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06/25/09 - USPTO Class 715 |  67 views | #20090164919 | Prev - Next | About this Page  715 rss/xml feed  monitor keywords

Generating data for managing encounters in a virtual world environment

USPTO Application #: 20090164919
Title: Generating data for managing encounters in a virtual world environment
Abstract: Embodiments of the invention provide techniques for providing information for avoiding specific users of an immersive virtual environment. Generally, a primary user may specify other users to be avoided in a blacklist. The blacklisted users may be specified to be avoided at all times, or may be specified to be avoided in certain situations. In one embodiment, a user may be added to the blacklist during a specific situation, resulting in the characteristics of the situation being automatically stored in the blacklist. Subsequently, the blacklist may be used to determine the locations of the blacklisted users matching the current situation. The primary user may then avoid the locations having the greatest probability of encountering blacklisted users. (end of abstract)



Agent: Ibm Corporation, Intellectual Property Law Dept 917, Bldg. 006-1 - Rochester, MN, US
Inventors: Cary Lee Bates, Cary Lee Bates, Jim Chun-Ta Chen, Jim Chun-Ta Chen, Zachary Adam Garbow, Zachary Adam Garbow, Gregory Edward Young, Gregory Edward Young
USPTO Applicaton #: 20090164919 - Class: 715757 (USPTO)

Generating data for managing encounters in a virtual world environment description/claims


The Patent Description & Claims data below is from USPTO Patent Application 20090164919, Generating data for managing encounters in a virtual world environment.

Brief Patent Description - Full Patent Description - Patent Application Claims
  monitor keywords BACKGROUND OF THE INVENTION

1. Field of the Invention

Embodiments of the invention relate to the use of immersive virtual environments. More specifically, embodiments of the invention relate to avoiding specific users of an immersive virtual environment.

2. Description of the Related Art

A virtual world is a simulated environment which users may inhabit and in which the users may interact with virtual objects and locations of the virtual world. Users may also interact with one another via avatars. An avatar generally provides a graphical representation of an individual within the virtual world environment. Avatars are usually presented to other users as two or three-dimensional graphical representations of humanoids. Frequently, virtual worlds allow for multiple users to enter and interact with one another. Virtual worlds provide an immersive environment as they typically appear similar to the real world, with real world rules such as gravity, topography, locomotion, real-time actions, and communication. Communication may be in the form of text messages sent between avatars, real-time voice communication, gestures displayed by avatars, symbols visible in the virtual world, and the like.

Virtual worlds may be persistent. A persistent world provides an immersive environment (e.g., a fantasy setting used as a setting for a role-playing game, or a virtual world complete with land, buildings, towns, and economies) that is generally always available, and world events happen continually, regardless of the presence of a given avatar. Thus, unlike more conventional online games or multi-user environments, the virtual world continues to exist, and plots and events continue to occur as users enter (and exit) the virtual world.

SUMMARY OF THE INVENTION

One embodiment of the invention includes a computer-implemented method. The method generally includes: receiving, from a first user, a selection indicating a preference of the first user towards encountering the second user while present in a virtual world; determining a current situational context for the first user within the virtual world; and storing the selection of the second user together with the current situational context in a searchable data structure.

Another embodiment of the invention includes a computer-readable storage medium including a program, which when executed on a processor performs an operation. The operation may generally include: receiving, from a first user, a selection indicating a preference of the first user towards encountering the second user while present in a virtual world; determining a current situational context for the first user within the virtual world; and storing the selection of the second user together with the current situational context in a searchable data structure.

Still another embodiment of the invention includes a system having a processor and a memory. The memory may store a program, which when executed by the processor, is configured to perform the steps of: receiving, from a first user, a selection indicating a preference of the first user towards encountering the second user while present in a virtual world; determining a current situational context for the first user within the virtual world; and storing the selection of the second user together with the current situational context in a searchable data structure.

BRIEF DESCRIPTION OF THE DRAWINGS

So that the manner in which the above recited features, advantages and objects of the present invention are attained and can be understood in detail, a more particular description of the invention, briefly summarized above, may be had by reference to the embodiments thereof which are illustrated in the appended drawings.

It is to be noted, however, that the appended drawings illustrate only typical embodiments of this invention and are therefore not to be considered limiting of its scope, for the invention may admit to other equally effective embodiments.

FIG. 1 is a block diagram that illustrates a client server view of computing environment, according to one embodiment of the invention.

FIG. 2 illustrates a user display for a user participating in a virtual world, according to one embodiment of the invention.

FIG. 3 is a flow diagram illustrating a method for generating a blacklist for use in avoiding specific users of an immersive virtual environment, according to one embodiment of the invention.

FIG. 4 is a flow diagram illustrating a method for avoiding specific users of an immersive virtual environment by using blacklists, according to one embodiment of the invention.



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