U.S. Pat. No. 11,628,368
SYSTEMS AND METHODS FOR PROVIDING USER INFORMATION TO GAME CONSOLE
AssigneeSony Interactive Entertainment Inc.
Issue DateJanuary 3, 2021
Illustrative Figure
Abstract
Gamer friend devices can be detected by a gaming console and the gaming console user can be prompted to add the friend devices to a friend list, which automatically logs the friends on to the console without requiring them to manually log in. The gaming console may also be automatically configured with profile information of the friends.
Description
DETAILED DESCRIPTION This disclosure relates generally to computer ecosystems including aspects of consumer electronics (CE) device networks such as but not limited to computer game networks. A system herein may include server and client components, connected over a network such that data may be exchanged between the client and server components. The client components may include one or more computing devices including game consoles such as Sony PlayStation® or a game console made by Microsoft or Nintendo or other manufacturer, virtual reality (VR) headsets, augmented reality (AR) headsets, portable televisions (e.g. smart TVs, Internet-enabled TVs), portable computers such as laptops and tablet computers, and other mobile devices including smart phones and additional examples discussed below. These client devices may operate with a variety of operating environments. For example, some of the client computers may employ, as examples, Linux operating systems, operating systems from Microsoft, or a Unix operating system, or operating systems produced by Apple Computer or Google. These operating environments may be used to execute one or more browsing programs, such as a browser made by Microsoft or Google or Mozilla or other browser program that can access websites hosted by the Internet servers discussed below. Also, an operating environment according to present principles may be used to execute one or more computer game programs. Servers and/or gateways may include one or more processors executing instructions that configure the servers to receive and transmit data over a network such as the Internet. Or, a client and server can be connected over a local intranet or a virtual private network. A server or controller may be instantiated by a game console such as a Sony PlayStation®, a personal computer, etc. Information may be exchanged over a network between the clients and servers. To this end and for security, servers and/or ...
DETAILED DESCRIPTION
This disclosure relates generally to computer ecosystems including aspects of consumer electronics (CE) device networks such as but not limited to computer game networks. A system herein may include server and client components, connected over a network such that data may be exchanged between the client and server components. The client components may include one or more computing devices including game consoles such as Sony PlayStation® or a game console made by Microsoft or Nintendo or other manufacturer, virtual reality (VR) headsets, augmented reality (AR) headsets, portable televisions (e.g. smart TVs, Internet-enabled TVs), portable computers such as laptops and tablet computers, and other mobile devices including smart phones and additional examples discussed below. These client devices may operate with a variety of operating environments. For example, some of the client computers may employ, as examples, Linux operating systems, operating systems from Microsoft, or a Unix operating system, or operating systems produced by Apple Computer or Google. These operating environments may be used to execute one or more browsing programs, such as a browser made by Microsoft or Google or Mozilla or other browser program that can access websites hosted by the Internet servers discussed below. Also, an operating environment according to present principles may be used to execute one or more computer game programs.
Servers and/or gateways may include one or more processors executing instructions that configure the servers to receive and transmit data over a network such as the Internet. Or, a client and server can be connected over a local intranet or a virtual private network. A server or controller may be instantiated by a game console such as a Sony PlayStation®, a personal computer, etc.
Information may be exchanged over a network between the clients and servers. To this end and for security, servers and/or clients can include firewalls, load balancers, temporary storages, and proxies, and other network infrastructure for reliability and security. One or more servers may form an apparatus that implement methods of providing a secure community such as an online social website to network members.
As used herein, instructions refer to computer-implemented steps for processing information in the system. Instructions can be implemented in software, firmware or hardware and include any type of programmed step undertaken by components of the system.
A processor may be any conventional general purpose single- or multi-chip processor that can execute logic by means of various lines such as address lines, data lines, and control lines and registers and shift registers.
Software modules described by way of the flow charts and user interfaces herein can include various sub-routines, procedures, etc. Without limiting the disclosure, logic stated to be executed by a particular module can be redistributed to other software modules and/or combined together in a single module and/or made available in a shareable library.
Present principles described herein can be implemented as hardware, software, firmware, or combinations thereof; hence, illustrative components, blocks, modules, circuits, and steps are set forth in terms of their functionality.
Further to what has been alluded to above, logical blocks, modules, and circuits described below can be implemented or performed with a general purpose processor, a digital signal processor (DSP), a field programmable gate array (FPGA) or other programmable logic device such as an application specific integrated circuit (ASIC), discrete gate or transistor logic, discrete hardware components, or any combination thereof designed to perform the functions described herein. A processor can be implemented by a controller or state machine or a combination of computing devices.
The functions and methods described below, when implemented in software, can be written in an appropriate language such as but not limited to Java, C# or C++, and can be stored on or transmitted through a computer-readable storage medium such as a random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), compact disk read-only memory (CD-ROM) or other optical disk storage such as digital versatile disc (DVD), magnetic disk storage or other magnetic storage devices including removable thumb drives, etc. A connection may establish a computer-readable medium. Such connections can include, as examples, hard-wired cables including fiber optics and coaxial wires and digital subscriber line (DSL) and twisted pair wires. Such connections may include wireless communication connections including infrared and radio.
Components included in one embodiment can be used in other embodiments in any appropriate combination. For example, any of the various components described herein and/or depicted in the Figures may be combined, interchanged or excluded from other embodiments.
“A system having at least one of A, B, and C” (likewise “a system having at least one of A, B, or C” and “a system having at least one of A, B, C”) includes systems that have A alone, B alone, C alone, A and B together, A and C together, B and C together, and/or A, B, and C together, etc.
Now specifically referring toFIG.1, an example system10is shown, which may include one or more of the example devices mentioned above and described further below in accordance with present principles. The first of the example devices included in the system10is a consumer electronics (CE) device such as an audio video device (AVD)12such as but not limited to an Internet-enabled TV with a TV tuner (equivalently, set top box controlling a TV). However, the AVD12alternatively may be an appliance or household item, e.g. computerized Internet enabled refrigerator, washer, or dryer. The AVD12alternatively may also be a computerized Internet enabled (“smart”) telephone, a tablet computer, a notebook computer, a wearable computerized device such as e.g. computerized Internet-enabled watch, a computerized Internet-enabled bracelet, other computerized Internet-enabled devices, a computerized Internet-enabled music player, computerized Internet-enabled head phones, a computerized Internet-enabled implantable device such as an implantable skin device, etc. Regardless, it is to be understood that the AVD12is configured to undertake present principles (e.g. communicate with other CE devices to undertake present principles, execute the logic described herein, and perform any other functions and/or operations described herein).
Accordingly, to undertake such principles the AVD12can be established by some or all of the components shown inFIG.1. For example, the AVD12can include one or more displays14that may be implemented by a high definition or ultra-high definition “4K” or higher flat screen and that may be touch-enabled for receiving user input signals via touches on the display. The AVD12may include one or more speakers16for outputting audio in accordance with present principles, and at least one additional input device18such as e.g. an audio receiver/microphone for e.g. entering audible commands to the AVD12to control the AVD12. The example AVD12may also include one or more network interfaces20for communication over at least one network22such as the Internet, an WAN, an LAN, etc. under control of one or more processors24. Thus, the interface20may be, without limitation, a Wi-Fi transceiver, which is an example of a wireless computer network interface, such as but not limited to a mesh network transceiver. It is to be understood that the processor24controls the AVD12to undertake present principles, including the other elements of the AVD12described herein such as e.g. controlling the display14to present images thereon and receiving input therefrom. Furthermore, note the network interface20may be, e.g., a wired or wireless modem or router, or other appropriate interface such as, e.g., a wireless telephony transceiver, or Wi-Fi transceiver as mentioned above, etc.
In addition to the foregoing, the AVD12may also include one or more input ports26such as, e.g., a high definition multimedia interface (HDMI) port or a USB port to physically connect (e.g. using a wired connection) to another CE device and/or a headphone port to connect headphones to the AVD12for presentation of audio from the AVD12to a user through the headphones. For example, the input port26may be connected via wire or wirelessly to a cable or satellite source26aof audio video content. Thus, the source26amay be, e.g., a separate or integrated set top box, or a satellite receiver. Or, the source26amay be a game console or disk player containing content that might be regarded by a user as a favorite for channel assignation purposes described further below. The source26awhen implemented as a game console may include some or all of the components described below in relation to the CE device44.
The AVD12may further include one or more computer memories28such as disk-based or solid state storage that are not transitory signals, in some cases embodied in the chassis of the AVD as standalone devices or as a personal video recording device (PVR) or video disk player either internal or external to the chassis of the AVD for playing back AV programs or as removable memory media. Also in some embodiments, the AVD12can include a position or location receiver such as but not limited to a cellphone receiver, GPS receiver and/or altimeter30that is configured to e.g. receive geographic position information from at least one satellite or cellphone tower and provide the information to the processor24and/or determine an altitude at which the AVD12is disposed in conjunction with the processor24. However, it is to be understood that that another suitable position receiver other than a cellphone receiver, GPS receiver and/or altimeter may be used in accordance with present principles to e.g. determine the location of the AVD12in e.g. all three dimensions.
Continuing the description of the AVD12, in some embodiments the AVD12may include one or more cameras32that may be, e.g., a thermal imaging camera, a digital camera such as a webcam, and/or a camera integrated into the AVD12and controllable by the processor24to gather pictures/images and/or video in accordance with present principles. Also included on the AVD12may be a Bluetooth transceiver34and other Near Field Communication (NFC) element36for communication with other devices using Bluetooth and/or NFC technology, respectively. An example NFC element can be a radio frequency identification (RFID) element.
Further still, the AVD12may include one or more auxiliary sensors37(e.g., a motion sensor such as an accelerometer, gyroscope, cyclometer, or a magnetic sensor, an infrared (IR) sensor, an optical sensor, a speed and/or cadence sensor, a gesture sensor (e.g. for sensing gesture command), etc.) providing input to the processor24. The AVD12may include an over-the-air TV broadcast port38for receiving OTH TV broadcasts providing input to the processor24. In addition to the foregoing, it is noted that the AVD12may also include an infrared (IR) transmitter and/or IR receiver and/or IR transceiver42such as an IR data association (IRDA) device. A battery (not shown) may be provided for powering the AVD12.
Still referring toFIG.1, in addition to the AVD12, the system10may include one or more other CE device types. In one example, a first CE device44may be used to send computer game audio and video to the AVD12via commands sent directly to the AVD12and/or through the below-described server while a second CE device46may include similar components as the first CE device44. In the example shown, the second CE device46may be configured as a VR headset worn by a player47as shown. In the example shown, only two CE devices44,46are shown, it being understood that fewer or greater devices may be used. For example, principles below discuss multiple players47with respective headsets communicating with each other during play of a computer game sourced by a game console to one or more AVDs12.
In the example shown, to illustrate present principles all three devices12,44,46are assumed to be members of an entertainment network in, e.g., a home, or at least to be present in proximity to each other in a location such as a house. However, present principles are not limited to a particular location, illustrated by dashed lines48, unless explicitly claimed otherwise.
The example non-limiting first CE device44may be established by any one of the above-mentioned devices, for example, a portable wireless laptop computer or notebook computer or gaming computer (also referred to as “console”), and accordingly may have one or more of the components described below. The first CE device44may be a remote control (RC) for, e.g., issuing AV play and pause commands to the AVD12, or it may be a more sophisticated device such as a tablet computer, a game controller communicating via wired or wireless link with the AVD12, a personal computer, a VR headset, a wireless telephone, etc.
Accordingly, the first CE device44may include one or more displays50that may be touch-enabled for receiving user input signals via touches on the display. The first CE device44may include one or more speakers52for outputting audio in accordance with present principles, and at least one additional input device54such as e.g. an audio receiver/microphone for e.g. entering audible commands to the first CE device44to control the device44. The example first CE device44may also include one or more network interfaces56for communication over the network22under control of one or more CE device processors58. Thus, the interface56may be, without limitation, a Wi-Fi transceiver, which is an example of a wireless computer network interface, including mesh network interfaces. It is to be understood that the processor58controls the first CE device44to undertake present principles, including the other elements of the first CE device44described herein such as e.g. controlling the display50to present images thereon and receiving input therefrom. Furthermore, note the network interface56may be, e.g., a wired or wireless modem or router, or other appropriate interface such as, e.g., a wireless telephony transceiver, or Wi-Fi transceiver as mentioned above, etc.
In addition to the foregoing, the first CE device44may also include one or more input ports60such as, e.g., a HDMI port or a USB port to physically connect (e.g. using a wired connection) to another CE device and/or a headphone port to connect headphones to the first CE device44for presentation of audio from the first CE device44to a user through the headphones. The first CE device44may further include one or more tangible computer readable storage medium62such as disk-based or solid state storage. Also in some embodiments, the first CE device44can include a position or location receiver such as but not limited to a cellphone and/or GPS receiver and/or altimeter64that is configured to e.g. receive geographic position information from at least one satellite and/or cell tower, using triangulation, and provide the information to the CE device processor58and/or determine an altitude at which the first CE device44is disposed in conjunction with the CE device processor58. However, it is to be understood that that another suitable position receiver other than a cellphone and/or GPS receiver and/or altimeter may be used in accordance with present principles to e.g. determine the location of the first CE device44in e.g. all three dimensions.
Continuing the description of the first CE device44, in some embodiments the first CE device44may include one or more cameras66that may be, e.g., a thermal imaging camera, a digital camera such as a webcam, and/or a camera integrated into the first CE device44and controllable by the CE device processor58to gather pictures/images and/or video in accordance with present principles. Also included on the first CE device44may be a Bluetooth transceiver68and other Near Field Communication (NFC) element70for communication with other devices using Bluetooth and/or NFC technology, respectively. An example NFC element can be a radio frequency identification (RFID) element.
Further still, the first CE device44may include one or more auxiliary sensors72(e.g., a motion sensor such as an accelerometer, gyroscope, cyclometer, or a magnetic sensor, an infrared (IR) sensor, an optical sensor, a speed and/or cadence sensor, a gesture sensor (e.g. for sensing gesture command), a pressure sensor, etc.) providing input to the CE device processor58. The first CE device44may include still other sensors such as e.g. one or more climate sensors74(e.g. barometers, humidity sensors, wind sensors, light sensors, temperature sensors, etc.) and/or one or more biometric sensors76providing input to the CE device processor58. In addition to the foregoing, it is noted that in some embodiments the first CE device44may also include an infrared (IR) transmitter and/or IR receiver and/or IR transceiver78such as an IR data association (IRDA) device. A battery (not shown) may be provided for powering the first CE device44. The CE device44may communicate with the AVD12through any of the above-described communication modes and related components.
The second CE device46may include some or all of the components shown for the CE device44. Either one or both CE devices may be powered by one or more batteries.
Now in reference to the afore-mentioned at least one server80, it includes at least one server processor82, at least one tangible computer readable storage medium84such as disk-based or solid state storage, and at least one network interface86that, under control of the server processor82, allows for communication with the other devices ofFIG.1over the network22, and indeed may facilitate communication between servers and client devices in accordance with present principles. Note that the network interface86may be, e.g., a wired or wireless modem or router, Wi-Fi transceiver, or other appropriate interface such as, e.g., a wireless telephony transceiver.
Accordingly, in some embodiments the server80may be an Internet server or an entire server “farm”, and may include and perform “cloud” functions such that the devices of the system10may access a “cloud” environment via the server80in example embodiments for, e.g., network gaming applications. Or, the server80may be implemented by one or more game consoles or other computers in the same room as the other devices shown inFIG.1or nearby.
The methods herein may be implemented as software instructions executed by a processor, suitably configured application specific integrated circuits (ASIC) or field programmable gate array (FPGA) modules, or any other convenient manner as would be appreciated by those skilled in those art. Where employed, the software instructions may be embodied in a non-transitory device such as a CD ROM or Flash drive. The software code instructions may alternatively be embodied in a transitory arrangement such as a radio or optical signal, or via a download over the internet.
FIG.2shows logic that may be implemented by the processor of a first user's smart device (referred to below as a “first device”) for the first device to be used for login or registration to a gaming console, gaming network, gaming server, etc. and for finding potential gaming friends in accordance with present principles. Commencing at block200, the logic may detect a local area network (LAN), such as a password-protected Wi-Fi network of a personal residence. Also at block200, the logic may prompt the first user for input to connect to the Wi-Fi network. At block202the logic may then receive input to connect to the Wi-Fi network, which in some embodiments may include receipt of a network identification (ID) and/or network password as well as a command to connect to the Wi-Fi network.
From block202the logic may then move to block204where the logic may communicate with another device providing access to the Wi-Fi network, such as a Wi-Fi router, to authenticate the first device and/or network ID and thus establish a connection of the first device to the Wi-Fi network. Thereafter the logic may proceed to block206where, in some embodiments, the logic may receive a presence signal from a video game console that indicates the presence or existence of the video game console one or both of based on receipt of the signal itself and/or based on the signal being transmitted over the Wi-Fi network to which the first device is also now connected. Thus, in some examples the presence signal may be transmitted from the game console to the first device over the Wi-Fi network, while in other embodiments the presence signal may be transmitted through another mode of communication such as a Bluetooth communication. For example, a Bluetooth beacon signal may be received via a Bluetooth communication element on the first device, with the beacon signal being transmitted from a Bluetooth beacon/transmitter on the game console or otherwise under the control of the game console.
The logic may then proceed to block208where the logic may launch and/or execute an application to communicate with the game console, such as one associated with and provided by a manufacturer of the game console. In example embodiments, the application may be launched and/or executed at block208responsive to receipt of the signal at block206, responsive to authentication and/or connection to the Wi-Fi network at block204, responsive to receipt of a command from the first user to launch and/or execute the application, etc. That is, at block208, the application may already be running in the background, in which case the user doesn't need to run anything in their cellphone and their user will be registered in the game console the moment they connect to the local area network. However, if the application is not running, the user will need to initiate the application.
After block208the logic moves to block210, where the logic may transmit user information and/or gaming profile information for the first user to the game console over the Wi-Fi network. The information may include a user ID and/or password for accessing services and user profile information hosted and stored remotely from the first device and/or game console by a manufacturer of the game console or another entity. The user ID and password that are transmitted may be pre-stored at the first device based on the first user previously inputting it at a previous time. Furthermore, in example embodiments the user and/or gaming profile information may be different from the information received at block202and instead be associated with a gaming profile of the first user that is associated with a particular gaming platform, such as Sony Playstation™.
The logic may transmit the user and/or gaming profile information at block210automatically without additional user input beyond the information to connect to the Wi-Fi network itself as received at block202and/or beyond input to launch the application at block208. For instance, the information may be transmitted automatically responsive to receipt of the signal at block206or responsive to a determination that a game console is also communicating over the Wi-Fi network as may be determined based on signals sent from the game console over the Wi-Fi network.
The logic ofFIG.2may next move from block210to block212, where the logic may continue to execute the application launched at block208to identify other users and/or devices communicating over the Wi-Fi network. In some examples, the other users/devices may be identified based on presence signals transmitted by the respective other devices over the Wi-Fi network. The other users/devices may also be identified based on other information transmitted by the other devices to the first device over the Wi-Fi network, such as information pertaining to use of applications similar or complimentary to the application executed at the first device at block208that are being concurrently executed by the other devices. Still further, the other users/devices may be identified based on information received from the other devices indicative of the other users being associated with the same gaming platform and/or using the same game console brand or type as the first user (e.g., Sony Playstation™), or still other information.
Responsive to identification of one or more other users/devices at block212, at block214the logic may continue to execute the application launched at block208to now present information on a display pertaining to the other users/devices. The information may comprise data related to the other users/devices, including profile names, user names, user avatars, mutual friends of both the first user and the other user(s), favorite or most-frequently played games, etc. An example of such information will be described below in reference toFIG.5.
The logic ofFIG.2may next move from block214to decision diamond216, where the logic may determine whether user input has been received to add one or more of the other users as friends of the first user for the purposes of gaming using respective user profiles and/or IDs, for communicating with the other users through a particular gaming platform or communication channel, etc. A negative determination at diamond216may cause the logic to move to block218where it may end, while an affirmative determination at diamond216may instead cause the logic to move to block220where other users are added as friends for which input has been received to add those other users as friends. Adding as friends may include adding the other user(s) to the first user's gaming friend's list, downloading information at the first device or the first user's game console (that may be different from the console referenced above at, e.g., block206) related to the other users, etc.
FIG.3shows logic that may be executed by a game console in accordance with present principles. Beginning at block300, the logic may authenticate and connect the game console to a LAN such as the password-protected Wi-Fi network described above in reference toFIG.2. Also at block300, the logic may begin transmitting presence and/or beacon signals for detection by other devices, and/or may otherwise begin communicating with other devices also connected to the Wi-Fi network. The logic may then proceed to block302where the logic may receive user and/or gaming profile information over a Wi-Fi network from a device, such as the user/gaming profile information from the first device described above.
Thereafter, in some examples the logic may proceed to block304where the logic may also identify a user, such as the first user described above, and associated login or registration data for the user based on information other than that received at block302, such as based on fingerprint or voice input provided by or sensed from the user. The user may also be identified based on images of the user gathered by a camera on the game console or received from another device imaging the user's face. Still other types of biometric identification may be used to identify the user, such as retina identification.
In some embodiments, biometric identification may be performed by comparing the received input to reference data and/or a reference template, and then determining whether the received input matches the reference data/template. Responsive to a match, a user identifier associated with the matched reference data may be identified to thus identify the user. Once the user has been identified, the user's identity may be used to access a secure cloud storage area, for instance, where user and/or gaming profile information such as a user ID and password may be accessed.
Then at block306, the logic ofFIG.3may log the first user in to the game console executing the logic ofFIG.3, to a game network such as one established and maintained by a manufacturer of the game console, and/or to a game server such as one hosting the game network or otherwise providing access to user/profile information associated with the first user, etc. Block306may have been arrived at responsive to receipt of the gaming and/or profile information at block302and/or responsive to identifying the first user and associated login data based on biometric input received at block304.
The logic may then move to block308, where the logic may access the user/profile information responsive to successful log in of the first user at block306. The user/profile information may be accessed from storage housed locally at the game console or may be accessed remotely via the game network and/or game server.
The logic ofFIG.3may then proceed to block310where the logic may allow the first user to play video games through the game console using the first user's profile as identified from the user/profile information accessed at block308. The logic may do so indefinitely, for a threshold period of time from login or access to the user/profile information, for as long as the first device is connected to the Wi-Fi network, etc.
Also at block310, the logic may output other content based on the user/profile information identified at block308. The content may include a customized home screen for the game console that is tailored to the first user (such as based on user input and preferences). The content may also include customized electronic store preferences for purchasing items determined to be of interest to the first user (such as based on user preference data) from an electronic store, where the electronic store may be associated with games playable on the game console and/or associated with the manufacturer of the game console itself. Still further, the content may include electronic data for a movie Internet streaming account associated with the first user such as user preferences for the account and a list of most-recently watched items. The content may also include information related to stored data for one or more games that the first user has played in the past using a game console of the same type as the one that executes the logic ofFIG.3, such as information related to a highest level completed for a particular game or information related to a status or progress of play for the particular game. The content that is presented may include still other information, such as profile information for the first user like a gamer ID, gamer avatar, list of the first user's gamer friends, interests of the first user, etc.
The logic ofFIG.3next moves to block312where the logic may identify one or more potential friends to recommend to the first user and output data related thereto, such as on the display accessible to the game console. The logic may identify the one or more potential friends based on identification of other devices (respectively associated with the other users) that are communicating over the Wi-Fi network using their own versions of the application launched by the first device at block208. In some embodiments, the other devices and hence users that are identified based on communication over the Wi-Fi network may even be compared against a list of the first user's current friends (such as may have been identified at block308) so that only identified users not already on the list may be identified as potential friends.
Still other ways to identify potential friends may also be used in accordance with present principles, such as based on other users being logged in to or otherwise associated with the game console executing the logic ofFIG.3or other users being associated with a location at which the game console is disposed. Identification of potential friends may also be based on identification of Bluetooth or NFC signals from the other user's device. Those signals may even be processed using a received signal strength indication (RSSI) algorithm to identify a distance from which the signal(s) emanated to then determine whether the identified distance is within a threshold distance for recommending potential friends. Comparisons of location coordinates from respective devices may also be used to determine if the first user and another user are in the same room, building, proximity, etc. and hence whether to recommend the other user as a potential friend based on being in the same room, building, proximity, etc. as the first user. Still further, potential friends may be identified based on user/game profile information received directly from those users' respective devices, which may then be compared against a list of users of a particular brand or type of game console to recommend potential friends if they are included on the list. Even further, potential friends may be identified based on those potential friends previously playing video games, using their respective profiles, with a current friend of the user.
The logic ofFIG.3may the move to block314where, responsive to receipt of a command to add one or more potential friends as friends of the first user, the logic may add the potential friend(s) as friends of the first user, such as adding them to a friends list for the first user for the first user to then engage in a video game also played by the new friend, for communicating through a particular gaming platform or communication channel with the new friend, etc. In some embodiments, the command may be received at a selector presented on the display accessible to the game console or one presented on a display of the first user's personal device.
The logic ofFIG.3may next proceed to block316, where, based on identification of the first user at block302or block304, the logic may control an environment in which the first user is identified as located. For instance, the game console may be connected via the Wi-Fi network to other devices within a home in an Internet of things environment, and hence the game console may control the output levels of lights in the room to suit the first user's specified lighting preference(s). Based on one or more of the first user's specified preferences, still other features within the environment may be controlled by the game console as well, such as blinds, drapes, or shades that are within the environment being opened or closed, and such as headphones, speakers or a VR headset being turned on. A climate control system or thermostat may also be controlled by the game console, such as to set the room in which the first user is disposed to a particular temperature based on the first user's preference. Still further, the game console may even actuate a fan on the game console itself or an air conditioning unit in the building for cooling the room in which the game console is disposed to thus cool the game console if temperature of the game console is identified as reaching a temperature threshold.
It is to be understood that the action(s) taken at block316may be taken responsive to identification of the first user, responsive to log in of the first user at block306, responsive to the first user starting to play a game on the game console executing the logic ofFIG.3or otherwise providing input thereto, etc.
From block316the logic may next move to block318where the logic may provide one or more reminders to the first user at an appropriate time. For instance, the first user may have previously provided a command at the game console executing the logic ofFIG.3or another game console to be reminded about an upcoming event. The reminder and/or associated data determined based on the received command may then be associated with the first user's game profile information so that when the first user is identified and logged in to the game console executing the logic ofFIG.3(such as at block306), the reminder information may be accessed and the game console may provide the reminder at the appropriate time. For instance, the first user may wish to be provided with a reminder to stop playing a video game at a particular time because of an upcoming appointment, or a reminder to stop playing a video game within a prescribed time period or at a particular time so that a particular television show specified by the first user may be watched.
From block318the logic ofFIG.3may next proceed to block320. At block320the logic may present content or adjust content being presented under control of the game console based on people identified as being proximate to the game console or within a room in which the game console is disposed. The people may be identified based voices detected (such as at block304) using input a microphone in communication with the game console, and/or based on facial recognition using images of the people gathered by a camera in communication with the game console. The people may be identified by name and specific information related to each person may also be determined. Additionally or alternatively, the people at the location may simply be identified based on characteristics such as age, gender, height, etc. that may be identified from the voice input or images by executing voice or object characteristic processing algorithms, respectively, thereon to identify the characteristics of the people.
For instance, the game console may determine the age of people in the room and adjust content based on that so that content up to only a certain age level is presented that matches the lowest age level of a person in the room. E.g., if children are identified as being in the room, R-rated content in an electronic store or gaming content rated MA may not be presented, but instead only G-rated content may be presented. In some embodiments, the content of a game currently being played using the game console may itself be altered, such as not presenting images of the game with as much blood and graphic detail as would otherwise be presented if no children were identified as being present in the room. In another example, responsive to one or more children being detected as being present, the game console may provide a notification to a user that the children are present and prompt the user to change content being presented and/or stop playing a graphic video game entirely. In still another example, if the game console detects a person of a certain gender as being present, the game console may recommend content tailored or profiled to that gender or otherwise associated therewith.
Still further, if the game console detects plural people in the room which the game console identifies as having common interests, content may be identified and/or presented that is associated with or profiled for the common interest(s). The common interests may be identified based on a comparison of respective gaming profile information for each person indicating respective interests of each person to thus identify common interests, where the gaming profile information may be identified based on data received at block302, identification of one or more users at block304, etc. If one or more people are detected as being present at the location but are unidentifiable, the existence of those people may be disregarded for the purposes of presenting or adjusting content at block320and only the common interests of recognized people may be used.
Reference is now made toFIG.4, which shows logic that may be executed by a server in accordance with present principles. Beginning at block400, the logic receives user and/or gaming profile information from a game console, such as one undertaking the logic ofFIG.3discussed above. Also at block400, the logic may receive biometric data gathered or received by the game console itself. The logic may next move to block402, where the logic may identify and authenticate one or more users based on the information or data received at block400. For instance, the logic may authenticate a user ID and password received at block400, and/or may authenticate a user based on biometric data received at block400.
From block402the logic may proceed to block404where the logic may transmit an indication that authentication has been successful (assuming it is successful), along with user/profile information for the authenticated user that may be stored at or accessible to the server. The logic may then conclude at block406where the logic may coordinate the addition of friends for one or more users in accordance with present principles. For instance, the logic may transmit information that two people are in the same location and are both users of a particular game console, and then coordinate the addition of one to the other's friend's list and vice versa.
FIG.5shows an example user interface (UI)500presentable on the display of a device undertaking present principles, such as a display controlled by a device undertaking the logic ofFIG.2or ofFIG.3. The UI500includes a list502of potential friends that a user may wish to connect with and/or add as his or her friend. Each potential friend is selectable using a respective check box504, and then selector506may be selected to automatically without further user input add the selected potential friends as friends of the user. For example, the selected potential friends may be added to a friends list of the user.
FIG.6shows a UI600for configuring settings of a device that may execute the logic ofFIG.2. The UI600includes a first setting602enableable responsive to selection of check box604to allow potential friends and game consoles to “discover” the user by communicating with the user's device over a LAN in accordance with present principles. Thus, setting602may be enableable to permit other people's devices to identify a user as a potential friend to add based on communication over a particular password-protected network, based on the user being associated with a particular type or brand of game console, and/or based on the user being at the same location as another person.
The UI600may also include a second setting606for configuring the device or a game console in communication therewith to load certain types of content and information at the game console once a user has been logged in based on communication over a LAN as described above. Example types608include information for a particular video game, profile information associated with the user, personalized electronic store information, movie Internet streaming account information, and home screen information for a home screen to be presented using the game console. Each of the types608may be enabled for presentation responsive to selection of respective check boxes610for each type608.
The UI600also shows an option612enableable based on selection of radio button614to save data pertaining to the user at new consoles with which the user logs in and engages, such as one to which user/gaming profile information is transmitted over a LAN at block210described above. Thus, for instance, when option612is enabled, a user that has logged out of or stopped playing at a particular game console through which the user was identified and logged in over a LAN may later log back in to that console to continue playing games even without the user's personal device again communicating with the game console over the LAN to log the user in again.
As may also be appreciated fromFIG.6, the UI600may include an option616enableable based on selection of radio button618to automatically launch an application such as the one discussed above in reference to block208if a game console other than one already associated with the user is detected, such as one detected as communicating over the same LAN as the device. In addition to or in lieu of the foregoing, the option616may be enableable to automatically launch the application when the device connects to a (e.g., new) LAN.
FIG.7shows a UI700for configuring settings of a device that may execute the logic ofFIG.3, such as a game console. The UI700includes a first setting702enableable based on selection of check box704to log users in to the game console, to a network, and/or to a server using information communicated to the game console over a LAN. The UI700also includes a second setting706enableable based on selection of check box708to log a user in to the game console, network, and/or server using biometric information identified from the user in accordance with present principles.
Additionally, the UI700may include a selector710selectable to automatically launch a biometric calibration program and/or present a biometric calibration UI that may be used to configure biometric identification of the user. For instance, the user may be prompted to say certain phrases during biometric calibration so that voice characteristics of the user may later be identified based on his or her voice.
The UI700may also include a setting712enableable based on selection of check box714to recommend potential friends of a user at the game console when they are identified in accordance with present principles. Still further, a setting716enableable based on selection of check box718may be included to transmit presence and/or beacon signals from the game console in accordance with present principles.
FIG.7also shows that a setting720may be included on the UI700that lists characteristics722of people for which content should be presented and/or adjusted as described herein. Examples of such characteristics include age, gender, and common interests, and each characteristic722may be selected based on selection of a respective check boxes724for each characteristic722.
The UI700may also include an option726enableable based on selection of radio button728to allow for reminders to be presented using the game console in accordance with present principles, such as for a user to stop playing a video game because of an upcoming time or event. Last, the UI700may include an option730enableable based on selection of radio button732for the game console to automatically adjust an environment in which it is disposed based on user preference in accordance with present principles.
Although not shown for clarity, in some embodiments features of the UI600may be presented as part of the UI700and vice versa. For instance, the UI700may include a setting similar to the setting606along with corresponding elements similar to the elements608and610.
It is to be understood that a video game console in accordance with present principles, in addition to executing logic and performing the actions discussed above, may also use a camera on or in communication with it to capture moments identified as memorable using a camera. For instance, a parent could use a feature on the application(s) discussed herein to access a live feed or stored video from the camera to see what his or her children are/were doing in the room in which the game console is disposed while the parent is away. The parent may also access a real time feed or stored video of a video game being played using the game console. As another example, a person could access a live feed or stored video showing a party at a location in which the game console is disposed.
It will be appreciated that whilst present principals have been described with reference to some example embodiments, these are not intended to be limiting, and that various alternative arrangements may be used to implement the subject matter claimed herein.
Claims
- An assembly, comprising: at least one processor of a computer video console programmed with instructions executable to: receive data at the computer video console over a computer network from a friend device of at least a first participant associated with first participant profile information;and automatically and without requiring the first participant to manually log on to the computer video console, configure the computer video console at least in part using information in the first participant profile information, wherein configuring the computer video console at least in part using information in the first participant profile comprises at least one of personalizing electronic store information associated with the first participant, accessing movie Internet streaming account information associated with the first participant, configuring a home screen of the console, presenting information for a particular video game, the information for a particular video game comprising information related to stored data for one or more past games played in the past, the one or more past games being other than a currently presented video game on the computer video console.
- The assembly of claim 1, wherein the instructions are executable by the at least one processor to: connect to the computer network;and execute an application to communicate with the computer video console over the computer network to provide the participant profile information to the computer video console.
- The assembly of claim 2, wherein the instructions are implemented by an application provided by a manufacturer of the computer video console.
- The assembly of claim 2, wherein the network is a local area network (LAN) and the instructions are executable by the at least one processor to: responsive to connection to the LAN and without requiring intervening user input, execute the application to communicate with the computer video console over the LAN to provide the participant profile information to the computer video console.
- The assembly of claim 2, wherein the instructions are executable by the at least one processor to: responsive to receipt of a signal from a transmitter controlled by the computer video console, execute the application to communicate with the computer video console over the LAN to provide the participant profile information to the computer video console.
- The assembly of claim 1, wherein the first participant profile information comprises a gaming profile identifier.
- The assembly of claim 6, wherein the first participant profile information comprises a gaming profile password.
- The assembly of claim 1, wherein the first participant profile information is usable to access gaming profile data stored remotely from the computer video console.
- The assembly of claim 1, wherein the computer network is a password-protected Wi-Fi network, and wherein the processor is programmed with instructions to authenticate to the password-protected Wi-Fi network using a password to subsequently communicate with the computer video console over the password-protected Wi-Fi network.
- The assembly of claim 1, wherein information related to stored data for one or more games played in the past comprises at least one of: a highest level completed for a particular game, status or progress of play for the particular game.
- A computer video console, comprising;at least one computer readable storage medium that is not a transitory signal and that comprises instructions executable by at least one processor to: receive data over a computer network from a first device of at least a first participant associated with first participant profile information;and automatically and without requiring the first participant to manually log on to the computer video console, configure the computer video console at least in part using information in the first participant profile information wherein configuring the computer video console at least in part using information in the first participant profile comprises at least one of personalizing electronic store information associated with the first participant, accessing movie Internet streaming account information associated with the first participant, configuring a home screen of the console, presenting information for a particular video game, the information for a particular game comprising information related to stored data for one or more past games played in the past, the one or more past games being other than a currently presented video game on the computer video console.
- The computer video console of claim 11, wherein the instructions are executable by the at least one processor to: log in the first participant using the participant information.
- The computer video console of claim 12, wherein the first participant is logged in to the computer video console.
- The computer video console of claim 12, wherein the first participant is logged in to at least one of a gaming network and a server, and wherein the gaming network is different from the computer network.
- The computer video console of claim 11, wherein the instructions are executable by the at least one processor to: present data related to the first user on a display accessible to the computer video console.
- The computer video console of claim 15, wherein the instructions are executable by the at least one processor to: present a selector on the display that is selectable to add the first participant as a friend of a second user, the second user associated with the computer video console.
- A method, comprising: at a computer video console, receiving data over a computer network from a first device of at least a first participant associated with first participant profile information;and automatically and without requiring the first participant to manually log on to the computer video console, configuring the computer video console at least in part using information in the first participant profile information wherein configuring the computer video console at least in part using information in the first participant profile comprises at least one of personalizing electronic store information associated with the first participant, accessing movie Internet streaming account information associated with the first participant, configuring a home screen of the console, presenting information for a particular video game, the information for a particular video game comprising information related to stored data for one or more past games played in the past, the one or more past games being other than a currently presented video game on the computer video console.
- The first method of claim 17, comprising: connecting to the computer network;and executing an application to communicate with the computer video console over the computer network to provide the gaming profile information to the computer video console.
- The method of claim 17, wherein the instructions are implemented by an application associated with a manufacturer of the computer video console.
- The method of claim 17, comprising: responsive to receipt of a signal from a transmitter controlled by the computer video console and without requiring intervening user input, executing an application to communicate with the computer video console over the computer network to provide the first participant profile information to the computer video console.
Disclaimer: Data collected from the USPTO and may be malformed, incomplete, and/or otherwise inaccurate.