WO2000045242A2 - System and method for developing and implementing interactive three dimensional internet sites - Google Patents
System and method for developing and implementing interactive three dimensional internet sites Download PDFInfo
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- WO2000045242A2 WO2000045242A2 PCT/US2000/002323 US0002323W WO0045242A2 WO 2000045242 A2 WO2000045242 A2 WO 2000045242A2 US 0002323 W US0002323 W US 0002323W WO 0045242 A2 WO0045242 A2 WO 0045242A2
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F40/00—Handling natural language data
- G06F40/10—Text processing
- G06F40/166—Editing, e.g. inserting or deleting
Definitions
- This invention relates generally to the field of advertising, in particular electronically via the Internet. More specifically it relates to an authoring tool which is a software system for creating 3D virtual environments for the purpose of facilitating the marketing and sales process using electronic commerce. Further, the instant invention provides a method for using the software tool with an electronic system of computer related equipment for gathering marketing information and for promoting products over the Internet (also known as the World Wide Web or the Web). The present invention is particularly focused on providing tools for creating three dimensional (3D) simulated environments for Web sites and Web servers that are useful for gathering, processing and displaying data obtained through visitor's responses, preferences and behavior at a Web site.
- 3D three dimensional
- Advertising on the Internet is recognized as one of the most potentially powerful methods available for creating product awareness, for providing information on a product or service, for educating the consumer, for brand marketing, and for soliciting data by direct response.
- Internet advertising is potentially more cost effective than print advertising or direct response mail. The main reason for this is the targeting capability offered by the Web, a strength that is based primarily on interactivity, the establishment of a one-on-one relationship between a business offering a product or sendee and their customers, the consumers.
- Web sites are plagued by lack of interactivity and of entertainment value.
- consumers can demand more personalized products and services.
- Interactivity between the customer and a business that generates products and/or services helps to provide a business with information from the consumer that can result in a competitive edge.
- Web sites tend to be two dimensional, multi -tiered hierarchies of text having limited graphics and animation. Few if any are truly compelling or entertaining. Few Web sites interact with visitors who may be potential consumers and data capture is limited to the number of visits by an individual to a site.
- Providing Web sites with increased entertainment value encourages consumers to make repeat visits to the Web site. Further, a consumer may tell another consumer about the enjoyable experience, thus encouraging a second potential consumer to go to the Web site and learn about a product and/or service.
- personal home pages are more engaging than those developed at great expense utilizing large pools of creative talent.
- the present invention addresses 1.) The imbalance between the technologies available for building Web content and the skill set of the professional Web content developer. 2.) Poor end-user experiences based on limited speed, performance and computational requirements of existing technologies 3.) The inability to differentiate content delivery based on connection speed, taking advantage of visitors with high-speed connections as well as delivering to slower connection speeds 4.) The need for a technology designed specifically for creating Web content, not CD-ROM technology 5.) The inability to easily, with out complex programming and languages to establish a two way means of communication (in real-time) with the visitor to the site 6.) The lack of technologies available that enable developers to schedule in advance content changes to stop sites from going stale.
- the present invention addresses the above-described problems as follows: It is an object of the present invention to eliminate the need for complex programming and scripting so that a Professional Web Content Developer (whose background for the most part is in graphic art and/or publishing and who is generally not an experienced computer programmer) is able to create engaging and dynamic Web site content. It is an object to provide an interactive, a three dimensional Web site development and deployment system which includes an authoring tool for creating quality marketing and advertising content for a Web site that engages the visitor, who is a potential consumer, thus enhancing the probability that collection of marketing data from the visitor occurs. It is an object to provide an interactive, three dimensional Web site development and deployment system that allows display of marketing information.
- high-speed connections i.e. Broadband and Tl
- AdVision FxTM System is a software system: 1.) that runs on electronic equipment and uses digital communication channels that enables a developer at a host computer server to create an Adventure SiteTM, simply and intuitively, in the absence of a requirement of computer programming knowledge; 2.) that facilitates deployment of the Adventure Site; and 3.) that collects and distributes data gathered at the Adventure Site from a visitor to the Adventure Site.
- An Adventure Site is herein defined as an interactive, three dimensional (3D) simulated virtual environment which enables data collection from a visitor by monitoring the visitor's behavior and responses.
- An Adventure Site System is a software program comprising a plurality of modules, that is executed, generally by computer, and deployed through the use of digital communication channels, such as for example Internet, Intranet, Cable Networks, digital television, satellite broadcast and the like.
- Adventure Site Systems can also be executed directly from a digital storage device such as for example CD-ROM or structured disk storage.
- An Adventure Site System comprises: 1.) a plurality of software modules, each module comprising computer executable instructions organized in routines and subroutines that allow a developer at an interface, such as for example a computer screen, to place elements such as for example, images, sounds, and text, in a developing virtual environment by selecting from a library, icons which represent packets of data that define the elements, thereby creating a deployable Adventure Site; and 2.) Data repositories for storing the collected data so that it is accessible in real time both for human viewing and for digital access.
- Adventure Site Systems collect and monitor consumer response data and behavior in 3D simulated environments in real time, for the purposes of interactive marketing, advertising, entertainment, and e-commerce transactions.
- AdVision Fx System for creating Adventure Site Systems comprises: 1.) a plurality of Media Objects (A Media Object is defined as a piece of digital media comprising data that can be in any one of multiple formats such as, for example video, audio, 2D image, 2D animation, 3D model, 3D animation, synthetic light sources, digitally represented paths of motion, etc.); 2.) a human interface on a computer for use by a developer for selecting a media object, placing a media object in a developing virtual environment and defining the parameters of the media object; 3.) a human interface on a computer for use by a developer to choreograph communication and questions in the Adventure Site; 4.) a human interface on a computer for defining the parameters for providing the completed Adventure Site to a visitor; and 5.) a human interface on a computer for displaying collected data on a host machine in real time for human viewing
- the present invention also provides a plurality of methods for using the inventive software: 1.) A method for importing additional Media Objects created with other software tools such as 3D Studio, PhotoShop or Premier; 2.) A method for packaging the Media Objects and their parameters into an Adventure Site; 3.) A method for compressing the an Adventure Site for digital delivery; 4.) A method for scaling the Adventure Site for different connection speeds; 5.) A method for digitally deploying the Adventure Site; 6.) A method for opening a connection for the purpose of collecting data in real time; 7.) A method for collecting response data and behavior collected by the Adventure Site in real time; 8.) A method for storing response data and behavior collected by the Adventure Site in real time; and 9.) A method for enabling digital access to the collected data in real time for such things as e-commerce
- AdVision FxTM is a software system comprising instructions readable by a digital communication system that provide a method that allows non-programmers to create Adventure Site Systems.
- Adventure Site Systems are stored compressed on a host computer and delivered and installed on a calling computer via a digital communication channel in a form useable by the operator of the calling computer (also termed a visitor).
- the software system comprises a plurality of modules that provide the developer who may be a non-programmer with the tools necessary to create Adventure Site Systems without having to use a programming language on a computer.
- the software system enables the developer to tailor each Adventure Site System to accommodate the multiple connection speeds being used in the digital communication channel.
- the software system allows the developer to program, in advance, changes to the Adventure Site System to be deployed at a future date to ensure the content in the Adventure Site System stays fresh and may thereby encourage repeat visits.
- the software allows consumer to respond to the Adventure Site and collects certain responses for transfer back to the host computer where the responses are managed and appropriate distribution of the managed information is enacted.
- a first module comprises an authoring tool for developing the interactive 3D simulated environment part of the Adventure Site System that is presented to the consumer which is called the Adventure Site.
- the module used to create the Adventure Site component of the Adventure Site System is an authoring environment provided with icons on computer screens or interfaces.
- the Adventure Site is created on a host computer from a library of pre- programmed Media Objects using the authoring tool interface.
- the Adventure Site is created by selecting, choosing and placing (also termed "dragging and dropping") an icon that represents a preprogrammed Media object that is a member of a Library of programs created for example from pre-programmed content specific routines and subroutines, such as for example Media Objects and response boxes.
- Commercial program packages are available to create the library of Media Objects for use by the developer.
- an image of a mountain may be created by a graphic artist prior to inclusion in the Library using a software tool such as for example the PhotoShop program.
- a Response Box is herein defined as a region within the created Adventure Site that when activated by a consumer who has accessed the Adventure Site via the Internet elicits a response, behavior or preference selection from the consumer. This response, behavior or preference is then collected as data and recorded through the use of a fourth module described below.
- the developer uses the present invention to build an Adventure Site, the developer selects the icon and places it in the desired location on a developing Adventure Site content program screen. The media object is then imported into the
- the authoring tool also functions to permit the developer to assign characteristics, behavior and intelligence to these various media objects.
- the Adventure Site content program is saved and stored on a host server.
- a second module is a compression and content delivery tool that compresses and delivers the Adventure Site from the host computer server in accordance with the connection speed of the digital channel receiving the Adventure Site.
- This module is herein termed a Deployment (Web is not broad enough) Packaging Utility module. Delivery of a Adventure Site from a host server to a visitor's computer is termed downloading. After the developer has designed the Adventure Site, this module allows the developer to select what content is downloaded to a visitor's computer depending upon the speed of the digital communication channel being used. For example, the developer may choose to deliver via the host server a limited selection of media objects to a visitor if the visitor's connection speed is slow.
- the Deployment packaging utility module enables the Adventure Site developer to adjust the size of the software file containing the defined Adventure Site content specifications so that the time the visitor must wait in order to view the Adventure Site can be regulated.
- a potential Adventure Site visitor may be impatient and prematurely disconnect from the Adventure Site before interacting with the Adventure Site content.
- Adventure Site content is delivered or downloaded to different computers having differing connection speeds in a timely manner.
- the plurality of software program routines and subroutines of this module function to package the software file containing the developed Adventure Site for transfer from a host server to a visitor's computer by: 1.) compressing and organizing the file; 2.) determining the connection speed of the receiving computer, and 3.) selecting the Adventure Site content to be delivered to a visitor's computer having a determined connection speed in accordance with instructions provided by the developer.
- a third Player module enables a visitor to load, view and thus interact with the Adventure Site on the user's computer, the calling computer. While the Adventure Site is in use contact is maintained between the host server and the visitor's computer via the Player module.
- This third module comprises software that functions to render the Adventure Site content program created by the developer using the authoring tool across multiple platforms. This module acts to display the Adventure Site content stored on the host server to the visitor's computer independent of the type or brand of computer receiving the authored Adventure Site content via the internet.
- a fourth module distributes information (also termed data) gathered from
- a fifth module receives the information such as for example a request for delivery of a product and payment information, from the fourth module and provides the information to a sales and distribution function.
- a sixth module receives data collected by the fourth module and stores the data on the host machine in a form that allows ready access, such as for example a database.
- the data is stored in a manner that allows access to that data for either human viewing via module seven or digital access via module eight.
- a seventh module enables human viewing the collected data being stored on the host machine.
- a human interface such as for example a Web Page displays the collected data in various charting formats. From this human interface the collected data can be sorted, searched, queried and exported to multiple standard data manipulation utilities such as Lotus 123, MS Excel, and so on.
- a eighth module enables digital access to the collected data through a series of
- API Application Programming Interfaces
- sluggish response time and lack of responsiveness of the computer program providing the content at the Adventure Site are overcome by the ability of the present invention to scale content to the specifications defined by the user's computer equipment.
- visitors remain at the Adventure Site interacting with the program run on the Adventure Site.
- an Adventure Site content update means is provided to keep Adventure Site content fresh, appealing, and engaging so that the user is encouraged to interact with the program at each visit and is encouraged to make repeat visits to the Adventure Site.
- the present invention also provides a method for developing and deploying Adventure site content in the absence of programming.
- the Adventure site developer loads and runs the inventive software system.
- This software system provides the developer with a plurality of pre-programmed routines and subroutines, also termed tools, that define specific media objects.
- the developer selects the icon that represents the desired media object and places, also termed drops, it in the desired location in the authoring environment.
- a developer interface defined by the software system that lists a plurality of variables associated with a particular media object is provided to the developer on the computer screen. The developer sets the variables or selects the desired attributes for each media object. The developer may also drop response boxes into the authoring environment that pose questions, elicit choices, or provide textual information.
- the authoring environment defines content that the developer desires to have posted to a Web site, the content is processed by the Web packaging utility according to parameters selected by the developer via a second interface. These parameters include selecting the fraction of the authored environment program or the media objects that will be available to a computer that calls the authored environment program for downloading.
- the fraction is selected based upon the connection speed of the computer seeking to access, also termed call up, the authored environment.
- the developer then directs storage of the Web site content onto a host server stored in a computer until a certain developer-defined condition is met, such as for example, a time specified by the developer for release and deployment of the Web site content by the present invention.
- the present invention also provides a method of marketing using the Web.
- the present invention is a tool that enables non- programmers to create interactive 3D simulated virtual environments.
- the present invention is a tool that enables non-programmers to package the interactive 3D simulated virtual environments for deployment over the Digital Communication Channel.
- the present invention is a tool that enables the delivery of 3D content tailored for multiple connectivity speeds.
- the present invention is a method for displaying interactive 3D simulated content inside a Web browser.
- the present invention is system for monitoring visitor behavior and responses in an interactive 3D simulated environment.
- the present invention is a system for storing and distributing collected consumer response data.
- the present invention is a system for making accessible collected consumer response data in real-time for human viewing.
- the present invention is a system for making accessible collected consumer response data in real-time in digital format.
- the present invention is a method of entertainment for the purpose of selling via a digital communication channel.
- the present invention is a method of entertainment for the purpose of advertising and marketing via a digital communication channel.
- the present invention is a data gathering and display tool.
- the present invention is a method for creating a focus group on the Internet.
- the present invention is a method for one on one communication for marketing and advertising.
- the present invention is a method that enables rapid updating of content on Web sites to stop sites from going stale, thereby encouraging return visits to the site.
- Figure 1 A provides a generalized schematic in block diagram of the computer equipment for use with the inventive Web content development tool, data collection, and delivery system.
- Figure IB provides a block diagram of the inventive Web content development tool, data collection and delivery system for creating a promotional entertaining 3D- Web site, for distributing the generated Web site content over the Internet and for monitoring consumers' responses, preferences and behaviors, herein referred to as the inventive software utilizing electronic equipment system.
- Figure 2A illustrates a system development authoring tool user interface useful with the Web content development system illustrated in FIG. IB
- Figure 2B schematically illustrates an embodiment of a data structure useful with the present invention for a Download Time Monitoring Device to implement a Scaled Site Development (SSD) Device.
- SSD Scaled Site Development
- Figure 2C schematically illustrates an embodiment of a Media Object Manager that facilitates Automated Script Generation that is useful in the system shown in FIG. IB.
- Figure 2D illustrates an embodiment of a Vital Statistics Monitoring Device useful in conjunction with the Download Time Monitoring Device of FIG. 2B to implement SSD.
- Figure 3 schematically depicts an embodiment of each of nine
- FIG. 3 A illustrates an embodiment of a Location Sensitive Audio
- Figure 3B illustrates an embodiment of a Location Sensitive Response Box Characteristics Palette.
- Figure 3C illustrates an embodiment of a Video Characteristics Palette.
- Figure 3D illustrates an embodiment of a Three Dimensional (3D) Model creation Characteristics Palette.
- Figure 3E illustrates an embodiment of a Camera Characteristics Palette.
- Figure 3F illustrates an embodiment of a Light Characteristics Palette.
- Figure 3G illustrates an embodiment of a Spline Characteristics Palette.
- Figure 3H illustrates an embodiment of a Sprites Characteristics Palette.
- Figure 31 illustrates an embodiment of a Panorama Characteristics Palette.
- Figure 4 illustrates an embodiment of an automated script generation interface which uses a Choreographer Palette useful for defining how Media Objects interact with other Media Objects and with visitors in a created 3D environment.
- FIG. 5 illustrates an embodiment of a Scheduled Media Deployment (SMD) interface which shows an embodiment of a Scheduling Palette which is useful for implementing Scheduled Media Deployment (SSD) which enables developers to define Adventure SiteTM content behavior for timed introduction on a Web site using the present invention.
- SMD Scheduled Media Deployment
- SSD Scheduled Media Deployment
- Figure 6 illustrates an embodiment of an interface having separate windows for three auxiliary views which a developer can use to view a created 3D environment from different standardized angles.
- Figure 7 schematically depicts an embodiment of a process for assigning 3D motion paths to a Media Object using spline curves and control points.
- Figure 8 illustrates an embodiment of an interface for adding a response box having a boundary to a Web site and for adding Location Sensitive Audio Markers, each of which has a boundary such that when a camera object intersects with a particular boundary box, a specific result occurs on the created Web site.
- Figure 9 provides a flow chart of an embodiment of a process used by the inventive development tool for building an Adventure SiteTM environment for a Web site.
- Figure 10 provides a flow chart of an embodiment of a process for packaging an Adventure SiteTM environment for deployment on a Web site.
- Figure 11 illustrates an embodiment of an inventive Adventure SiteTM environment creation program and the relationship of that program to an embodiment of the computerized equipment used to implement the created
- Figure 12 provides an illustration of a page of an embodiment of an inventive Adventure SiteTM as may be viewed by a visitor when the created Adventure SiteTM is implemented on a Client Workstation inside a Web browser.
- Figure 13 schematically depicts an embodiment of an inventive Adventure SiteTM Server having multiple Client Workstations connected thereto via an Internet interface useful in the inventive software and electronic equipment system.
- Figure 14 schematically depicts an embodiment of an inventive IMarketTM
- Figure 15 illustrates an embodiment of an inventive -MarketTM Client which is used internally by a host, which may be a business, to monitor data in real time as it is being collected by the Adventure SitesTM being run by visitors.
- Figure 16 illustrates an embodiment of an inventive IMarket TMClient Adventure SiteTM Selection Page that enables a host, such as a business, to specify at which Adventure SiteTM or Web site they want to view collected data.
- Figure 17 illustrates an embodiment of an inventive IMarketTM Client Adventure SiteTM Monitoring Page that enables a host to specify which real time collected data they wish to view and in which format they wish to have the data presented.
- Figure 18 illustrates an embodiment of an inventive EntertainTM Server.
- Figure 19 schematically depicts an embodiment of an inventive EntertainTM Client.
- Figure 20 provides an illustration of an embodiment of an inventive EntertainTM Client Adventure SiteTM Selection Page.
- Figure 21 provides an illustration of an embodiment of an inventive EntertainTM Client Adventure SiteTM Monitor Page.
- Figure 22 schematically depicts an embodiment of an inventive ICommerceTM Server of the present invention.
- An Adventure Site is herein defined as an interactive, three dimensional (3D) simulated virtual environment which enables data collection from a visitor to the Adventure Site by monitoring the visitor's behavior and responses at a host site.
- the Adventure Site environment is a software file defined by a plurality of software modules.
- the Adventure Site is located in a storage file at a host electronic communications channel such as a server.
- a software module is herein defined a set of programmed instructions such as a routine or subroutine that is stored in at least one file on a computer. Examples of software modules include, but are not limited to a Compression Module, a Connection Speed Module, a Consumer Polling Module (CPM), a Player Module and so on.
- the Adventure Site environment delivers an electronic message that has visual, audio, and textual components, or some combination thereof.
- a software module may call a data file when executing the instructions therein.
- a developer or user interface is herein defined as a software program that facilitates compiling the chosen software modules and defining their characteristics by providing graphic or iconic representations of software instructions generating a storage file.
- An authoring tool is herein defined as a software module that instructs the developer or user interface to provide graphical or iconic representations of software modules and their parameters and/or characteristics.
- a Media Object is herein defined as a piece of digital media, comprising data that when called by the Adventure Site storage file can be presented in any one of multiple formats such as for example video, audio, 2D image, 2D animation, 3D model, 3D animation, synthetic light sources, digitally represented paths of motion, and so on.
- Media Objects are created with both proprietary and commercially available software packages such as; PhotoShop, 3DStudio, Premier, Freehand, Bryce3D, and so on. Alternative methods known to those skilled in the art of programming may also be used.
- a Media Object may be a background panorama, a sound track, a movie showing the use of a product and so on.
- Response Boxes are defined herein as dialog boxes that automatically appear in the Adventure Site environment when a visitor's location inside the Adventure Site corresponds with the location where they respond.
- a Response Box when activated elicits a response, behavior or preference selection from the visitor.
- An overlay is herein defined as a 2D image or graphic that is drawn closest to the camera in the 3D environment.
- “Scaled” is defined herein as configured for packaging as a unit based upon the time required for the program instructions and data to be delivered or based upon the amount of available space in the visitor's computer for receiving useable programmed instructions and data.
- Downloading is herein defined as the process by which Media Objects are copied from one storage medium device in an electronic communications channel to another using, such as for example the Internet, as a medium for connecting the two storage medium devices.
- Media Object instructions are generally stored in a location on a computer or computer disk for use in a computer termed a library. Extracting is herein defined as the process of searching for a specific type of data in a data structure and retrieving that data.
- Drag and drop is here in defined as a method for using a graphical or iconic representation of a software file to position that software file in a developing environment which is recorded in a storage file in the host digital communications channel, specifically on the host server.
- the developer can electronically move the contents ("drag") of a software or data file, such as for example a Media Object, by identifying the graphical or iconic representation of the desired file, such as for example by using an electronic pointing device, then placing the graphical representation or icon ("drop") at the desired location in the developing electronic virtual environment.
- the developer can drag or select and move the software instructions that call a software file and can place the call instructions in the developing virtual environment storage file by dropping the graphical or iconic representation of the instructions that are thereby represented.
- Independent behavior of a Media Object is defined herein as behavior that is not affected by other Media Objects, by time intervals, or by actions of the visitor at the Adventure Site.
- Dependent behavior is herein defined as a resulting interaction between: 1.) Two or more Media Objects, 2.) A Media Object's time scheduling and the current Time, or 3.) A Media Object and a visitor.
- a spline is here in defined as a set of points in 3D space that represent a path through 3D space.
- a Sprite is here in defined as a 2D image inside the virtual environment that is always positioned parallel to the camera.
- a panorama is defined here in as any image or graphic that is drawn as a back-drop as so to appear behind all other Media Objects in the Adventure Site such as a mountain range or sky.
- a data structure is herein defined as a second of internal memory used for storing data.
- a CAB file is defined herein, as a file that contains one or more of the compressed Media Objects that comprise the Adventure Site environment and any necessary excitable code.
- Object lists are herein defined as internal lists, each list referencing a Media Object in the Adventure Site.
- Object System is herein defined as a software system that builds, manipulates and maintains a plurality of Object lists used by the Adventure Site.
- Behavior is herein defined as instructions regarding what the Media Object is to do when it interacts with the visitor, other Media Objects or at a given time or date.
- Intelligence is herein defined as the system and method by which the Media Object executes it's behavior.
- An internal server is defined herein as a server used by the Adventure Site server for the purpose of storing collected data in a format accessible for human viewing, electronic commerce or entertainment.
- Discriminate Response Data is herein defined as the visitor's response when asked to decide between two different Media Objects.
- Placement Response Data is herein defined as the response obtained from the visitor when the visitor is asked to re-position a Media Object in the Adventure Site environment. Selection
- Response Data is herein defined as the visitor's response when asked to select one of a plurality of options provided in the Adventure Site environment.
- Navigation Response Data is herein defined as the identified path the visitor electronic selected through the Adventure Site environment and includes data relating to how long the visitor spent in different locations.
- Qualitative Data is defined herein as the Typed Response Data entered by the visitor via a Response Box.
- the present invention provides a software system that utilizes an electronic communication channel comprising equipment such as for example a computer, a modem, and a telephone relay system to facilitate development and deployment of interactive, 3D Web site content, especially to the purpose of marketing, advertising, and sales.
- the software system provides software modules for designing the visual, audio, and written content to be presented at a Web site; for implementing the presentation of that content at the Web site; for gathering data regarding a Web site visitor's preferences relative to the choices presented at that Web site; for presenting that gathered data to the entity or host to whom the Web site belongs or for whom the Web site was designed, and for updating the content of that Web site in a timely manner so that additional data may be gathered from the same visitor.
- the present invention provides a tool and a method for adapting the quantity of the Web site content to the connection speed of the computer used by the visitor for timely delivery to that visitor while maintaining the interactive quality of the content.
- a computer system for use with the present invention including a computer 9 having a central processing unit (CPU) 13, a mass storage device 16, an electronic pointing device 12, and accessible memory RAM 14, CD-ROM drive 17, and an interface to the Internet 15 is illustrated.
- the mass storage device 16 permanently stores the necessary AdVision FxTM System program files of the present invention and the Adventure SiteTM environment files created with the software system Web site content development tool, herein termed the development tool.
- the CPU 13 receives input from an input device such as a keyboard 11 which is used to input commands and data for controlling the processor and the development tool in a conventional manner.
- an electronic pointing device such as a mouse or stylus, 12, which is used for controlling the development tool.
- the addressable memory (RAM) 14 is used to load the development tool so that it can access the CPU 13. This memory is also used to temporarily store content as it is being created as well as the development tool's user interface display elements and internal data structures.
- the processor is also coupled to a CD-ROM drivel 7 for installing the development tool on to the system and an interface to the Internet 15 to upload and test content created with the development tool.
- FIG. IB there is shown a schematic drawing of a software system for creating sophisticated 3D web content (herein termed an Adventure Site TM ), deploying this content, monitoring consumer/Web site visitor response to this content, collecting consumer/Web site visitor response and displaying this collected data (in real-time) interpreted and categorized.
- a development tool 102 provides authored material in the form of an Adventure Site TM environment 106 to a utility for packaging the developed media for the Web 134.
- the authored material 106 is then installed on to the corporate web server 144 inside the Adventure SiteTM Server 112.
- Figure IB also shows the software system having interaction or connection with many client computers 108, internal clients 126, 128, 130 and an Adventure SiteTM Server 112. Client computers 108 are often called Client Visitors.
- a Client Visitor also termed a “visitor” is connected to the Adventure SiteTM Serverl 12 via the Internet 134.
- Internal clients 126, 128, 130 should be located within a common local area network (LAN) and are connected to a LAN server 136.
- LAN local area network
- FIG. 2A shows the interface for the development tool used to create an Adventure SiteTM environment.
- Adventure Site environments are 3D virtual environments created for a variety of purposes such as: 1.) Entertainment; 2.) Promoting products and services to consumers 3.) Monitoring consumer's behavior and responses to products and services 4.) Collecting data regarding consumer's behavior and response, as these indicate product element preferences, in a storable data format; 5.) Delivering that data to storage medium; and 6) Education.
- the AdVisionFxTM System 102 user interface includes a window 200 that contains a working area 201 for creating the Adventure SiteTM environment.
- the window 200 has a title bar 202 identifying the name of the Adventure Site environment, a menu bar 203 providing a set of commands that are used to import and manipulate various Media Objects in the Adventure Site environment.
- Media Objects are here in defined as packets of data in any and all media formats created electronically that are supported by the development environment, including, but not limited to: 2D Graphics and images, 3D models, Audio, Video, Animations, Text and motion data.
- the window 200 acts as a human user interface with the software and includes boundaries 201 A -201D that delimit the working area.
- the window has a status bar 207 for displaying feedback and help advice to the developer.
- a Download Time Monitoring Device 300 is provided. Some visitors to a Web site will only wait so long for data to generate Web site content to be delivered.
- the inventive Download Time Monitoring Device provides a system for calculating estimated download times for a defined amount of content for an Adventure Site for various modem line connection speeds and method for using this device.
- the Download Time Monitoring Device working in conjunction with the Vital Statistics Monitor software program 500 permits a developer to tailor Web site content to the connection speed of a visitor. For example, each Media Object is provided with an estimated data content. Data content is deliverable on a data unit per time unit or connection speed basis.
- the Download Time Monitoring Device provides a means for calculating the download time for the Adventure Site environment having selected Media Object inputs at various connection speeds after the developer has created the virtual environment.
- the developer is provided with information regarding download time of each Media Object.
- Vital Statistics Monitor software program 500 tracks an estimated download time for various connection speeds. From this information, the developer can determine if it is desirable to add or subtract selected Media Objects to an Adventure Site environment that will be delivered at a particular connection speed, thus for example versions A288, AISDN, and ATI may be generated.
- the Download Time Monitoring Device determines a supported connection speed report estimate which is based upon the amount of information that can be delivered through a digital distribution channel per unit time for the visitor's computer. Then, it determines which Media Objects (or collectively, which Adventure Site) the developer has identified to be used and downloaded at a computer having that supported connection speed report estimate. (Downloading is here in defined as the process by which Media Objects are copied from one storage medium device to another using the Internet as a medium for connection).
- the Media Manager program 400 enables drag and drop access to Media Objects both on the developer's local machine and on the LAN.
- "Drag and drop” is herein defined as a method for using a graphical or icon representation of a software file to position the software file in a developing environment so that the developer can move the data contents of that file by electronically moving, such as for example by using an electronic pointing device, the graphical representation or icon.
- a Media Object is stored in a library until called through the drag and drop procedure.
- the Vital Statistics Monitor software program 500 internally monitors and identifies critical information that may effect system performance such as for example how many of each type of media object has been added to the Adventure Site environment, the total number of polygons, vertices, required communications with Adventure Site Server and so on.
- Figure 2B shows the data structures for tracking which Media Objects the developer has specified to be downloaded for each supported connection speed. These structures manage data necessary for calculating the information displayed in the Download Time Monitoring Device 300. These lists 301, 302, 303, 304 are continuously updated as the Adventure Site is developed. At a given time interval (n milliseconds) each list is electronically traversed, extracting the data necessary to calculated download times for each supported connection speed. Extracting is herein defined as the process of searching for a specific type of data in a data structure and retrieving that data. The calculation takes into consideration how many segments the developer wants to send the data down in. For example, on a Tl connection, most likely the developer will send the entire Adventure Site environment program down in one segment.
- the developer may decide to send the Adventure Site environment program down in multiple segments so that the visitor can begin using the Adventure Site while more data is downloading behind the scenes.
- the newest totals for each downloaded segment(s) for each connection speed are updated to the User Interface (UI).
- UI User Interface
- FIG. 2C shows the Media Manager module 400 that provides the developer access to files on both the LAN and their local hard drives. This module is critical in eliminating the need for complex programming and scripting languages.
- the developer selects which drive/directory 401 from which they wish to import Media Objects and selects the desired file from the file list 402.
- the file 403 can then be dragged onto the workspace window 200. This causes the necessary software code to be generated for opening the computer file, running any necessary format conversion utilities and importing it into the Adventure Site as is exemplified using a moon 404.
- FIG. 2D shows the Vital Statistic Monitor module 500 that enables the developer to scale and tailor the Adventure Site for different connection speeds and to optimize the Adventure Site for different visitors' processor speeds.
- the Vital Statistics Monitor comprises various icons that enable the developer to request that specific tests on the Adventure Site be performed.
- the Light Check 515 icon when activated calls a program that test turns each light on and off, in turn in the created Adventure Site environment so the developer can double check placement, brightness and color of the areas in the environment where lighting effects have been set.
- the Camera Check 516 icon when activated calls a program that test shows the positions of all cameras and the size of their view window. Activation of the Sound Check 517 icon test plays back all the audio in the Adventure Site environment so the developer can be sure the correct and most recent audio is in place.
- Activation of the Spline Check 518 icon test shows all splines in the Adventure Sites and the Media Objects attached to them.
- Vital Statistics Monitor module 500 also continuously reports critical information that effects the Adventure Site's runtime performance. Specifically information is monitored regarding Total Light Sources 501, Total Cameras 502, Total 3D Models 503, Total Vertices 504, Total Texture Maps 505, Total Polygons 506, Total 3D Animations 507, Total 2D Animations 508, Total 2D Overlays 509, Total Splines 510, Total Media Objects Attached to Splines 511, Total Response Boxes 512, Total Click counts 513, and Path to Texture Maps 514.
- the information from the Vital Statistics Monitor is critical to a developer's ability to scale the program content for delivery to different visitors, for example when using the system to scale delivery of the Adventure Site environment for each supported connection speed.
- Each "electronic message,” or version containing at least the essential elements required to deliver the concept(s) or message kernel intended by the developer has a program content comprising programmed instructions that requires time to transmit from one computer to another. Each also has programmed instructions that require time to execute and data to call. These instructions are provided in discrete modules.
- a developer may add or substrate modules from the message kernel, thereby varying the interactivity deliverable and the number and/or size of the modules delivered.
- a developer activates (also termed “clicks on") the connection speed icon in the Vital Statistics Connection Speed List 519 to specify for which "scaled” version of the Adventure Site they want to see statistics. For example, when the developer selects the 56k icon, the number of light sources, 3D models and other Media Objects supported in that version of the Adventure Site is displayed in the Vital Statistics Window. When the developer selects Broadband, the display in the Vital Statistics Window changes respectively.
- a Palette for a Media Object is provided for the purpose of specifying the Media Object's characteristics and its independent behavior.
- a subset of Media object types may be utilized in creating a Web site with the inventive system depending upon the connection speed supported by the computer of the visitor.
- Independent behavior is defined herein as behavior that is not affected by other Media Objects, by time intervals or by actions of the Visitor at the Adventure Site environment.
- the Media Object Characteristics Tool Palette for example may be displayed in response to a Developer right clicking on an icon for an object or on an item from the menu 203.
- FIG 3 A illustrates an embodiment of a Location Sensitive Audio Characteristic Palette 600 which is associated with and which allows location sensitive audio placement in the Adventure Site environment.
- Location Sensitive Audio (LSA) is audio whose playback is dependent upon the visitor's location inside the Adventure Site environment.
- LSA Media Object characteristics are set or assigned by the developer via multiple edit boxes 600A.
- the Select Connection Dialog 700 allows the developer to specify what connection speeds support the downloadability of this Media Object.
- FIG. 3B illustrates an embodiment of a Location Sensitive Response Box Characteristic Palette 601 which is associated with a location sensitive Response Boxes in the Adventure Site environment.
- Response Boxes are defined herein as dialog boxes that automatically appear in the Adventure Site environment when a visitor's location inside the Adventure Site corresponds with the location where they respond.
- the LSR Media Object characteristics are set by the developer via multiple edit boxes 601 A.
- the Select Connection Dialog 700 allows the developer to specify what connection speeds support the downloadability of this Media Object.
- Figure 3C illustrates an embodiment of a Video Characteristic Palette 602 which is associated with Video embedded inside the Adventure Site.
- Embedded Video (EV) Media Object characteristics are set by the developer via multiple edit boxes 602A.
- the Select Connection Dialog 700 allows the developer to specify what connection speeds support the downloadability of this Media Object.
- Figure 3D illustrates an embodiment of the 3D Model Characteristic Palette 603 which is associated 3D Model and 3D Animation creation in the Adventure Site environment.
- the Media Object characteristics are set by the developer via multiple edit boxes 603 A.
- the Select Connection Dialog 700 allows the developer to specify what connection speeds support the downloadability of this Media Object. For the E-Commerce Adventure Site environments, this is where the developer specifies the Media Object as a product or service for sale and assigns a price and description to the item.
- Figure 3E illustrates an embodiment of Camera Characteristic Palette 604 which is associated with multiple cameras used by the Adventure Site environment. Camera Media Object characteristics are set by the developer via multiple edit boxes 604A. The Select Connection 700 allows the developer to specify what connection speeds support the downloadability of this Media Object.
- Figure 3F illustrates an embodiment of a Light Source Characteristic Palette 605 which is associated with light sources used in the Adventure Site. Directional, Conical and Point lights are supported. Characteristics for light Media Objects are set by the developer via multiple edit boxes 602 A. The Select Connection 700 allows the developer to specify what connection speeds support the downloadability of this Media Object.
- FIG 3G illustrates the Spline Characteristic Palette 606.
- Splines are paths of motion in the Adventure Site.
- a spline is here in defined as a set of points in 3D space that represent a path through 3D space.
- the Spline Media Object characteristics are set by the developer via multiple edit boxes 606A.
- the Select Connection 700 allows the developer to specify what connection speeds support the downloadability of this Media Object.
- Figure 3H illustrates a representation Sprite Characteristic Palette 607 which is associated with sprites and overlays inside the Adventure Site.
- a Sprite is here in defined as a 2D image inside the virtual environment that is always positioned parallel to the camera (i.e. facing the visitor).
- Sprite Media Object characteristics are set by the developer via multiple edit boxes 607A.
- the Select Connection Dialog 700 is also made available at this time so the developer can specify for which connection speeds this Media Object is to be downloaded. For example, if the Media Object is a 3D model , that is complex and therefore large in size in that the file defining the Media Object contains a plurality of programmed instructions and/ or data, the developer may not want it to be included in the download for slower connection speeds (i.e. 56k), but only to be downloaded to visitors with high-speed access (i.e. Broadband).
- the Selection Connection Dialog 700 is the UI in which this is specified. For the E-Commerce Adventure Sites, this is also where the developer may specify the Media Object as a sales item and assigns a price and description to it.
- Figure 31 illustrate a Panorama Characteristic Palette 608 which is associated with panoramas or scrolling background images used in the Adventure Site.
- a panorama is defined here in a as any image or graphic that is drawn as a back-drop as so to appear behind all other Media Objects in the Adventure Site such as a mountain range or sky.
- Characteristics for panorama Media Objects are set by the developer via multiple edit boxes 608A.
- the Select Connection Dialog 700 is also made available at this time so the developer can specify for which connection speeds this Media Object is to be downloaded.
- Palette 800 enables the setting of dependent behavior.
- a Choreographer Palette is displayed in response to the menu 203 selection.
- the Choreographer Palette contains a list of all the Media Objects in the Adventure Site 801.
- Qualifier 803 Reaction 804 XAction 805 XReaction 806 list are initialized with the Media Object's choreography information.
- the Action List 802 specifies an action that the Media Object is to respond to (i.e. clicked, double clicked, dragged, turned off, collided with other Media Object).
- the Qualifier List 803 qualifies the action indicating that such action is to occur after a particular visitor behavior such as for example the action occurs after the third click, the second double click, the first time it has been dragged, and so on.
- the Reaction List 804 specifies what behavior the Media Object is to be should the given qualified action happen (i.e. disappear when clicked 3 times).
- the XAction List 804 identifies other Media Objects, and applies actions to them via the Xreaction List 807. Because there are a finite number of events that a Media Object can be called upon to perform, a finite number of Actions, this relatively simple yet powerful method of choreography eliminates any and all need for a structured programming or scripting language. Desired choreography between Media Objects and their interaction with visitors is kept stored in various tables behind the scenes, the developer only has to select which actions s/he wants the Media Object to respond to and select the desired behavior.
- the Scheduling Palette 900 enables specification of timed behavior of Media Objects, such as behavior to occur at a given date, at a given time and for a given duration.
- the Scheduling Palette uses the same list of Media Objects 801 as the Choreographer Palette and the same Action 802 Qualifier 803 Reaction 804 XAction 805 and XReaction 806 Lists. However, it also uses two additional list, the StartTime 902 and EndTime 903 lists.
- the Scheduling Palette enables developers to schedule, in advance when events should occur in the Adventure Site. As a result, the Adventure Site is constantly changing, never becoming boring or stale.
- the Scheduling Palette may be used to time the presentation of completely new Web site content. For example, at the beginning of a month, Web site content is replaced, or at the second visit from a visitor. Other timing schemes will be known to those skilled in the art of advertising and marketing.
- Auxiliary Camera Views selection such as for example, Birds Eye 1000, Isometric 1001, and Side 1002 are illustrated. Each can be opened or closed at the developer's discretion. These views assist in positioning a Media Object in the Adventure Site environment. They are fully navigable in that they can simulate zooming in and out and panning 360 degrees.
- the Spline Curve Dialog Box 1200 is displayed in response to a menu 203 request.
- a menu request is made by the developer by electronically selection an icon or checking a choice in a dialog box, generally through the use of an electronic pointing device such as for example, double clicking a Mouse.
- the Dialog Box enables the user to specify the Media Object that is to be attached to the spline.
- Specification of different characteristics of the spline such as looping and of how many control points 1202 are to be used to create the spline are also defined using the Dialog Box.
- the control points 1202 are then, in turn, dragged by the developer to desired positions in 3D Space to create the 3D Spline Track.
- the Spline Track 1201 can be set to different display widths.
- a Location Sensitive Audio Marker 1300 to the Adventure Site is illustrated. These markers are added in response to menu 203 requests. Markers can be dragged anywhere in the 3D Adventure Site environment. When a virtual camera position intersects with a bounding box of a marker, the audio file specified for that marker is played. Characteristics for the Location Sensitive Audio Media Object are set using the Location Sensitive Characteristics Palette 600. Also shown is a Response Box Marker 1301 which is added to the Adventure Site environment in response to a menu 203 event. When the virtual camera position intersects with the bounding box of the Response Box Marker, a Dialog Box displaying the background image and text message specified for the Media Object using the Response Box Characteristics Palette 601 is presented to the visitor.
- the developer begins developing a new Adventure Site environment 1100 by importing a desired Media Object into the 3D Space 1101.
- the Media Object is positioned in the developing Adventure Site environment 1102 and characteristics such as for example visible and looping, are specified using the Media Objects Characteristics Palette (600-609) as shown in developing Adventure Site environment 1103.
- the auxiliary views are consulted to ensure positioning is correct from all angles as shown in developing Adventure Site environment 1104.
- Next dependent behaviors are specified using the Choreographer Palette in the developing Adventure Site environment 1105.
- Location Sensitive audio and Response boxes related to the Media Object are then added to the developing Adventure Site environment 1106.
- Figure 10 illustrates the process by which a developed Adventure Site environment is packaged for deployment over the Internet.
- the Package for the Web Utility contains software systems and methods for compressing the Media Objects and required executable code so that they can be deployed over the Internet, installed on the visitor's machine and viewed inside a Web browser. This method is initiated at step 1200 in response to a menu 203 selection.
- the software system queries the Download Time Monitoring Device's 300 internal data structures 301-304 and uses the data therein to build a list of files to be downloaded for that given connection speed 1201.
- a data structure is herein defined as a second of internal memory used for storing data.
- a CAB file 1024 is defined herein, as a file that contains one or more of the compressed Media Objects that comprise the Adventure Site environment and any necessary executablecode.
- An Adventure Site environment may be packaged into one single CAB file or it may be broken into several CAB files.
- the Adventure Site is broken into multiple CAB files it is for the purpose of downloading the Adventure Site environment in individual pieces so users with slower connection speeds do not have to wait as long before receiving useable Web site content.
- the software system then checks to see if there are more connection speeds to be supported at the Connection Speed Check Step 1205, and if so at the Next Connection Speed Setup Step 1207 the process is repeated for the next connection speed.
- the Completion step 1206 if all connection speeds have been checked, the developer is notified of completion.
- the Adventure Site Player 110 is software in the form of executable code and data 138 that displays and runs the Adventure Site on the Client Workstation 108 that is controlled by the visitor.
- the Adventure Site environment files 138 and Adventure Site Player 110 have already been downloaded onto the client machine via the digital communications channel.
- the AdVisionFx system would have first recognized what AdVisionFx files were present on the visitor's computer, and read the missing components onto the visitor's machine either for temporary use or for permanent storage. Where the AdVision System recognizes that certain modules are present on the machine calling the Adventure Site, the AdVision System loads only the required missing modules needed to provide the requested Adventure Site.
- FIG 11 is a schematic representation of the Client Workstation or computer 108 that is connected to the Internet via an Internet Interface 155.
- the Client Workstation includes a CPU 154, primary memory (RAM) 153, permanent disk storage 156, the Adventure Site Player 110 and Adventure Site environment files 138 that have been selected for the particular Adventure Site chosen by the visitor.
- the Client Workstation 108 has a display device 150; an electronic pointing or input device, such as a mouse 152; and a keyboard 151.
- the Internet Interface 155 is used to connect the Client Workstation to the Adventure Site Server 112 via the Internet.
- the Adventure Site Player is loaded into RAM 153 on the Client Workstation 108 when a visitor connects to an Adventure Site Server 112 via an Internet Interface.
- the Adventure Site Player 110 then loads the specified
- the Adventure Site Player 110 schedules and controls all communications with the Adventure Site Server 112.
- the Adventure Site Player comprises four (4) modules: the AFx Game Engine (AFxGE) 1300; the AFxGE Manager 1350; the Consumer Polling Module (CPM) 1400; and the Connectivity Manager 1405.
- AFxGE AFx Game Engine
- CPM Consumer Polling Module
- the AFx Game Engine (AFxGE) 1300 is a high-speed 3D game engine for running the content of or playing with an Adventure Site inside the Web browser on the Client Workstation 108.
- the AFxGE is divided into two parts. First is an Object System 1301 that builds, manipulates and maintains the many Media Object lists (1302 - 1314) used by the Adventure Site.
- the second part of the AFxGE includes a plurality of AFxGE Managers 1350. These Manager modules contain the software procedures that rapidly access the Object Lists (1302-1314) which are herein defined as internal lists referencing the digital representation of the Media Objects in the Adventure Site.
- the Script Manager Module 1351 digitally reads the script automatically generated by the developer when they saved the Adventure Site instructions.
- the Script Manager instructs the AFxGE Object System 1302 to re-load the Adventure Site, position each of the Media Objects required by the Adventure Site in the 3D environment.
- the Script Manager instructs the Object System to assign the specified characteristic(s), behavior(s), and intelligence to each Media Object.
- the Media Object is then added to the object lists (1302-1314) of Media Objects of its type. These Object Lists (1302-1314) are stored in the Client Workstation's RAM 153. This process continues until all of the necessary Media Objects have been created and added to their respective object lists (1302-1314).
- Behavior is herein defined as programmed instructions regarding what the Media Object is to do when it interacts with the visitor, with other Media Objects, or at a given time or date.
- Intelligence is herein defined as the system and method by which the Media Object executes it's behavior.) For example, if it is desired that when the visitor activates a Media Object that is a video of a golfer holding a golf club, that the Media Object's appearance change to that of the golfer swinging at the ball, this changing of visual manifestation would be called a behavior of the Media Object and the knowledge to change when clicked would be called the intelligence of the Media Object.
- the Rendering Manager 1351 begins it's continual rapid traversal of the Object Lists (1302-1314) extracting the necessary information to render the Adventure Site on the client display device 150.
- the Rendering Manager ensures that the appropriate lighting 1302 is used and that 3D Models 1308, 2D images 1310, sprites 1304, and panoramas are drawn in the correct, developer designated location.
- the Choreographer 1352 is responsible for keeping 3D animations 1309, 2D Animations 1311, video 1306 and audio 1307 continuously advancing and the camera position updated.
- the Choreographer 1352 traverses the Object Lists (1302-1314) checking for marked changes, changes that have previously been specified by the developer, in the Media Objects independent behavior and characteristics data. When a change is found, the Choreographer 1352 instructs the Rendering Manger 1351 and changes are made on the display 150 if required.
- the Choreographer 1352 also checks for camera 1301 collisions with Media Objects such as Location Sensitive Response Boxes 1314, Location Sensitive Audio 1313 and 3D Models 1308 in the 3D environment .
- the Interactivity Manger 1353 (Other collisions not involving a camera are handled by the Interactivity Manger 1353). If a collision or intersection has occurred between the camera and a Media Object, the Media Object is instructed to exhibit it's specified behavior and to update its characteristics. For example, when a visitor navigates through the virtual front door of an Adventure Site virtual golf pro shop, (i.e. the virtual camera has intersected with the door Media Object), the Choreographer 1352 checks to see if the door Media Object has been marked with any special characteristics and behavior, (i.e. programmed instructions to play a video and an audio of a door opening) and instructs the Media Object to display it's associated video and audio Media Objects.The Choreographer 1352 manages independent behavior.
- any special characteristics and behavior i.e. programmed instructions to play a video and an audio of a door opening
- the Interactivity Manager 1353 manages dependent behavior.
- Dependent behavior is herein defined as a resulting interaction between: 1.) Two or more Media Objects, 2.) A Media Object's time scheduling and the current Time, 3.) A Media Object and visitor.
- the Interactivity Manager monitors interactivity between Media Objects.
- Media Objects can intersect with one 34 New Media Deployment Agents 1406 query the Client Workstation's permanent storage device 156 to see what Adventure Site files are already on the machine. This information is packaged by the Data Packagers 1408 and delivered back to the Adventure Site Server 112 by the Data Deliverers 1408.
- the Adventure Site Server 112 determines what files must be updated and downloaded so that the Adventure Site Player 110 can run the visitor selected Adventure Site environment 138.
- the files are packaged for the Web 1200 at the host site, then downloaded and installed at the client site.
- the Adventure Site Server 112 resides on the Host Web Server 144, which may be a server located at a for-profit or a not-profit organization, and is responsible for accepting data as it is sent from the Adventure Site Player 110 on the Client Workstation 108.
- Figure 13 is a schematic representation of the Adventure Site Server 112, a software server that resides on the Host Web Server 144 and is accessed by the Adventure Site Player 110 via the Internet 134 and an Internet Interface 155 from the Client Workstation 108.
- the Adventure Site Server 112 is responsible for: 1.) managing the download process in conjunction with the Adventure Site Player 110; and for 2.) establishing a connection between the Adventure Site Player 110 and the appropriate internal servers 140 via its
- An Internal Server is defined herein as a server used by the Adventure Site server for the purpose of storing collected data in a format accessible for human viewing, electronic commerce, education or entertainment.
- the Adventure Site Player 110 connects to the Adventure Site Server 112 via an Internet Interface 155.
- the Adventure Site Server 144 allocates a Gatekeeper 1500a from the Gatekeeper Thread Pool 1500 and assigns it to the requesting Adventure Site Player 110.
- a Gatekeeper is herein defined as a software component that is responsible for establishing a line of communication between the Adventure Site Player 110 and the Adventure Site Server 112. There is a 1 : 1 ratio of gatekeepers (1500a - 1500d) to Adventure Site Players 110.
- the Gatekeeper 1500a instructs the Adventure Site Player 110 to report what Adventure Site Files 138 are currently installed on the Client Workstation 108 and uses this list to determine which files needed to be downloaded to the Client 35
- the Gatekeeper 1500a instructs the Adventure Site Player 110 to report at what speed the Client Workstation 108 is connected to the Internet 134 and uses this information to determine which of the Adventure Site Packages 142 to download.
- a package for each supported connection speed (1510-1514) is available for download.
- Each package contains one or more CAB Files 151Xa and a Segment File 151Xb.
- the CAB Files 151Xa are compressed files.
- the Segment File 15 IX identifies the order in which CAB Files 151Xa are to be downloaded based on the visitor's location in the Adventure Site 138. In instances where a minimum number of files need to be downloaded (i.e.
- the Adventure Site Server 112 may calculate that it will take less time to download individual files, than a Packaged Adventure Site 142, in which case the Adventure Site Individual Files 1515 are used.
- the Gatekeeper 1500a ensures that all the necessary files to begin running the Adventure Site 138 are on the Client Workstation 108 and facilitates a connection between the Adventure Site Player 110 and the appropriate Internal Server 140 using its Internal Server Connections 1520 (1520a -1520c). All data that is collected by the Adventure Site Player 110 is delivered directly to the appropriate Internal Servers 140 via its own Internal Server Connection 1410. Once this connection is made the Gatekeeper begins listening for requests form the Adventure Site Player 110 for more CAB files (1510a - 1514a) for the given connection speed. When all the necessary CAB files for the given connection speed have been downloaded the Gatekeeper waits idle until notification that the visitor has left the Adventure Site.
- the IMarket Server 114 is responsible for accepting data as it is collected from the Adventure Site Player 110 on the Client Workstation 108 and for storing it internally such that it can be accessed for human viewing.
- Figure 14 is a schematic representation of the IMarket Server 114 that is a software server which resides on the Host Web Server 144 and is accessed by the Adventure Site Player 110 via the Internet 134 using an Internet Interface 155 on the Client Workstation 108.
- the IMarket Server 114 is responsible for collecting, sorting and storing user response data as it is being collected in real time.
- An Adventure Site Player 110 is loaded on a Client Workstation 108.
- the Adventure Site Player 110 requests that the Adventure Site Server 112 makes a connection between itself and the IMarket Server 114.
- the Adventure Site System has been developed for a motor vehicle company to provide a simulated road test virtual environment to monitor what features drivers select when customizing their vehicle for a virtual test drive, this information would be captured, delivered back to the client Web server and stored in the Imarket database.
- the connection facilitating this data transfer is orchestrated via the Connection to the Adventure Site Player 1561 and the IMarket Server Connection 1520a.
- the IMarket Server 114 creates a new record 1551 in its internal JMarket Database 116.
- the IMarket Server 114 then allocates a Marketerl 1559a from the Marketer Thread Pool 1559.
- a Marketerl is here in defined as a software component responsible for managing communication between the IMarket Server 114 and the Adventure Site Server 112.
- the Marketerl 1559a requests that the Adventure Site Player 110 identify the structure required for storage and creates the necessary Dynamically Generated Storage Structure 1555 in the EVIarket Database for the new record 1551.
- This storage structure is segmented to match that used by the CMP 1400, specifically: Quantitative Response Data Storage 1556 and Qualitative Response Data Storage 1557.
- Discriminate Response Data Storage 1556A is used to record the visitor's response when the visitor is asked to pick one Media Object over another.
- Placement Response Data Storage 1556B is used to record the visitor's response when the visitor is asked to re-position a Media Object.
- Selective Response Data Storage 1556C is used to store the visitor's response when the visitor is asked to make multiple selections from multiple options.
- Typed Response Data Storage 1557A is used to record the visitor's typed response to a direct question via a Response Box 1300A.
- the Adventure Site Player 110 delivers the Adventure Site ID 1552 and the visitor ID 1553.
- the Marketer 1 15f9a begins monitoring the communication along the Connection to the Adventure Site Server 1561 and, upon identifying messages containing stored data requests the data be added to the IMarket Database 116.
- the IMarket Client 126 monitors the data 37 being collected by the Adventure Site Player and stored by the IMarket Server, in real time.
- the IMarket Server 114 assigns a Reporter 1560a from its Reporter Thread Pool 1560 to work with that IMarket Client 126.
- the Reporter 1560a is responsible for responding to requests for data from the IMarket Client 126.
- the relationship between the IMarket Client 126 and IMarket Server 114 is discussed in more detail below.
- the IMarket Client 126 is the means by which the data being stored by the IMarket Client 126.
- IMarket Server 114 is accessed for human viewing, in particular at the Host Site.
- FIG 15 a schematic representing the IMarket Client 126 that resides on an internal Client Workstation that is connected to he IMarket Server 114 via a LAN 126 is illustrated.
- the IMarket Client 126 is the means by which the data being collected by the AdVisionFx System is presented for human viewing.
- the software architecture underlying the IMarket Client 126 contains a Server Communication Module 1600 that requests and accepts data from the IMarket Server 114 through its Data Request Module 1600A and Data Deliver Module 1600B.
- the Server Communication Module 1600 makes the initial connection to the IMarket Server 114 it requests the names and ID's of all the Adventure Sites currently being monitored by the system. This information is stored in the Adventure Site Selection List 1604A.
- the contents of this list are displayed on the System Adventure Sites Available Web Page 1604 which enables the user who is harvesting the data, such as for example a marketer, to specify which Adventure Site they want to view.
- the System Adventure Site Monitoring Web Page is loaded 1605.
- the Index Tree Navigator Module 1601 uses the Server Communication Module 1600 to find out the structure of the data being stored and collected on the IMarket Server 114 for the selected Adventure Site. Using this structure, it builds an internal binary tree that is used by the Index Tree Navigation Menu 1605 and displayed on the System Adventure Site Monitoring Web Page 1605.
- the Tree Navigation Menu 1605 lets the user select what specific data they want to be 38 displayed in the Data Presentation Display Area 1605D.
- the Graphics Generator 1602 is responsible for displaying the data in graphical form such as for example a bar chart, pie chart, or histogram, in the Data Presentation Display Area 1605D.
- the Graphics Generator 1602 works in conjunction with the Index Tree Navigation Menu 1605 A to determine what data to request from the IMarket Server 114 and the Server Communication Module 1600 to obtain the requested data.
- the Export Module 1603 is responsible for packaging the data in a format that can be read by industry standard spreadsheet and database software packages.
- FIG 16 the user interface of the IMarket Client Adventure Site Selection page 1606A is illustrated. This is a representation of a user interface useful in the present invention in a known browser format for presenting the user with a list of all the Adventure Sites currently being monitored by the AdVisionFx System.
- FIG. 17 illustrates the System Adventure Site Monitoring Web Page 1605 as it may appear in a known browser that presents a user interface for viewing data that is being collected by the AdVisionFx System in real time. Illustrated on the page is an Index Tree Navigation Menu 1605 A that enables the user to specify what particular data they want displayed in the Data Presentation Display Area 1605D.
- the Server Communication Module 1600 requests data from the IMarket Server 114.
- the data are returned and then passed to the Graphics Generator, which provides instruction for drawing the data in the Data Presentation Display Area 1605D.
- Charting Preferences Buttons 1605D the user can specify in what charting structure they want to see the data (i.e. bar, pie, histogram, etc.) if the data lends itself to multiple representation formats.
- Navigation Response Data that shows the path the visitor took though the Adventure Site is shown as a dot plot verses time using contour plots. More detail on Navigation Data storage and representation is discussed in the IentertainTM Server section. Data on how much time the visitor spent at different locations is shown as contour plots.
- Show For All Button 1605C the user instructs the IMarket Client to show data 39 collected for all visits.
- Show For Record buttons 1605D the user instructs the IMarket Client to show data collected on a single visit.
- the Return To Main Page Button 1605E brings the user back to the System Adventure Sites Available Web Page 1604.
- the Entertain Server 118 is responsible for storing and accepting data as it is received from the Adventure Site Player 110 on the Client Workstation 108.
- Figure 18 is a schematic representation of the Entertain Server 118 that is a software server which resides on the Host Web Server 144 and is accessed by the Adventure Site Player 110 via the Internet 134 using an internet interface 155 on the Client Workstation 108.
- the Entertain Server 118 functions to collect data, sort data, monitor navigation and behavior as it is being collected as data in real time and to add that data to the Entertainer Database 120.
- the Entertainer Server 118 is similar to the JMarket Server 116 except the only type of data it monitors and stores is Navigation Response Data 1654.
- Navigation Response Data 1654 includes Path Data 1654A and Time Data 1654B.
- Path Data 1654A representations the direction and order in which the visitor moved through the Adventure Site and is displayed as dot plots.
- Time Data 1654B is how much time the visitor spent at different parts of the Adventure Site and is displayed as contour plots.
- An Adventure Site Player 110 is loaded on a Client Workstation 108. If the given Adventure Site 138 has identified itself to the Adventure Site Player 110 as an Entertainment Adventure Site, the Adventure Site Player 110 request that the Adventure Site Server 112 makes a connection between itself [Adventure Site Player] and the Entertain Server 118. This connection 1657 is orchestrated by the Adventure Site Server 112 and is always open for communication. The Entertain Server 118 creates a new record 1651 in its internal Entertain Database 120.
- the Entertain Server 118 then allocates a Connection 1655 A from the Connection Thread Pool 1655.
- the Connection 1655 A requests that the Adventure Site Player 110 send the visitor' s position in the 3D Adventure Site back to the Entertain Server 118 every N milliseconds and creates a new record and storage for this information in the Entertain database 120.
- the Connection 1655A begins listening for messages from the Adventure 40 Site Player 110 requesting data storage and the data is added to the Entertain Database 120.
- the Entertain Client 128 is used to monitor the data being collected by the Adventure Site Player 110 and stored by the Entertain Server 118 in real time.
- the Entertain Client 128 is the means by which data stored in the Entertain Server 118 is made accessible for human viewing.
- a schematic representing the Entertain Client 128 that resides on an internal Client Workstation that is connected to the Entertain Server 118 via a LAN 126 is provided.
- the Entertain Client 128 is the means by which the data being collected by the AdVisionFx System is presented for human viewing.
- the software architecture underlying the Entertain Client 128 contains a Server Communication Module 1700 that requests and accepts data from the Entertain Server 114 through its Data Request Module 1700A and Data Delivery Module 1700B.
- the Server Communication Module 1700 When the Server Communication Module 1700 makes the initial connection to the Entertain Server 118 it requests the names and ID's of all the Adventure Sites currently being monitored by the system. This information is stored in the Adventure Site Selection List 1704A. The contents of this list are displayed on the System Adventure Sites Available Web Page 1704 which enables the user to specify which Adventure Site they want to view. When the user selects the Adventure Site they want to monitor, the System Adventure Site Monitoring Web Page is loaded 1705. When the System Adventure Site Monitoring Page 1705 is loaded, the Index Tree Navigator Module 1701 uses the Server Communication Module 1700 to find out the structure of the data being stored and collected on the Entertain Server 118 for the selected Adventure Site.
- the Index Tree Navigation Menu 1705 A displayed on the System Adventure Site Monitoring Web Page 1705.
- the Tree Navigation Menu 1705 A lets the user select what specific data they want to be displayed in the Data Presentation Display Area 1705B.
- the Graphics Generator 1702 is responsible for displaying the data in either line chart or contour plot format in the Data Presentation Display Area 1705B.
- the Graphics Generator 1702 works in conjunction with the Index Tree 41
- the Export Module 1703 is responsible for packaging the data in a format that can be read by industry standard spreadsheet and database software packages. Referring now to Figure 20 showing the user interface of the Entertain
- Client Adventure Site Selection page 1704A The figure represents a known browser format that presents the user with a list of all the Adventure Sites currently being monitored by the AdVisionFx System. The list is presented in standard HTML format and clicking on the HTML link loads the Adventure Site Monitoring Page 1705 initialized with information specific to the Adventure Site that has been selected.
- Figure 21 shows the System Adventure Site Monitoring Web Page 1705 in a known browser that presents a user interface for viewing data that is being collected by the AdVisionFx System in real time. Contained in the page is an Index Tree Navigation Menu 1705 A that enables the user to specify what particular data they want displayed in the Data Presentation Display Area 1705B. When the users makes selections on the Index Tree Navigation Menu 1705 A the Server Communication Module 1700 requests data from the Entertain Server 118.
- the data is returned and then passed to the Graphics Generator 1702, which draws the data in the Data Presentation Display Area 1705B.
- the Entertain Client only displays Navigation Response data that shows the path the visitor took though the Adventure Site as dot plot and time using contour plots.
- the Show For All Button 1705C the user instructs the Entertain Client to show data collected for all visits.
- buttons 1705D the user instructs the Entertain Client to show data collected on one or more specific visits.
- the Return To Main Page Button 1706E brings the user back to the System Adventure Sites Available Web Page 1704.
- the ICommerce Server 122 is responsible for storing data as the Adventure Site Player 110 is collecting it on the Client Workstation 108.
- Figure 22 is a schematic representation of the ICommerce Server 118 that is a software server which resides on a Host Web Server 144 and is accessed by the Adventure Site Player 110 via the Internet 134 using an internet interface 155 on the Client 42 Workstation 108.
- the ICommerce Server 122 is responsible for collecting, sorting and reporting consumer purchase information as it is being collected in real time and adding it to the ICommerce Database 124.
- the ICommerce Server 122 contains the ICommerce Database 124.
- the ICommerce Server 122 does not have a client.
- the data is accessed by a series of exposed functions or methods called an exposed Application Programming Interface (API) or set of software functions PI 1801, which can be called by a Host's accounting and purchasing servers 132.
- API Application Programming Interface
- Web developers use these Exposed API 1801 to access the information collected in the ICommerce Database 124, and pass it along to the accounting and purchasing servers 132. This provides developers access to all the information they need to process the purchase of an item or service and to instruct the Adventure Site 138 to inform the visitor who has become a customer, when the transaction is complete.
- the Adventure Site Player 110 connects to the ICommerce Server 122 via the Adventure Site Server 112 a new entry is created in the ICommerce Database 124.
- Each record 1800 in the database may contain an accessible location containing a set or subset of the following information: the Adventure Site ID 1800 A, the Visitor's ID 1800B, the connection speed 1800C being used, an Item List 1800D, Shipping Information 1800E, Payment Information 1800F, Total Shipping Cost 1800G, Total Purchase Cost 1800H Total Cost Due 18001 and a Transaction State Field 1800J.
- the Transaction State Field 1800J is initially set to browsing level 1 when the visitor first enters the Adventure Site 138.
- the connection speed 1800C, Adventure Site ID 1800 A and Visitor ID 1800B are obtained from the Adventure Site Player 110 through the ICommerce Server's Player Communication Module 1802. As the customer begins "walking" through the virtual sales space they can click on or activate the software depicting various 3D models and 2D images representing the items available for purchase.
- the Transaction State Field 1800J is set to browsing level 2.
- the Transaction State Field 1800J is set to purchaser level 1. Items they select or deselect are continuously added and removed from the Purchased Item List 1800D as they shop. When the visitor/consumer has completed their shopping they proceed to the checkout location in the Adventure Site 138. At this point Shipping and 43
- Payment Information is collected and added to the ICommerce Database 1800G. Their purchases are totaled, shipping costs are presented and Transaction State Field 1800J is set to check out level.
- the ICommerce Server then sends a message to the Host Internal Accounting and Purchasing Servers 132 via the Host Server Communication Module 1803 notifying them they that the visitor has become a consumer. Record number N is then assigned to that consumer.
- the Host Internal Accounting and Purchasing Servers 132 use the Exposed API 1801 to extract the information they need to process the order. Upon completion of processing the purchase information, the Host Internal Accounting and Purchasing Servers 132 set the Transaction State Field 1800J to sale complete, and the ICommerce Server notifies the Adventure Site Player 110.
- An authoring tool for developing an electronic message for sending information from a first digital communications channel to a second digital communications device operated by a visitor and for receiving information from said second digital communications channel, said authoring tool comprising: a media object having a characteristic; a response box for delivering and obtaining information; a developer interface for integrating said media object and said response box into a storage file on the first digital communications channel; a database for receiving information from said response box and about said media object in said developer interface; a means for delivering said storage file to the second digital communications channel; and a means for activating said storage file at the second digital communications channel.
- said media object is selected from the group consisting of an audio file, a three dimensional image file, a video file, a two dimensional image file, and an animated image file.
- said means for delivering said storage file further includes a means for selecting said storage file based upon a connection speed of said second digital communications channel.
- a delivery system for transporting an electronic message having a plurality of data bits from a storage file at a first digital communications channel to a second digital communications channel having a speed of connection to said first digital communications channel, said electronic message delivery system comprising: a means for organizing said storage file to provide organized data; a means for compressing said organized data to provide compressed data; 45 a means for determining a data bit per unit time speed of connection of the second communications channel and the first digital communications channel; a means for determining the number of data bits in the electronic message; a selected maximum amount of time for delivery; a means for calculating an amount of time required to deliver the electronic message from said plurality of data bits and said speed of connection; a means for comparing said amount of time to deliver to said selected maximum amount of time for delivery; and a means for delivering the electronic message when said amount of time to deliver is less than said selected maximum time.
- a method for delivering an electronic message from a first digital communications channel to a second digital communications channel, said second digital communications channel having a speed of connection comprising the steps of: determining the speed of connection for the second digital communications channel; determining a speed of delivery for said first digital communications channel; organizing said electronic message to provide a package comprising plurality of organized data units ; compressing said plurality of organized data units to provide a plurality of compressed data , each having a number of data bits; determining the number of data bits in each data unit ; selecting a maximum amount of time for delivery; calculating an amount of time required to deliver the number of data bits from each of said plurality of data units: comparing said amount of time required to deliver said number of data bits to said selected maximum amount of time for delivery; and delivering said number of data bits when said amount of time to deliver said number of data bits is less than said selected maximum time.
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Abstract
An authoring tool (9) for developing and deploying Web site based interactive virtual reality content for advertising and for marketing practices using the World Wide Web internet connections (1520). This tool (9) facilitates building of intricate and complex Web sites without the need to learn a programming language. Web sites created with this tool provide synthetic 3-D environments with realistic physical simulations. A player module (110) is used on visitor's local machine to run the Adventure Site (112) on the visitor's computer. The Adventure Site Server (112) which resides on the corporate Web server, distributes information to either the Adventure Site E-Commerce server module which is integrated with the corporations sales and distribution back end software to the IMarket Server (114) module, which stores the data in a database and display medium.
Description
SYSTEM AND METHOD FOR DEVELOPING AND IMPLEMENTING INTERACTIVE THREE DIMENSIONAL INTERNET SITES
RELATED APPLICATIONS
This application claims the benefit of U.S. Provisional Patent Application 60/118,117 filed February 1, 1999, entitled "A System and Method for Developing and Implementing Interactive Three Dimensional Internet Sites", the content of which is incorporated herein by reference in its entirety.
FIELD OF THE INVENTION
This invention relates generally to the field of advertising, in particular electronically via the Internet. More specifically it relates to an authoring tool which is a software system for creating 3D virtual environments for the purpose of facilitating the marketing and sales process using electronic commerce. Further, the instant invention provides a method for using the software tool with an electronic system of computer related equipment for gathering marketing information and for promoting products over the Internet (also known as the World Wide Web or the Web). The present invention is particularly focused on providing tools for creating three dimensional (3D) simulated environments for Web sites and Web servers that are useful for gathering, processing and displaying data obtained through visitor's responses, preferences and behavior at a Web site.
BACKGROUND OF THE INVENTION
Advertising on the Internet, the Web, is recognized as one of the most potentially powerful methods available for creating product awareness, for providing information on a product or service, for educating the consumer, for brand marketing, and for soliciting data by direct response. In addition to having the ability to be highly accurate at targeting audiences, at measuring consumer responses and at identifying their needs, Internet advertising is potentially more cost effective than print advertising or direct response mail. The main reason for this is the targeting capability offered by the Web, a strength that is based
primarily on interactivity, the establishment of a one-on-one relationship between a business offering a product or sendee and their customers, the consumers.
However currently, Web sites are plagued by lack of interactivity and of entertainment value. In today's competitive business environment, consumers can demand more personalized products and services. Interactivity between the customer and a business that generates products and/or services helps to provide a business with information from the consumer that can result in a competitive edge. Web sites tend to be two dimensional, multi -tiered hierarchies of text having limited graphics and animation. Few if any are truly compelling or entertaining. Few Web sites interact with visitors who may be potential consumers and data capture is limited to the number of visits by an individual to a site. Providing Web sites with increased entertainment value, encourages consumers to make repeat visits to the Web site. Further, a consumer may tell another consumer about the enjoyable experience, thus encouraging a second potential consumer to go to the Web site and learn about a product and/or service. Often personal home pages are more engaging than those developed at great expense utilizing large pools of creative talent.
The technologies available to create and build Web sites are limited in functionality, are painfully slow, require extensive engineering expertise, and are unable to provide the speed, animation, movement and "intelligent interactivity" demanded by an audience that has been raised on television and video games. Further, the Web site developer using these current technologies must be skilled in the use of computers and programming. The technologies available for creating Web content fall short of meeting the needs of the individuals using, potentially using or creating Web sites. It is an object of the present invention to overcome the following limitations, which plague existing technologies available to Web Content, also termed Web site, developers. Web Content Developers are not, for the most part, programmers. Their background is in graphic art and publishing. Although these individuals are well versed in a variety of software packages they do not know how to program in structured languages such as Java, VRML or Lingo. In turn, they do not use these technologies when building Web content. Additionally, these programming languages perform poorly for authoring or
developing the computer language coded information needed for building a Web site even in the hands of seasoned professionals. The development or authoring tools lack the necessary robustness for ease of use. Further, the use of the development tools result in Web sites exhibiting slow performance and a lack of responsiveness to a visitor at the Web site which discourages their use. As a result, many businesses are frustrated and overwhelmed by e-commerce, doing business via the Internet. Further, businesses find it difficult to hire personnel who will cost effectively build, maintain and update their Web site.
Scaling of Web site content for the different connection speeds utilized by the computer equipment of individual visitors to a Web site and apportioning Web site content in response to the specific connection speed has been limited. Developers have been forced to create content to support the lowest connection speed so all visitors who arrive at a site have access. This has prevented developers from taking advantage of a high speed connection to provide more engaging, exciting or detailed content.
The use of the Internet as a two-way means of communication for gathering specific and focused marketing information and immediate feedback to marketing and product presentations has also been limited by the available technologies. The existing technologies fail to provide a means to let Web site developers schedule in advance (like television programming) changes in Web site content over time. Without this ability, Web sites may become stale. When the content is static, visitors have no reason to return to the Web site.
When the visitor fails to find the Web site engaging, marketing and advertising organizations have limited opportunity to get consumer feedback on their products or to generate consumer interest.
The present invention addresses 1.) The imbalance between the technologies available for building Web content and the skill set of the professional Web content developer. 2.) Poor end-user experiences based on limited speed, performance and computational requirements of existing technologies 3.) The inability to differentiate content delivery based on connection speed, taking advantage of visitors with high-speed connections as well as
delivering to slower connection speeds 4.) The need for a technology designed specifically for creating Web content, not CD-ROM technology 5.) The inability to easily, with out complex programming and languages to establish a two way means of communication (in real-time) with the visitor to the site 6.) The lack of technologies available that enable developers to schedule in advance content changes to stop sites from going stale.
SUMMARY OF THE INVENTION
The present invention addresses the above-described problems as follows: It is an object of the present invention to eliminate the need for complex programming and scripting so that a Professional Web Content Developer (whose background for the most part is in graphic art and/or publishing and who is generally not an experienced computer programmer) is able to create engaging and dynamic Web site content. It is an object to provide an interactive, a three dimensional Web site development and deployment system which includes an authoring tool for creating quality marketing and advertising content for a Web site that engages the visitor, who is a potential consumer, thus enhancing the probability that collection of marketing data from the visitor occurs. It is an object to provide an interactive, three dimensional Web site development and deployment system that allows display of marketing information.
It is an object of the present invention to address the problem of sluggish performance and lack of responsiveness inherent in existing Web site deployment technologies through scaled delivery of interactive, three dimensional Web site content.
It is an object of the present invention to enable Web Content developers to take advantage of high-speed connections (i.e. Broadband and Tl) being utilized by a Web site visitor, while simultaneously delivering a scaled version of the content to another visitor with a slower connection speed.
It is an object of the present invention to enable Web content developers to easily establish a method of communicating with Web site visitors, potential
consumers, via the Internet and, to implement the ability to collect and store the visitor's response and feedback data.
It is an object of the present invention to enable a Web content developer to schedule in advance, changes in content at their Web site over time, thereby automatically providing timed introduction of new Web site material.
The present invention, herein called AdVision Fx™ System, is a software system: 1.) that runs on electronic equipment and uses digital communication channels that enables a developer at a host computer server to create an Adventure Site™, simply and intuitively, in the absence of a requirement of computer programming knowledge; 2.) that facilitates deployment of the Adventure Site; and 3.) that collects and distributes data gathered at the Adventure Site from a visitor to the Adventure Site. An Adventure Site is herein defined as an interactive, three dimensional (3D) simulated virtual environment which enables data collection from a visitor by monitoring the visitor's behavior and responses. An Adventure Site System is a software program comprising a plurality of modules, that is executed, generally by computer, and deployed through the use of digital communication channels, such as for example Internet, Intranet, Cable Networks, digital television, satellite broadcast and the like. Adventure Site Systems can also be executed directly from a digital storage device such as for example CD-ROM or structured disk storage.
An Adventure Site System comprises: 1.) a plurality of software modules, each module comprising computer executable instructions organized in routines and subroutines that allow a developer at an interface, such as for example a computer screen, to place elements such as for example, images, sounds, and text, in a developing virtual environment by selecting from a library, icons which represent packets of data that define the elements, thereby creating a deployable Adventure Site; and 2.) Data repositories for storing the collected data so that it is accessible in real time both for human viewing and for digital access. Adventure Site Systems collect and monitor consumer response data and behavior in 3D simulated environments in real time, for the purposes of interactive marketing, advertising, entertainment, and e-commerce transactions.
AdVision Fx System for creating Adventure Site Systems comprises:
1.) a plurality of Media Objects (A Media Object is defined as a piece of digital media comprising data that can be in any one of multiple formats such as, for example video, audio, 2D image, 2D animation, 3D model, 3D animation, synthetic light sources, digitally represented paths of motion, etc.); 2.) a human interface on a computer for use by a developer for selecting a media object, placing a media object in a developing virtual environment and defining the parameters of the media object; 3.) a human interface on a computer for use by a developer to choreograph communication and questions in the Adventure Site; 4.) a human interface on a computer for defining the parameters for providing the completed Adventure Site to a visitor; and 5.) a human interface on a computer for displaying collected data on a host machine in real time for human viewing
The present invention also provides a plurality of methods for using the inventive software: 1.) A method for importing additional Media Objects created with other software tools such as 3D Studio, PhotoShop or Premier; 2.) A method for packaging the Media Objects and their parameters into an Adventure Site; 3.) A method for compressing the an Adventure Site for digital delivery; 4.) A method for scaling the Adventure Site for different connection speeds; 5.) A method for digitally deploying the Adventure Site; 6.) A method for opening a connection for the purpose of collecting data in real time; 7.) A method for collecting response data and behavior collected by the Adventure Site in real time; 8.) A method for storing response data and behavior collected by the Adventure Site in real time; and 9.) A method for enabling digital access to the collected data in real time for such things as e-commerce
AdVision Fx™ is a software system comprising instructions readable by a digital communication system that provide a method that allows non-programmers to create Adventure Site Systems. Adventure Site Systems are stored compressed on a host computer and delivered and installed on a calling computer via a digital communication channel in a form useable by the operator of the calling computer (also termed a visitor). The software system comprises a plurality of modules that provide the developer who may be a non-programmer with the tools necessary to create Adventure Site Systems without having to use a programming language on a computer. The software system enables the developer to tailor each Adventure
Site System to accommodate the multiple connection speeds being used in the digital communication channel. The software system allows the developer to program, in advance, changes to the Adventure Site System to be deployed at a future date to ensure the content in the Adventure Site System stays fresh and may thereby encourage repeat visits.. The software allows consumer to respond to the Adventure Site and collects certain responses for transfer back to the host computer where the responses are managed and appropriate distribution of the managed information is enacted.
A first module comprises an authoring tool for developing the interactive 3D simulated environment part of the Adventure Site System that is presented to the consumer which is called the Adventure Site. The module used to create the Adventure Site component of the Adventure Site System is an authoring environment provided with icons on computer screens or interfaces. The Adventure Site is created on a host computer from a library of pre- programmed Media Objects using the authoring tool interface. The Adventure Site is created by selecting, choosing and placing (also termed "dragging and dropping") an icon that represents a preprogrammed Media object that is a member of a Library of programs created for example from pre-programmed content specific routines and subroutines, such as for example Media Objects and response boxes. Commercial program packages are available to create the library of Media Objects for use by the developer. For example, an image of a mountain may be created by a graphic artist prior to inclusion in the Library using a software tool such as for example the PhotoShop program. A Response Box is herein defined as a region within the created Adventure Site that when activated by a consumer who has accessed the Adventure Site via the Internet elicits a response, behavior or preference selection from the consumer. This response, behavior or preference is then collected as data and recorded through the use of a fourth module described below. When the developer uses the present invention to build an Adventure Site, the developer selects the icon and places it in the desired location on a developing Adventure Site content program screen. The media object is then imported into the
Adventure Site being created. The authoring tool also functions to permit the developer to assign characteristics, behavior and intelligence to these various
media objects. The Adventure Site content program is saved and stored on a host server.
A second module is a compression and content delivery tool that compresses and delivers the Adventure Site from the host computer server in accordance with the connection speed of the digital channel receiving the Adventure Site. This module is herein termed a Deployment (Web is not broad enough) Packaging Utility module. Delivery of a Adventure Site from a host server to a visitor's computer is termed downloading. After the developer has designed the Adventure Site, this module allows the developer to select what content is downloaded to a visitor's computer depending upon the speed of the digital communication channel being used. For example, the developer may choose to deliver via the host server a limited selection of media objects to a visitor if the visitor's connection speed is slow. Thus, the Deployment packaging utility module enables the Adventure Site developer to adjust the size of the software file containing the defined Adventure Site content specifications so that the time the visitor must wait in order to view the Adventure Site can be regulated. When downloading time is prolonged, a potential Adventure Site visitor may be impatient and prematurely disconnect from the Adventure Site before interacting with the Adventure Site content. Advantageously, Adventure Site content is delivered or downloaded to different computers having differing connection speeds in a timely manner. The plurality of software program routines and subroutines of this module function to package the software file containing the developed Adventure Site for transfer from a host server to a visitor's computer by: 1.) compressing and organizing the file; 2.) determining the connection speed of the receiving computer, and 3.) selecting the Adventure Site content to be delivered to a visitor's computer having a determined connection speed in accordance with instructions provided by the developer.
A third Player module enables a visitor to load, view and thus interact with the Adventure Site on the user's computer, the calling computer. While the Adventure Site is in use contact is maintained between the host server and the visitor's computer via the Player module. This third module comprises software that functions to render the Adventure Site content program created by the
developer using the authoring tool across multiple platforms. This module acts to display the Adventure Site content stored on the host server to the visitor's computer independent of the type or brand of computer receiving the authored Adventure Site content via the internet. A fourth module distributes information (also termed data) gathered from
Adventure Site elicited visitor responses, behaviors and preferences back to the host server.
A fifth module receives the information such as for example a request for delivery of a product and payment information, from the fourth module and provides the information to a sales and distribution function.
A sixth module receives data collected by the fourth module and stores the data on the host machine in a form that allows ready access, such as for example a database. The data is stored in a manner that allows access to that data for either human viewing via module seven or digital access via module eight. A seventh module enables human viewing the collected data being stored on the host machine. A human interface such as for example a Web Page displays the collected data in various charting formats. From this human interface the collected data can be sorted, searched, queried and exported to multiple standard data manipulation utilities such as Lotus 123, MS Excel, and so on. A eighth module enables digital access to the collected data through a series of
API (Application Programming Interfaces) calls. This low level access is provided for integration with other systems for the purpose of e-commerce and archiving.
Advantageously, sluggish response time and lack of responsiveness of the computer program providing the content at the Adventure Site are overcome by the ability of the present invention to scale content to the specifications defined by the user's computer equipment. Thus, visitors remain at the Adventure Site interacting with the program run on the Adventure Site. Further, an Adventure Site content update means is provided to keep Adventure Site content fresh, appealing, and engaging so that the user is encouraged to interact with the program at each visit and is encouraged to make repeat visits to the Adventure Site.
The present invention also provides a method for developing and deploying Adventure site content in the absence of programming. The Adventure site developer loads and runs the inventive software system. This software system provides the developer with a plurality of pre-programmed routines and subroutines, also termed tools, that define specific media objects. The developer selects the icon that represents the desired media object and places, also termed drops, it in the desired location in the authoring environment. A developer interface defined by the software system that lists a plurality of variables associated with a particular media object is provided to the developer on the computer screen. The developer sets the variables or selects the desired attributes for each media object. The developer may also drop response boxes into the authoring environment that pose questions, elicit choices, or provide textual information. Once the authoring environment defines content that the developer desires to have posted to a Web site, the content is processed by the Web packaging utility according to parameters selected by the developer via a second interface. These parameters include selecting the fraction of the authored environment program or the media objects that will be available to a computer that calls the authored environment program for downloading. Generally, the fraction is selected based upon the connection speed of the computer seeking to access, also termed call up, the authored environment. Optionally, the developer then directs storage of the Web site content onto a host server stored in a computer until a certain developer-defined condition is met, such as for example, a time specified by the developer for release and deployment of the Web site content by the present invention. The present invention also provides a method of marketing using the Web.
In one embodiment the present invention is a tool that enables non- programmers to create interactive 3D simulated virtual environments. In a second embodiment the present invention is a tool that enables non-programmers to package the interactive 3D simulated virtual environments for deployment over the Digital Communication Channel. In o a third embodiment the present invention is a tool that enables the delivery of 3D content tailored for multiple connectivity speeds. In fourth embodiment the present invention is a method for
displaying interactive 3D simulated content inside a Web browser. In fifth embodiment the present invention is system for monitoring visitor behavior and responses in an interactive 3D simulated environment. In sixth embodiment the present invention is a system for storing and distributing collected consumer response data. In seventh embodiment the present invention is a system for making accessible collected consumer response data in real-time for human viewing. In eight embodiment the present invention is a system for making accessible collected consumer response data in real-time in digital format. In ninth embodiment the present invention is a method of entertainment for the purpose of selling via a digital communication channel. In tenth embodiment the present invention is a method of entertainment for the purpose of advertising and marketing via a digital communication channel. In eleventh embodiment, the present invention is a data gathering and display tool. In a twelfth embodiment, the present invention is a method for creating a focus group on the Internet. In thirteenth embodiment, the present invention is a method for one on one communication for marketing and advertising. In fourteenth embodiment the present invention is a method that enables rapid updating of content on Web sites to stop sites from going stale, thereby encouraging return visits to the site.
BRIEF DESCRIPTION OF THE DRAWINGS
Figure 1 A provides a generalized schematic in block diagram of the computer equipment for use with the inventive Web content development tool, data collection, and delivery system.
Figure IB provides a block diagram of the inventive Web content development tool, data collection and delivery system for creating a promotional entertaining 3D- Web site, for distributing the generated Web site content over the Internet and for monitoring consumers' responses, preferences and behaviors, herein referred to as the inventive software utilizing electronic equipment system. Figure 2A illustrates a system development authoring tool user interface useful with the Web content development system illustrated in FIG. IB
Figure 2B schematically illustrates an embodiment of a data structure useful with the present invention for a Download Time Monitoring Device to implement a Scaled Site Development (SSD) Device.
Figure 2C schematically illustrates an embodiment of a Media Object Manager that facilitates Automated Script Generation that is useful in the system shown in FIG. IB.
Figure 2D illustrates an embodiment of a Vital Statistics Monitoring Device useful in conjunction with the Download Time Monitoring Device of FIG. 2B to implement SSD. Figure 3 schematically depicts an embodiment of each of nine
Characteristics Palettes, that are used to define corresponding Media Objects in the absence of knowledge of a structured programming language and through which each Media Object's unique characteristics and behavior in the 3D environment are specified by the Web site developer. Figure 3 A illustrates an embodiment of a Location Sensitive Audio
Characteristics Palette.
Figure 3B illustrates an embodiment of a Location Sensitive Response Box Characteristics Palette.
Figure 3C illustrates an embodiment of a Video Characteristics Palette. Figure 3D illustrates an embodiment of a Three Dimensional (3D) Model creation Characteristics Palette.
Figure 3E illustrates an embodiment of a Camera Characteristics Palette.
Figure 3F illustrates an embodiment of a Light Characteristics Palette.
Figure 3G illustrates an embodiment of a Spline Characteristics Palette. Figure 3H illustrates an embodiment of a Sprites Characteristics Palette.
Figure 31 illustrates an embodiment of a Panorama Characteristics Palette.
Figure 4 illustrates an embodiment of an automated script generation interface which uses a Choreographer Palette useful for defining how Media Objects interact with other Media Objects and with visitors in a created 3D environment.
Figure 5 illustrates an embodiment of a Scheduled Media Deployment (SMD) interface which shows an embodiment of a Scheduling Palette which is
useful for implementing Scheduled Media Deployment (SSD) which enables developers to define Adventure Site™ content behavior for timed introduction on a Web site using the present invention.
Figure 6 illustrates an embodiment of an interface having separate windows for three auxiliary views which a developer can use to view a created 3D environment from different standardized angles.
Figure 7 schematically depicts an embodiment of a process for assigning 3D motion paths to a Media Object using spline curves and control points.
Figure 8 illustrates an embodiment of an interface for adding a response box having a boundary to a Web site and for adding Location Sensitive Audio Markers, each of which has a boundary such that when a camera object intersects with a particular boundary box, a specific result occurs on the created Web site.
Figure 9 provides a flow chart of an embodiment of a process used by the inventive development tool for building an Adventure Site™ environment for a Web site.
Figure 10 provides a flow chart of an embodiment of a process for packaging an Adventure Site™ environment for deployment on a Web site.
Figure 11 illustrates an embodiment of an inventive Adventure Site™ environment creation program and the relationship of that program to an embodiment of the computerized equipment used to implement the created
Adventure Site™ which together comprise a Player for use with the inventive software which utilizes an electronic equipment system.
Figure 12 provides an illustration of a page of an embodiment of an inventive Adventure Site™ as may be viewed by a visitor when the created Adventure Site™ is implemented on a Client Workstation inside a Web browser.
Figure 13 schematically depicts an embodiment of an inventive Adventure Site™ Server having multiple Client Workstations connected thereto via an Internet interface useful in the inventive software and electronic equipment system. Figure 14 schematically depicts an embodiment of an inventive IMarket™
Server which functions to store and display collected marketing information useful in the inventive software and electronic equipment system.
Figure 15 illustrates an embodiment of an inventive -Market™ Client which is used internally by a host, which may be a business, to monitor data in real time as it is being collected by the Adventure Sites™ being run by visitors.
Figure 16 illustrates an embodiment of an inventive IMarket ™Client Adventure Site™ Selection Page that enables a host, such as a business, to specify at which Adventure Site™ or Web site they want to view collected data.
Figure 17 illustrates an embodiment of an inventive IMarket™ Client Adventure Site™ Monitoring Page that enables a host to specify which real time collected data they wish to view and in which format they wish to have the data presented.
Figure 18 illustrates an embodiment of an inventive Entertain™ Server.
Figure 19 schematically depicts an embodiment of an inventive Entertain™ Client.
Figure 20 provides an illustration of an embodiment of an inventive Entertain™ Client Adventure Site™ Selection Page.
Figure 21 provides an illustration of an embodiment of an inventive Entertain™ Client Adventure Site™ Monitor Page.
Figure 22 schematically depicts an embodiment of an inventive ICommerce™ Server of the present invention.
Synopsis of Terms Utilized in the Description of the Preferred Embodiments
An Adventure Site is herein defined as an interactive, three dimensional (3D) simulated virtual environment which enables data collection from a visitor to the Adventure Site by monitoring the visitor's behavior and responses at a host site. The Adventure Site environment is a software file defined by a plurality of software modules. The Adventure Site is located in a storage file at a host electronic communications channel such as a server. A software module is herein defined a set of programmed instructions such as a routine or subroutine that is stored in at least one file on a computer. Examples of software modules include, but are not limited to a Compression Module, a Connection Speed Module, a Consumer Polling Module (CPM), a Player Module and so on. The Adventure Site environment delivers an electronic message that has visual, audio, and textual
components, or some combination thereof. A software module may call a data file when executing the instructions therein.
A developer or user interface is herein defined as a software program that facilitates compiling the chosen software modules and defining their characteristics by providing graphic or iconic representations of software instructions generating a storage file. An authoring tool is herein defined as a software module that instructs the developer or user interface to provide graphical or iconic representations of software modules and their parameters and/or characteristics. A Media Object is herein defined as a piece of digital media, comprising data that when called by the Adventure Site storage file can be presented in any one of multiple formats such as for example video, audio, 2D image, 2D animation, 3D model, 3D animation, synthetic light sources, digitally represented paths of motion, and so on. Media Objects are created with both proprietary and commercially available software packages such as; PhotoShop, 3DStudio, Premier, Freehand, Bryce3D, and so on. Alternative methods known to those skilled in the art of programming may also be used. A Media Object may be a background panorama, a sound track, a movie showing the use of a product and so on. Response Boxes (LSR) are defined herein as dialog boxes that automatically appear in the Adventure Site environment when a visitor's location inside the Adventure Site corresponds with the location where they respond. A Response Box when activated elicits a response, behavior or preference selection from the visitor. An overlay is herein defined as a 2D image or graphic that is drawn closest to the camera in the 3D environment. "Scaled" is defined herein as configured for packaging as a unit based upon the time required for the program instructions and data to be delivered or based upon the amount of available space in the visitor's computer for receiving useable programmed instructions and data. Downloading is herein defined as the process by which Media Objects are copied from one storage medium device in an electronic communications channel to another using, such as for example the Internet, as a medium for connecting the two storage medium devices. Media Object instructions are generally stored in a location on a computer or computer disk for use in a computer termed a library. Extracting is herein defined as the process of searching for a specific type of data
in a data structure and retrieving that data. Drag and drop is here in defined as a method for using a graphical or iconic representation of a software file to position that software file in a developing environment which is recorded in a storage file in the host digital communications channel, specifically on the host server. The developer can electronically move the contents ("drag") of a software or data file, such as for example a Media Object, by identifying the graphical or iconic representation of the desired file, such as for example by using an electronic pointing device, then placing the graphical representation or icon ("drop") at the desired location in the developing electronic virtual environment. Alternatively, the developer can drag or select and move the software instructions that call a software file and can place the call instructions in the developing virtual environment storage file by dropping the graphical or iconic representation of the instructions that are thereby represented. For example, a graphical or iconic representation of software instructions for drawing a mountain may be dragged from a listing or library of images and dropped in the desired location at the developer interface. Independent behavior of a Media Object is defined herein as behavior that is not affected by other Media Objects, by time intervals, or by actions of the visitor at the Adventure Site. Dependent behavior is herein defined as a resulting interaction between: 1.) Two or more Media Objects, 2.) A Media Object's time scheduling and the current Time, or 3.) A Media Object and a visitor. A spline is here in defined as a set of points in 3D space that represent a path through 3D space. A Sprite is here in defined as a 2D image inside the virtual environment that is always positioned parallel to the camera. A panorama is defined here in as any image or graphic that is drawn as a back-drop as so to appear behind all other Media Objects in the Adventure Site such as a mountain range or sky. A data structure is herein defined as a second of internal memory used for storing data. . A CAB file is defined herein, as a file that contains one or more of the compressed Media Objects that comprise the Adventure Site environment and any necessary excitable code. Object lists are herein defined as internal lists, each list referencing a Media Object in the Adventure Site. An
Object System is herein defined as a software system that builds, manipulates and maintains a plurality of Object lists used by the Adventure Site. Behavior is
herein defined as instructions regarding what the Media Object is to do when it interacts with the visitor, other Media Objects or at a given time or date. Intelligence is herein defined as the system and method by which the Media Object executes it's behavior. An internal server is defined herein as a server used by the Adventure Site server for the purpose of storing collected data in a format accessible for human viewing, electronic commerce or entertainment. Discriminate Response Data is herein defined as the visitor's response when asked to decide between two different Media Objects. Placement Response Data is herein defined as the response obtained from the visitor when the visitor is asked to re-position a Media Object in the Adventure Site environment. Selection
Response Data is herein defined as the visitor's response when asked to select one of a plurality of options provided in the Adventure Site environment. Navigation Response Data is herein defined as the identified path the visitor electronic selected through the Adventure Site environment and includes data relating to how long the visitor spent in different locations. Qualitative Data is defined herein as the Typed Response Data entered by the visitor via a Response Box.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
The present invention provides a software system that utilizes an electronic communication channel comprising equipment such as for example a computer, a modem, and a telephone relay system to facilitate development and deployment of interactive, 3D Web site content, especially to the purpose of marketing, advertising, and sales. The software system provides software modules for designing the visual, audio, and written content to be presented at a Web site; for implementing the presentation of that content at the Web site; for gathering data regarding a Web site visitor's preferences relative to the choices presented at that Web site; for presenting that gathered data to the entity or host to whom the Web site belongs or for whom the Web site was designed, and for updating the content of that Web site in a timely manner so that additional data may be gathered from the same visitor. Additionally, the present invention provides a tool and a method for adapting the quantity of the Web site content to
the connection speed of the computer used by the visitor for timely delivery to that visitor while maintaining the interactive quality of the content.
Referring to Figure 1 A, a computer system for use with the present invention including a computer 9 having a central processing unit (CPU) 13, a mass storage device 16, an electronic pointing device 12, and accessible memory RAM 14, CD-ROM drive 17, and an interface to the Internet 15 is illustrated. The mass storage device 16 permanently stores the necessary AdVision Fx™ System program files of the present invention and the Adventure Site™ environment files created with the software system Web site content development tool, herein termed the development tool. The CPU 13 receives input from an input device such as a keyboard 11 which is used to input commands and data for controlling the processor and the development tool in a conventional manner. Also connected to the processor is an electronic pointing device such as a mouse or stylus, 12, which is used for controlling the development tool. The addressable memory (RAM) 14 is used to load the development tool so that it can access the CPU 13. This memory is also used to temporarily store content as it is being created as well as the development tool's user interface display elements and internal data structures. The processor is also coupled to a CD-ROM drivel 7 for installing the development tool on to the system and an interface to the Internet 15 to upload and test content created with the development tool.
Referring to Figure IB there is shown a schematic drawing of a software system for creating sophisticated 3D web content (herein termed an Adventure Site ™ ), deploying this content, monitoring consumer/Web site visitor response to this content, collecting consumer/Web site visitor response and displaying this collected data (in real-time) interpreted and categorized. A development tool 102 provides authored material in the form of an Adventure Site ™ environment 106 to a utility for packaging the developed media for the Web 134. The authored material 106 is then installed on to the corporate web server 144 inside the Adventure Site™ Server 112. Figure IB also shows the software system having interaction or connection with many client computers 108, internal clients 126, 128, 130 and an Adventure Site™ Server 112. Client computers 108 are often called Client Visitors. In the preferred embodiment, a Client Visitor, also termed a
"visitor" is connected to the Adventure Site™ Serverl 12 via the Internet 134. Internal clients 126, 128, 130 should be located within a common local area network (LAN) and are connected to a LAN server 136.
AdVision Fx™ Development Tool
Figure 2A shows the interface for the development tool used to create an Adventure Site™ environment. Adventure Site environments are 3D virtual environments created for a variety of purposes such as: 1.) Entertainment; 2.) Promoting products and services to consumers 3.) Monitoring consumer's behavior and responses to products and services 4.) Collecting data regarding consumer's behavior and response, as these indicate product element preferences, in a storable data format; 5.) Delivering that data to storage medium; and 6) Education.. The AdVisionFx™ System 102 user interface includes a window 200 that contains a working area 201 for creating the Adventure Site™ environment. The window 200 has a title bar 202 identifying the name of the Adventure Site environment, a menu bar 203 providing a set of commands that are used to import and manipulate various Media Objects in the Adventure Site environment. Media Objects are here in defined as packets of data in any and all media formats created electronically that are supported by the development environment, including, but not limited to: 2D Graphics and images, 3D models, Audio, Video, Animations, Text and motion data. The window 200 acts as a human user interface with the software and includes boundaries 201 A -201D that delimit the working area. The window has a status bar 207 for displaying feedback and help advice to the developer. In a preferred embodiment, a Download Time Monitoring Device 300 is provided. Some visitors to a Web site will only wait so long for data to generate Web site content to be delivered. When the developer can estimate the tolerable visitor waiting period and the data delivery speed, the developer can designate which Media Objects to deliver depending upon the determined connection speed of the visitor's digital communications channel. The inventive Download Time Monitoring Device provides a system for calculating estimated download times for a defined amount of content for an Adventure Site for various modem line
connection speeds and method for using this device. The Download Time Monitoring Device working in conjunction with the Vital Statistics Monitor software program 500 permits a developer to tailor Web site content to the connection speed of a visitor. For example, each Media Object is provided with an estimated data content. Data content is deliverable on a data unit per time unit or connection speed basis. The Download Time Monitoring Device provides a means for calculating the download time for the Adventure Site environment having selected Media Object inputs at various connection speeds after the developer has created the virtual environment. First, the developer is provided with information regarding download time of each Media Object. As the developer adds Media Objects to the developing Adventure Site, Vital Statistics Monitor software program 500 tracks an estimated download time for various connection speeds. From this information, the developer can determine if it is desirable to add or subtract selected Media Objects to an Adventure Site environment that will be delivered at a particular connection speed, thus for example versions A288, AISDN, and ATI may be generated. When the Adventure Site is ready for delivery and called by a visitor, the Download Time Monitoring Device determines a supported connection speed report estimate which is based upon the amount of information that can be delivered through a digital distribution channel per unit time for the visitor's computer. Then, it determines which Media Objects (or collectively, which Adventure Site) the developer has identified to be used and downloaded at a computer having that supported connection speed report estimate. (Downloading is here in defined as the process by which Media Objects are copied from one storage medium device to another using the Internet as a medium for connection).
The Media Manager program 400 enables drag and drop access to Media Objects both on the developer's local machine and on the LAN. "Drag and drop" is herein defined as a method for using a graphical or icon representation of a software file to position the software file in a developing environment so that the developer can move the data contents of that file by electronically moving, such as for example by using an electronic pointing device, the graphical representation or icon. A Media Object is stored in a library until called through the drag and drop procedure.
The Vital Statistics Monitor software program 500 internally monitors and identifies critical information that may effect system performance such as for example how many of each type of media object has been added to the Adventure Site environment, the total number of polygons, vertices, required communications with Adventure Site Server and so on.
Figure 2B shows the data structures for tracking which Media Objects the developer has specified to be downloaded for each supported connection speed. These structures manage data necessary for calculating the information displayed in the Download Time Monitoring Device 300. These lists 301, 302, 303, 304 are continuously updated as the Adventure Site is developed. At a given time interval (n milliseconds) each list is electronically traversed, extracting the data necessary to calculated download times for each supported connection speed. Extracting is herein defined as the process of searching for a specific type of data in a data structure and retrieving that data. The calculation takes into consideration how many segments the developer wants to send the data down in. For example, on a Tl connection, most likely the developer will send the entire Adventure Site environment program down in one segment. However, for slower connection speeds, the developer may decide to send the Adventure Site environment program down in multiple segments so that the visitor can begin using the Adventure Site while more data is downloading behind the scenes. The newest totals for each downloaded segment(s) for each connection speed are updated to the User Interface (UI).
Figure 2C shows the Media Manager module 400 that provides the developer access to files on both the LAN and their local hard drives. This module is critical in eliminating the need for complex programming and scripting languages. The developer selects which drive/directory 401 from which they wish to import Media Objects and selects the desired file from the file list 402. The file 403 can then be dragged onto the workspace window 200. This causes the necessary software code to be generated for opening the computer file, running any necessary format conversion utilities and importing it into the Adventure Site as is exemplified using a moon 404.
Figure 2D shows the Vital Statistic Monitor module 500 that enables the developer to scale and tailor the Adventure Site for different connection speeds
and to optimize the Adventure Site for different visitors' processor speeds. The Vital Statistics Monitor comprises various icons that enable the developer to request that specific tests on the Adventure Site be performed. The Light Check 515 icon when activated calls a program that test turns each light on and off, in turn in the created Adventure Site environment so the developer can double check placement, brightness and color of the areas in the environment where lighting effects have been set. The Camera Check 516 icon when activated calls a program that test shows the positions of all cameras and the size of their view window. Activation of the Sound Check 517 icon test plays back all the audio in the Adventure Site environment so the developer can be sure the correct and most recent audio is in place. Activation of the Spline Check 518 icon test shows all splines in the Adventure Sites and the Media Objects attached to them. Vital Statistics Monitor module 500 also continuously reports critical information that effects the Adventure Site's runtime performance. Specifically information is monitored regarding Total Light Sources 501, Total Cameras 502, Total 3D Models 503, Total Vertices 504, Total Texture Maps 505, Total Polygons 506, Total 3D Animations 507, Total 2D Animations 508, Total 2D Overlays 509, Total Splines 510, Total Media Objects Attached to Splines 511, Total Response Boxes 512, Total Click counts 513, and Path to Texture Maps 514. The information from the Vital Statistics Monitor is critical to a developer's ability to scale the program content for delivery to different visitors, for example when using the system to scale delivery of the Adventure Site environment for each supported connection speed. Each "electronic message," or version containing at least the essential elements required to deliver the concept(s) or message kernel intended by the developer, has a program content comprising programmed instructions that requires time to transmit from one computer to another. Each also has programmed instructions that require time to execute and data to call. These instructions are provided in discrete modules. To deliver the concept(s), a developer may add or substrate modules from the message kernel, thereby varying the interactivity deliverable and the number and/or size of the modules delivered. To do so using the present invention, a developer activates (also termed "clicks on") the connection speed icon in the Vital Statistics Connection Speed List 519 to specify for which "scaled" version of the Adventure
Site they want to see statistics. For example, when the developer selects the 56k icon, the number of light sources, 3D models and other Media Objects supported in that version of the Adventure Site is displayed in the Vital Statistics Window. When the developer selects Broadband, the display in the Vital Statistics Window changes respectively.
Referring now to Figure 3, Characteristics Palettes 600-609 for each of the Media Object types are illustrated. A Palette for a Media Object is provided for the purpose of specifying the Media Object's characteristics and its independent behavior. Each finds use with the present inventive system for creating an interactive Web site. However, a subset of Media object types may be utilized in creating a Web site with the inventive system depending upon the connection speed supported by the computer of the visitor. Independent behavior is defined herein as behavior that is not affected by other Media Objects, by time intervals or by actions of the Visitor at the Adventure Site environment. The Media Object Characteristics Tool Palette for example may be displayed in response to a Developer right clicking on an icon for an object or on an item from the menu 203.
Figure 3 A illustrates an embodiment of a Location Sensitive Audio Characteristic Palette 600 which is associated with and which allows location sensitive audio placement in the Adventure Site environment. Location Sensitive Audio (LSA) is audio whose playback is dependent upon the visitor's location inside the Adventure Site environment. The LSA Media Object characteristics are set or assigned by the developer via multiple edit boxes 600A. The Select Connection Dialog 700 allows the developer to specify what connection speeds support the downloadability of this Media Object.
Figure 3B illustrates an embodiment of a Location Sensitive Response Box Characteristic Palette 601 which is associated with a location sensitive Response Boxes in the Adventure Site environment. Response Boxes (LSR) are defined herein as dialog boxes that automatically appear in the Adventure Site environment when a visitor's location inside the Adventure Site corresponds with the location where they respond. The LSR Media Object characteristics are set by the developer via multiple edit boxes 601 A. The Select Connection Dialog 700
allows the developer to specify what connection speeds support the downloadability of this Media Object.
Figure 3C illustrates an embodiment of a Video Characteristic Palette 602 which is associated with Video embedded inside the Adventure Site. Embedded Video (EV) Media Object characteristics are set by the developer via multiple edit boxes 602A. The Select Connection Dialog 700 allows the developer to specify what connection speeds support the downloadability of this Media Object.
Figure 3D illustrates an embodiment of the 3D Model Characteristic Palette 603 which is associated 3D Model and 3D Animation creation in the Adventure Site environment. The Media Object characteristics are set by the developer via multiple edit boxes 603 A. The Select Connection Dialog 700 allows the developer to specify what connection speeds support the downloadability of this Media Object. For the E-Commerce Adventure Site environments, this is where the developer specifies the Media Object as a product or service for sale and assigns a price and description to the item.
Figure 3E illustrates an embodiment of Camera Characteristic Palette 604 which is associated with multiple cameras used by the Adventure Site environment. Camera Media Object characteristics are set by the developer via multiple edit boxes 604A. The Select Connection 700 allows the developer to specify what connection speeds support the downloadability of this Media Object. Figure 3F illustrates an embodiment of a Light Source Characteristic Palette 605 which is associated with light sources used in the Adventure Site. Directional, Conical and Point lights are supported. Characteristics for light Media Objects are set by the developer via multiple edit boxes 602 A. The Select Connection 700 allows the developer to specify what connection speeds support the downloadability of this Media Object.
Figure 3G illustrates the Spline Characteristic Palette 606. Splines are paths of motion in the Adventure Site. A spline is here in defined as a set of points in 3D space that represent a path through 3D space. The Spline Media Object characteristics are set by the developer via multiple edit boxes 606A. The Select Connection 700 allows the developer to specify what connection speeds support the downloadability of this Media Object.
Figure 3H illustrates a representation Sprite Characteristic Palette 607 which is associated with sprites and overlays inside the Adventure Site. A Sprite is here in defined as a 2D image inside the virtual environment that is always positioned parallel to the camera (i.e. facing the visitor). Sprite Media Object characteristics are set by the developer via multiple edit boxes 607A. The Select Connection Dialog 700 is also made available at this time so the developer can specify for which connection speeds this Media Object is to be downloaded. For example, if the Media Object is a 3D model , that is complex and therefore large in size in that the file defining the Media Object contains a plurality of programmed instructions and/ or data, the developer may not want it to be included in the download for slower connection speeds (i.e. 56k), but only to be downloaded to visitors with high-speed access (i.e. Broadband). The Selection Connection Dialog 700 is the UI in which this is specified. For the E-Commerce Adventure Sites, this is also where the developer may specify the Media Object as a sales item and assigns a price and description to it.
Figure 31 illustrate a Panorama Characteristic Palette 608 which is associated with panoramas or scrolling background images used in the Adventure Site. A panorama is defined here in a as any image or graphic that is drawn as a back-drop as so to appear behind all other Media Objects in the Adventure Site such as a mountain range or sky. Characteristics for panorama Media Objects are set by the developer via multiple edit boxes 608A. The Select Connection Dialog 700 is also made available at this time so the developer can specify for which connection speeds this Media Object is to be downloaded.
Referencing Figure 4, just as the series of Choreographer Palettes (600- 608) enables setting independent behavior of a Media Object, an Interactivity
Palette 800 enables the setting of dependent behavior. A Choreographer Palette is displayed in response to the menu 203 selection. The Choreographer Palette contains a list of all the Media Objects in the Adventure Site 801. When a given Media Object is clicked on the Action 802 Qualifier 803 Reaction 804 XAction 805 XReaction 806 list are initialized with the Media Object's choreography information. The Action List 802 specifies an action that the Media Object is to respond to (i.e. clicked, double clicked, dragged, turned off, collided with other Media Object). The Qualifier List 803 qualifies the action indicating that such
action is to occur after a particular visitor behavior such as for example the action occurs after the third click, the second double click, the first time it has been dragged, and so on. The Reaction List 804 specifies what behavior the Media Object is to be should the given qualified action happen (i.e. disappear when clicked 3 times). The XAction List 804 identifies other Media Objects, and applies actions to them via the Xreaction List 807. Because there are a finite number of events that a Media Object can be called upon to perform, a finite number of Actions, this relatively simple yet powerful method of choreography eliminates any and all need for a structured programming or scripting language. Desired choreography between Media Objects and their interaction with visitors is kept stored in various tables behind the scenes, the developer only has to select which actions s/he wants the Media Object to respond to and select the desired behavior.
Referring now to Figure 5, the Scheduling Palette 900 enables specification of timed behavior of Media Objects, such as behavior to occur at a given date, at a given time and for a given duration. The Scheduling Palette uses the same list of Media Objects 801 as the Choreographer Palette and the same Action 802 Qualifier 803 Reaction 804 XAction 805 and XReaction 806 Lists. However, it also uses two additional list, the StartTime 902 and EndTime 903 lists. The Scheduling Palette enables developers to schedule, in advance when events should occur in the Adventure Site. As a result, the Adventure Site is constantly changing, never becoming boring or stale. Alternatively, the Scheduling Palette may be used to time the presentation of completely new Web site content. For example, at the beginning of a month, Web site content is replaced, or at the second visit from a visitor. Other timing schemes will be known to those skilled in the art of advertising and marketing.
Referring now to Figure 6, Auxiliary Camera Views selection such as for example, Birds Eye 1000, Isometric 1001, and Side 1002 are illustrated. Each can be opened or closed at the developer's discretion. These views assist in positioning a Media Object in the Adventure Site environment. They are fully navigable in that they can simulate zooming in and out and panning 360 degrees.
Referring now to Figure 7, a process for adding a spline curve for the purpose of adding motion to a Media Object is schematically illustrated. The
Spline Curve Dialog Box 1200 is displayed in response to a menu 203 request. A menu request is made by the developer by electronically selection an icon or checking a choice in a dialog box, generally through the use of an electronic pointing device such as for example, double clicking a Mouse. The Dialog Box enables the user to specify the Media Object that is to be attached to the spline. Specification of different characteristics of the spline such as looping and of how many control points 1202 are to be used to create the spline are also defined using the Dialog Box. The control points 1202 are then, in turn, dragged by the developer to desired positions in 3D Space to create the 3D Spline Track. The Spline Track 1201 can be set to different display widths.
Referring now to figure 8, addition of a Location Sensitive Audio Marker 1300 to the Adventure Site is illustrated. These markers are added in response to menu 203 requests. Markers can be dragged anywhere in the 3D Adventure Site environment. When a virtual camera position intersects with a bounding box of a marker, the audio file specified for that marker is played. Characteristics for the Location Sensitive Audio Media Object are set using the Location Sensitive Characteristics Palette 600. Also shown is a Response Box Marker 1301 which is added to the Adventure Site environment in response to a menu 203 event. When the virtual camera position intersects with the bounding box of the Response Box Marker, a Dialog Box displaying the background image and text message specified for the Media Object using the Response Box Characteristics Palette 601 is presented to the visitor.
Referring now to Figure 9, the process for developing an Adventure Site environment using AdVϊsionFx System Development tool is exemplified. The developer begins developing a new Adventure Site environment 1100 by importing a desired Media Object into the 3D Space 1101. Next the Media Object is positioned in the developing Adventure Site environment 1102 and characteristics such as for example visible and looping, are specified using the Media Objects Characteristics Palette (600-609) as shown in developing Adventure Site environment 1103. The auxiliary views are consulted to ensure positioning is correct from all angles as shown in developing Adventure Site environment 1104. Next dependent behaviors are specified using the Choreographer Palette in the developing Adventure Site environment 1105.
Location Sensitive audio and Response boxes related to the Media Object are then added to the developing Adventure Site environment 1106. Finally motion for the Media Object is specified if so desired in the developing Adventure Site environment 1107. The process continues at the developing Adventure Site 1108 until all the desired Media Objects are in place creating a developed Adventure Site environment 1109 Then the developed Adventure Site environment is packaged for deployment over the Web 1110 or as in step 1111 more Media Objects are added to the developing Adventure Site environment.
Package for the Web Utility
Figure 10 illustrates the process by which a developed Adventure Site environment is packaged for deployment over the Internet. The Package for the Web Utility contains software systems and methods for compressing the Media Objects and required executable code so that they can be deployed over the Internet, installed on the visitor's machine and viewed inside a Web browser. This method is initiated at step 1200 in response to a menu 203 selection. For each supported connection speed, the software system queries the Download Time Monitoring Device's 300 internal data structures 301-304 and uses the data therein to build a list of files to be downloaded for that given connection speed 1201. A data structure is herein defined as a second of internal memory used for storing data. Using this list the system dynamically generates an Information File (INF) file that identifies where the downloaded files are to be installed on the visitor's client machine 108, 1202. This list is used to dynamically generate a version of the automated script file to be used on the client machine 108, 1203. Lastly the files are gathered and compressed into one or more CAB files 1024. A CAB file 1024 is defined herein, as a file that contains one or more of the compressed Media Objects that comprise the Adventure Site environment and any necessary executablecode. An Adventure Site environment may be packaged into one single CAB file or it may be broken into several CAB files. If the Adventure Site is broken into multiple CAB files it is for the purpose of downloading the Adventure Site environment in individual pieces so users with slower connection speeds do not have to wait as long before receiving useable Web site content. The software system then checks to see if there are more connection speeds to be
supported at the Connection Speed Check Step 1205, and if so at the Next Connection Speed Setup Step 1207 the process is repeated for the next connection speed. At the Completion step 1206, if all connection speeds have been checked, the developer is notified of completion.
Adventure Site Player and Client Workstation
Referring now to Figure 11, the Adventure Site Player 110 is software in the form of executable code and data 138 that displays and runs the Adventure Site on the Client Workstation 108 that is controlled by the visitor. For the purpose of Figure 11, it is assumed that the Adventure Site environment files 138 and Adventure Site Player 110 have already been downloaded onto the client machine via the digital communications channel. Had they not been, the AdVisionFx system would have first recognized what AdVisionFx files were present on the visitor's computer, and read the missing components onto the visitor's machine either for temporary use or for permanent storage. Where the AdVision System recognizes that certain modules are present on the machine calling the Adventure Site, the AdVision System loads only the required missing modules needed to provide the requested Adventure Site.
Figure 11 is a schematic representation of the Client Workstation or computer 108 that is connected to the Internet via an Internet Interface 155. The Client Workstation includes a CPU 154, primary memory (RAM) 153, permanent disk storage 156, the Adventure Site Player 110 and Adventure Site environment files 138 that have been selected for the particular Adventure Site chosen by the visitor. The Client Workstation 108 has a display device 150; an electronic pointing or input device, such as a mouse 152; and a keyboard 151. The Internet Interface 155 is used to connect the Client Workstation to the Adventure Site Server 112 via the Internet.
The Adventure Site Player is loaded into RAM 153 on the Client Workstation 108 when a visitor connects to an Adventure Site Server 112 via an Internet Interface. The Adventure Site Player 110 then loads the specified
Adventure Site environment files 138. The Adventure Site Player 110 schedules and controls all communications with the Adventure Site Server 112. The Adventure Site Player comprises four (4) modules: the AFx Game Engine
(AFxGE) 1300; the AFxGE Manager 1350; the Consumer Polling Module (CPM) 1400; and the Connectivity Manager 1405.
The AFx Game Engine (AFxGE) 1300 is a high-speed 3D game engine for running the content of or playing with an Adventure Site inside the Web browser on the Client Workstation 108. The AFxGE is divided into two parts. First is an Object System 1301 that builds, manipulates and maintains the many Media Object lists (1302 - 1314) used by the Adventure Site. The second part of the AFxGE includes a plurality of AFxGE Managers 1350. These Manager modules contain the software procedures that rapidly access the Object Lists (1302-1314) which are herein defined as internal lists referencing the digital representation of the Media Objects in the Adventure Site.
When the Adventure Site Player 110 is loaded, the Script Manager Module 1351, digitally reads the script automatically generated by the developer when they saved the Adventure Site instructions. The Script Manager instructs the AFxGE Object System 1302 to re-load the Adventure Site, position each of the Media Objects required by the Adventure Site in the 3D environment. Once loaded and positioned, the Script Manager instructs the Object System to assign the specified characteristic(s), behavior(s), and intelligence to each Media Object. Once this is done the Media Object is then added to the object lists (1302-1314) of Media Objects of its type. These Object Lists (1302-1314) are stored in the Client Workstation's RAM 153. This process continues until all of the necessary Media Objects have been created and added to their respective object lists (1302-1314).
Behavior is herein defined as programmed instructions regarding what the Media Object is to do when it interacts with the visitor, with other Media Objects, or at a given time or date. Intelligence is herein defined as the system and method by which the Media Object executes it's behavior.) For example, if it is desired that when the visitor activates a Media Object that is a video of a golfer holding a golf club, that the Media Object's appearance change to that of the golfer swinging at the ball, this changing of visual manifestation would be called a behavior of the Media Object and the knowledge to change when clicked would be called the intelligence of the Media Object.
When the Script Manager 1315 has completed instructing the Object System 1301, all the necessary Media Objects have been created and are in their
respective Object Lists (1302-1314). Next, the Rendering Manager 1351 begins it's continual rapid traversal of the Object Lists (1302-1314) extracting the necessary information to render the Adventure Site on the client display device 150. The Rendering Manager ensures that the appropriate lighting 1302 is used and that 3D Models 1308, 2D images 1310, sprites 1304, and panoramas are drawn in the correct, developer designated location. Once having loaded the Adventure Site files 138 into RAM 153, the Rendering Manager now continuously renders the Adventure Site files to the display device 150, the Choreographer 1352, and Interactivity Manager 1353. The Choreographer 1352 is responsible for keeping 3D animations 1309, 2D Animations 1311, video 1306 and audio 1307 continuously advancing and the camera position updated. The Choreographer 1352 traverses the Object Lists (1302-1314) checking for marked changes, changes that have previously been specified by the developer, in the Media Objects independent behavior and characteristics data. When a change is found, the Choreographer 1352 instructs the Rendering Manger 1351 and changes are made on the display 150 if required. The Choreographer 1352 also checks for camera 1301 collisions with Media Objects such as Location Sensitive Response Boxes 1314, Location Sensitive Audio 1313 and 3D Models 1308 in the 3D environment . (Other collisions not involving a camera are handled by the Interactivity Manger 1353). If a collision or intersection has occurred between the camera and a Media Object, the Media Object is instructed to exhibit it's specified behavior and to update its characteristics. For example, when a visitor navigates through the virtual front door of an Adventure Site virtual golf pro shop, (i.e. the virtual camera has intersected with the door Media Object), the Choreographer 1352 checks to see if the door Media Object has been marked with any special characteristics and behavior, (i.e. programmed instructions to play a video and an audio of a door opening) and instructs the Media Object to display it's associated video and audio Media Objects.The Choreographer 1352 manages independent behavior. The Interactivity Manager 1353 manages dependent behavior. Dependent behavior is herein defined as a resulting interaction between: 1.) Two or more Media Objects, 2.) A Media Object's time scheduling and the current Time, 3.) A Media Object and visitor. The Interactivity Manager monitors interactivity between Media Objects. Media Objects can intersect with one
34 New Media Deployment Agents 1406 query the Client Workstation's permanent storage device 156 to see what Adventure Site files are already on the machine. This information is packaged by the Data Packagers 1408 and delivered back to the Adventure Site Server 112 by the Data Deliverers 1408. The Adventure Site Server 112 determines what files must be updated and downloaded so that the Adventure Site Player 110 can run the visitor selected Adventure Site environment 138. The files are packaged for the Web 1200 at the host site, then downloaded and installed at the client site.
Adventure Site Server
The Adventure Site Server 112 resides on the Host Web Server 144, which may be a server located at a for-profit or a not-profit organization, and is responsible for accepting data as it is sent from the Adventure Site Player 110 on the Client Workstation 108. Figure 13 is a schematic representation of the Adventure Site Server 112, a software server that resides on the Host Web Server 144 and is accessed by the Adventure Site Player 110 via the Internet 134 and an Internet Interface 155 from the Client Workstation 108. The Adventure Site Server 112 is responsible for: 1.) managing the download process in conjunction with the Adventure Site Player 110; and for 2.) establishing a connection between the Adventure Site Player 110 and the appropriate internal servers 140 via its
Internal Server Connections 1520. An Internal Server is defined herein as a server used by the Adventure Site server for the purpose of storing collected data in a format accessible for human viewing, electronic commerce, education or entertainment. The Adventure Site Player 110 connects to the Adventure Site Server 112 via an Internet Interface 155. The Adventure Site Server 144 allocates a Gatekeeper 1500a from the Gatekeeper Thread Pool 1500 and assigns it to the requesting Adventure Site Player 110. A Gatekeeper is herein defined as a software component that is responsible for establishing a line of communication between the Adventure Site Player 110 and the Adventure Site Server 112. There is a 1 : 1 ratio of gatekeepers (1500a - 1500d) to Adventure Site Players 110. The Gatekeeper 1500a instructs the Adventure Site Player 110 to report what Adventure Site Files 138 are currently installed on the Client Workstation 108 and uses this list to determine which files needed to be downloaded to the Client
35
Workstation 108. The Gatekeeper 1500a instructs the Adventure Site Player 110 to report at what speed the Client Workstation 108 is connected to the Internet 134 and uses this information to determine which of the Adventure Site Packages 142 to download. A package for each supported connection speed (1510-1514) is available for download. Each package contains one or more CAB Files 151Xa and a Segment File 151Xb. The CAB Files 151Xa are compressed files. The Segment File 15 IX identifies the order in which CAB Files 151Xa are to be downloaded based on the visitor's location in the Adventure Site 138. In instances where a minimum number of files need to be downloaded (i.e. small updates) the Adventure Site Server 112 may calculate that it will take less time to download individual files, than a Packaged Adventure Site 142, in which case the Adventure Site Individual Files 1515 are used. The Gatekeeper 1500a, ensures that all the necessary files to begin running the Adventure Site 138 are on the Client Workstation 108 and facilitates a connection between the Adventure Site Player 110 and the appropriate Internal Server 140 using its Internal Server Connections 1520 (1520a -1520c). All data that is collected by the Adventure Site Player 110 is delivered directly to the appropriate Internal Servers 140 via its own Internal Server Connection 1410. Once this connection is made the Gatekeeper begins listening for requests form the Adventure Site Player 110 for more CAB files (1510a - 1514a) for the given connection speed. When all the necessary CAB files for the given connection speed have been downloaded the Gatekeeper waits idle until notification that the visitor has left the Adventure Site.
Imarket™ Server The IMarket Server 114 is responsible for accepting data as it is collected from the Adventure Site Player 110 on the Client Workstation 108 and for storing it internally such that it can be accessed for human viewing. Figure 14 is a schematic representation of the IMarket Server 114 that is a software server which resides on the Host Web Server 144 and is accessed by the Adventure Site Player 110 via the Internet 134 using an Internet Interface 155 on the Client Workstation 108. The IMarket Server 114 is responsible for collecting, sorting and storing user response data as it is being collected in real time. An Adventure Site Player 110 is loaded on a Client Workstation 108. If the given Adventure Site 138 has
36 identified itself to the Adventure Site Player 110 as a collector of marketing information, the Adventure Site Player 110 requests that the Adventure Site Server 112 makes a connection between itself and the IMarket Server 114. For example, if the Adventure Site System has been developed for a motor vehicle company to provide a simulated road test virtual environment to monitor what features drivers select when customizing their vehicle for a virtual test drive, this information would be captured, delivered back to the client Web server and stored in the Imarket database. The connection facilitating this data transfer is orchestrated via the Connection to the Adventure Site Player 1561 and the IMarket Server Connection 1520a. The IMarket Server 114 creates a new record 1551 in its internal JMarket Database 116. The IMarket Server 114 then allocates a Marketerl 1559a from the Marketer Thread Pool 1559. A Marketerl is here in defined as a software component responsible for managing communication between the IMarket Server 114 and the Adventure Site Server 112. The Marketerl 1559a requests that the Adventure Site Player 110 identify the structure required for storage and creates the necessary Dynamically Generated Storage Structure 1555 in the EVIarket Database for the new record 1551. This storage structure is segmented to match that used by the CMP 1400, specifically: Quantitative Response Data Storage 1556 and Qualitative Response Data Storage 1557. Discriminate Response Data Storage 1556A is used to record the visitor's response when the visitor is asked to pick one Media Object over another. Placement Response Data Storage 1556B is used to record the visitor's response when the visitor is asked to re-position a Media Object. Selective Response Data Storage 1556C is used to store the visitor's response when the visitor is asked to make multiple selections from multiple options. Navigation Response Data
1556D is used to store the record of the visitor's path through the Adventure Site and to store how much time was spent at any given location. Typed Response Data Storage 1557A is used to record the visitor's typed response to a direct question via a Response Box 1300A. The Adventure Site Player 110 delivers the Adventure Site ID 1552 and the visitor ID 1553. The Marketer 1 15f9a begins monitoring the communication along the Connection to the Adventure Site Server 1561 and, upon identifying messages containing stored data requests the data be added to the IMarket Database 116. The IMarket Client 126 monitors the data
37 being collected by the Adventure Site Player and stored by the IMarket Server, in real time. When an IMarket Client 126 connects to the IMarket Server 114 via a LAN 126 connection, the IMarket Server assigns a Reporter 1560a from its Reporter Thread Pool 1560 to work with that IMarket Client 126. The Reporter 1560a is responsible for responding to requests for data from the IMarket Client 126. The relationship between the IMarket Client 126 and IMarket Server 114 is discussed in more detail below.
Imarket™ Client The IMarket Client 126 is the means by which the data being stored by the
IMarket Server 114 is accessed for human viewing, in particular at the Host Site. Referring now to figure 15, a schematic representing the IMarket Client 126 that resides on an internal Client Workstation that is connected to he IMarket Server 114 via a LAN 126 is illustrated. The IMarket Client 126 is the means by which the data being collected by the AdVisionFx System is presented for human viewing. The software architecture underlying the IMarket Client 126 contains a Server Communication Module 1600 that requests and accepts data from the IMarket Server 114 through its Data Request Module 1600A and Data Deliver Module 1600B. When the Server Communication Module 1600 makes the initial connection to the IMarket Server 114 it requests the names and ID's of all the Adventure Sites currently being monitored by the system. This information is stored in the Adventure Site Selection List 1604A. The contents of this list are displayed on the System Adventure Sites Available Web Page 1604 which enables the user who is harvesting the data, such as for example a marketer, to specify which Adventure Site they want to view. When the user selects the Adventure Site they want to monitor, the System Adventure Site Monitoring Web Page is loaded 1605. When the System Adventure Site Monitoring Page is loaded 1605, the Index Tree Navigator Module 1601 uses the Server Communication Module 1600 to find out the structure of the data being stored and collected on the IMarket Server 114 for the selected Adventure Site. Using this structure, it builds an internal binary tree that is used by the Index Tree Navigation Menu 1605 and displayed on the System Adventure Site Monitoring Web Page 1605. The Tree Navigation Menu 1605 lets the user select what specific data they want to be
38 displayed in the Data Presentation Display Area 1605D. The Graphics Generator 1602 is responsible for displaying the data in graphical form such as for example a bar chart, pie chart, or histogram, in the Data Presentation Display Area 1605D. The Graphics Generator 1602 works in conjunction with the Index Tree Navigation Menu 1605 A to determine what data to request from the IMarket Server 114 and the Server Communication Module 1600 to obtain the requested data. The Export Module 1603 is responsible for packaging the data in a format that can be read by industry standard spreadsheet and database software packages. Referring now to Figure 16 the user interface of the IMarket Client Adventure Site Selection page 1606A is illustrated. This is a representation of a user interface useful in the present invention in a known browser format for presenting the user with a list of all the Adventure Sites currently being monitored by the AdVisionFx System. The list is presented in standard HTML format. Using an electronic pointing device to click on or activate the HTML link loads software that defines the Adventure Site Monitoring Page 1605 which has been initialized with information specific to the Adventure Site that has been selected. Figure 17 illustrates the System Adventure Site Monitoring Web Page 1605 as it may appear in a known browser that presents a user interface for viewing data that is being collected by the AdVisionFx System in real time. Illustrated on the page is an Index Tree Navigation Menu 1605 A that enables the user to specify what particular data they want displayed in the Data Presentation Display Area 1605D. When the user makes selections on the Index Tree Navigation Menu 1605 A, the Server Communication Module 1600 requests data from the IMarket Server 114. The data are returned and then passed to the Graphics Generator, which provides instruction for drawing the data in the Data Presentation Display Area 1605D. Using the Charting Preferences Buttons 1605D, the user can specify in what charting structure they want to see the data (i.e. bar, pie, histogram, etc.) if the data lends itself to multiple representation formats. Navigation Response Data that shows the path the visitor took though the Adventure Site is shown as a dot plot verses time using contour plots. More detail on Navigation Data storage and representation is discussed in the Ientertain™ Server section. Data on how much time the visitor spent at different locations is shown as contour plots. Using the Show For All Button 1605C the user instructs the IMarket Client to show data
39 collected for all visits. Using the Show For Record buttons 1605D the user instructs the IMarket Client to show data collected on a single visit. The Return To Main Page Button 1605E brings the user back to the System Adventure Sites Available Web Page 1604.
Ientertain™ Server
The Entertain Server 118 is responsible for storing and accepting data as it is received from the Adventure Site Player 110 on the Client Workstation 108. Figure 18 is a schematic representation of the Entertain Server 118 that is a software server which resides on the Host Web Server 144 and is accessed by the Adventure Site Player 110 via the Internet 134 using an internet interface 155 on the Client Workstation 108. The Entertain Server 118 functions to collect data, sort data, monitor navigation and behavior as it is being collected as data in real time and to add that data to the Entertainer Database 120. The Entertainer Server 118 is similar to the JMarket Server 116 except the only type of data it monitors and stores is Navigation Response Data 1654. Navigation Response Data 1654 includes Path Data 1654A and Time Data 1654B. Path Data 1654A representations the direction and order in which the visitor moved through the Adventure Site and is displayed as dot plots. Time Data 1654B is how much time the visitor spent at different parts of the Adventure Site and is displayed as contour plots. An Adventure Site Player 110 is loaded on a Client Workstation 108. If the given Adventure Site 138 has identified itself to the Adventure Site Player 110 as an Entertainment Adventure Site, the Adventure Site Player 110 request that the Adventure Site Server 112 makes a connection between itself [Adventure Site Player] and the Entertain Server 118. This connection 1657 is orchestrated by the Adventure Site Server 112 and is always open for communication. The Entertain Server 118 creates a new record 1651 in its internal Entertain Database 120. The Entertain Server 118 then allocates a Connection 1655 A from the Connection Thread Pool 1655. The Connection 1655 A requests that the Adventure Site Player 110 send the visitor' s position in the 3D Adventure Site back to the Entertain Server 118 every N milliseconds and creates a new record and storage for this information in the Entertain database 120. The Connection 1655A begins listening for messages from the Adventure
40 Site Player 110 requesting data storage and the data is added to the Entertain Database 120. The Entertain Client 128 is used to monitor the data being collected by the Adventure Site Player 110 and stored by the Entertain Server 118 in real time.
Entertain™ Client
The Entertain Client 128 is the means by which data stored in the Entertain Server 118 is made accessible for human viewing. Referring now to figure 20, a schematic representing the Entertain Client 128 that resides on an internal Client Workstation that is connected to the Entertain Server 118 via a LAN 126 is provided. The Entertain Client 128 is the means by which the data being collected by the AdVisionFx System is presented for human viewing. The software architecture underlying the Entertain Client 128 contains a Server Communication Module 1700 that requests and accepts data from the Entertain Server 114 through its Data Request Module 1700A and Data Delivery Module 1700B. When the Server Communication Module 1700 makes the initial connection to the Entertain Server 118 it requests the names and ID's of all the Adventure Sites currently being monitored by the system. This information is stored in the Adventure Site Selection List 1704A. The contents of this list are displayed on the System Adventure Sites Available Web Page 1704 which enables the user to specify which Adventure Site they want to view. When the user selects the Adventure Site they want to monitor, the System Adventure Site Monitoring Web Page is loaded 1705. When the System Adventure Site Monitoring Page 1705 is loaded, the Index Tree Navigator Module 1701 uses the Server Communication Module 1700 to find out the structure of the data being stored and collected on the Entertain Server 118 for the selected Adventure Site. Using this structure it builds an internal binary tree that is used by the Index Tree Navigation Menu 1705 A displayed on the System Adventure Site Monitoring Web Page 1705. The Tree Navigation Menu 1705 A lets the user select what specific data they want to be displayed in the Data Presentation Display Area 1705B. The Graphics Generator 1702 is responsible for displaying the data in either line chart or contour plot format in the Data Presentation Display Area 1705B. The Graphics Generator 1702 works in conjunction with the Index Tree
41
Navigation Menu 1705 A to determine what data to request from the Entertain Server 118 and the Server Communication Module 1700 to obtain that data. The Export Module 1703 is responsible for packaging the data in a format that can be read by industry standard spreadsheet and database software packages. Referring now to Figure 20 showing the user interface of the Entertain
Client Adventure Site Selection page 1704A. The figure represents a known browser format that presents the user with a list of all the Adventure Sites currently being monitored by the AdVisionFx System. The list is presented in standard HTML format and clicking on the HTML link loads the Adventure Site Monitoring Page 1705 initialized with information specific to the Adventure Site that has been selected. Figure 21 shows the System Adventure Site Monitoring Web Page 1705 in a known browser that presents a user interface for viewing data that is being collected by the AdVisionFx System in real time. Contained in the page is an Index Tree Navigation Menu 1705 A that enables the user to specify what particular data they want displayed in the Data Presentation Display Area 1705B. When the users makes selections on the Index Tree Navigation Menu 1705 A the Server Communication Module 1700 requests data from the Entertain Server 118. The data is returned and then passed to the Graphics Generator 1702, which draws the data in the Data Presentation Display Area 1705B. The Entertain Client only displays Navigation Response data that shows the path the visitor took though the Adventure Site as dot plot and time using contour plots. Using the Show For All Button 1705C the user instructs the Entertain Client to show data collected for all visits. Using the Show For Record buttons 1705D the user instructs the Entertain Client to show data collected on one or more specific visits. The Return To Main Page Button 1706E brings the user back to the System Adventure Sites Available Web Page 1704.
ICommerce™ Server
The ICommerce Server 122 is responsible for storing data as the Adventure Site Player 110 is collecting it on the Client Workstation 108. Figure 22 is a schematic representation of the ICommerce Server 118 that is a software server which resides on a Host Web Server 144 and is accessed by the Adventure Site Player 110 via the Internet 134 using an internet interface 155 on the Client
42 Workstation 108. The ICommerce Server 122 is responsible for collecting, sorting and reporting consumer purchase information as it is being collected in real time and adding it to the ICommerce Database 124. The ICommerce Server 122 contains the ICommerce Database 124. The ICommerce Server 122 does not have a client. The data is accessed by a series of exposed functions or methods called an exposed Application Programming Interface (API) or set of software functions PI 1801, which can be called by a Host's accounting and purchasing servers 132. Web developers use these Exposed API 1801 to access the information collected in the ICommerce Database 124, and pass it along to the accounting and purchasing servers 132. This provides developers access to all the information they need to process the purchase of an item or service and to instruct the Adventure Site 138 to inform the visitor who has become a customer, when the transaction is complete. When the Adventure Site Player 110 connects to the ICommerce Server 122 via the Adventure Site Server 112 a new entry is created in the ICommerce Database 124. Each record 1800 in the database may contain an accessible location containing a set or subset of the following information: the Adventure Site ID 1800 A, the Visitor's ID 1800B, the connection speed 1800C being used, an Item List 1800D, Shipping Information 1800E, Payment Information 1800F, Total Shipping Cost 1800G, Total Purchase Cost 1800H Total Cost Due 18001 and a Transaction State Field 1800J. The Transaction State Field 1800J is initially set to browsing level 1 when the visitor first enters the Adventure Site 138. The connection speed 1800C, Adventure Site ID 1800 A and Visitor ID 1800B are obtained from the Adventure Site Player 110 through the ICommerce Server's Player Communication Module 1802. As the customer begins "walking" through the virtual sales space they can click on or activate the software depicting various 3D models and 2D images representing the items available for purchase. Once the visitor actually clicks on something to find out more about the product, the Transaction State Field 1800J is set to browsing level 2. When the visitor adds an item to their shopping basket, the Transaction State Field 1800J is set to purchaser level 1. Items they select or deselect are continuously added and removed from the Purchased Item List 1800D as they shop. When the visitor/consumer has completed their shopping they proceed to the checkout location in the Adventure Site 138. At this point Shipping and
43
Payment Information is collected and added to the ICommerce Database 1800G. Their purchases are totaled, shipping costs are presented and Transaction State Field 1800J is set to check out level. The ICommerce Server then sends a message to the Host Internal Accounting and Purchasing Servers 132 via the Host Server Communication Module 1803 notifying them they that the visitor has become a consumer. Record number N is then assigned to that consumer. The Host Internal Accounting and Purchasing Servers 132 use the Exposed API 1801 to extract the information they need to process the order. Upon completion of processing the purchase information, the Host Internal Accounting and Purchasing Servers 132 set the Transaction State Field 1800J to sale complete, and the ICommerce Server notifies the Adventure Site Player 110.
Additions, subtractions, deletions and other modifications of the described embodiments will be apparent to those practiced in the art and are intended to be included when within the scope of the following claims. What is claimed is:
44
1. An authoring tool for developing an electronic message for sending information from a first digital communications channel to a second digital communications device operated by a visitor and for receiving information from said second digital communications channel, said authoring tool comprising: a media object having a characteristic; a response box for delivering and obtaining information; a developer interface for integrating said media object and said response box into a storage file on the first digital communications channel; a database for receiving information from said response box and about said media object in said developer interface; a means for delivering said storage file to the second digital communications channel; and a means for activating said storage file at the second digital communications channel.
2. The authoring tool of claim 1 wherein said media object is selected from the group consisting of an audio file, a three dimensional image file, a video file, a two dimensional image file, and an animated image file.
3. The authoring tool of claim 1 wherein said means for delivering said storage file includes a software program for compressing said storage file.
4. The authoring tool of claim 3 wherein said means for delivering said storage file further includes a means for selecting said storage file based upon a connection speed of said second digital communications channel.
5. A delivery system for transporting an electronic message having a plurality of data bits from a storage file at a first digital communications channel to a second digital communications channel having a speed of connection to said first digital communications channel, said electronic message delivery system comprising: a means for organizing said storage file to provide organized data; a means for compressing said organized data to provide compressed data;
45 a means for determining a data bit per unit time speed of connection of the second communications channel and the first digital communications channel; a means for determining the number of data bits in the electronic message; a selected maximum amount of time for delivery; a means for calculating an amount of time required to deliver the electronic message from said plurality of data bits and said speed of connection; a means for comparing said amount of time to deliver to said selected maximum amount of time for delivery; and a means for delivering the electronic message when said amount of time to deliver is less than said selected maximum time. 6. A method for delivering an electronic message from a first digital communications channel to a second digital communications channel, said second digital communications channel having a speed of connection, comprising the steps of: determining the speed of connection for the second digital communications channel; determining a speed of delivery for said first digital communications channel; organizing said electronic message to provide a package comprising plurality of organized data units ; compressing said plurality of organized data units to provide a plurality of compressed data , each having a number of data bits; determining the number of data bits in each data unit ; selecting a maximum amount of time for delivery; calculating an amount of time required to deliver the number of data bits from each of said plurality of data units: comparing said amount of time required to deliver said number of data bits to said selected maximum amount of time for delivery; and delivering said number of data bits when said amount of time to deliver said number of data bits is less than said selected maximum time.
Claims
46
7. The method of claim 6 wherein said plurality of organized data units comprise necessary files.
8. The method of claim 7 further comprising the steps of distinguishing between necessary files stored on the client computer and necessary files not stored on the client computer; and transferring necessary files from the host computer that are not stored on the client computer.
9. A software system comprising instructions readable by a digital communication system that enables a non-programmer to create on a host computer a three dimensional internet site for delivering an electronic message to a client computer, said software system comprising: an authoring tool for selecting and locating pre-programmed media objects in a site content file that is located on the host computer; a deployment tool for creating a compressed site content file from said site content file and for delivering said compressed site content file to the client computer having a connection speed; and a player module for loading and viewing said compressed site content file onto the client computer.
10. The software system of claim 9 where said authoring tool comprises a plurality of icons. 11. The software system of claim 10 wherein said icons are software files selected from the group consisting of an audio file, a three dimensional image file, a video file, a two dimensional image file, a response box file, a text file, and an animated image file.
12. The software system of claim 9 wherein each of said media objects has a characteristic, a behavior and an intelligence.
13. The soft ware system of claim 9 wherein said deployment tool determines said connection speed and sizes said compressed site content file to permit downloading to said client computer.
14. The software system of claim 9 wherein said deployment tool allows the non- programmer to limit said media objects delivered to said client computer.
15. The software system of claim 9, 11, 12, 13, or 14 further comprising an information collecting module for collecting information at said client computer and transmitting said information to the host computer.
47
16. The software system of claim 15 further comprising an information storage module for receiving information from said information collecting module and for entering said information in a database.
17. The software system of claim 15 further comprising a request and response module for responding to requests from said client computer.
18. The software system of claim 16 further comprising a data viewing module for providing a human interface with said database.
19. The software system of claim 15 or 18 further comprising a digital access module. 20. A method of selling a product defined in an electronic message using a host computer to delivery the electronic message to a client computer via the internet, said method comprising the steps of: selecting icons at the host computer to provide content defining a three dimensional interactive electronic file having data bits; and delivering said content to the client computer in a defined amount of time.
21. The method of claim 20 further comprising the steps of receiving a response message from the client computer and recording said response message thereby creating a record.
22. The method of claim 21 further comprising the steps of providing a human interface to view said record and to react to said record.
23. A method for collecting a response from a consumer to a product using a host computer connected to a client computer through the internet, said method comprising the steps of: providing a three dimensional interactive internet site, said site comprising a response box; sending an electronic signal comprising a location sensitive response to the host computer when said site is activated; and recording said electronic signal in a database at the host computer.
24. The method of claim 23 further comprising the step of providing a real time data monitoring software module for receiving said electronic signal.
25. The method of claim 23 wherein said electronic signal further comprises Navigation Response Data.
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26. The method of claim 25 wherein said electronic signal further comprises Qualitative Data.
27. A Consumer Polling Module as shown and described herein.
28. A Connection Speed Module as shown and described herein. 29. A Vital Statistics monitor as shown and described herein.
30. A Media Manager Module as shown and described herein.
31. A Script Manager Module as shown and described herein.
FIGURE 1A
FIGUR
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Cited By (5)
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| WO2002048967A1 (en) * | 2000-12-15 | 2002-06-20 | Vermes Michael Gyorgy Ite Paul | Virtual reality display method and system |
| EP1402416A4 (en) * | 2001-06-15 | 2007-11-28 | Sony Pictures Entertainment | MEDIA CONTENTS AND PUBLISHING SYSTEM AND PROCESS |
| WO2008037854A1 (en) | 2006-09-28 | 2008-04-03 | Erace Security Solutions Oy Ltd | Management of mobile station memory content |
| US8777728B2 (en) | 2007-05-16 | 2014-07-15 | Aristocrat Technologies Australia Pty Ltd. | Gaming system and a method of gaming |
| US11941075B2 (en) | 2014-05-21 | 2024-03-26 | New3S | Method of building a three-dimensional network site, network site obtained by this method, and method of navigating within or from such a network site |
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| US5235690A (en) * | 1990-08-31 | 1993-08-10 | International Business Machines Corporation | Method for operating a cached peripheral data storage subsystem including a step of subsetting the data transfer into subsets of data records |
| US5467295A (en) * | 1992-04-30 | 1995-11-14 | Intel Corporation | Bus arbitration with master unit controlling bus and locking a slave unit that can relinquish bus for other masters while maintaining lock on slave unit |
| CA2180891C (en) * | 1995-07-12 | 2010-01-12 | Junichi Rekimoto | Notification of updates in a three-dimensional virtual reality space sharing system |
| US6035330A (en) * | 1996-03-29 | 2000-03-07 | British Telecommunications | World wide web navigational mapping system and method |
| US5973697A (en) * | 1997-01-27 | 1999-10-26 | International Business Machines Corporation | Method and system for providing preferred face views of objects in a three-dimensional (3D) environment in a display in a computer system |
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| Publication number | Priority date | Publication date | Assignee | Title |
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| WO2002048967A1 (en) * | 2000-12-15 | 2002-06-20 | Vermes Michael Gyorgy Ite Paul | Virtual reality display method and system |
| EP1402416A4 (en) * | 2001-06-15 | 2007-11-28 | Sony Pictures Entertainment | MEDIA CONTENTS AND PUBLISHING SYSTEM AND PROCESS |
| CN100492352C (en) * | 2001-06-15 | 2009-05-27 | 索尼电影娱乐公司 | Media content creation and publishing system and method |
| WO2008037854A1 (en) | 2006-09-28 | 2008-04-03 | Erace Security Solutions Oy Ltd | Management of mobile station memory content |
| US8777728B2 (en) | 2007-05-16 | 2014-07-15 | Aristocrat Technologies Australia Pty Ltd. | Gaming system and a method of gaming |
| US11941075B2 (en) | 2014-05-21 | 2024-03-26 | New3S | Method of building a three-dimensional network site, network site obtained by this method, and method of navigating within or from such a network site |
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|---|---|
| WO2000045242A3 (en) | 2000-12-14 |
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