制流。SMS格式具有下面两个限制,这使得任务变得很困难:First, instep 501, an instance of a pet (including all unique data of parameters) is collected and compressed into an SMS message. Then instep 503, the data is converted into a binary stream. The SMS format has the following two limitations which make the task difficult:

A.SMS格式是文本形式而不是二进制形式的,因为其设计用于书面文本消息。A. The SMS format is textual rather than binary because it is designed for written text messages.

相反地,宠物的表示形式是二进制信息。In contrast, pets are represented as binary information.

B.SMS消息被限制为少量的字符,目前为80个字符。因为打算在一条SMS消息中发送宠物的完整表示,因此必须在80个字符长度内放置充分的数据。B. SMS messages are limited to a small number of characters, currently 80 characters. Since the complete representation of the pet is intended to be sent in one SMS message, sufficient data must be placed within 80 characters in length.

优选实施例通过在步骤505将信息从二进制形式转换成文本形式,可以克服限制A。优选的转换使用本领域技术人员所公知的7-位方法。在7-位方法中,将二进制信息的每7位转换成1个文本字符。由于每个字节有1位的损耗,7-位方法具有将数据的总尺寸扩大15%的令人遗憾的副作用。The preferred embodiment overcomes limitation A by converting the information from binary form to text form atstep 505 . A preferred transformation uses the 7-position method known to those skilled in the art. In the 7-bit method, every 7 bits of binary information are converted into 1 text character. Due to the loss of 1 bit per byte, the 7-bit approach has the unfortunate side effect of increasing the overall size of the data by 15%.

对于限制B:如上所述,因为系统假定存在静态的共享数据,实际上需要很少的二进制信息来表示特定的宠物。For constraint B: As mentioned above, since the system assumes the existence of static shared data, very little binary information is actually required to represent a particular pet.

构建SMS消息Build SMS messages

以上并不足以创建可以传送到其它移动电话的SMS消息。因此,SMSThe above is not enough to create SMS messages that can be sent to other mobile phones. Therefore, SMS

消息本身除了包含宠物实例信息以外,优选地可以包含额外信息:In addition to pet instance information, the message itself can preferably contain additional information:

也就是,需要一些标题信息来将上述消息识别为特殊的SMS。如上所述,SMS消息最初设计用于文本消息,而通常被自动发送到用户的SMS客户端,后者将消息自动显示在用户的屏幕上。在这种情况下,显示根据本发明发送的消息的内容是没有用的。而是需要在SMS客户端获取该消息之前识别该消息,并将其重定向到自我养成宠物应用程序以进行解析。因此,根据本发明所设置的标题信息,执行允许电话于在屏幕上显示SMS之前对其进行识别并将其指向相关应用程序的功能。That is, some header information is needed to identify the above message as a special SMS. As mentioned above, SMS messages were originally designed for text messaging, but are usually automatically sent to the user's SMS client, which automatically displays the message on the user's screen. In this case, it is useless to display the content of the message sent according to the invention. Instead, the message needs to be recognized before the SMS client gets it, and redirected to the self-cultivating pet application for parsing. Thus, the header information set according to the present invention performs the function of allowing the phone to recognize the SMS and direct it to the relevant application before displaying it on the screen.

在一些情况下,包含宠物的SMS消息可能被发送给未安装自我养成宠物应用程序的电话。这时,优选地自动显示消息的内容,因为没有能够识别标题的东西,而且也没有可转移消息的地方。因此SMS消息显示在屏幕上如同一组随机字符。因此有必要在消息的开头加上一些相关的文本,以便让困扰的接收者理解发生了什么。因此消息可以包含普通文本标签,例如“您的电话不支持电话宠物”、或者“有一个宠物被发送给您。拔打*111进行解锁”。In some cases, an SMS message containing a pet may be sent to a phone that does not have the self-cultivation pet application installed. At this time, it is preferable to automatically display the content of the message, because there is nothing that can recognize the title, and there is no place where the message can be transferred. The SMS message is thus displayed on the screen as a set of random characters. It is therefore necessary to include some relevant text at the beginning of the message in order for the troubled recipient to understand what happened. So the message could contain normal text tags like "Your phone doesn't support phone pets", or "A pet has been sent to you. Dial *111 to unlock".

当同样的消息到达安装有所述应用程序的电话的时候,消息本身根本不会被显示,而是如上所述被直接指向自我养成宠物应用程序。后面将更详细地描述此机制。When the same message arrives on the phone with the app installed, the message itself is not displayed at all, but is directed to the self-cultivation pet app as described above. This mechanism will be described in more detail later.

现在参考图6,其中将合成的SMS消息添加到图5。Referring now to FIG. 6, the synthesized SMS message is added to FIG. 5. FIG.

所述SMS消息包括如下三个部分:The SMS message includes the following three parts:

a.标题601。标题优选地包含两个字符,并将发送的SMS消息识别为宠物SMS消息。a.Title 601. The header preferably contains two characters and identifies the sent SMS message as a pet SMS message.

b.不支持消息603。如上所述出现在不支持我们的应用程序的那些电话上的消息。b.Message 603 is not supported. The message as above appears on those phones that do not support our application.

c.宠物编码信息605。消息的这个部分包括重建宠物所需的实际二进制信息。此信息是上面提到的非静态数据。c.Pet code information 605 . This part of the message includes the actual binary information needed to rebuild the pet. This information is the non-static data mentioned above.

现在参考图7,其为简要示出发送SMS以及在另外一个移动电话(接收电话或者接收者)上接收SMS的视图。Reference is now made to FIG. 7, which is a diagram schematically illustrating sending and receiving an SMS on another mobile phone (receiving phone or recipient).

当SMS在步骤701到达具有自我养成宠物支持的接收者,首先在步骤703将到达的消息识别为特殊消息。因此提供检验每个到来消息的嗅探应用程序。如果前两个字符符合预定义的标题签章,则将消息直接指向自我养成宠物应用程序,而不是显示在屏幕上。When an SMS arrives atstep 701 to a recipient with self-cultivation pet support, first atstep 703 the incoming message is identified as a special message. A sniffing application is therefore provided which examines each incoming message. If the first two characters match the predefined title signature, the message is directed to the self-cultivation pet application instead of being displayed on the screen.

一旦将消息的内容传送到自我养成宠物应用程序,应用程序能够开始解析消息的过程。仅仅需要解析携带文本解码的二进制数据的消息的部分605。至此,标题601和不支持消息603已经完成了它们将到达的消息发送给应用程序的目标,因而不再有用处。Once the content of the message is communicated to the Self-Growing Pet application, the application can begin the process of parsing the message. Only thepart 605 of the message carrying the text-decoded binary data needs to be parsed. At this point,header 601 andunsupported message 603 have accomplished their goal of sending the incoming message to the application and are no longer useful.

现在通过与编码过程相反的过程对在SMS消息中包含的宠物信息进行解码。The pet information contained in the SMS message is now decoded by the reverse process of the encoding process.

这里,因为SMS消息可能在网络上损坏,因而需要在步骤705进行验证测试。首先使用一组合理条件(如,要求年龄参数不能为负数)对接收到的宠物参数进行测试。即使只有一个参数未通过测试,也优选地放弃整个SMS。否则使用二进制数据来重建宠物707,并接着将其显示在接收者的屏幕709上。Here, a verification test is required atstep 705 because the SMS message may be corrupted on the network. The received pet parameters are first tested against a set of reasonable conditions (eg, requiring that the age parameter cannot be negative). Even if only one parameter fails the test, the entire SMS is preferably discarded. Otherwise the pet is reconstructed 707 using the binary data and then displayed on the recipient'sscreen 709.

如果消息被未配置有自我养成宠物应用程序的接收者接收,则直接在屏幕上显示消息本身。紧接着标题的就是指示该特征不被支持的消息603,使得接收者能够理解发生了什么。If the message is received by a recipient who is not configured with the Self-Growing Pet application, the message itself is displayed directly on the screen. Immediately following the title is amessage 603 indicating that the feature is not supported so that the recipient can understand what is happening.

在自我养成宠物应用程序的范围内,在自我养成宠物客户端之间可以有其它的交互,在其中除了传送宠物之外,可以使用SMS消息来增强自我养成宠物的社区体验。图8和9是示出这样的交互的两个示例的流程图。图8示出向特定宠物发送装饰物或者物品,而图9示出发送蛋糕。Within the scope of the self-cultivation pet application, there may be other interactions between the self-cultivation pet clients where, in addition to communicating pets, SMS messages may be used to enhance the self-cultivation pet community experience. Figures 8 and 9 are flowcharts illustrating two examples of such interactions. Figure 8 shows sending a decoration or item to a particular pet, while Figure 9 shows sending a cake.

现在参考图8,装饰物或者物品是宠物可以穿戴的物体(奖章,太阳眼镜,帽子等)。表示一个装饰物与表示一个宠物的方式是类似的:在静态信息中具有全局知识库(例如,装饰物的3d模型和纹理)。在另外一端重建装饰物所需的数据量因此是非常小的:也即,所需的数据是对使用的3d模型的名字、以及颜色等的引用。图8中,在步骤801将装饰物显示在发起者的宠物上。在步骤803使用文本编码的二进制SMS来传送装饰物,然后在步骤805将物品显示在接收者的宠物上。Referring now to FIG. 8, an ornament or item is an object (a medal, sunglasses, hat, etc.) that a pet can wear. Representing a decoration is similar to representing a pet: having a global knowledge base in static information (eg, the decoration's 3d model and textures). The amount of data required to reconstruct the decoration at the other end is therefore very small: ie, the data required are references to the names, and colors, etc. of the 3d models used. In FIG. 8 , at step 801 a decoration is displayed on the initiator's pet. The decoration is delivered atstep 803 using a text-encoded binary SMS, and then atstep 805 the item is displayed on the recipient's pet.

现在参考图9,用点心来示范与图8中所述的相同的原理。点心是用户(主人)可以给予他们自己的或者其它的宠物的礼物(即,蛋糕、肉干等)。给宠物一块蛋糕可以以某种方式提升它的情绪状态。同样地,具有可用的点心的有限量的数据库,而且在步骤901、903、以及905中的消息传送仅需要发送所提供的特定点心的ID。Referring now to FIG. 9, the same principle as described in FIG. 8 is demonstrated with dim sum. Treats are gifts (ie, cakes, jerky, etc.) that users (owners) can give to their own or other pets. Giving a pet a piece of cake can elevate its emotional state in some way. Likewise, there is a limited amount of database of refreshments available, and the messaging insteps 901, 903, and 905 need only send the ID of the specific refreshment offered.

现在参考图10,其为示出在将宠物从一部电话传送到另一部电话中伴随的时间延迟过程的流程图。也就是说,SMS发送是异步的而且通常并不包括确认。发送的该异步特性因此可以导致宠物同时在两个位置存在,或者从所有的位置删除。Reference is now made to FIG. 10, which is a flow chart illustrating the time delay process involved in transferring a pet from one phone to another. That is, SMS sending is asynchronous and usually does not include an acknowledgment. This asynchronous nature of the transmission can thus cause the pet to exist in two locations at the same time, or be removed from all locations.

特别地,当发送消息的时候,用户不能确定消息将在什么时候到达、或者甚至不知道根本能否到达。可能需要几秒钟、或者几分钟来发送消息。不管怎样,接收者的电话可能会关机,这样消息只有在电话开机时才能到达,这可能是几天之后了。此外,因为SMS不包括与接收者的直接链接,因此完全有可能将宠物发送给错误的号码。当发送文本消息的时候,不能确定这样的问题。In particular, when sending a message, the user cannot be sure when the message will arrive, or even if it will arrive at all. It may take a few seconds, or a few minutes to send the message. Either way, the recipient's phone might be turned off, so the message won't arrive until the phone is turned on, which could be days away. Also, because SMS doesn't include a direct link to the recipient, it's entirely possible to send your pet to the wrong number. Such problems cannot be determined when sending text messages.

通过使用上述的未支持消息,可以在接收者端克服上述错误号码的问题。The above-mentioned wrong number problem can be overcome at the receiver end by using the above-mentioned unsupported message.

可以将上述问题总结如下:用户不知道承载宠物信息的消息什么时候可以到达、或者能否到达其目的地。The above problems can be summarized as follows: the user does not know when the message carrying the pet information will arrive, or whether it can reach its destination.

因此,回到图8中的装饰物的例子,假定用户将装饰物发送给一个朋友。在发送完装饰物之后,从用户的电话中将其删除。如果SMS没有到达接收者的电话,那么该装饰物在两个位置上都不见了。So, returning to the ornament example in Figure 8, assume the user sends the ornament to a friend. After sending the bauble, delete it from the user's phone. If the SMS does not reach the recipient's phone, the ornament is missing in both locations.

在其它情况下,可能希望送宠物到朋友的电话里去玩耍,并接着让它回家。这样的特征大大地充实了自我养成宠物的社区环境,因此最好能够可靠地支持此特征。该特征的一部分是,当从源电话送出宠物的时候,该宠物不得不在源电话中消失。In other cases, it may be desirable to send the pet to a friend's phone to play and then have it come home. Such a trait greatly fleshes out the community environment of self-cultivation pets, so it is best to have reliable support for this trait. Part of this feature is that when a pet is sent from the source phone, the pet has to disappear from the source phone.

一个普通的实现是使用两个反向(back to back)SMS消息:第一个从发送者发送给接收者,而另一个在几分钟以后从接收者返回给发送者,送宠物回家。上面是一个有风险的解决方案,因为接收者可能实际上从未接收SMS,或者SMS可能在接收时已损坏。在这种情况下,接收者可能从未发送所述响应SMS,而宠物将被永远丢失,意味着其在源电话上的状态将保持为“外出”。A common implementation is to use two reverse (back to back) SMS messages: the first from the sender to the receiver, and the second from the receiver back to the sender a few minutes later, sending the pet home. The above is a risky solution because the recipient may never actually receive the SMS, or the SMS may be corrupted when received. In this case, the recipient may never send the response SMS, and the pet will be lost forever, meaning its status on the source phone will remain "out of office".

另一个可能的问题是,在过了很长时间以后才接收到发送宠物的SMS。这可能在(例如)接收者的电话关机两天的情况下发生。结果导致返回SMS被长时间推迟。Another possible problem is that the SMS sent to the pet is received after a long time. This may happen if, for example, the recipient's phone is turned off for two days. As a result, the return SMS was delayed for a long time.

图10描述了示出宠物随着时间在用户电话1001和接收者电话1003之间的路径的流程图。在步骤1005,宠物被发送给接收者而且同时从发送者的电话上消失。如果接收者的电话开机则宠物被接收到接收者的电话。即使接收者接收到消息,该消息也可能被破坏,或者接收者可能忙于其它的一些事情。然而,假定安全地接收到消息而且接收者并不繁忙,在步骤1007中,与宠物一起玩,然后使用返回的SMS送其回家。FIG. 10 depicts a flowchart showing the path of a pet between the user'sphone 1001 and the recipient'sphone 1003 over time. Instep 1005, the pet is sent to the recipient and disappears from the sender's phone at the same time. The pet is received on the recipient's phone if the recipient's phone is turned on. Even if the recipient receives the message, the message might be corrupted, or the recipient might be busy with something else. However, assuming the message is received safely and the recipient is not busy, instep 1007, play with the pet and send it home using the returned SMS.

然而,如果因为任何原因导致发送者没有接收到返回的消息,那么上述幼稚的方案将导致宠物丢失。However, if for any reason the sender does not receive a message back, the naive solution above will result in the pet being lost.

现在参考图11,其为描述处理上述问题的自动返回机制的过程的流程图。自动返回机制确保,如果宠物未能在预定时间范围(通常为几分钟,例如十分钟)之内返回到初始的电话,则该宠物自动重新出现在初始的电话上。此后返回的消息及其数据将被忽略。事实上不需要返回的消息,因为有关该宠物的完整的数据一直在初始的电话上。如果SMS从未到达其目的地(例如错误的号码等)、或者如果它到达了目的地但是被忽略了(用户忙或者电话关机等)、或者如果消息已损坏、或者在消息通道上有延迟、或者基于任何其它原因,上述的操作将奏效。Reference is now made to FIG. 11 , which is a flow chart depicting the process of an automatic return mechanism that deals with the issues described above. The automatic return mechanism ensures that if the pet fails to return to the original phone within a predetermined time frame (typically a few minutes, such as ten minutes), the pet automatically reappears on the original phone. Messages and their data returned thereafter will be ignored. In fact there is no need for a return message, since the complete data about the pet is always on the original call. If the SMS never reached its destination (e.g. wrong number, etc.), or if it reached its destination but was ignored (user busy or phone turned off, etc.), or if the message was corrupted, or there was a delay on the message channel, Or for any other reason the above will work.

现在参考图12,其描述了一个实施例,其中使用时间签章来在发送者和接收者之间进行同步。假定两个电话具有同步的时钟,那么接收者就可以识别和处理过期的消息。发送端在步骤1201仅仅准备SMS,接着在步骤1202在发送的SMS上附加时间签章。该时间签章由发送端来附加,表示发送SMS的时间。在单个时区中基本没有时钟不同步的危险,因为蜂窝网络可以提供时间。接收者在步骤1204接收SMS,并在步骤1205中参照当前的时间检查时间签章。如果时间签章是新的,就在步骤1206与宠物一起玩耍并送其回家。然而,如果接收者获得具有过期时间签章(例如好几个小时)的SMS,则在步骤1207中可以使用不同的方式进行处理。例如,应用程序可以显示诸如“朋友来探访你,但是你没有空,于是他回家了”的消息。Referring now to FIG. 12, an embodiment is described in which time signatures are used to synchronize between senders and receivers. Assuming the two phones have synchronized clocks, the receiver can identify and process expired messages. The sending end only prepares the SMS instep 1201, and then adds a time stamp on the sent SMS instep 1202. The time stamp is attached by the sender, indicating the time when the SMS was sent. There is little danger of clocks getting out of sync in a single time zone because the cellular network provides the time. The recipient receives the SMS instep 1204 and checks the time stamp against the current time instep 1205 . If the time stamp is new, play with the pet atstep 1206 and send it home. However, if the recipient gets an SMS with an expired time stamp (for example several hours), then step 1207 can be handled differently. For example, an application could display a message such as "A friend came to visit you, but you were not available, so he went home."

现在参考图13,其为说明用于提供角色中的性状和情绪行为的模型的视图。一个活着的宠物具有反映在其行为中的独特的个性。在虚拟世界中,将自我养成宠物与任何其它类型的玩偶区分开的是其以看起来很自然的方式来随着时间变化的能力。因此,在当前的实施例中提出了反映和模拟自然的宠物角色的数学行为模型。Reference is now made to FIG. 13, which is a diagram illustrating a model for providing trait and emotional behavior in a character. A living pet has a unique personality reflected in its behavior. In the virtual world, what separates self-growth pets from any other type of doll is their ability to change over time in a way that seems natural. Therefore, a mathematical behavioral model reflecting and simulating natural pet characters is proposed in the current embodiment.

为了对宠物的特性进行建模,本发明包括创建数学方案1301,其中每个宠物都具有根据在宠物上操作的外部动作和事件而改变的一组性状1303。例如,外部事件可以是时间改变(宠物会变饿)或者外部的动作可以是用户命令(用户可以命令宠物坐、立、乞求、打滚、摇摆、转身等)。这些性状状态的任何组合创建单一的情绪。宠物可以通过执行与这些情绪相关的动作以根据这些情绪行事。例如,当宠物高兴的时候它可以做出高兴的动作。To model the characteristics of pets, the present invention includes creating a mathematical scheme 1301 where each pet has a set of traits 1303 that change according to external actions and events that operate on the pet. For example, an external event could be a time change (the pet will get hungry) or an external action could be a user command (the user can command the pet to sit, stand, beg, roll over, rock, turn around, etc.). Any combination of these trait states creates a single emotion. Pets can act on these emotions by performing actions related to those emotions. For example, when a pet is happy it can make a happy gesture.

总体解决方案1301包括如下三个元素:The overall solution 1301 includes the following three elements:

a.性状1303-反映宠物状态的一组参数。性状依照独特的变化函数根据外部事件和动作而改变。a. Traits 1303 - A set of parameters reflecting the state of the pet. Traits change in response to external events and actions according to unique change functions.

b.情绪1305-由性状状态的组合通过转换函数确定的一组情绪。b. Sentiment 1305 - A set of sentiments determined by a combination of trait states through a transition function.

c.宠物行为1307-反映每个状态的一组动作。c. Pet Behavior 1307 - A set of actions reflecting each state.

唯一角色创建unique character creation

性状:traits:

性状是反映宠物状态的一组参数。这些参数控制宠物的物理状态。这些性状依照与宠物特性相联系的独特的变化函数根据外部动作而改变。每个宠物可以有其自身的性状,造成可能的特性的变化。Traits are a set of parameters that reflect the state of a pet. These parameters control the pet's physical state. These traits change in response to external actions according to unique change functions associated with the pet's traits. Each pet can have its own traits, resulting in possible changes in characteristics.

情绪:mood:

因为情绪是参数,因而其以与性状类似的方式起作用,但是这里它们反映的是宠物的情绪状态。Because emotions are parameters, they work in a similar way to traits, but here they reflect the pet's emotional state.

外部事件或动作external event or action

外部事件是可以来自应用程序的外部或者内部的外来事件。外部事件通常启动将最终改变宠物的性状状态的链状反应。例如每个小时发生一个时间事件。所述时间事件导致变化函数,该函数改变宠物的一个或者多个当前性状。进而宠物可能变得更疲倦或者更饥饿。External events are external events that can come from outside or inside the application. External events often start a chain reaction that will ultimately change the pet's trait state. For example a time event occurs every hour. The temporal events result in a change function that changes one or more current traits of the pet. In turn the pet may become more tired or hungrier.

也有不完全强加于宠物的外部动作。在这些事件中,宠物拥有选择其是否愿意接受或者拒绝该动作的能力。在这个外部事件之后,宠物可以根据其当前性状状态和情绪来决定是否选择接受或者拒绝该外部动作。如果宠物选择接受该动作,则其性状将根据“接受变化函数”改变。如果宠物选择拒绝该外部事件,则其性状将根据“拒绝变化函数”改变。这些函数定义动作随后的性状是怎样的。例如,接受食物可以导致饥饿性状的降低。There are also external actions that aren't exactly imposed on pets. In these events, the pet has the ability to choose whether it is willing to accept or reject the action. After this external event, the pet can decide whether to accept or reject the external action according to its current traits and emotions. If the pet chooses to accept the action, its traits will change according to the "acceptance change function". If the pet chooses to reject this external event, its traits will change according to the "rejection change function". These functions define what the subsequent behavior of the action will be. For example, receiving food can lead to a decrease in the hunger trait.

变化函数:Variation function:

f(ExternalEvent,TraitState)=New TraitStatef(ExternalEvent, TraitState) = New TraitState

所述变化函数是在两个性状状态之间的转换函数。每个宠物类型对于每个动作或者事件有唯一的变化函数。因此对于每个角色,外部动作和事件以略微不同的方式改变宠物的性状,造成很多可能的角色。因而在两个不同的宠物角色上的同样的用户动作的结果将造成两个不同的状态,每个宠物一个。因此,略微不同的变化函数可以创建无数个不同的宠物角色。例如,一个宠物在进食以后将变得更高兴,而另一个会变得更困倦。The change function is a transition function between two trait states. Each pet type has a unique morph function for each action or event. So for each character, external actions and events change the pet's traits in slightly different ways, resulting in many possible characters. Thus the result of the same user action on two different pet characters will result in two different states, one for each pet. Thus, an infinite number of different pet characters can be created with slightly different morph functions. For example, one pet will become happier after eating, while another will become more sleepy.

现在参考图14,其为示出致使由柱状图表示的八个不同的性状改变的变化函数的视图。左边的图表描述了在触发该变化函数的事件之前的性状状态,而右边的图表描述了在该事件之后的性状状态。如上所述,将八个性状值依靠每个特定宠物角色唯一的变化函数分别进行转换。Reference is now made to FIG. 14 , which is a graph showing the change function causing eight different traits represented by histograms to change. The diagram on the left depicts the state of the trait before the event that triggers the change function, while the diagram on the right depicts the state of the trait after that event. As mentioned above, the eight trait values are converted individually by a variation function unique to each specific pet character.

现在参考图15,其中描述了施加到两个不同角色:角色1和角色2的同一个变化函数,导致对于每个角色基本是唯一的不同的最终状态。Referring now to FIG. 15, there is depicted the same variation function applied to two different roles: role 1 and role 2, resulting in different final states that are substantially unique to each role.

图16和17是屏幕快照,其中分别显示了宠物的当前状态,之后是动作,然后是改变性状的图,最后是新的状态。在图16和17中当前状态(饥饿)以及动作(吃)是相同的,但是性状的改变是不同的(因为角色是不同的),因而新的状态也是如此。Figures 16 and 17 are screenshots showing the pet's current state, followed by actions, then a graph of changing traits, and finally the new state, respectively. In Figures 16 and 17 the current state (hunger) and action (eating) are the same, but the change in trait is different (because the roles are different), and so is the new state.

现在参考图18A-18C,其中每一个示出了性状的不同的可能范围。每个图都是描述性状组合的柱状图,而图18B特别地导致了总体情绪“高兴”,正如下面将更详细地描述的。图19A-19C示出了对应于图18A一18C的每个范围的变化函数,而且作为示例展示了图18B的高兴情绪怎样借助外部动作的效果改变为难过的情绪。Reference is now made to Figures 18A-18C, each of which shows a different possible range for a trait. Each graph is a histogram depicting a combination of traits, and Fig. 18B in particular results in an overall mood of "happy," as will be described in more detail below. Figures 19A-19C show the change functions corresponding to each range in Figures 18A-18C, and show as an example how the happy emotion in Figure 18B can be changed into a sad emotion by the effect of an external action.

由性状的状态来确定宠物情绪。每个角色都有其唯一的转换函数f(TraitState)=Emotion,其将一组性状状态转换成一个或者多个情绪。因为转换函数对于每个宠物特性是唯一的,因此相同的一组性状状态可以创建不同的总体情绪。例如,“饱足”>80%的宠物狗可能被设置为具有“疲倦”情绪,然而这样的宠物猫可能被设置为具有“快乐”情绪。转换函数的这种变化允许创建不同的宠物角色。在两个转换函数产生两种不同的情绪的情况下,系统可以做到下列其中之一:The pet mood is determined by the state of the trait. Each character has its unique conversion function f(TraitState)=Emotion, which converts a set of trait states into one or more emotions. Because the transition function is unique to each pet trait, the same set of trait states can create different overall moods. For example, a pet dog with "full" > 80% may be set to have a "tired" mood, whereas such a pet cat may be set to have a "happy" mood. This variation of the transition function allows for the creation of different pet characters. In the case where two transition functions produce two different emotions, the system can do one of the following:

在两个可能的状态之间选择,每个状态定义为仅接受其中一种情绪。例如这可以通过使用情绪优先级表来实现,或者Choose between two possible states, each defined by the acceptance of only one of these emotions. For example this can be achieved by using a sentiment priority table, or

系统可以选择将接受的情绪加入到情绪集合中,其中两种情绪(或者更多)同时起作用。例如宠物可以同时既“饥饿”又“疲倦”。The system can choose to add accepted emotions to the set of emotions, where two emotions (or more) are active at the same time. For example a pet can be both "hungry" and "tired" at the same time.

例如,f(TraitState)可以是:For example, f(TraitState) could be:

f(TraitState)=if{(饱足<20%)}=>情绪=饥饿f(TraitState)=if{(fullness<20%)}=>mood=hunger

f(TraitState)=if{(力量<40%)And(废劳>80%)}=>情绪=疲倦f(TraitState)=if{(strength<40%)And(waste labor>80%)}=>mood=tired

f(TraitState)=if{(健康<40%)And(力量<25%)}=>情绪=痛苦f(TraitState) = if {(Health < 40%) And (Strength < 25%)} => Emotion = Pain

动作:action:

每个情绪都有反映此情绪的一组动作。其中的动作对应于动画。应用程序中的每个屏幕、场景、或角色都可以把不同的行为集合归结为每个情绪。这样做可以创建宠物可以反映其情绪的多种方式。宠物可以执行多种动作,下面是可以根据情绪状态而有所不同的动作的非限定的列表:Each emotion has a set of actions that reflect that emotion. The actions in it correspond to animations. Each screen, scene, or character in an application can attribute a different set of behaviors to each emotion. Doing this creates a variety of ways your pet can reflect its emotions. Pets can perform a variety of actions, the following is a non-limiting list of actions that can vary based on emotional state:

a.视觉效果-每种情绪的不同的动画集合。a. Visual Effects - A collection of different animations for each mood.

b.声音-每种情绪的不同的声音集合。b. Sounds - A collection of different sounds for each emotion.

c.文本-宠物根据它的情绪而显示的不同的文本提示或者文本气泡。c. Text - The pet displays different text prompts or text bubbles depending on its mood.

d.拒绝-根据宠物的情绪状态(性状和情绪),宠物可以选择拒绝用户要求的行动。d. Deny - Based on the pet's emotional state (trait and mood), the pet can choose to deny the action requested by the user.

e.等等…e. wait...

现在参考图20,其为示出事件或者动作是怎样根据当前情绪状态而有所不同、以及导致引起当前状态改变的变化函数的状态图。因此,在其中将来的操作依据将来的状态。也即,如果事件或者动作发生,则根据事件的类型、当前性状、以及当前情绪来选择行为。Reference is now made to FIG. 20 , which is a state diagram illustrating how events or actions vary according to the current emotional state, and the resulting change function that causes the current state to change. Thus, future operations in it depend on the future state. That is, if an event or an action occurs, an action is selected according to the type of event, current traits, and current mood.

如果根据选择拒绝行为,那么根据预先确定的拒绝变化函数改变性状状态,并根据改变的性状状态施加转换函数。相反,如果根据选择接受行为,那么根据预先确定的接受变化函数改变性状状态,并根据改变的性状状态施加转换函数。If the behavior is rejected according to the selection, the trait state is changed according to a predetermined rejection change function, and a transition function is applied according to the changed trait state. Conversely, if behavior is accepted according to choice, then the trait state is changed according to a predetermined acceptance change function, and a transition function is applied according to the changed trait state.

进一步,如上所述,通过施加转换函数来产生当前性状状态,并呈现与所产生的当前性状状态相对应的情绪。这样,根据当前情绪连续地设置行为中的变化。Further, as described above, the current trait state is generated by applying the conversion function, and the emotion corresponding to the generated current trait state is presented. In this way, changes in behavior are continuously set according to the current mood.

一般流程general process

数据结构:data structure:

现在参考图21,系统具有所谓的基础(ground)表。系统的基础表如下所示:Referring now to Figure 21, the system has what is called a ground table. The underlying tables of the system are as follows:

2101宠物-该表保存当前在电话上的所有宠物2101 Pets - This table holds all pets currently on the phone

2102性状-宠物可以具有的所有可能的性状集合2102 Traits - A collection of all possible traits a pet can have

2103情绪-宠物可以具有的所有情绪的集合2103 Emotions - A collection of all the emotions a pet can have

2104行为-宠物可以执行的所有行为的集合2104 Behaviors - A collection of all behaviors a pet can perform

在各表之间具有关联表:Have an association table between the tables:

1.宠物性状2105-该表保存为特定宠物附加所有可能的性状的索引。1. Pet Traits 2105 - This table holds an index of all possible traits attached to a particular pet.

2.宠物情绪2106-该表保存宠物当前所具有的所有当前情绪。在该表中的情绪是符合性状状态的转换函数的情绪。2. Pet Moods 2106 - This table holds all the current emotions that pets currently have. The sentiments in this table are the sentiments that fit the transition function of the trait state.

3.情绪行为2107-该表保存对于每种情绪可以执行的所有可能动作。3. Emotional Actions 2107 - This table holds all possible actions that can be performed for each emotion.

发育模型developmental model

1.可以通过将两种特定情绪区分为发育情绪来改进上述实施例。发育情绪比其它情绪改变得更慢。发展模型提供用户更容易理解的宠物,而且可以在不同的品种之间提供更大的区别。其结果是用户有更强的对待活生生的宠物的感觉。此外,进展随着时间而呈现。1. The above embodiment can be improved by distinguishing two specific emotions as developmental emotions. Developmental emotions change more slowly than other emotions. Developmental models provide pets that are easier for users to understand, and can provide greater differentiation between different breeds. The result is that the user has a stronger feeling of being treated to a live pet. Furthermore, progress is presented over time.

在发育模型中:In a developmental model:

对于所有的品种和年龄,将性状偏置量设置为相同。然而,不同的品种和年龄的区别在于所述性状具有它们能够达到的不同的最大值。下面在表2中示出了示范性的偏置量。Set the trait biases to be the same for all breeds and ages. However, different breeds and ages differ in that the traits have different maxima to which they are capable. Exemplary offsets are shown in Table 2 below.

根据品种的特性设置各种性状的最大值。Set maximum values for various traits according to the characteristics of the variety.

考虑的性状包括:健康、疲劳、饱足、洁净、压力、顺从、以及亲密。Traits considered include: health, fatigue, satiety, cleanliness, stress, submissiveness, and intimacy.

前五个性状可以迅速且毫不费力地改变。亲密和顺从是特殊的发育性状,其意味着它们更持久和长期。用户不得不随着宠物的成长来赢得它的信任。The first five traits can be changed quickly and effortlessly. Closeness and submissiveness are special developmental traits, which means that they are more persistent and long-term. Users have to earn the pet's trust as it grows.

宠物不能死亡,但是系统可以通过降低亲密的水平来惩罚不照顾宠物的用户。Pets cannot die, but the system can punish users who do not take care of pets by lowering the level of intimacy.

宠物可以学习表演特技。用户必须为每种技巧专门地训练宠物。学习曲线优选地因品种和年龄的不同而有所不同。Pets can learn to perform stunts. The user must train the pet specifically for each trick. The learning curve preferably varies by breed and age.

用户可以在每次命令之后训斥或者表扬宠物以加速或者另外影响学习过程。The user can reprimand or praise the pet after each command to speed up or otherwise influence the learning process.

通常使用的情绪包括生病、饥饿、疲倦、恼怒、平静、快乐。根据除了发育性状以外的性状来确定情绪。Commonly used emotions include sick, hungry, tired, annoyed, calm, happy. Mood is determined from traits other than developmental traits.

宠物可以基于情绪状态和性状来接受或者拒绝动作。Pets can accept or reject actions based on emotional state and traits.

如果宠物不赞成一个动作,其优选地告诉用户确切的原因。If the pet disapproves of an action, it preferably tells the user exactly why.

于是宠物因为生病或者刚刚吃完就不会进食,在这种情形下它将优选地通知用户“我感觉不太舒服”、或者“我吃饱了”。当亲密属性特别低的时候,宠物可能拒绝与用户一起散步,在这种情形下,它将通知用户“我不想和你一起去”。Then the pet will not eat because it is sick or has just finished eating, in which case it will preferably inform the user "I don't feel well", or "I'm full". When the intimacy attribute is particularly low, the pet may refuse to go for a walk with the user, in which case it will notify the user "I don't want to go with you".

在优选实施例中,幼犬的亲密和顺从更加迅速地改变。训斥和表扬行为优选地对不同的狗产生不同的影响,而且甚至对相同的狗影响也不同,比方依赖于最后的动作、或者自最后的动作以后所过去的时间。In a preferred embodiment, the puppy's closeness and obedience change more rapidly. The reprimand and praise behaviors preferably affect different dogs differently, and even the same dog differently, eg depending on the last action, or the time elapsed since the last action.

现在参考表1,其中以预定次序显示了一系列情绪。每种情绪与一个或者多个性状相关联。每个性状由介于预定最大值的0%和100%之间的变量来表示。此外,某些值可以使用绝对值来表示。设置在其之上或之下情绪产生影响的阈值。因此,如果健康在25%以下动物就生病。由于生病是在优先级列表中最高级的情绪,因此不管情绪表中的较低项怎样动物都生病。如果没有情绪超过其阈值,那么动物为平静——列表中的最低项。Referring now to Table 1, a series of emotions are displayed in a predetermined order. Each emotion is associated with one or more traits. Each trait is represented by a variable between 0% and 100% of a predetermined maximum value. Also, some values can be expressed using absolute values. Sets the threshold above or below which the emotion has an impact. Therefore, if the health is below 25%, the animal is sick. Since sickness is the highest emotion on the priority list, the animal gets sick regardless of the lower item on the emotion list. If no emotion exceeds its threshold, then the animal is calm - the lowest item on the list.

情绪mood

根据下面的优先级(生病是最高级):According to the following priorities (sick being the highest):

  生病 Get ill健康<25%Health <25%  饥饿hunger饱足<25%satiety <25%  疲倦tired疲劳>75%Fatigue >75%  恼怒angry压力>75%Pressure > 75%  快乐 hapiness健康>70%、饱足>50%、疲劳<50%、而且压力<30%Healthy > 70%, Full > 50%, Fatigue < 50%, and Stress < 30%  平静calm上述都不是none of the above

表1.每个性状级别的情绪以及其优先级次序Table 1. Sentiments at each trait level and their order of priority

现在参考表2,其中显示了性状随着时间改变的值。注意到,亲密和顺从性状比其它的改变得更缓慢。Reference is now made to Table 2, which shows the values of the traits over time. Note that the intimacy and submissiveness traits change more slowly than the others.

每小时的变化hourly change

  性状traits  健康 healthy  疲劳fatigue  饱足full  洁净clean  压力 pressure  亲密intimacy  顺从obedience  快乐/平静/疲倦/恼怒happy/calm/tired/angry  00  +7+7  -7-7  -1 -1  -3-3  00  00  饥饿hunger  -4-4  +9+9  -5-5  -1 -1  00  -1 -1  -1 -1  生病 Get ill  -1 -1  +15+15  -2 -2  -1 -1  00  -3-3  00

表2.性状随着时间(每小时)的改变Table 2. Changes in traits over time (hourly)

现在参考表3,其中描述如果提供了特定的动作则宠物在怎样的条件下将予以接受。Reference is now made to Table 3, which describes the conditions under which a pet will accept a particular action if offered.

接收条件:Acceptance conditions:

  散步 walk  情绪平静或快乐。亲密>=70上一次散步至少在10分钟之前。Emotionally calm or happy. Intimacy >= 70 Last walk was at least 10 minutes ago.  游戏 game  情绪平静或快乐。亲密>=70Emotionally calm or happy. Intimacy >= 70  进食eating  情绪并非生病。Emotions are not sick.  睡觉 sleep  情绪并非恼怒。疲劳>50%Emotion is not anger. Fatigue >50%  治疗 treat  健康<50%Health <50%  清洁 clean  情绪并非恼怒。洁净<50%。亲密>50Emotion is not anger. Clean <50%. Intimacy > 50  特技stunt  情绪平静或快乐。亲密>=70特技已学会。根据顺从水平,宠物可能拒绝表演(随机地),而接着训斥可以帮助提高顺从水平。Emotionally calm or happy. Intimacy >= 70 stunts learned. Depending on the level of obedience, pets may refuse to perform (randomly), and reprimands followed can help increase obedience levels.

表3.动作的接受Table 3. Acceptance of actions

现在参考表4,其中描述接受表3中的动作对各种性状的影响。Reference is now made to Table 4, which depicts the effects of taking the actions in Table 3 on various traits.

  健康 healthy  疲劳fatigue  饱足full  洁净clean  压力 pressure  亲密intimacy  顺从obedience  散步 walk  Xx  +8+8  -5-5  -2 -2  -4-4  Xx  +2+2  哼唱humming  Xx  +6+6  -4-4  -1 -1  -1 -1  Xx  +2+2  司汤加(Stanga)Stanga  Xx  +10+10  -6-6  -3-3  -2 -2  Xx  +2+2  学英文 learn English  Xx  +3+3  -1 -1  Xx  Xx  Xx  +2+2  今日格言Today's motto  Xx  Xx  Xx  Xx  -1 -1  Xx  Xx  进食eating  若已饱,-10If full, -10  +1+1  +30+30  -3-3  -2 -2  Xx  +1+1  睡觉 sleep  +3+3  到0to 0  -10-10  Xx  -10-10  Xx  Xx  治疗 treat  到最大to max  +20+20  -5-5  Xx  +30+30  Xx  -1 -1  清洁 clean  +3+3  +10+10  -4-4  到最大to max  +15+15  Xx  -1 -1  命令 Order  Xx  +1+1  -1 -1  Xx  -1 -1  Xx  +1+1  赢得比赛 Win the competition  +1+1  +15+15  -10-10  -2 -2  -8 -8  Xx  +2+2

表4.接受动作的效果Table 4. Effects of accepting actions

表5是描述拒绝动作的效果的相应表格。Table 5 is the corresponding table describing the effect of the reject action.

  健康 healthy  疲劳fatigue  饱足full  洁净clean  压力 pressure  亲密intimacy  顺从obedience  散步 walk  Xx  Xx  Xx  Xx  +1+1  Xx  Xx  进食eating  Xx  Xx  Xx  Xx  Xx  Xx  Xx  睡觉 sleep  Xx  Xx  Xx  Xx  +1+1  Xx  Xx  治疗 treat  Xx  Xx  Xx  Xx  +15+15  Xx  -2 -2  清洁 clean  Xx  Xx  Xx  Xx  +5+5  Xx  -2 -2  命令 Order  Xx  Xx  Xx  Xx  Xx  Xx  Xx  输掉比赛lose the game  Xx  +15+15  -10-10  -2 -2  +5+5  Xx  Xx

表5.拒绝动作的效果Table 5. Effects of reject actions

表扬或者训斥的效果被设定为使得在前一表扬或者训斥1分钟内的动作没有效果。The effect of praise or reprimand is set such that actions within 1 minute of the previous praise or reprimand have no effect.

如果在特技命令之后大约1分钟执行表扬或者训斥,则其影响如表6和7中所示。如所示出的,影响可以根据宠物对命令的反应而有所不同:也即,它是否已经表演了特技,或者为出气而拒绝了。If the praise or reprimand is performed approximately 1 minute after the stunt command, its effects are shown in Tables 6 and 7. As shown, the impact can vary depending on the pet's reaction to the command: that is, whether it has performed a stunt, or refused out of anger.

  健康 healthy  疲劳fatigue  饱足full  洁净clean  压力 pressure  亲密intimacy  顺从obedience 惩罚 punish  Xx  +2+2  Xx  Xx  +10+10  Xx  -1 -1 警告 warn  Xx  +1+1  Xx  Xx  +6+6  Xx  -1 -1 惩罚(在出气后)Punish (after venting)  Xx  +4+4  Xx  Xx  Xx  +2+2  Xx 警告(在出气后)Warning (after venting)  Xx  +2+2  Xx  Xx  Xx  +1+1  Xx

表6.训斥动作的效果Table 6. Effects of reprimand actions

  健康 healthy  疲劳fatigue饱足full  洁净clean  压力 pressure  亲密intimacy  顺从obedience亲抚caress  Xx  XxXx  Xx  -4-4  Xx  +1+1表扬praise  Xx  XxXx  Xx  -5-5  Xx  +1+1亲抚(在表演特技后)Caress (after performing a stunt)  Xx  XxXx  Xx  -4-4  +1+1  +1+1表扬(在表演特技后)Praise (after performing a stunt)  Xx  XxXx  Xx  -5-5  +1+1  +2+2

亲抚(在出气后)caress (after venting)  Xx  Xx  Xx  Xx  Xx  -2 -2  Xx表扬(在出气后)praise (after venting)  Xx  Xx  Xx  Xx  Xx  -2 -2  Xx

表7.表扬动作的效果Table 7. Effects of praise actions

性状最大值trait maximum

如上所述,性状设置的最大值反映品种之间的差异。As mentioned above, the maximum value set by a trait reflects the variation between breeds.

例如,选取具有如下性状的下列品种:For example, select the following varieties with the following traits:

可卡犬:它们是天生的寻回犬,而且便于跑到矮树丛中。能容忍孩子和其它宠物。Cocker Spaniels: They are natural retrievers and are good at running into the undergrowth. Tolerates children and other pets.

蝴蝶犬:喜欢外出而且友善。喜欢蜷伏和玩耍。很难进行家庭训练(housetrain)。蝴蝶犬需要定期刷毛。Papillon: Likes to go out and is friendly. Loves to curl up and play. It's hard to do housetrain. Papillons need regular brushing.

比格犬:它们可以很固执而且比较难以训练。需要持续活动并且容易厌烦。它们是温顺的动物,与孩子和其它的狗在一起很棒。根据需要刷毛,以及仅在绝对必要的时候洗澡。Beagles: They can be stubborn and difficult to train. Requires constant activity and is easily bored. They are gentle animals and are great with children and other dogs. Brush as needed, and bathe only when absolutely necessary.

金多犬:金多犬是一种瘦削但却很健壮的狗,而且举止傲慢。该品种保持自身洁净,而且极其容易进行家庭训练。Jindo: The Jindo is a lean but strong dog with a haughty demeanor. This breed keeps itself clean and is extremely easy to home train.

上述性状可以用如表8中所示的最大值集合来表示。The above traits can be represented by a set of maximum values as shown in Table 8.

  健康 healthy  疲劳fatigue  饱足full  洁净clean  压力 pressure  亲密intimacy  顺从obedience  成年可卡犬adult cocker spaniel  100100  9090  120120  100100  110110  200200  200200  成年蝴蝶犬Adult Papillon  8080  100100  8080  120120  100100  200200  200200  成年比格犬adult beagle  8080  110110  100100  100100  8080  200200  200200  成年金多犬adult golden retriever  120120  130130  110110  8080  110110  200200  200200

表8.不同品种的各种性状的最大值Table 8. Maximum values of various traits for different cultivars

现在可以如下定义幼年和成年狗:Juvenile and adult dogs can now be defined as follows:

对幼犬:取成年最大值的50%(除顺从和亲密以外,其保持在最大值200)。For puppies: Take 50% of the adult max (except for obedient and cuddly, which stay at max 200).

对青年犬:取成年最大值的80%(除顺从和亲密以外,其保持在最大值200)。For young dogs: take 80% of the adult maximum (except for obedient and affectionate, which remain at a maximum of 200).

表9示出了根据上面示范的品种为一只新的幼犬所建议的初始值。Table 9 shows suggested initial values for a new puppy based on the breeds exemplified above.

  健康 healthy  疲劳fatigue  饱足full  洁净clean  压力 pressure  亲密intimacy  顺从obedience  可卡犬cocker spaniel  100%100%  00  50%50%  100%100%  00  100100  100100  蝴蝶犬Papillon  100%100%  00  50%50%  100%100%  00  8080  120120  比格犬 Beagles  100%100%  00  50%50%  100%100%  00  7070  100100  金多犬Jindo dog  100%100%  00  50%50%  100%100%  00  120120  8080

表9.每种新幼犬的初始性状值Table 9. Initial trait values for each new pup

幼犬会成长并达到巅峰的身体状态(健康100%,疲劳0,饱足100%,洁净100%,压力0)。顺从和亲密不需要改变。Puppies will grow and reach their peak physical state (healthy 100%, fatigue 0, fed 100%, clean 100%, stress 0). Obedience and intimacy need not change.

特技的学习也是因品种而异。表10显示了不同品种的学习表的建议值。该表表明需要多少时间来训练狗才能使它懂得特技:The learning of stunts also varies by species. Table 10 shows suggested values for different breeds of learning tables. This table shows how much time it takes to train a dog to perform tricks:

  坐下 sit down  打滚roll around  转身turn around  吠叫barking  刨抓planing  可卡犬cocker spaniel  55  1515  66  1010  77  蝴蝶犬Papillon  9 9  22 twenty two  9 9  1414  1212  比格犬Beagles  77  2020  77  1212  1010  金多犬Jindo dog  2 2  77  44  66  55

表10.每个品种学习特技所需的时间量Table 10. Amount of Time Required for Each Breed to Learn a Stunt

现在参考表11,其中描述了许多点心,而且指出宠物吃点心的接受条件。该表也描述了对接受点心的宠物的现有性状的效果。Reference is now made to Table 11, which describes a number of treats and indicates the acceptance criteria for pets to eat treats. The table also describes the effect on the existing traits of pets receiving treats.

点心dessert

  项目 project接受条件accept the conditions  变化函数Variation function  饼干 biscuit并非生病。并非疲劳。Not sick. Not tired.  压力-2pressure-2  口香糖chewing gum并非生病。并非疲劳。压力<80%。Not sick. Not tired. Pressure <80%.  洁净+15%(清洁牙齿)Clean +15% (clean teeth)  肉干jerky并非生病。并非疲劳。压力<80%。Not sick. Not tired. Pressure <80%.  亲密+2Intimacy +2  香肠 sausage并非生病。并非疲劳。压力<80%。Not sick. Not tired. Pressure <80%.  顺从+2Obedience +2  乳酪cheese并非生病。并非疲劳。Not sick. Not tired.  压力-5Pressure -5  打虫药Insecticide亲密>100而且压力<50%Intimacy > 100 and Stress < 50%  健康+15%Health +15%  滋补品Tonic压力<30%Pressure <30%  亲密+5Intimacy +5  恢复药recovery medicine亲密>150Intimacy > 150  压力-20%Stress - 20%

表11.点心的接受条件和变化函数Table 11. Acceptance conditions and change functions of Dim Sum

需要注意的是,虽然当前优选实施例涉及发送文本编码的二进制的关于宠物的信息,使用SMS消息来传达共有的用户客户端的参数数据的原理可以应用于其它的应用程序和其它类型的信息,并且在本发明的范围内。此外,使用文本编码的二进制数据用于移动设备之间的直接联系的原理也同样包括在本发明的范围内,并且使用文本编码的二进制数据在无线用户客户端之间进行通信的概念也在本发明的范围内。使用文本消息在移动设备之间传送二进制数据的原理也同样包括在本发明的范围内。It should be noted that while the presently preferred embodiment involves sending text-encoded binary information about pets, the principles of using SMS messages to communicate shared user client parameter data can be applied to other applications and other types of information, and within the scope of the present invention. Furthermore, the concept of using text-encoded binary data for direct communication between mobile devices is also within the scope of the present invention, and the concept of using text-encoded binary data for communication between wireless user clients is also within the scope of this invention. within the scope of the invention. The concept of using text messages to transfer binary data between mobile devices is also within the scope of the present invention.

可以将上述原理推广到用于在移动的和其它有限资源设备之间进行传送的其它类型的信息。The above principles can be generalized to other types of information for transfer between mobile and other limited resource devices.

可以预料,在本发明的存在期内,将会开发出很多相关的设备和系统,而这里的术语范围,特别是术语移动设备、蜂窝通信、文本消息等等,意在先验地涵盖所有这样的新技术。It is anticipated that many related devices and systems will be developed during the lifetime of the present invention, and the scope of the terms herein, particularly the terms mobile device, cellular communication, text messaging, etc., are intended to cover a priori all such new technology.

通过分析下面的示例(其并不意味限制),本发明的其它目的、优点、以及新颖特征对本领域普通技术人员将变得显而易见。此外,如上所描述的、以及在下面权利要求部分中所要求的本发明的各种实施例和方面可以在下面的示例中得到实验的支持。Other objects, advantages, and novel features of the present invention will become apparent to those of ordinary skill in the art by analyzing the following examples (which are not meant to be limiting). Furthermore, the various embodiments and aspects of the present invention as described above and claimed in the claims section below can find experimental support in the following examples.

使用范例:比赛Example of use: competition

移动设备中的自我养成宠物的重要的特征就是可以共享自我养成宠物的体验,而且可以创建用户社区。一种共享自我养成宠物以及相关联的体验的方法就是实行共同的活动,在其中宠物一起劳动或者相互竞争。这可以(或者不)通过发送一个宠物到朋友的电话上来实现。An important feature of self-cultivation pets in mobile devices is that the self-cultivation pet experience can be shared and user communities can be created. One way of sharing self-cultivation pets and associated experiences is to practice communal activities in which pets work together or compete with each other. This can (or not) be done by sending a pet to a friend's phone.

一种可能的活动是比赛。两个自我养成宠物在同一部电话上并在比赛中相互竞争。由自我养成宠物的属性、性状、以及情绪来确定谁赢,使得在他的宠物身上花费了更多时间以及照料的用户取得胜利。One possible activity is competition. Two ego pets are on the same phone and compete against each other in a competition. Who wins is determined by the attributes, traits, and emotions of the self-developed pet, so that the user who spends more time and care on his pet wins.

现在参考图22,其显示在发起比赛时包括的一系列可能的屏幕快照。Reference is now made to FIG. 22, which shows a possible series of screen shots involved in initiating a game.

屏幕快照2201中,任何用户可以通过发送SMS给其电话上安装有虚拟宠物的另一个用户来发起比赛。屏幕快照2202中,接收该SMS的用户可以接收或者拒绝该比赛提议。Inscreenshot 2201, any user can initiate a contest by sending an SMS to another user who has a virtual pet installed on his phone. Inscreenshot 2202, the user receiving the SMS can accept or decline the game offer.

如果接收者接受该比赛提议,则他的电话进入状态,在其中他看到两个宠物(他自己的、以及发送者的宠物)作一些伸展运动并为比赛做准备。屏幕快照2203中,开始从3到1的倒计时。If the recipient accepts the contest offer, his phone enters a state where he sees both pets (his own, and the sender's) doing some stretching and getting ready for the contest. Inscreenshot 2203, a countdown from 3 to 1 is started.

现在参考图23和图24,屏幕快照2301中,当倒计时结束时,打出旗帜指示比赛开始。Referring now to FIGS. 23 and 24 , in screenshot 2301 , when the countdown ends, a flag is raised to indicate the start of the game.

两个宠物在运动场内开始比赛,而且优选地在分别的跑道上奔跑。宠物沿着跑道的曲线奔跑,通过三个不同的背景2301、2303、以及2305。一旦它们到达了第三个背景中的某特定点,在2401中其中一只宠物开始向终点线加速冲刺。The two pets start the race in the arena, and preferably run on separate tracks. The pet runs along the curve of the track, through three different backgrounds 2301, 2303, and 2305. Once they reach a certain point in the third background, in 2401 one of the pets begins a speeding sprint towards the finish line.

基于宠物的性状来决定比赛的优胜者。用于计算每个宠物的得分的示范性公式如下:The winner of the contest is determined based on the pet's traits. An exemplary formula for calculating the score for each pet is as follows:

2×(宠物力量值+宠物健康值)-1.5×(宠物疲劳值)2×(pet strength value+pet health value)-1.5×(pet fatigue value)

或者or

宠物顺从值+宠物健康值-1.5×(宠物疲劳值)Pet obedience value + pet health value - 1.5 × (pet fatigue value)

也可以借助类似的或者另外的性状和情绪来利用其它类似关系。Other similar relationships may also be exploited with similar or additional traits and emotions.

通过该计算公式,具有最高得分的宠物赢得比赛。如果得分相等,则收到比赛提议的用户赢得比赛。By this calculation, the pet with the highest score wins the game. If the scores are tied, the user who received the match offer wins the match.

在比赛结束时的后果取决于哪只宠物取胜。如果来访宠物获胜,则显示一系列屏幕快照2401、2403、2405。如果本地宠物获胜,那么显示序列2410、2412、2414。The consequences at the end of the game depend on which pet wins. If the visiting pet wins, a series ofscreen shots 2401, 2403, 2405 are displayed. If the native pet wins, thesequence 2410, 2412, 2414 is displayed.

在优选实施例中,可以同时在发送者和接收者的电话上显示比赛。由于两部电话都以相同的方式来计算优胜者,因而电话实际上不需要基于这个目的而相互同步。由于结果的公布需要显示本地宠物的情况,因此在每部电话上比赛的结束是不同的。In a preferred embodiment, the game can be displayed on both the sender's and receiver's phones simultaneously. Since both phones calculate the winner in the same way, the phones do not actually need to be synchronized with each other for this purpose. The end of the game is different on each phone due to the display of local pets required for the announcement of the results.

比赛作为激励用户培育他们的宠物的动机,例如通过喂养他们的宠物来提高其力量,或者通过治疗宠物以及给宠物吃药来提高其健康,而且可以鼓励用户让宠物定时睡觉,使得其疲劳将降到最低。此外,也可以作为用户比较他们的成就的焦点,因为得到最好料理的宠物将取得胜利。The competition serves as an incentive for users to cultivate their pets, such as improving their strength by feeding their pets, or improving their health by treating pets and giving them medicine, and it can encourage users to let their pets sleep regularly so that their fatigue will decrease to the minimum. Also, serves as a focal point for users to compare their achievements, as the pet that gets the best food will win.

比赛结束后,优胜者的宠物得到金牌,而失败者得到银牌。After the game, the winner's pet gets a gold medal, while the loser gets a silver medal.

如果本地宠物获胜则来访者(失败者)得到戴着银牌的SMS,而如果本地宠物失败,则它获得银牌,而来访者(优胜者)得到戴着金牌的SMS。If the native pet wins then the visitor (loser) gets an SMS wearing a silver medal, while if the native pet loses it gets a silver medal and the visitor (winner) gets an SMS wearing a gold medal.

优选地将奖牌加入到宠物的装饰物库存中,并可以在任何时候佩戴。当比赛结束后,将宠物发送给接收者的发起人收回他的宠物。The medal is preferably added to the pet's ornament inventory and can be worn at any time. When the game is over, the promoter who sent the pet to the recipient takes back his pet.

在比赛结束以后,全部两只宠物的性状均被修改。示范性的修改如下:After the game ends, the traits of both pets are modified. Exemplary modifications are as follows:

对全部两个参赛者:For both contestants:

力量:-5点,健康:-5点,疲劳:+3点,饱足:-5点,洁净:-5点,智力:+2点,亲密:没有变化。Strength: -5 points, Health: -5 points, Fatigue: +3 points, Satiety: -5 points, Cleanliness: -5 points, Intellect: +2 points, Intimacy: No change.

对优胜者:To the winner:

满足:+20点,压力:-5点。Satisfaction: +20 points, Stress: -5 points.

对失败者:To the loser:

满足:-5点,压力:+20点。Satisfaction: -5 points, Stress: +20 points.

现在参考图25,其为描述了比赛的大体流程的流程图。如上所述,发起用户将宠物发送给接收者进行比赛。接收者接收并接受比赛的邀请。如果接收者不接受比赛,则宠物将被返回给发起者。否则比赛开始。接着计算宠物的得分,而且其中一只宠物赢得比赛。通知适当的宠物主人胜利,而且通知另一个宠物主人失败,并将发起者的宠物返回原处。Reference is now made to FIG. 25, which is a flowchart depicting the general flow of the game. As mentioned above, the initiating user sends the pet to the recipient for a competition. The recipient receives and accepts the invitation to the contest. If the recipient does not accept the match, the pet will be returned to the originator. Otherwise the game starts. The pets' scores are then calculated, and one of the pets wins the game. Notify the appropriate pet owner of victory, and notify the other pet owner of failure, and return the originator's pet.

通过稍微更抽象的术语可以将比赛替换为任何其它任务,优选地是竞赛性的任务,意味着在其中可以鉴别最先完成、或取胜、或做得更好的角色的任何任务。这样的任务提供一种电子竞赛的方法,其包括通过其自己的电子角色来培育属性,接着为该电子角色设置竞赛性的任务,以与移动电话的虚拟环境中的其它电子角色一起表演(或者,更准确地,与之对抗)。By slightly more abstract terms a game can be replaced by any other task, preferably a competitive task, meaning any task in which the character to complete first, or win, or do better can be identified. Such tasks provide a method of electronic competition that involves developing attributes through its own electronic character, and then setting competitive tasks for that electronic character to perform with other electronic characters in the mobile phone's virtual environment (or , and more precisely, against it).

接着在电子环境中,通过对属性发育的评估从角色中选出竞赛性任务的优胜者。因此在宠物身上投入更多精力的用户会赢得比赛。比赛提供给用户共享它们的宠物并从他们给予宠物的发育水平中受益的机会。Then in the electronic environment, the winner of the competitive task is selected from the characters through the evaluation of the development of attributes. So the user who puts more energy into the pet wins the game. Contests provide users with the opportunity to share their pets and benefit from the developmental levels they give their pets.

可以理解,本发明的某些特征(为清楚起见,在分开的实施例的上下文中描述)也可以以组合的方式在单一实施例中提供。相反的,本发明的多种特征(为简洁起见,在单一实施例的上下文中描述)也可以分开地或者以任何合适的子组合的方式提供。It is appreciated that certain features of the invention (which, for clarity, are, for clarity, described in the context of separate embodiments) can also be provided in combination in a single embodiment. Conversely, various features of the invention which are, for brevity, described in the context of a single embodiment, may also be provided separately or in any suitable subcombination.

尽管结合本发明的特定实施例对本发明进行了描述,但是很明显对于本领域技术人员来说,可以进行很多其它选择、修改和变化。因此,意在将所有这样的其它选择、修改和变化都纳入所附权利要求的精神和主要范围内。此说明书中提及的全部出版物、专利文件、以及专利申请的全部内容通过参照而被合并于此达到同样的程度,使得每个单独的出版物、专利文件、以及专利申请被特别地和单独地指明为通过参照合并于此。此外,本申请中的任何引述或引用符号不应被理解为承认这样的引用根据本发明之前的现有技术可用。While the invention has been described in conjunction with specific embodiments thereof, it is obvious that many other alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, all such other alternatives, modifications and changes are intended to come within the spirit and main scope of the appended claims. All publications, patent documents, and patent applications mentioned in this specification are hereby incorporated by reference in their entirety to the same extent as if each individual publication, patent document, and patent application was specifically and individually is hereby indicated to be incorporated by reference. In addition, any reference or reference sign in this application shall not be construed as an admission that such reference is available as prior art prior to the present invention.

Claims (37)

Translated fromChinese
1.一种用于管理网络上的虚拟实体的装置,该装置支持计算功能、显示功能、以及用于在网络上传送数据的互连功能,该装置包括:1. A device for managing virtual entities on a network, the device supports computing functions, display functions, and interconnection functions for transmitting data on the network, the device comprising:用于存储动态数据和静态数据的数据库,所述静态数据共同存储在所述网络上的每个客户端中而且可以组合起来以表示所述虚拟实体的角色,所述动态数据包括虚拟实体与虚拟实体之间不同的信息;以及A database for storing dynamic data and static data which are stored together in each client on the network and which can be combined to represent the role of the virtual entity, the dynamic data including the virtual entity and the virtual information that differs between entities; and角色共享单元,用于通过使用所述互连功能以允许与所述网络上的其它设备一起共享所述虚拟实体的角色。a role sharing unit for allowing the role of the virtual entity to be shared with other devices on the network by using the interconnection function.2.如权利要求1所述的装置,其中,将所述角色共享单元配置为将所述动态数据发送到其它设备以执行所述共享,假定所述静态数据存在于所述其它设备上。2. The apparatus of claim 1, wherein the role sharing unit is configured to send the dynamic data to other devices to perform the sharing, assuming the static data exists on the other devices.3.如权利要求2所述的装置,其中,用于发送的所述动态数据包括用于从一组化身形象中识别一个化身形象的指针。3. The apparatus of claim 2, wherein the dynamic data for transmission includes a pointer for identifying an avatar from a set of avatars.4.如权利要求1所述的装置,其中,将所述角色共享单元配置为使用文本消息来执行所述共享。4. The apparatus of claim 1, wherein the role sharing unit is configured to perform the sharing using a text message.5.如权利要求4所述的装置,其中,化身形象位于所述其它设备上,而且所述文本消息载有包含指向与各个宠物相关联的化身形象的指针的所述动态数据。5. The apparatus of claim 4, wherein avatars are located on said other device and said text message carries said dynamic data including pointers to avatars associated with respective pets.6.如权利要求5所述的装置,进一步包括呈现控制模型,其用于控制所述角色共享单元以确保所述角色在所述网络上具有统一的呈现。6. The apparatus of claim 5, further comprising a presence control model for controlling the character sharing unit to ensure that the character has a uniform presence on the network.7.如权利要求6所述的装置,其中,将所述的呈现控制模型配置为:当所述的角色已被发送到另一个设备时,避免所述角色呈现在所述设备上。7. The apparatus of claim 6, wherein the presentation control model is configured to prevent the character from being presented on the device when the character has been transmitted to another device.8.如权利要求7所述的装置,其中,将所述呈现控制模型配置为:如果所述角色在预定的时间之后未从所述另一个设备返回,就在所述设备上恢复所述角色的呈现。8. The apparatus of claim 7, wherein the presentation control model is configured to restore the character on the device if the character does not return from the other device after a predetermined time presentation.9.如权利要求8所述的装置,其中,将所述呈现控制模型配置为:当所述角色从所述其它设备返回时,通过接受如所述其它设备所修改的所述角色特有数据,在所述设备上恢复所述角色的呈现。9. The apparatus of claim 8, wherein the presentation control model is configured to: when the character returns from the other device, by accepting the character-specific data as modified by the other device, The presentation of the character is resumed on the device.10.如权利要求6所述的装置,其中,将所述呈现控制模型配置为:允许所述角色出现在初始设备和所述其它设备上,但是仅允许在所述其它设备上修改所述角色特有数据。10. The apparatus of claim 6, wherein the presence control model is configured to allow the character to appear on the originating device and the other device, but only allow the character to be modified on the other device proprietary data.11.如权利要求6所述的装置,其中,将所述呈现控制模型配置为:允许所述角色出现在初始设备和所述其它设备上,但是仅允许在所述初始设备上修改所述角色特有数据。11. The apparatus of claim 6, wherein the presence control model is configured to allow the character to appear on the originating device and the other device, but to allow modification of the character only on the originating device proprietary data.12.如权利要求4所述的装置,其中,将所述角色共享单元配置为:在载有所述角色特有数据的文本消息上放置签章,以使所述文本消息可被识别为包含用于在所述其它设备上操作所述角色的角色特有数据。12. The apparatus of claim 4, wherein the character sharing unit is configured to place a signature on a text message carrying the character-specific data so that the text message can be identified as containing Character-specific data for operating the character on the other device.13.如权利要求12所述的装置,其中,将所述角色共享单元配置为在所述文本消息中放置二进制数据。13. The apparatus of claim 12, wherein the role sharing unit is configured to place binary data in the text message.14.如权利要求12所述的装置,其中,将所述角色共享单元配置为扫描外来文本消息以寻找指示角色数据内容的签章。14. The apparatus of claim 12, wherein the character sharing unit is configured to scan incoming text messages for signatures indicative of character data content.15.如权利要求14所述的装置,其中,将所述角色共享单元配置为在将各个文本消息发送给客户端应用程序之前执行所述扫描。15. The apparatus of claim 14, wherein the role sharing unit is configured to perform the scanning before sending the respective text messages to the client application.16.如权利要求1所述的装置,其中,所述角色特有数据包括情绪引擎的情绪参数数据,所述情绪引擎被配置为提供所述角色基于情绪的行为。16. The apparatus of claim 1, wherein the character-specific data includes emotion parameter data of an emotion engine configured to provide emotion-based behavior of the character.17.如权利要求16所述的装置,其中,将所述情绪引擎配置为随着时间慢慢地演化所述情绪参数数据,由此为所述角色提供所述基于情绪的行为的发育。17. The apparatus of claim 16, wherein the emotion engine is configured to slowly evolve the emotion parameter data over time, thereby providing the development of the emotion-based behavior for the character.18.一种用于管理网络上的虚拟实体的系统,该系统包括多个移动通信设备,每个设备都具有计算功能、显示功能、以及通信功能,该系统包括:18. A system for managing virtual entities on a network, the system comprising a plurality of mobile communication devices, each having a computing function, a display function, and a communication function, the system comprising:用于操作角色的引擎,所述角色具有个人行为和化身形象;以及an engine for operating characters with personal behaviors and avatars; and交换单元,允许与其它移动设备交换所述角色,以便可以在其上以相同的个人行为和外观进行操作,由此提供用于操作所述角色的社区环境。An exchange unit, allowing the avatar to be exchanged with other mobile devices so that it can be operated on with the same personal behavior and appearance, thereby providing a community environment for operating the avatar.19.如权利要求18所述的系统,其中,每个移动通信设备具有类似的一组化身形象以及用于根据行为参数来提供行为的行为引擎,使得可以通过指示使用哪一化身形象以及提供各自的行为参数来实现给定角色的所述交换。19. The system of claim 18, wherein each mobile communication device has a similar set of avatars and a behavior engine for providing behavior based on behavior parameters, so that by indicating which avatar to use and providing the respective Behavioral parameters to achieve the exchange for a given character.20.如权利要求19所述的系统,其中,将所述交换单元配置为:指示使用哪一化身形象,并通过将其包含在文本消息中来提供所述行为参数。20. The system of claim 19, wherein the exchange unit is configured to indicate which avatar to use and provide the behavioral parameters by inclusion in a text message.21.如权利要求20所述的系统,其中,将所述交换单元配置为使用签章来标记所述文本消息。21. The system of claim 20, wherein the switching unit is configured to sign the text message with a signature.22.一种管理网络上的虚拟实体以通过移动电话网络在多个移动设备之间交换角色的方法,包括:22. A method of managing a virtual entity on a network to exchange roles between a plurality of mobile devices over a mobile phone network, comprising:在所述多个移动设备的每一个上提供行为引擎,用于根据角色特有行为参数来提供角色特有行为;providing a behavior engine on each of the plurality of mobile devices for providing character-specific behavior based on character-specific behavior parameters;在所述多个移动设备的每一个上提供用于显示各个角色的静态数据;以及providing static data for displaying respective characters on each of the plurality of mobile devices; and通过发送各个角色特有行为参数并识别相关的静态数据,在移动设备之间交换给定的角色。Exchanges a given persona between mobile devices by sending behavioral parameters specific to each persona and identifying associated static data.23.如权利要求22所述的方法,进一步包括选择所述行为参数中的某一些作为比其它参数发展得更缓慢的发育性状,以提供各个角色的稳定发育。23. The method of claim 22, further comprising selecting some of the behavioral parameters as developmental traits that develop more slowly than other parameters to provide stable development of the respective characters.24.如权利要求22所述的方法,进一步包括选择各个参数的最大值,由此定义角色类型,并且借此可以通过定义一组新的最大值来添加新的角色类型。24. The method of claim 22, further comprising selecting maximum values for respective parameters, thereby defining character types, and whereby new character types can be added by defining a new set of maximum values.25.一种用于在有限资源设备之间进行交互以管理网络上的虚拟实体的系统,其中每个设备包含共有用户客户端的本地副本,所述设备被配置为交换至少一个文本消息以传达所述共有用户客户端的参数数据。25. A system for interacting between limited-resource devices to manage virtual entities on a network, wherein each device contains a local copy of a common user client, said devices being configured to exchange at least one text message to convey said Describe the parameter data of the shared user client.26.如权利要求25所述的系统,其中,所述有限资源设备是蜂窝通信设备。26. The system of claim 25, wherein the limited resource device is a cellular communication device.27.如权利要求25所述的系统,其中,所述文本消息包括文本编码二进制数据。27. The system of claim 25, wherein the text message comprises text-encoded binary data.28.一种用于在有限资源设备之间进行交互以管理网络上的虚拟实体的系统,其中,所述有限资源设备配置有用于交换文本编码二进制数据的客户端,以在所述有限资源设备之间建立直接联系。28. A system for interacting between limited resource devices to manage virtual entities on a network, wherein said limited resource devices are configured with clients for exchanging text-encoded binary data for exchange between said limited resource devices establish a direct link between.29.如权利要求28所述的系统,其中,所述有限资源设备是蜂窝电话设备。29. The system of claim 28, wherein the limited resource device is a cellular telephone device.30.如权利要求28所述的系统,其中,将所述用于交换文本编码二进制数据的客户端配置为用于将所述文本编码二进制数据与识别标题一起构成文本消息,而且用于识别具有这样的标题的外来消息。30. The system of claim 28, wherein the client for exchanging text-encoded binary data is configured to compose a text message with the text-encoded binary data together with an identifying header, and to identify Alien news of such a title.31.一种用于管理网络上的虚拟实体的电子竞赛的方法,该方法包括:31. A method for managing electronic contests of virtual entities on a network, the method comprising:通过第一电子角色来养成属性;Develop attributes through the first electronic role;在第一虚拟环境中,为所述电子角色设置与具有相应属性的至少一个其它电子角色一起执行的竞赛性任务;以及In the first virtual environment, setting a competitive task for the electronic character to perform with at least one other electronic character having corresponding attributes; and在所述第一虚拟环境中,通过对所述属性的发育水平的评估,从所述第一和所述至少一个其它角色中选择所述竞赛任务的优胜者。In the first virtual environment, a winner of the competition task is selected from among the first and the at least one other character by evaluating the developmental level of the attribute.32.如权利要求31所述的方法,其中,所述第一虚拟环境在第一蜂窝通信设备内,而且其中将所述至少一个其它电子角色发送到所述蜂窝电话设备中。32. The method of claim 31, wherein the first virtual environment is within a first cellular communication device, and wherein the at least one other electronic character is transmitted to the cellular telephone device.33.如权利要求31所述的方法,其中,所述属性包括由性状以及情绪构成的组的至少其中之一。33. The method of claim 31, wherein the attributes include at least one of the group consisting of traits and emotions.34.如权利要求31所述的方法,其中,所述属性受到被选为或未被选为优胜者的影响。34. The method of claim 31, wherein the attribute is affected by being selected or not selected as a winner.35.如权利要求32所述的方法,其中,所述发送包括通过文本消息来发送。35. The method of claim 32, wherein the sending comprises sending by text message.36.如权利要求31所述的方法,其中,所述文本消息包括使用短消息服务SMS。36. The method of claim 31, wherein the text message comprises using Short Message Service (SMS).37.一种在移动设备上的客户端应用程序之间传达二进制信息以管理网络上的虚拟实体的方法,该方法包括:37. A method of communicating binary information between client applications on a mobile device to manage virtual entities on a network, the method comprising:将所述二进制信息表达为在第一移动设备上的客户端应用程序中的至少一个文本消息,表达的所述文本消息由接收者移动设备上的相应客户端应用程序来进行读取;expressing the binary information as at least one text message in a client application on the first mobile device, the expressed text message being read by a corresponding client application on the recipient's mobile device;向所述文本消息添加用于出现在未装有相应的客户端应用程序的接收者移动设备上的人类可读标题;以及adding a human-readable header to said text message for appearance on recipient mobile devices that do not have a corresponding client application installed; and将所述文本消息发送给接收者。The text message is sent to a recipient.
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