US20120315983A1 - Account management of computer system - Google Patents
Account management of computer system Download PDFInfo
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- US20120315983A1 US20120315983A1 US13/158,763 US201113158763A US2012315983A1 US 20120315983 A1 US20120315983 A1 US 20120315983A1 US 201113158763 A US201113158763 A US 201113158763A US 2012315983 A1 US2012315983 A1 US 2012315983A1
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- user
- component device
- computer system
- computer
- identification key
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/71—Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/215—Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/73—Authorising game programs or game devices, e.g. checking authenticity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/23—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F13/235—Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/69—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1012—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5526—Game data structure
- A63F2300/554—Game data structure by saving game or status data
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5586—Details of game data or player data management for enforcing rights or rules, e.g. to prevent foul play
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/609—Methods for processing data by generating or executing the game program for unlocking hidden game elements, e.g. features, items, levels
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8088—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game involving concurrently several players in a non-networked game, e.g. on the same game console
Definitions
- Embodiments of the present invention are related to computer systems and more specifically to account management for computer systems.
- Computer game systems are widespread and can be found in numerous homes across the world. Computer game systems are currently configured such that when a person purchases a game console, the console becomes identified with him. Modifications made to game settings and achievements attained during game play become associated with the game console such that future users of the game console are subjected to those game settings and achievements by default. In other words, a friend of a user who operates the user's console is subjected to the user's settings and achievements by default. If the friend wishes to use more familiar settings (i.e., those saved on his console at home), he must go through the burdensome process of re-customizing those settings on the user's console.
- the friend wishes to implement game features that he unlocked during game play on his home console, he will find it impossible unless the user has previously independently unlocked those features himself. Moreover, any additional achievements or modifications made by the friend while using the user's device would be attributed to the user rather than the friend. The settings and achievements on the friend's console at home would remain in the same state that he left it in regardless of any achievements attained or modifications made on the user's console.
- FIG. 1 is a flow diagram illustrating a method for account management in a computer game system in accordance with an embodiment of the present invention.
- FIG. 2 is a schematic diagram illustrating an example of a gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention.
- FIG. 3 is a schematic diagram illustrating an example of an alternative gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention.
- FIG. 4 is a schematic diagram illustrating an example of an alternative gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention.
- FIG. 5 is a schematic diagram illustrating an example of an alternative gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention.
- FIGS. 6A-6C are schematic diagrams illustrating examples of user-specific account data to be received from a network and subsequent running of computer games in accordance with the received user-specific account data in accordance with an embodiment of the present invention.
- FIG. 7 illustrates a block diagram of a computer apparatus that may be used to implement a method for account management in a computer game system according to an embodiment of the present invention.
- FIG. 8 illustrates an example of a non-transitory computer readable storage medium in accordance with an embodiment of the present invention.
- FIG. 1 is a flow diagram illustrating a method for account management in a computer system in accordance with an embodiment of the present invention.
- a component device associated with the computer system is initially connected to the computer game system.
- the component device may be any input/output device compatible with the computer game system.
- the component device may be a controller configured to facilitate interaction between a user and a computer game running on the computer system (i.e., a video game console).
- the component device may be a peripheral component device configured to facilitate interaction between a user and a computer game running on the computer game system such as a pair of 3-D glasses or a headset.
- the system determines a user identification key of the user of the component device as indicated at 101 .
- the determination of a user identification key is done automatically upon connection of the component device to the computer system, and does not require user prompting.
- the user identification key is stored on a memory embedded in the component device. The user identification key may then be read directly from the component device upon connection.
- the component device is unique to the user. Whenever the component device is connected to a computer system, the same user identification key is determined regardless of the owner of the computer system.
- the user identification key is composed of one or more user characteristics determined from a sensor associated with the component device.
- the sensor may be a biometric sensor.
- Said biometric sensor may be configured to determine such user characteristics as a fingerprint, iris pattern, or voice of the user. These user characteristics subsequently form the user identification key.
- an account associated with the user of the component device is automatically accessed by sending the user identification key to a network associated with the computer system as indicated at 103 .
- the network may have access to accounts and account information for all users registered with a particular computer system.
- the network may have access to account information for all registered Sony PlayStation 3 users.
- the identification key may be a rolling code key.
- the component device may transmit an access code that changes based on number of times there is an exchange between the component device and the computer system.
- a current acceptable code could be stored on a remote device that can be accessed via a network.
- This data may include user-preferred settings associated with one or more programs or applications to be run on the computer system in conjunction with the component device.
- This data may include, e.g., features unlocked by the user that are associated with a game to be played on the computer gaming system.
- This data may also include information about the user configured to calibrate or optimize tracking of the user (e.g., user's skin tone, head diameter, face perspective, eye color, etc.) by the computer system.
- This data may further include previous achievements attained by the user, e.g., during game play on the computer system.
- this data may also include games purchased by the user that are only accessible through the network (i.e., user does not own a physical copy of the game).
- the computer game is then run on the computer system in accordance with the received data as indicated at 107 .
- This may involve running the game according to user-preferred settings (e.g., inverted/non-inverted point of view, game speed, zoom, controller sensitivity, etc.).
- This may also involve running the application (e.g., game) with features previously unlocked by the user.
- This may also involve running the program using information configured to calibrate or optimize tracking of the user.
- This may also involve running a program (e.g., game) purchased by the user that is only accessible through the network.
- the user account may then be updated in accordance with new account information obtained during game play as indicated at 109 .
- this may include, updating the user account to accommodate updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information.
- this method for account management of a computer system may be extended to multiple users simultaneously connected to a computer system such that each user has access to his/her account, is able to obtain user-specific data, and is able to update his/her account. It is further noted that embodiments of the present invention are applicable to computer programs other than game programs.
- FIG. 2 is a schematic diagram illustrating an example of a gaming environment implementing a method for account management of a computer system in accordance with an embodiment of the present invention.
- a first user 201 is the owner of a computer system 221 .
- the computer system 221 is in the form of a game console.
- the first user 201 is also the owner of component device 205 ′.
- a second user 203 who is not the owner of the game console 221 , wishes to engage in game play on the first user's game console 221 using his own component device 205 ′′.
- the game console 221 may be connected to a network 225 associated with the computer game system and also a display 223 configured to display images associated with a computer game running on the console 221 .
- each component device 205 ′, 205 ′′ may be a wireless controller 205 configured to facilitate user interaction with game console 221 during operation.
- each wireless controller 205 may include a directional pad 207 for directional user input, two analog joysticks 211 for directional user input, buttons 209 for button-controlled user input, handles 213 for holding the device, a second set of buttons 215 for additional button-controlled user input, and one or more triggers 217 for trigger-controlled user input.
- Each wireless controller 205 also includes a memory 219 , whereby a unique user identification key is stored.
- the first user 201 will have a controller 205 ′ with a user identification key unique to the first user and the second user 203 will also have a controller 205 ′′ with a user identification unique to the second user.
- This user identification key is tied to the controller, and remains the same regardless of which game console the game controller is connected to.
- the controller 205 may include a rolling code transmitter 220 , which may be implemented as part of the hardware of the controller or implemented in software running on the controller.
- the code transmitter 220 may transmit an identification key in the form of an access code that changes based on number of times there is an exchange between an element of the computer system 221 , e.g., the console and the controller.
- the current acceptable code could be stored on a remote device (not shown) that can be accessed by the console 221 via the network 225 .
- the computer system may compare the code transmitted by the controller 205 to the current acceptable code to identify the controller and obtain access the corresponding user account if the codes match.
- the game console 221 may perform account management in accordance with the method described above with respect to FIG. 1 .
- the game console 221 reads each user's identification key from each user's controller 205 ′, 205 ′′ and sends this identification key to a network associated with the computer game system.
- Each user's account is automatically accessed upon the network's receipt of their respective identification keys.
- Each user account contains information regarding that particular user (e.g., user-preferred settings, unlocked features, information about the user configured to calibrate or optimize tracking of the user, and previous achievements attained by the user).
- Data associated with each user account is the sent from then network to the game console and the computer game is run in accordance with the received data.
- game play may be customized for a user regardless of whose console he is using, so long as he brings his controller with his unique user identification key stored in the memory along with him every where he plays.
- This allows a user to bypass the burdensome task of having to re-customize his personal settings and re-attain his previous achievements for each new game console he interacts with.
- updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information accomplished/made during game play on any game console will update the user's account information, such that this newly modified data will be available for subsequent use by the user.
- FIG. 3 is a schematic diagram illustrating an example of an alternative gaming environment implementing a method for account management of a computer system in accordance with an embodiment of the present invention.
- either user 201 , 203 or none of the users may be the owner of the console 221 .
- Each user 201 , 203 connects a component device 305 ′, 305 ′′ to the console 221 to facilitate interaction between the user 201 , 203 and console 221 during operation.
- Each component device 305 ′, 305 ′′ may be a wireless controller configured to facilitate user interaction with game console 221 during operation.
- each component device 305 ′, 305 ′′ may be a wireless controller 305 as indicated in the inset in FIG. 3 .
- Each wireless controller 305 may include a directional pad 307 for directional user input, two analog joysticks 311 for directional user input, buttons 309 for button-controlled user input, handles 313 for holding the device, a second set of buttons 315 for additional button-controlled user input, and one or more triggers 317 for trigger-controlled user input.
- Each wireless controller 305 ′, 305 ′′ may also include a sensor 319 , configured to determine a user identification key (e.g., one or more user characteristics) of the user of the wireless controller.
- a user identification key e.g., one or more user characteristics
- the sensor is located on an analog joystick, but may be positioned in an alternative location depending on the application.
- the controllers here are not unique to an individual user; rather they are configured to determine the identity of any user that operates them.
- the senor 319 may be a biometric sensor configured to read a user's fingerprint.
- the fingerprint serves as the user identification key, and is sent to the network 225 by the game console 221 .
- Each user's account is automatically accessed upon the network's receipt of their respective identification keys.
- Each user account contains information regarding that particular user (e.g., user-preferred settings, unlocked features, information about the user configured to calibrate or optimize tracking of the user, and previous achievements attained by the user).
- Data associated with each user account is the sent from then network to the game console and the computer game is run in accordance with the received data.
- game play may be customized for a user regardless of whose console he is using, so long as he is a registered user of the game system with a unique identification key and the component device being used is configured to perform sensing of user characteristics.
- This allows the user to bypass the burdensome task of having to re-customize his personal settings and re-attain his previous achievements for each new game console he interacts with.
- updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information accomplished/made during game play on any game console will update the user's account information, such that this newly modified data will be available for subsequent use by the user.
- FIG. 4 is a schematic diagram illustrating another example of an alternative gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention.
- each user 201 , 203 connects a component device 401 , 401 ′′ to the console 221 to facilitate interaction between the user 201 , 203 and console 221 during operation.
- Each component device 401 , 401 ′ may be a peripheral component device configured to facilitate user interaction with game console 211 during operation.
- the peripheral component device 401 , 401 ′ may be a pair of 3-D glasses 401 , 401 ′.
- the 3-D glasses 401 , 401 ′ may have a memory embedded within, wherein the memory stores a unique user identification key.
- the method for account management tracks that of the wireless controller described in FIG. 2 .
- game play may be customized for a user regardless of whose console he is using, so long as he brings his peripheral component device (e.g., 3-D glasses) with his unique user identification key stored in the memory along with him every where he plays
- the 3-D glasses 401 , 401 ′ may include a sensor embedded within rather than a memory, wherein the sensor is configured to determine one or more user characteristics representing a user identification key.
- the sensor may be a biometric sensor configured to read a user's iris.
- the method for account management tracks that of the wireless controller described in FIG. 3 , with the user identification key being the user's iris pattern.
- game play may be customized for a user regardless of whose console he is using, so long as he is a registered user of the game system with a unique identification key and the component peripheral device being used is configured to perform sensing of user characteristics.
- the 3-D glasses 401 , 401 ′ in this alternative embodiment are not unique to an individual user; rather they are configured to determine the identity of any user that operates them.
- Either embodiment allows the user to bypass the burdensome task of having to re-customize his personal settings and re-attain his previous achievements for each new game console he interacts with. Additionally, updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information accomplished/made during game play on any game console will update the user's account information, such that this newly modified data will be available for subsequent use by the user.
- FIG. 5 is a schematic diagram illustrating another example of an alternative gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention.
- each user 201 , 203 connects a component device 501 , 501 ′ to the console 221 to facilitate interaction between the user 201 , 203 and console 221 during operation.
- Each component device 501 , 501 ′ is a peripheral component device configured to facilitate user interaction with game console 221 during operation.
- the peripheral component device 501 , 501 ′ may be a headset.
- the headset 501 , 501 ′ may have a memory embedded within, wherein the memory stores a unique user identification key.
- the method for account management tracks that of the wireless controller described in FIG. 2 .
- game play may be customized for a user regardless of whose console he is using, so long as he brings his peripheral component device 501 , 501 ′ (e.g., headset) with his unique user identification key stored in the memory along with him every where he plays
- the headset 501 , 501 ′ may have a sensor embedded within rather than a memory, wherein the sensor is configured to determine one or more user characteristics representing a user identification key.
- the sensor may be a biometric sensor configured to recognize a user's voice.
- the method for account management tracks that of the wireless controller described in FIG. 3 , with the user identification key being the user's voice.
- game play may be customized for a user regardless of whose console he is using, so long as he is a registered user of the game system with a unique identification key and the component peripheral device (e.g., headset) being used is configured to perform sensing of user characteristics.
- the headsets 501 , 501 ′ in this alternative embodiment are not unique to an individual user; rather they are configured to determine the identity of any user that operates them.
- Either embodiment allows the user to bypass the burdensome task of having to re-customize his personal settings and re-attain his previous achievements for each new game console he interacts with. Additionally, updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information accomplished/made during game play on any game console will update the user's account information, such that this newly modified data will be available for subsequent use by the user.
- FIGS. 6A-6C are schematic diagrams illustrating examples of user-specific account data to be received from a network and subsequent running of computer games in accordance with the received user-specific account data.
- FIG. 6A illustrates a gaming environment in which multiple users are able to participate in the same multi-player game using their own personalized settings in accordance with an embodiment of the invention.
- a first user i.e., user 1
- a second user i.e., user 2
- the computer game may be a multi-player shooting game.
- Each user is identified by their user identification key using any of the methods described above.
- the computer game system then receives data associated with each user using their user identification key and runs the computer game in accordance with the received data.
- the received data for each user includes user-specific preferred settings for the game running on the computer game system.
- user-specific preferred settings may be the preferred perspective by which the user plays the game.
- user 1 may prefer to play the game from a 3 rd person perspective as illustrated, wherein the graphical perspective is rendered such that the player character is visible on-screen.
- User 2 may prefer to play the game from a 1 st person perspective as illustrated, wherein the graphical perspective is rendered from the viewpoint of the player character.
- both users are able to participate in the same game, using their own personalized settings using the method of account management described above with respect to FIG. 1 .
- FIG. 6B illustrates a gaming environment in which multiple users are connected to a gaming system, and each user is able to access games purchased (and only accessible through the network) by any other connected user in accordance with an embodiment of the invention.
- a first user i.e., user 1
- a second user i.e., user 2
- Each user is identified by their user identification key using any of the methods described above.
- the computer game system then receives data associated with each user using their user identification key and runs the computer game in accordance with the received data.
- the received data for each user includes games purchased by the user which are only accessible through the network.
- User 1 and User 2 may have vastly different collections of games, as illustrated.
- each user's set of accessible games becomes available for the other user to play.
- all gaming titles owned by any user is available for any of the other users to play. This parallels the situation where a friend brings over his collection of games to play on another friends console, only now no physical copy is actually transported.
- both users are able to access the other user's purchased gaming titles using the method of account management described above with respect to FIG. 1 .
- FIG. 6C illustrates a gaming environment in which multiple users are able to access their own previous achievements in accordance with an embodiment of the invention.
- a first user i.e., user 1
- a second user i.e., user 2
- Each user is identified by their user identification key using any of the methods described above.
- the computer game system then receives data associated with each user using their user identification key and runs the computer game in accordance with the received data.
- the received data for each user includes user-specific achievements for the game running on the computer game system.
- user-specific achievements may be the number of trophies attained or the user's overall ranking in the game.
- User 1 may have received fewer trophies than User 2, and User 2 may have a higher overall ranking than User 1.
- User 2 is more decorated that User 1, he may have access to additional features (e.g., unlocked levels, unlocked weapons, unlocked characters, etc.) unavailable to User 1.
- additional features e.g., unlocked levels, unlocked weapons, unlocked characters, etc.
- FIG. 7 illustrates a block diagram of a computer apparatus that may be used to implement a method for account management in a computer game system according to an embodiment of the present invention.
- the apparatus 700 generally may include a processor module 701 and a memory 705 .
- the processor module 701 may include one or more processor cores.
- the memory 705 may in the form of an integrated circuit, e.g., RAM, DRAM, ROM, and the like.
- the memory 705 may also be a main memory that is accessible by all of the processor modules.
- the processor module 701 may have local memories associated with each core.
- a program 703 may be stored in the main memory 705 in the form of processor readable instructions that can be executed on the processor modules.
- the program 703 may be configured to perform account management of a computer game system, as described above with respect to FIGS. 1-6 .
- the program 703 may be written in any suitable processor readable language, e.g., C, C++, JAVA, Assembly, MATLAB, FORTRAN, and a number of other languages.
- Input data 507 may also be stored in the memory.
- Such input data 707 may include each user's user identification key, user characteristics determined by a biometric sensor, and data associated with the user (e.g., game play settings, achievements, etc.).
- portions of program code and/or data may be loaded into the memory or the local stores of processor cores for parallel processing by multiple processor cores.
- the apparatus 700 may also include well-known support functions 709 , such as input/output (I/O) elements 711 , power supplies (P/S) 713 , a clock (CLK) 715 , and a cache 717 .
- the apparatus 700 may optionally include a mass storage device 719 such as a disk drive, CD-ROM drive, tape drive, or the like to store programs and/or data.
- the device 700 may also optionally include a display unit 721 and user interface unit 725 to facilitate interaction between the apparatus 700 and a user.
- the display unit 721 may be in the form of a cathode ray tube (CRT) or flat panel screen that displays text, numerals, graphical symbols, or images.
- CTR cathode ray tube
- the user interface 725 may include a keyboard, mouse, joystick, light pen, controller, or other device that may be used in conjunction with a graphical user interface (GUI).
- GUI graphical user interface
- the apparatus 700 may also include a network interface 723 to enable the device to communicate with other devices over a network, such as the internet.
- One or more biometric sensors 733 may be connected to the processor module 701 via the I/O elements 711 . As discussed above, the biometric sensors 733 may be configured to determine one or more user characteristics (e.g., fingerprint, iris pattern, etc.), which serve as a user identification key.
- user characteristics e.g., fingerprint, iris pattern, etc.
- the components of the system 700 including the processor 701 , memory 705 , support functions 709 , mass storage device 719 , user interface 725 , network interface 723 , and display 721 may be operably connected to each other via one or more data buses 727 . These components may be implemented in hardware, software, firmware, or some combination of two or more of these.
- FIG. 8 illustrates an example of a non-transitory computer readable storage medium 800 in accordance with an embodiment of the present invention.
- the storage medium 800 contains computer-readable instructions stored in a format that can be retrieved, interpreted, and executed by a computer processing device.
- the computer-readable storage medium 800 may be a computer-readable memory, such as random access memory (RAM) or read only memory (ROM), a computer readable storage disk for a fixed disk drive (e.g., a hard disk drive), or a removable disk drive.
- the computer-readable storage medium 800 may be a flash memory device, a computer-readable tape, a CD-ROM, a DVD-ROM, a Blu-Ray, HD-DVD, UMD, or other optical storage medium.
- the storage medium 800 contains instructions for account management of a computer game system 801 configured to implement a method for account management of a computer game system.
- the instructions for account management of a computer game system 801 may be configure to implement a method for account management of a computer game system in accordance with the method described above with respect to FIG. 1 .
- the instructions for account managements of a computer game system 801 may include determining user identification key instructions 803 that are used to determine a user identification key associated with a user of the component device.
- the user identification key may be stored on the component device or extracted from user characteristics recognized by a biometric sensor located on the component device as discussed above.
- the instructions for account management of a computer game system 801 may further include automatically accessing account instructions 805 that are used to automatically access an account associated with the user by sending the user identification key to a network associated with the computer game system.
- the instructions for account management of a computer game system 801 may further include receiving data instructions 807 that are used to receive data associated with the user from the network.
- data may include user-preferred settings, features unlocked by the user, previous achievements attained by the user, and information about the user configured to calibrate or optimize tracking of the user as discussed above.
- the instructions for account management of a computer game system 801 may also include running computer game instructions 809 that are used to run a computer game in accordance with the data received from the network. Games may be run according to user-preferred settings, unlocked features, or calibration/optimization tracking information as discussed above.
- the instructions for account management of a computer game system 801 may additionally include updating user account instructions 811 that are used to update a user account in accordance with new account information obtained during game play.
- the update may include updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information as discussed above.
Abstract
Description
- Embodiments of the present invention are related to computer systems and more specifically to account management for computer systems.
- Computer game systems are widespread and can be found in numerous homes across the world. Computer game systems are currently configured such that when a person purchases a game console, the console becomes identified with him. Modifications made to game settings and achievements attained during game play become associated with the game console such that future users of the game console are subjected to those game settings and achievements by default. In other words, a friend of a user who operates the user's console is subjected to the user's settings and achievements by default. If the friend wishes to use more familiar settings (i.e., those saved on his console at home), he must go through the burdensome process of re-customizing those settings on the user's console. If the friend wishes to implement game features that he unlocked during game play on his home console, he will find it impossible unless the user has previously independently unlocked those features himself. Moreover, any additional achievements or modifications made by the friend while using the user's device would be attributed to the user rather than the friend. The settings and achievements on the friend's console at home would remain in the same state that he left it in regardless of any achievements attained or modifications made on the user's console.
- It is within this context that embodiments of the present invention arise.
-
FIG. 1 is a flow diagram illustrating a method for account management in a computer game system in accordance with an embodiment of the present invention. -
FIG. 2 is a schematic diagram illustrating an example of a gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention. -
FIG. 3 is a schematic diagram illustrating an example of an alternative gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention. -
FIG. 4 is a schematic diagram illustrating an example of an alternative gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention. -
FIG. 5 is a schematic diagram illustrating an example of an alternative gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention. -
FIGS. 6A-6C are schematic diagrams illustrating examples of user-specific account data to be received from a network and subsequent running of computer games in accordance with the received user-specific account data in accordance with an embodiment of the present invention. -
FIG. 7 illustrates a block diagram of a computer apparatus that may be used to implement a method for account management in a computer game system according to an embodiment of the present invention. -
FIG. 8 illustrates an example of a non-transitory computer readable storage medium in accordance with an embodiment of the present invention. -
FIG. 1 is a flow diagram illustrating a method for account management in a computer system in accordance with an embodiment of the present invention. A component device associated with the computer system is initially connected to the computer game system. The component device may be any input/output device compatible with the computer game system. By way of example, and not by way of limitation, the component device may be a controller configured to facilitate interaction between a user and a computer game running on the computer system (i.e., a video game console). Also by way of example, and not by way of limitation, the component device may be a peripheral component device configured to facilitate interaction between a user and a computer game running on the computer game system such as a pair of 3-D glasses or a headset. - In response to connection of the component device to the computer system, the system determines a user identification key of the user of the component device as indicated at 101. The determination of a user identification key is done automatically upon connection of the component device to the computer system, and does not require user prompting. In one embodiment, the user identification key is stored on a memory embedded in the component device. The user identification key may then be read directly from the component device upon connection. In this embodiment, the component device is unique to the user. Whenever the component device is connected to a computer system, the same user identification key is determined regardless of the owner of the computer system.
- In an alternative embodiment, the user identification key is composed of one or more user characteristics determined from a sensor associated with the component device. By way of example, and not by way of limitation, the sensor may be a biometric sensor. Said biometric sensor may be configured to determine such user characteristics as a fingerprint, iris pattern, or voice of the user. These user characteristics subsequently form the user identification key.
- After a user identification key has been determined, an account associated with the user of the component device is automatically accessed by sending the user identification key to a network associated with the computer system as indicated at 103.
- By way of example, and not by way of limitation, the network may have access to accounts and account information for all users registered with a particular computer system. For example, in the context of a Sony PlayStation 3 gaming system, the network may have access to account information for all registered Sony PlayStation 3 users. In some embodiments, the identification key may be a rolling code key. The component device may transmit an access code that changes based on number of times there is an exchange between the component device and the computer system. A current acceptable code could be stored on a remote device that can be accessed via a network.
- Once the user account has been accessed, data associated with the user is received from the network as indicated at 105. This data may include user-preferred settings associated with one or more programs or applications to be run on the computer system in conjunction with the component device. This data may include, e.g., features unlocked by the user that are associated with a game to be played on the computer gaming system. This data may also include information about the user configured to calibrate or optimize tracking of the user (e.g., user's skin tone, head diameter, face perspective, eye color, etc.) by the computer system. This data may further include previous achievements attained by the user, e.g., during game play on the computer system. By way of example, and not by way of limitation, this data may also include games purchased by the user that are only accessible through the network (i.e., user does not own a physical copy of the game).
- The computer game is then run on the computer system in accordance with the received data as indicated at 107. This may involve running the game according to user-preferred settings (e.g., inverted/non-inverted point of view, game speed, zoom, controller sensitivity, etc.). This may also involve running the application (e.g., game) with features previously unlocked by the user. This may also involve running the program using information configured to calibrate or optimize tracking of the user. This may also involve running a program (e.g., game) purchased by the user that is only accessible through the network.
- The user account may then be updated in accordance with new account information obtained during game play as indicated at 109. By way of example, and not by way of limitation, this may include, updating the user account to accommodate updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information.
- It is important to note that this method for account management of a computer system may be extended to multiple users simultaneously connected to a computer system such that each user has access to his/her account, is able to obtain user-specific data, and is able to update his/her account. It is further noted that embodiments of the present invention are applicable to computer programs other than game programs.
-
FIG. 2 is a schematic diagram illustrating an example of a gaming environment implementing a method for account management of a computer system in accordance with an embodiment of the present invention. - A
first user 201 is the owner of acomputer system 221. In this example, thecomputer system 221 is in the form of a game console. Thefirst user 201 is also the owner ofcomponent device 205′. Asecond user 203, who is not the owner of thegame console 221, wishes to engage in game play on the first user'sgame console 221 using hisown component device 205″. Thegame console 221 may be connected to anetwork 225 associated with the computer game system and also adisplay 223 configured to display images associated with a computer game running on theconsole 221. - By way of example, and not by way of limitation, each
component device 205′, 205″ may be awireless controller 205 configured to facilitate user interaction withgame console 221 during operation. By way of example, and not by way of limitation, eachwireless controller 205 may include adirectional pad 207 for directional user input, twoanalog joysticks 211 for directional user input,buttons 209 for button-controlled user input, handles 213 for holding the device, a second set ofbuttons 215 for additional button-controlled user input, and one ormore triggers 217 for trigger-controlled user input. Eachwireless controller 205 also includes amemory 219, whereby a unique user identification key is stored. Thus, thefirst user 201 will have acontroller 205′ with a user identification key unique to the first user and thesecond user 203 will also have acontroller 205″ with a user identification unique to the second user. This user identification key is tied to the controller, and remains the same regardless of which game console the game controller is connected to. - In some embodiments, the
controller 205 may include a rollingcode transmitter 220, which may be implemented as part of the hardware of the controller or implemented in software running on the controller. Thecode transmitter 220 may transmit an identification key in the form of an access code that changes based on number of times there is an exchange between an element of thecomputer system 221, e.g., the console and the controller. The current acceptable code could be stored on a remote device (not shown) that can be accessed by theconsole 221 via thenetwork 225. The computer system may compare the code transmitted by thecontroller 205 to the current acceptable code to identify the controller and obtain access the corresponding user account if the codes match. - The
game console 221 may perform account management in accordance with the method described above with respect toFIG. 1 . Thegame console 221 reads each user's identification key from each user'scontroller 205′, 205″ and sends this identification key to a network associated with the computer game system. Each user's account is automatically accessed upon the network's receipt of their respective identification keys. Each user account contains information regarding that particular user (e.g., user-preferred settings, unlocked features, information about the user configured to calibrate or optimize tracking of the user, and previous achievements attained by the user). Data associated with each user account is the sent from then network to the game console and the computer game is run in accordance with the received data. - Thus, game play may be customized for a user regardless of whose console he is using, so long as he brings his controller with his unique user identification key stored in the memory along with him every where he plays. This allows a user to bypass the burdensome task of having to re-customize his personal settings and re-attain his previous achievements for each new game console he interacts with. Additionally, updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information accomplished/made during game play on any game console will update the user's account information, such that this newly modified data will be available for subsequent use by the user.
-
FIG. 3 is a schematic diagram illustrating an example of an alternative gaming environment implementing a method for account management of a computer system in accordance with an embodiment of the present invention. - In
FIG. 3 , eitheruser console 221. Eachuser component device 305′, 305″ to theconsole 221 to facilitate interaction between theuser console 221 during operation. - Each
component device 305′, 305″ may be a wireless controller configured to facilitate user interaction withgame console 221 during operation. By way of example, and not by way of limitation, eachcomponent device 305′, 305″ may be awireless controller 305 as indicated in the inset inFIG. 3 . Eachwireless controller 305 may include a directional pad 307 for directional user input, two analog joysticks 311 for directional user input, buttons 309 for button-controlled user input, handles 313 for holding the device, a second set of buttons 315 for additional button-controlled user input, and one or more triggers 317 for trigger-controlled user input. Eachwireless controller 305′, 305″ may also include asensor 319, configured to determine a user identification key (e.g., one or more user characteristics) of the user of the wireless controller. In the example illustrated, the sensor is located on an analog joystick, but may be positioned in an alternative location depending on the application. Unlike the controllers in the previous example inFIG. 2 , the controllers here are not unique to an individual user; rather they are configured to determine the identity of any user that operates them. - By way of example, and not by way of limitation, the
sensor 319 may be a biometric sensor configured to read a user's fingerprint. The fingerprint serves as the user identification key, and is sent to thenetwork 225 by thegame console 221. Each user's account is automatically accessed upon the network's receipt of their respective identification keys. Each user account contains information regarding that particular user (e.g., user-preferred settings, unlocked features, information about the user configured to calibrate or optimize tracking of the user, and previous achievements attained by the user). Data associated with each user account is the sent from then network to the game console and the computer game is run in accordance with the received data. - Thus, game play may be customized for a user regardless of whose console he is using, so long as he is a registered user of the game system with a unique identification key and the component device being used is configured to perform sensing of user characteristics. This allows the user to bypass the burdensome task of having to re-customize his personal settings and re-attain his previous achievements for each new game console he interacts with. Additionally, updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information accomplished/made during game play on any game console will update the user's account information, such that this newly modified data will be available for subsequent use by the user.
-
FIG. 4 is a schematic diagram illustrating another example of an alternative gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention. - In
FIG. 4 , eachuser component device console 221 to facilitate interaction between theuser console 221 during operation. - Each
component device game console 211 during operation. By way of example, and not by way of limitation, theperipheral component device D glasses D glasses FIG. 2 . Thus, game play may be customized for a user regardless of whose console he is using, so long as he brings his peripheral component device (e.g., 3-D glasses) with his unique user identification key stored in the memory along with him every where he plays - In an alternative embodiment, the 3-
D glasses FIG. 3 , with the user identification key being the user's iris pattern. Thus, game play may be customized for a user regardless of whose console he is using, so long as he is a registered user of the game system with a unique identification key and the component peripheral device being used is configured to perform sensing of user characteristics. Unlike the first embodiment, the 3-D glasses - Either embodiment allows the user to bypass the burdensome task of having to re-customize his personal settings and re-attain his previous achievements for each new game console he interacts with. Additionally, updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information accomplished/made during game play on any game console will update the user's account information, such that this newly modified data will be available for subsequent use by the user.
-
FIG. 5 is a schematic diagram illustrating another example of an alternative gaming environment implementing a method for account management of a computer game system in accordance with an embodiment of the present invention. - In
FIG. 5 , eachuser component device console 221 to facilitate interaction between theuser console 221 during operation. - Each
component device game console 221 during operation. By way of example, and not by way of limitation, theperipheral component device headset FIG. 2 . Thus, game play may be customized for a user regardless of whose console he is using, so long as he brings hisperipheral component device - In an alternative embodiment, the
headset FIG. 3 , with the user identification key being the user's voice. Thus, game play may be customized for a user regardless of whose console he is using, so long as he is a registered user of the game system with a unique identification key and the component peripheral device (e.g., headset) being used is configured to perform sensing of user characteristics. Unlike the first embodiment, theheadsets - Either embodiment allows the user to bypass the burdensome task of having to re-customize his personal settings and re-attain his previous achievements for each new game console he interacts with. Additionally, updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information accomplished/made during game play on any game console will update the user's account information, such that this newly modified data will be available for subsequent use by the user.
-
FIGS. 6A-6C are schematic diagrams illustrating examples of user-specific account data to be received from a network and subsequent running of computer games in accordance with the received user-specific account data. -
FIG. 6A illustrates a gaming environment in which multiple users are able to participate in the same multi-player game using their own personalized settings in accordance with an embodiment of the invention. InFIG. 6A , a first user (i.e., user 1) and a second user (i.e., user 2) are both playing the same game on the computer game system. By way of example, and not by way of limitation, the computer game may be a multi-player shooting game. Each user is identified by their user identification key using any of the methods described above. The computer game system then receives data associated with each user using their user identification key and runs the computer game in accordance with the received data. - In this particular example, the received data for each user includes user-specific preferred settings for the game running on the computer game system. By way of example, and not by way of limitation, such user-specific preferred settings may be the preferred perspective by which the user plays the game. For example,
user 1 may prefer to play the game from a 3rd person perspective as illustrated, wherein the graphical perspective is rendered such that the player character is visible on-screen. User 2, on the other hand, may prefer to play the game from a 1st person perspective as illustrated, wherein the graphical perspective is rendered from the viewpoint of the player character. - Thus, both users are able to participate in the same game, using their own personalized settings using the method of account management described above with respect to
FIG. 1 . -
FIG. 6B illustrates a gaming environment in which multiple users are connected to a gaming system, and each user is able to access games purchased (and only accessible through the network) by any other connected user in accordance with an embodiment of the invention. InFIG. 6B , a first user (i.e., user 1) and a second user (i.e., user 2) are both connected to the same computer game system. Each user is identified by their user identification key using any of the methods described above. The computer game system then receives data associated with each user using their user identification key and runs the computer game in accordance with the received data. - In this particular example, the received data for each user includes games purchased by the user which are only accessible through the network. By way of example, and not by way of limitation,
User 1 and User 2 may have vastly different collections of games, as illustrated. However, once each user has been uniquely identified, each user's set of accessible games becomes available for the other user to play. In other words, after all users have been identified, and their respective accounts accessed, all gaming titles owned by any user is available for any of the other users to play. This parallels the situation where a friend brings over his collection of games to play on another friends console, only now no physical copy is actually transported. - Thus, both users are able to access the other user's purchased gaming titles using the method of account management described above with respect to
FIG. 1 . -
FIG. 6C illustrates a gaming environment in which multiple users are able to access their own previous achievements in accordance with an embodiment of the invention. InFIG. 6C , a first user (i.e., user 1) and a second user (i.e., user 2) are both playing the same game on the computer game system. Each user is identified by their user identification key using any of the methods described above. The computer game system then receives data associated with each user using their user identification key and runs the computer game in accordance with the received data. - In this particular example, the received data for each user includes user-specific achievements for the game running on the computer game system. By way of example, and not by way of limitation, such user-specific achievements may be the number of trophies attained or the user's overall ranking in the game. For example,
User 1 may have received fewer trophies than User 2, and User 2 may have a higher overall ranking thanUser 1. Because User 2 is more decorated thatUser 1, he may have access to additional features (e.g., unlocked levels, unlocked weapons, unlocked characters, etc.) unavailable toUser 1. By implementing the account management method ofFIG. 1 , both users are able to participate in the same game, using their own personalized achievements, rather than having to play using the achievements of the owner of the game console. Moreover, newly unlocked features and newly attained achievements accomplished during game play on another user's game console will still update the user's account information, such that the newly modified data will be available for subsequent use by the user. -
FIG. 7 illustrates a block diagram of a computer apparatus that may be used to implement a method for account management in a computer game system according to an embodiment of the present invention. Theapparatus 700 generally may include aprocessor module 701 and amemory 705. Theprocessor module 701 may include one or more processor cores. - The
memory 705 may in the form of an integrated circuit, e.g., RAM, DRAM, ROM, and the like. Thememory 705 may also be a main memory that is accessible by all of the processor modules. In some embodiments, theprocessor module 701 may have local memories associated with each core. Aprogram 703 may be stored in themain memory 705 in the form of processor readable instructions that can be executed on the processor modules. Theprogram 703 may be configured to perform account management of a computer game system, as described above with respect toFIGS. 1-6 . Theprogram 703 may be written in any suitable processor readable language, e.g., C, C++, JAVA, Assembly, MATLAB, FORTRAN, and a number of other languages. Input data 507 may also be stored in the memory.Such input data 707 may include each user's user identification key, user characteristics determined by a biometric sensor, and data associated with the user (e.g., game play settings, achievements, etc.). During execution of theprogram 703, portions of program code and/or data may be loaded into the memory or the local stores of processor cores for parallel processing by multiple processor cores. - The
apparatus 700 may also include well-known support functions 709, such as input/output (I/O)elements 711, power supplies (P/S) 713, a clock (CLK) 715, and acache 717. Theapparatus 700 may optionally include a mass storage device 719 such as a disk drive, CD-ROM drive, tape drive, or the like to store programs and/or data. Thedevice 700 may also optionally include a display unit 721 anduser interface unit 725 to facilitate interaction between theapparatus 700 and a user. The display unit 721 may be in the form of a cathode ray tube (CRT) or flat panel screen that displays text, numerals, graphical symbols, or images. Theuser interface 725 may include a keyboard, mouse, joystick, light pen, controller, or other device that may be used in conjunction with a graphical user interface (GUI). Theapparatus 700 may also include anetwork interface 723 to enable the device to communicate with other devices over a network, such as the internet. - One or more biometric sensors 733 may be connected to the
processor module 701 via the I/O elements 711. As discussed above, the biometric sensors 733 may be configured to determine one or more user characteristics (e.g., fingerprint, iris pattern, etc.), which serve as a user identification key. - The components of the
system 700, including theprocessor 701,memory 705, support functions 709, mass storage device 719,user interface 725,network interface 723, and display 721 may be operably connected to each other via one ormore data buses 727. These components may be implemented in hardware, software, firmware, or some combination of two or more of these. - According to another embodiment, instructions for implementing a method for account management of a computer game system may be stored in a computer readable storage medium. By way of example, and not by way of limitation,
FIG. 8 illustrates an example of a non-transitory computerreadable storage medium 800 in accordance with an embodiment of the present invention. Thestorage medium 800 contains computer-readable instructions stored in a format that can be retrieved, interpreted, and executed by a computer processing device. By way of example, and not by way of limitation, the computer-readable storage medium 800 may be a computer-readable memory, such as random access memory (RAM) or read only memory (ROM), a computer readable storage disk for a fixed disk drive (e.g., a hard disk drive), or a removable disk drive. In addition, the computer-readable storage medium 800 may be a flash memory device, a computer-readable tape, a CD-ROM, a DVD-ROM, a Blu-Ray, HD-DVD, UMD, or other optical storage medium. - The
storage medium 800 contains instructions for account management of a computer game system 801 configured to implement a method for account management of a computer game system. The instructions for account management of a computer game system 801 may be configure to implement a method for account management of a computer game system in accordance with the method described above with respect toFIG. 1 . In particular, the instructions for account managements of a computer game system 801 may include determining user identificationkey instructions 803 that are used to determine a user identification key associated with a user of the component device. The user identification key may be stored on the component device or extracted from user characteristics recognized by a biometric sensor located on the component device as discussed above. - The instructions for account management of a computer game system 801 may further include automatically accessing
account instructions 805 that are used to automatically access an account associated with the user by sending the user identification key to a network associated with the computer game system. - The instructions for account management of a computer game system 801 may further include receiving
data instructions 807 that are used to receive data associated with the user from the network. Such data may include user-preferred settings, features unlocked by the user, previous achievements attained by the user, and information about the user configured to calibrate or optimize tracking of the user as discussed above. - The instructions for account management of a computer game system 801 may also include running
computer game instructions 809 that are used to run a computer game in accordance with the data received from the network. Games may be run according to user-preferred settings, unlocked features, or calibration/optimization tracking information as discussed above. - The instructions for account management of a computer game system 801 may additionally include updating user account instructions 811 that are used to update a user account in accordance with new account information obtained during game play. The update may include updated user settings, newly unlocked features, newly attained achievements, or updated calibration/optimization tracking information as discussed above.
- We were talking about this idea more and Tim Moss came up with the idea of using a rolling code transmitter as part of the hardware. Like a RF car key the code changes based on number of times there is an exchange between a PS3 and the controller. The current acceptable code would be stored in the cloud.
- While the above is a complete description of the preferred embodiment of the present invention, it is possible to use various alternatives, modifications, and equivalents. Therefore, the scope of the present invention should be determined not with reference to the above description, but should, instead be determined with reference to the appended claims, along with their full scope of equivalents. Any feature described herein, whether preferred or not, may be combined with any other feature described herein, whether preferred or not. In the claims that follow, the indefinite article “A” or “An” refers to a quantity of one or more of the item following the article, except where expressly stated otherwise. The appended claims are not to be interpreted as including means-plus-function limitations, unless such a limitation is explicitly received in a given claim using the phrase “means for.”
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WO2012173889A1 (en) | 2012-12-20 |
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