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WO2008104988A2 - Système et méthode de conférences multi utilisateurs sur la base de messages et au moyen de téléphones mobiles. - Google Patents

Système et méthode de conférences multi utilisateurs sur la base de messages et au moyen de téléphones mobiles. Download PDF

Info

Publication number
WO2008104988A2
WO2008104988A2 PCT/IN2007/000144 IN2007000144W WO2008104988A2 WO 2008104988 A2 WO2008104988 A2 WO 2008104988A2 IN 2007000144 W IN2007000144 W IN 2007000144W WO 2008104988 A2 WO2008104988 A2 WO 2008104988A2
Authority
WO
WIPO (PCT)
Prior art keywords
game
players
user
option
remote server
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
PCT/IN2007/000144
Other languages
English (en)
Other versions
WO2008104988A3 (fr
Inventor
Amit Zaveri
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Indbazaarcom Ltd
Original Assignee
Indbazaarcom Ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Indbazaarcom Ltd filed Critical Indbazaarcom Ltd
Publication of WO2008104988A2 publication Critical patent/WO2008104988A2/fr
Publication of WO2008104988A3 publication Critical patent/WO2008104988A3/fr
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

Links

Classifications

    • A63F13/12
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/332Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/77Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L12/00Data switching networks
    • H04L12/02Details
    • H04L12/16Arrangements for providing special services to substations
    • H04L12/18Arrangements for providing special services to substations for broadcast or conference, e.g. multicast
    • H04L12/1813Arrangements for providing special services to substations for broadcast or conference, e.g. multicast for computer conferences, e.g. chat rooms
    • H04L12/1827Network arrangements for conference optimisation or adaptation
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
    • A63F2300/406Transmission via wireless network, e.g. pager or GSM
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/53Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
    • A63F2300/537Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for exchanging game data using a messaging service, e.g. e-mail, SMS, MMS
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/552Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
    • A63F2300/5566Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by matching opponents or finding partners to build a team, e.g. by skill level, geographical area, background, play style
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L12/00Data switching networks
    • H04L12/02Details
    • H04L12/16Arrangements for providing special services to substations
    • H04L12/18Arrangements for providing special services to substations for broadcast or conference, e.g. multicast
    • H04L12/189Arrangements for providing special services to substations for broadcast or conference, e.g. multicast in combination with wireless systems
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M2203/00Aspects of automatic or semi-automatic exchanges
    • H04M2203/10Aspects of automatic or semi-automatic exchanges related to the purpose or context of the telephonic communication
    • H04M2203/1066Game playing
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M2207/00Type of exchange or network, i.e. telephonic medium, in which the telephonic communication takes place
    • H04M2207/18Type of exchange or network, i.e. telephonic medium, in which the telephonic communication takes place wireless networks
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M3/00Automatic or semi-automatic exchanges
    • H04M3/42Systems providing special services or facilities to subscribers
    • H04M3/42136Administration or customisation of services
    • H04M3/42178Administration or customisation of services by downloading data to substation equipment
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M3/00Automatic or semi-automatic exchanges
    • H04M3/42Systems providing special services or facilities to subscribers
    • H04M3/50Centralised arrangements for answering calls; Centralised arrangements for recording messages for absent or busy subscribers ; Centralised arrangements for recording messages
    • H04M3/53Centralised arrangements for recording incoming messages, i.e. mailbox systems
    • H04M3/5322Centralised arrangements for recording incoming messages, i.e. mailbox systems for recording text messages
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M3/00Automatic or semi-automatic exchanges
    • H04M3/42Systems providing special services or facilities to subscribers
    • H04M3/56Arrangements for connecting several subscribers to a common circuit, i.e. affording conference facilities

Definitions

  • This invention relates to exchange of messages between multiple users over a wireless communication network.
  • SMS Short Messaging Services
  • SMSs can be sent from one single person or group to another single person or group on their respective mobile phones.
  • SMS tariffs are different for local and international messages. Sending an International SMS is much costlier as compared to the local SMS rates. This sometimes discourages the usage of SMS in case of international communication.
  • Prior art Japanese Patent document JP 2002009819A2 discloses a method for having a chat by means of mails (messages) among many unspecified people by the use of mobile phones and personal handy phone systems without using a homepage and a specific software program.
  • the method of this invention manages mails (messages) and users via a chat server. By transmitting a nickname and personal information to the chat server, the chat server manages the mails (messages) and the users.
  • JP 2002009819A2 appears quite complex since it involves a chat server and does not suggest exchange of messages at local rates between multiple users located at different countries.
  • Another patent document WO9963729A3 relates to an arrangement and a method for exchange of messages between users in a telecommunications network. Messages are sent from the users mobile phones as SMS messages to a SMS netgate in the telecommunication network. The messages are sent from the netgate to a smsChat server that processes the messages and generates Teletext pages which are transferred to a Teletext inserter which publishes the pages on a public television network.
  • WO9963729A3 does not suggest exchange of messages at local rates between multiple users located at different countries.
  • user interface provided within a mobile phone for sending or receiving SMSs is common for all the services, content and parties and there is no personalization or customization to suit the needs and requirements of the users.
  • Another popular features of a mobile phone is the facility to play different software games on one's personal mobile handset. Playing soft games by means of mobile phones has become a primary mode of entertainment and relaxation to a user. However, a major limitation of this feature is that a user is bound to play these games alone on his/her mobile device and he/she is not able to play the games with the other people in real-time.
  • TW0550929 provides a method to realize real-time game on mobile phone, which is to transmit the data of real-time game by a communication protocol of mobile phone, wherein the packets of the communication protocol defines several protocol data units (PDU), and the PDU comprises different messages in the data of real-time game, so that packets can be transmitted between the mobile phone and the remote mobile phone.
  • the mobile phone reads the protocol data, and proceeds processing to the protocol data, so as to realize the real-time game on the mobile phone.
  • TW0550929B appears quite complex and involves the task of grouping of data packets that can be transmitted between a mobile phone and the remote mobile phone. It appears that TW0550929B involves a GPRS based gaming application, which works with different data packets. This generally gives rise to large bandwidth requirement thereby increasing the cost involved in playing such games.
  • An object of the present invention is to provide a method and system for communication wherein messages are sent and received in a multi user environment across the world through SMS platform.
  • Another object of the present invention is to provide a method and system for playing games in a multi-user environment across the world through SMS platform.
  • a conference application is configured and stored on mobile phones of user.
  • a remote server having a session management module is provided that stores details of each mobile phone having said conference application.
  • Said remote server is communicatively coupled to at least one mobile service provider through wireless medium.
  • Said application is accessible by each user for enabling the message-based multi-user conference such that each message being sent and received in a conference is managed by the session management module of the remote server. All messages are encrypted by the remote server before being sent to a user and are decrypted only when it reaches the intended recipient.
  • the conference application comprises a main menu having various options including Start Conference option, Invite Users option, and Join Conference option.
  • the Start Conference option allows a user to initiate the conference, wherein an SMS is sent to the remote server, which generates a Conference ID for enabling the initiation of the conference.
  • the Conference IP is transparent to the user.
  • the Invite Users option from the main menu allows a user to send an invitation message to other users and the Join Conference option enables a user to join one or more conferences. Further, each user is allowed to save the transcript of the conference.
  • the application is configured to display a history of previous available conferences.
  • the users are allowed to customize their messages by including color and graphics of their own choices depending upon the handsets.
  • a system for providing message-based multi-user conference through mobile phones comprises a conference application configured and stored on mobile phones of each user, a remote server that stores details of each mobile phone having said conference application, and at least one mobile service provider communicatively coupled to the remote server; wherein each user is allowed to activate said application for enabling the message-based multi-user conference and each message being sent and received in the conference is managed by the remote server.
  • a plurality of game applications in a remote server is provided. All players are allowed to download at least one game application from the remote server on their respective mobile phones.
  • the remote server is coupled communicatively to at least one mobile service provider. All players are allowed to activate said game application for playing the message-based multi-user games such that each graphical command being sent and received by the players to each other is managed by the remote server.
  • each game application comprises a main menu having various options including Play with Friend option, Join Game option, Search Players option, Change Profile Option, Help option and Tell a Friend option.
  • the Play with Friend option allows players to send an invitation to other players to play a game.
  • the Join Game option allows the players to join one or more games by accepting the invitation of the other player.
  • the Search Players option allows users to search for a player online.
  • Change Profile option allows the user to enter his/her nickname and actual phone number to create a profile or change the existing profile.
  • the Help option contains information on how to play the game.
  • the Tell a Friend option allows the users to forward the game link to another user.
  • each user is allowed to save the game and the history of previous available games may be displayed.
  • a particular game movement made by a player may be reflected on the opponent's mobile screen. This is accomplished by converting each graphical command given by the players into a corresponding text message or SMS.
  • the Graphical Command may be a game movement made by a player on his/her mobile screen.
  • SMS is sent across to the mobile handset of opponents.
  • the corresponding text message or SMS that is received on the mobile handset of opponents are re- converted into Graphical Command.
  • the conversion of the graphical command to the text sms and vice-versa is hidden from the players in order to provide a feel of real-time game sessions.
  • the messages may be encrypted by the remote server before being sent to a user and are decrypted only when it reaches the intended recipient.
  • a system for providing message-based multi-user games through mobile phones comprises at least one mobile service provider communicatively coupled to a remote server; a plurality of game applications stored in the remote server; a plurality of mobile phones capable of downloading at least one game application from the remote server; wherein each player is allowed to activate said game application for playing the message-based multi-user games such that each graphical command being sent and received by the players to each other is managed by the remote server.
  • Figure 1 shows a block diagram of the system for sending and receiving the text messages according to one embodiment of the invention.
  • Figure 2 shows different options of the application for enabling a conference between different users
  • Figure 3 is a flowchart illustrating the method for sending and receiving the text messages according to one embodiment of the invention.
  • Figure 4 shows a block diagram of the system for sending and receiving the graphical command according to one embodiment of the invention.
  • Figure 5 shows different options of the game application for enabling a game session between different players.
  • Figure 6 is a flowchart illustrating the method for sending and receiving the graphical command according to one embodiment of the invention.
  • the object of the present invention is to provide a system and method for establishing message-based multi-user conference wherein multiple users may exchange their messages through their wireless handsets over a wireless communication network.
  • the system for sending and receiving the text messages comprises a service provider server (10), a remote server (20) and at least two mobile phones (30, 40) available with at least two users including a sender and a receiver respectively.
  • the remote server (20) comprises a session management module (25) for managing all the conference sessions occurring between various users.
  • an application (50) may be provided in the handset (30, 40) or the mobile phone.
  • any handset (55) not having said application (50) residing in it may also be enabled to establish message-, based multi-user conference.
  • This application (50) is written in Java and Symbian C and comprises two components namely the client and the server. These components are explained as below.
  • Client is written in Java and Symbian C and comprises two components namely the client and the server. These components are explained as below.
  • Client
  • the client component resides on the handset and performs all interactions with the user depending on the application (50) that is running.
  • the application (50) has two main functionalities namely sending as SMS and receiving an SMS. All SMSs are sent / received at a predefined number (ideally of the SMS Gateway) or the fixed number of the target.
  • the Predefined Number is a short code allocated to the remote server by the telecom operator or the service provider server.
  • the remote server (20) may be allocated one such number. Users are thus able to send the SMSs to this pre- defined number.
  • the user can directly dial the number (fixed number) of the other users and send the SMSs.
  • the application (50) also includes the functionalities in terms of audio, images etc, which are basically different, sub components of the application and can be invoked accordingly when the incoming SMS is parsed in the client Application.
  • the server component if required may reside on the SMS Gateway.
  • the various scripts/programs residing on the server are invoked by specifically assigned 'keywords' for processing/parsing the incoming text. Any processing, storage, retrieval will happen using standard web technologies and databases.
  • an SMS will be sent via the gateway to the targeted recipient.
  • the trace of source and target can be kept on the server if required and used for directing the SMS traffic to the users of the service.
  • Figure 2 shows different options of the application (50) for enabling a conference between different users. These options are:
  • a 'Start Conference' (61) option is displayed within the main menu (60) of the application, for indicating the initiation of the conference. Thereafter, an SMS is sent to the server, which generates a Conference ID.
  • This Conference ID is transparent to the application user and may be used by the session management module at the server level.
  • the session management module keeps a track on the server between various user calls. The session management also checks whether it has any references to previous requests. Thus, the session management keeps the track and manages various user calls at the server level. It also keeps track of the various requests send by the different users and executes these requests.
  • the users are allowed to create the 'name' of the conference of their choice.
  • the conference may be given the names such as "office", “myfriends", "XYZ” etc. This makes the conference user-friendly since it becomes easy for a user to switch between different conferences of his/her choice.
  • the user may select the name already created, for example, instead of using 'Switch/Activate Conference Screen 000293' the user may select 'Switch/Activate XYZ'.
  • these names may be different for different users and may be represented differently on different screens. All interactions in any case between the server and the handset may be accomplished by the use of the Conference ID.
  • the 'Start Conference' (61) also enables an 'Invite Users' (62) option. A conference has to be initiated before a user is allowed to invite anybody to the conference.
  • Invite Users (62) - The 'Invite Users' (62) option from the main menu (60) allows the user to send an invitation message to other members defined in a 'Contacts List'.
  • the users are allowed to select multiple contacts within the list by the means of a check box provided in the application.
  • the 'Join Conference' (63) option is always enabled since the users may anytime receive an invitation message to join the conference from another user.
  • a user When a user is invited, he/she receives a message in the inbox and the message may be read as an example saying Mr. A has invited you to join conference XYZ.
  • This invitation message is delivered to the default inbox of the handsets or the mobile phones.
  • the reason for delivering the invitation message to the default inbox is that the application (50) may not be activated on the handset or the mobile of Mr. A. or in another case where Mr. A might not have the application (50) at all.
  • This option also allows the users to name the particular conference on their own (as discussed above.)
  • the 'Join Conference' (63) option enables a user to switch between conferences.
  • a user might have more than one active conference wherein, one conference might have been just started by the user; another conference might already be running and so on. This option also allows the user to switch between various active conferences.
  • FIG. 3 shows the method for providing message-based multi-user conference through mobile phones as per the present invention.
  • the method comprises the following steps.
  • the first step include configuring a conference application and storing the same on mobile phones of users (71).
  • a session management within a remote server is provided that stores details of each mobile phone having said conference application (72).
  • the third step includes coupling the remote server communicatively to at least one mobile service provider (73). Finally the users are allowed to activate said application for enabling the message-based multi-user conference such that each message being sent and received in a conference is managed by the session management of the remote server in the last step (74).
  • Another object of the present invention is to provide a system and method that allows multiple users to play with each other through the platform of Short Message Service (SMS) of mobile phones.
  • SMS Short Message Service
  • the platform is Unicode supported and allows chat / gaming in multiple languages over a wireless communication network.
  • a game interface is provided that allows sending and receiving game-data in the form of SMS.
  • a user is also allowed to find other users based on some pre-defined parameters such as users' age, gender, location etc.
  • a chat interface is also provided that allows users to chat with each other while playing games on the game interface.
  • the system for sending and receiving the graphical command or game - data comprises a service provider server (10'), a remote server (2O' ⁇ ) and at least two mobile phones (30', 40') available - with at least two players including a sender and a receiver respectively.
  • a game application (50') is provided in the handset (30', 40') or the mobile phone of player qr user.
  • the game application (50') is written in Java and Symbian C and then stored in the memory . of mobile handsets of each player who are subscribed to this game application (50').
  • the game application may be downloaded by a user on his/her handset by sending an SMS comprising preferably 'GAMES' to the remote server. As soon as this SMS is sent a list of latest games is displayed on user's screen and the user selects one or more games and download the same via GPRS link and install it on his/her phone.
  • any mobile handset without downloading this game application may also play the games. This is accomplished by creating a Room ID within the remote server and sending the same to the users who have not downloaded the game application in his/her mobile phone but wish to play the same.
  • the room ID comprises a short code of 4 digits followed by another 4 digits. The user is then allowed to send his/her message to this room ID / Short code.
  • the game application comprises a plurality of software games that can be played by multiple players through their respective mobile handsets.
  • the game application will display relevant interactive game interface on the screen of the mobile handsets. For instance, if the game is 'Chess' the application will display a chessboard on the screen. Initially player 1 may invite player 2 to play chess. This invitation message is sent through an SMS to the player 2. If player 2 accepts the invitation (by loading the application and clicking on invite) the game begins.and player 1 and player 2. play the chess game with each other. Both player 1 and player 2 may be located at different places geographically apart.
  • the game application (50') resides on two components, namely the client and the server; and performs different functionalities as explained below:
  • the game application residing on the mobile handsets of each player performs all interactions with the players depending upon the kind of game software that is running. As explained above in the example of Chess game, the game application may show a Chessboard on the screen.
  • the game application has two functionalities, which are basically sending a short message 'SMS' and receiving an SMS. All send / receive are accomplished within a predefined number (ideally of the SMS Gateway) or the fixed number of the target.
  • the Predefined Number is a short - .code, allocated to the remote server by the telecom operator or, the; service provider server.
  • the remote server (20') may be allocated one such number. Users are thus able to send the SMSs to this pre-defined number.
  • the user can directly dial the number (fixed number) of the other users and send the SMSs.
  • the application (50') also includes the functionalities in terms of audio, mages etc, which are basically different, sub components of the application and will be invoked accordingly.
  • the server component may reside on the SMS Gateway.
  • the various scripts/programs which will reside on the server, will be invoked by specifically assigned 'keywords' and will process/parse the incoming game-data.
  • the processing, storage, or retrieval of the text messages is based on standard web technologies and databases.
  • an SMS will be sent via the gateway to the targeted recipient.
  • the trace of source and target may be kept on the server if required and used for directing the SMS traffic to the users of the service.
  • each player is required to download the chess game interface from the remote server and store the same in the memory of his/her mobile. Thereafter, Player 1 may activate the chess game application and may key in the mobile number of player 2. The player 1 may also key in his/her choice of the color of the chess pieces (black or white) and send this information to the player 2. This information is sent via SMS to the player 2.
  • both player 1 and player 2 are allowed to play the game of chess with each other, no matter geographically how far they might be, provided mobile handsets of each player is communicatively coupled to the remote server.
  • player 1 selects a particular chess piece and makes it moved at a particular block through his/her mobile handset, the corresponding chess piece is moved at Player 2 end on the screen of his/her mobile handset. This is accomplished by the game application that converts each and every command "Graphical Command" given by the players in to a corresponding text message or SMS.
  • the respective .co-ordinates are trapped into an SMS & sent across to the mobile handset of other player i.e. player 2.
  • the player 2 is able to see the move made by player 1 on his / her screen by receiving said SMS and re-converting the. text message into "Graphipal Command".
  • the Graphical Command may be executed by the game application and the same may be displayed on the handset of player 2.
  • the players do not require sending the actual SMS to each other since this is taken care by the game application and the remote server.
  • the conversion of the graphical command to the text SMS and the re-conversion of the text back to the graphical command is automatically accomplished by the respective game application.
  • the conversion of the graphical command to the text SMS and vice-versa is hidden from the players in order to provide a feel of real-time game sessions.
  • a user may download the game application (50') on his/her handset by sending an SMS to the remote server.
  • the main menu comprises the following:
  • JOIN GAME If player 1 is not the initiator, he/she can also join a game by entering the invitation number and accepting the invitation of the other player.
  • SEARCH PLAYERS - Users may also search for a player online.
  • the 'Search Players' comprises two option including (a) 'Search a Player and (b) 'Make Yourself Online' If a user selects option : (a), all players available online may be searched. The results are listed down in a jiffy and the player can select to 'Invite' other players from the options.
  • CHANGE PROFILE the user is required to enter his/her nickname and actual phone number to change the existing profile.
  • TELL A FRIEND - this option allows user to forward a link to other users through SMS. MAKE YOURSELF ONLINE/OFFLINE- If a user, selects option . (b) of the SEARCH PLAYER menu, he/she can mark his/her status as Online' to play a particular game. An alert 'You are now online' will be displayed and the user will also get a list of available players as part of this option. This way, option (b) performs a dual function. Once a user is made online, he/she can turn off the status as 'Offline' by selecting the same option, which was now changed as 'Make Yourself Unavailable'
  • Each game application may. contain sound bits, which .may indicate when an opponent of a player makes a movement. There may also be provided 'Green' & 'Red' lights, to indicate one's turn (Green) and Opponents turn (Red)
  • Chat During the game, players are also allowed to chat with the opponent. A chat window may be opened, via main menu. The players can get back to the game any time directly from the chat by selecting 'Resume Game' from the main menu.
  • the initiator may get back to the main menu and press 'Reset Game'.
  • the invitee is not allowed to reset the game. This is due to the turn-based strategy in the game.
  • Figure 6 shows the method for sending and receiving the game message data according to one embodiment of the invention.
  • the method comprises the following steps.
  • the first step includes Configuring a plurality of game applications in a remote server (71 '). Thereafter a plurality of players is allowed to download at least one game application from the remote server on their mobile phones (72').
  • the third step includes communicatively coupling the remote server to at least one mobile service provider (73'). Finally in the last step, the users are
  • the above explained method for sending and receiving the game message data had a description of playing the game of chess between two players.
  • more than two players are also allowed to -play their choice of games by downloading various kinds of games from the remote server including Bridge, poker etc.
  • the game application in the various embodiments of this invention also include the followings:
  • a web to SMS game platform is provided herein referred to as "Web-2-SMS-2-WEB gaming" wherein users who are connected to the remote server through Internet, or users who are online, may also play with other players who are connected to the remote server via their cell phones or mobile handsets.
  • the game application may be scaled to various other applications including SMS based multi people conference, online quotes relating to Various Stock Exchanges etc.
  • a future aspect of this invention is that the interfaces provided as per various embodiments of this invention may also allows for contextual advertising enabling the users to receive 'permission' driven communication. These are explained below.
  • Contexual Advertising - Relevant advertising in context of the game being played, Chat or conference being held or other communication being taken place between users.
  • the Telecom Operator or any other person to whom the advertising rights are sold may send the contextual advertising to the users.
  • a permission from the user is obtained which is termed as Permission Driven Communication.
  • the application can be downloaded on any phone of any make and there are no specific requirements for its usage.
  • the conversation that takes place can also be saved and stored in the way it took place.
  • the application has unique cost saving that international SMS will be billed at local rates to the users.
  • SMSs are encrypted before being sent to a user and can be decrypted only when it reaches the intended recepient. This assures complete security and secrecy.
  • the SMSs sent and receive can be customized by the users by including color and graphics of their own choices depending upon the handsets.
  • the SMSs can also carry images to make SMS make much more appealing and convenient to use. :
  • SMS sent in English by a user may be translated and received by the receiver in Hindi or any other local or foreign languages.
  • Text to speech could also be conceivably embedded in the application so that the text message will be converted into speech / voice, which will be very useful to the users, particularly for visually impaired people.
  • SMSs Another extension could also be communication with the PC where one client has a mobile and another could be using a PC environment.

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  • Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Business, Economics & Management (AREA)
  • Computer Security & Cryptography (AREA)
  • General Business, Economics & Management (AREA)
  • General Engineering & Computer Science (AREA)
  • Signal Processing (AREA)
  • Information Transfer Between Computers (AREA)
  • Telephonic Communication Services (AREA)

Abstract

L'invention porte sur un système et une méthode d'établissement à base de messages de conférences et de jeux multi utilisateurs sur la base de messages et au moyen de téléphones mobiles. Dans une exécution, une application de conférence est configurée et stockée sur les téléphones mobiles de chaque utilisateur. Un serveur éloigné stocke des détails sur chaque téléphone mobile participant à l'application de conférence et au moins un prestataire de services mobiles communique avec le serveur éloigné. Chaque utilisateur peut activer ladite application pour établir une conférence multi utilisateurs à base de messages et chaque message envoyé et reçu lors de la conférence est géré par le serveur éloigné. Dans une autre exécution, plusieurs applications de jeu sont stockées dans le serveur éloigné, et chaque utilisateur peut télécharger des applications de jeu sur son téléphone mobile. Un prestataire de services mobiles communique avec le serveur éloigné, et chaque utilisateur peut jouer des jeux multi utilisateurs à base de messages, chaque message (instruction graphique) envoyé et reçu par les utilisateurs/joueurs étant géré par le serveur éloigné.
PCT/IN2007/000144 2007-02-27 2007-04-10 Système et méthode de conférences multi utilisateurs sur la base de messages et au moyen de téléphones mobiles. Ceased WO2008104988A2 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
IN383MU2007 2007-02-27
IN383/MUM/2007 2007-02-27

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WO2008104988A2 true WO2008104988A2 (fr) 2008-09-04
WO2008104988A3 WO2008104988A3 (fr) 2009-04-16

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Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20140055337A1 (en) * 2012-08-22 2014-02-27 Mobitv, Inc. Device eye tracking calibration
US8990843B2 (en) 2012-10-26 2015-03-24 Mobitv, Inc. Eye tracking based defocusing
US10215989B2 (en) 2012-12-19 2019-02-26 Lockheed Martin Corporation System, method and computer program product for real-time alignment of an augmented reality device
US10361986B2 (en) * 2014-09-29 2019-07-23 Disney Enterprises, Inc. Gameplay in a chat thread

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US7347775B2 (en) * 2004-07-26 2008-03-25 Mickey Roemer Gaming machines with communication links configured to present bonus games
US8123599B2 (en) * 2006-02-13 2012-02-28 Microsoft Corporation Game builder for mobile device-based games

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20140055337A1 (en) * 2012-08-22 2014-02-27 Mobitv, Inc. Device eye tracking calibration
US8990843B2 (en) 2012-10-26 2015-03-24 Mobitv, Inc. Eye tracking based defocusing
US10215989B2 (en) 2012-12-19 2019-02-26 Lockheed Martin Corporation System, method and computer program product for real-time alignment of an augmented reality device
US10361986B2 (en) * 2014-09-29 2019-07-23 Disney Enterprises, Inc. Gameplay in a chat thread

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