![]() COMMUNICATION INTERFACE, COMMUNICATION METHOD, AND MEMORY
专利摘要:
communication interface and communication method, corresponding computer program and corresponding recording medium. it is a communication interface for communication between participants, and said interface includes a virtual space (1) and graphic avatars (2, 3) that represent, firstly, the respective participants among said participants and, secondly, secondly, they are designed to move in said virtual space (1), said communication interface also including control means to control the movement of each graphic avatar, said communication interface being characterized in that it is designed to automatically establish a discussion channel between two of said participants when both the distance (d) between the two graphic avatars (2, 3) representing the respective participants among said two participants is less than or equal to a first predetermined value (d1 ), when the distances between a graphic object and each of the two graphic avatars (2, 3) are less than or equal to a second predetermined value. communication interfaces. 公开号:BR112014010649B1 申请号:R112014010649-5 申请日:2011-11-03 公开日:2022-01-11 发明作者:Mathieu Nicolas Labey 申请人:Glowbl; IPC主号:
专利说明:
FIELD OF TECHNIQUE [0001] The present invention relates to the field of the general technique of communication interfaces that enable a plurality of users situated apart from each other to chat or exchange data, preferably in real time, for example, by means of networked terminals. . [0002] The present invention relates more particularly to a communication interface for communication between participants who have respective screens available to them, said interface including a virtual space and graphic avatars that first represent said respective participants and, secondly, they are designed to move in said virtual space, said virtual space and said graphic avatars being designed to be displayed on said screens, said communication interface including means of control that enable each of the participants to control the movements of their respective avatars. [0003] The present invention also relates to a communication method for communication between participants who have respective screens available to them, in which in the method: - a virtual space and graphic avatars representing the respective ones of said participants are displayed on the said screens; and - each of the participants controls the movements of their respective graphic avatars in said virtual space. [0004] The invention also relates to a computer program that includes means of computer program code to perform the steps of a method as defined above when said program is executed on a computer, and the invention also relates to a means readable by the computer on which the program is recorded. BACKGROUND TECHNIQUE [0005] There are several solutions that enable people located separate from each other to communicate through terminals (personal computers (PCs), smart phones, tablet-type touch screens, etc.) connected to the Internet. [0006] For example, there is a chat software that enables users to dialogue online by entering the texts of their participation using keyboards or numeric keypad of their terminals. Such chat software, which is well known in its own right, also generally has an audio-video dialog function that enables participants in a discussion to see and hear their correspondents, with the webcam and microphone that are equipped on each participant's computer capture their images and capture their sounds. [0007] While such chat software is generally satisfactory, it nevertheless suffers from certain disadvantages. [0008] First, the interface acquired by such software may appear obscure, with unsatisfactory readability, particularly during group discussions. Also, popular chat software does not make it possible to start a discussion in an easy and improvised way, in particular with unknown participants. Finally, such software is based on a technology that requires a program to be installed on each client terminal, which is a source of complications. Known chat software, therefore, does not constitute a communication interface that is entirely satisfactory, particularly for organizing group discussions easily. [0009] There are also videoconferencing software that enable remote users to be placed in audiovisual communication, through their computers, with one or more correspondents. However, popular videoconferencing software is in general relatively complex to understand, relatively expensive to use (group videoconferencing is usually a paid service) and does not make it possible to start an audio-video discussion in a simple and improvised way, in particular a hitherto unknown participant, moreover, such videoconferencing software, in general, must be installed on client terminals, in the same way as chat software does. [0010] Videoconferencing and chat software currently known are not very user-friendly or intuitive and, in particular, do not facilitate unplanned contacts with new people. [0011] Social networks employed by the internet are also known. However, such social networks do not make it possible to have group discussions in an easy and simple way, or to start a discussion in an improvised way with a member of the network who was not previously and properly registered in a list of contacts or “friends”. Furthermore, such social networking interfaces do not make it possible to organize video conferences in a simple way, or organize events in a simple and intuitive way. [0012] Finally, three-dimensional (3D) virtual worlds are also known, and such worlds are deployed both for games and for social networks and enable users to connect to the internet to navigate a realistic virtual environment through avatars, being that each incorporates a respective user. The software that implements such virtual worlds enables users to converse with each other in a conventional chat manner (keyboard or numeric keypad dialogue) through their avatars. Such 3D worlds are attractive for the reason that they offer a very realistic environment, but generally require a long learning time (often longer than three hours) so that they are only suitable for novice users. Furthermore, such software does not make it possible to share content (files or other content) and using them is more like playing games on a network than using a simple and intuitive communication interface. SUMMARY OF THE INVENTION [0013] The objectives attributed to the invention are therefore to remedy the above mentioned disadvantages and to propose a new communication interface that is quite user-friendly and intuitive, easy to learn to use without any particular skills being required and this makes It is possible, in particular, to implement group discussions in an extremely readable and dynamic manner, while also facilitating impromptu exchanges with unfamiliar participants as well as discussions on topics of common interest. [0014] Another aspect of the invention is to propose a new communication interface that enables each of its users to have a view of discussion groups that is extremely clear, dynamic and intuitive. [0015] Another objective of the invention is to propose a new communication interface that is quite easy to use and that consumes little memory and little computing power. [0016] Another objective of the invention is to propose a new communication interface that makes it possible to chat both through text-based chat and through videoconferencing means simultaneously and quite simply, regardless of the number of participants. [0017] Another aspect of the invention is to propose a new communication interface that makes it possible to create discussion groups very quickly, simply and intuitively. [0018] Another aspect of the invention is to propose a new communication interface that improves what social networks can offer and how easy they are to use. [0019] Another aspect of the invention is to propose a new communication interface that makes it possible to organize virtual events in a very simple and intuitive way. [0020] Another object of the invention is to propose a new method of communication, a new computer program adapted to carry out the steps of such a method and a new medium suitable to be read by a computer and in which such a program is recorded, this makes it possible to achieve the various advantages mentioned above. [0021] The objectives attributed to the invention are achieved by means of a communication interface for communication between participants who have respective screens available to them, said interface including a virtual space and graphic avatars that primarily represent said respective participants and , secondly, are designed to move in said virtual space, said virtual space and said graphic avatars are designed to be displayed on said screens, said communication interface also including means of control that enable each one of the participants to control the movements of their respective graphic avatars, and the communication interface is characterized in that it is designed to automatically establish a discussion channel between two of the participants when or the distance between the two graphic avatars that represent the respective said two participants is less than or equal to the first va predetermined value, or the distances between a graphic object positioned in said virtual space are less than or equal to the second predetermined value, being said channel of discussion that enables said two participants to converse with each other. [0022] The objectives attributed to the invention are also achieved through a method of communication between participants who have respective screens available to them, in which in the method: - a virtual space and graphic avatars that represent said respective participants and are displayed on the said screens; and - each of the participants controls the movements of their respective graphic avatars in said virtual space; said method of communication being characterized in that a discussion channel is automatically established between two or more of said participants when either the distance between the two graphic avatars representing the respective ones of said two participants is less than or equal to a first value predetermined, or the distances between a graphic object positioned in said virtual space and each of the two graphic avatars representing the respective ones of said two participants are less than or equal to a second predetermined value; which establishes said discussion channel that enables said two participants to converse with each other. [0023] The objects ascribed to the invention are also achieved by means of a computer program which includes means of computer program code adapted to carry out the steps of the method defined above. [0024] The objects ascribed to the invention are also achieved by means of a computer readable medium on which a program is recorded as defined above. BRIEF DESCRIPTION OF THE DRAWINGS [0025] Other objects and advantages of the invention appear in more detail upon reading the following description with reference to the accompanying drawings which are given merely for illustrative non-limiting purposes and in which: - Figure 1 is a portion of a screenshot of the screen of a participant in question and another graphic avatar representing another participant, said graphic avatars being separated by a distance greater than the first predetermined value mentioned above. - Figure 2 is the same screen capture portion as shown in Figure 1 except that the two avatars in question are separated by a distance that is less than or equal to the first predetermined value, so that the communication channel is established between the same; - Figure 3 shows the same portion of the screenshot as shown in Figure 2 except that a chat window is displayed on one of the avatars in order to enable the corresponding participant to enter text with a preview to start a discussion with other avatars; - Figure 4 is a screenshot that shows a discussion group formed by seven participants who can participate simultaneously in the same group discussion; - Figures 5 to 7 schematically show how discussion groups are formed as a function of the relative position of the avatars that are present; - Figure 8 is a diagrammatic view showing the underlying implementation of an audio-video connection between multiple participants in principle; - Figure 9 is a screenshot showing a discussion group involving four participants, with the discussion taking place either through an audio-video channel or through text-based chat windows. - Figure 10 is a diagrammatic view that shows avatars accumulated around a graphic object that corresponds to a tennis game; - Figure 11 is a diagrammatic view that shows avatars gathered around a window showing a televised football match; and - Figure 12 is a portion of the screen capture that shows a newsgroup formed by four avatars, a graphical object of a window that displays a radio station logo and broadcasts the programs of the station in question, and a window that displays , in real time, all the chat exchanges between the members of the discussion group. BEST WAY TO IMPLEMENT THE INVENTION [0026] In a first aspect, the invention refers to a communication interface between participants who have respective screens available to them. The screen in question may, for example, be a PC monitor, a tablet-type drawing table, a telephone or smart phone screen, or, in fact, a television set screen. Preferably, each of said participants' screens acts as a peripheral display and is functionally connected to a central processing unit (CPU) that includes, for example, at least one processor and memories (Random Access Memory(s) ( RAM(s)), Read-only memory(s) (ROM(s), etc.). Each participant screen can be either an output peripheral that performs a display-only function (as applicable when the screen in question is a conventional computer monitor or a TV screen) or an input/output peripheral (as applicable when the screen in question is a touchscreen deployed, for example, on a graphics tablet or smart phone). When the screen is just an output peripheral, the participant in question preferably also has input peripherals (eg keyboard/numeric pad, mouse, scroll balls, etc.). Each screen preferably makes it possible to display in color and advantageously constitutes the peripheral of a CPU (whether a CPU of a computer, a graphics tablet, a smart phone or some other item of equipment) connected to a network of telecommunications which is preferably the Internet. Each participant screen advantageously forms part of the communication interface of the invention. [0027] As shown in the figures, the communication interface of the invention also includes a virtual space 1 designed to be displayed on each of the participants' screens, preferably simultaneously. Preferably, in order to make the interface particularly simple and readable, virtual space 1 is two-dimensional (2D) and is thus advantageously in the form of a surface that extends in only two spatial directions (the horizontal direction X and the direction vertical Y) so that it is included in a single plane which is advantageously the display plane of each participant screen. In the description below, for reasons of simplicity and brevity, reference is made only to a two-dimensional virtual space 1, it being understood that it is quite possible that said virtual space 1 is three-dimensional or even one-dimensional. [0028] The communication interface of the invention also includes graphic avatars (designated in the figures by references 2 to 11) that firstly represent the respective ones of said participants and that, secondly, are designed to move in said virtual space 1. As virtual space 1, graphic avatars 2 to 11 are also designed to be displayed on the respective screens available to participants, so that participants can see, on their screens and at the same time, virtual space 1 and graphic avatars 2 to 11, which are positioned and can move on the surface of the two-dimensional virtual space 1, as shown in the figures. The term “graphic avatar” is used in the present document to designate a virtual object that visually includes the corresponding participant in virtual space 1. The two-dimensional virtual space 1 advantageously constitutes, therefore, a desktop background or screen wallpaper, in the which graphic avatars 2 to 11 move. Preferably, said graphic avatars 2 to 11 are two-dimensional as shown in the figures. In other words, each graphic avatar 2 to 11 advantageously extends exclusively in a single plane that is common to all graphic avatars, said plane being parallel to the plane in which the two-dimensional virtual space 1 extends. In the attached figures, the plane in question corresponds to the plane of each drawing sheet. In this way, the graphic avatars 2 and 1 are superimposed on the two-dimensional virtual space 1 in such a way that they move in a plane parallel to the plane in which the two-dimensional virtual space 1 extends. [0029] This use of a virtual space 1 and graphical avatars 2 to 11 which are all two-dimensional is preferred for the reason that it grants simplicity of use and excellent ease of use to the communication interface. However, it is quite possible for graphic avatars 2 to 11 to be three-dimensional rather than two-dimensional (which does not preclude them from moving in a two-dimensional virtual space 1). The invention therefore encompasses any type of rendering (2D, 2.5D, 3D, 3D isomeric, etc.). [0030] Said communication interface also includes control means that enable each of the participants to control the movements of their respective avatars 2 to 11. In other words, each of the participants has control means that enable them to move their own avatars 2 to 11 on the screen in a controlled manner. The control means in question may, for example, consist of an input peripheral such as a mouse or a touchscreen (the touchscreen then acts both as a screen and as a control means in the meaning of the invention). Using the means of control in question, each of the participants can thus cause a variation in the positions of their respective ones in the two-dimensional virtual space 1, for example, in order to move towards or away from another avatar or avatar group. The communication interface of the invention is thus advantageously a graphical user interface (GUI). It also appears from what has been mentioned above that the interface of the invention is advantageously a direct manipulation interface, that is, an interface which, in particular, enables its users to manipulate (by means of a mouse or through a touchscreen, for example) graphical objects (their respective avatars in this example) directly in the same way that they would manipulate physical objects in the real world. The advantage of using a direct manipulation interface lies, in particular, in the intuitive nature of such an interface, which enables each of the participants using the interface to visualize in real time the results of their own actions and, for example, the results of actions to control the movements of your avatars. Preferably, the control means are designed to enable users to move their graphical avatars by dragging and dropping them. Participants can thus indicate their respective graphical avatars as displayed on the screens (either directly using a finger to a touchscreen or using a mouse pointer, for example) and then drag their avatars on the screen. direction of the new respective chosen positions, in which users drop their avatars (without touching the screen when the screen is a touch screen, or ceasing to press the left mouse button, for example). [0031] According to the invention and as shown in Figures 1 to 3, the communication interface is designed to automatically establish a discussion channel between two of said participants using the interface when the distance d between the two graphic avatars is 2, 3, which respectively represent these two participants, is less than or equal to a first predetermined value D1. [0032] According to the invention and as shown in particular in Figures 10 to 12, the communication interface is also designed to automatically establish a discussion channel between two of said participants when the distances d' between a graphic object 12, 13 , 14 positioned in said two-dimensional virtual space 1 and each of the two graphic avatars 2, 3 respectively representing said two participants are less than or equal to a second predetermined value D2. In this second possibility, a discussion channel is thus established by the interface whenever both of the following conditions are satisfied: - the distance d' between the graphic object 12, 13, 14 and one of the two graphic avatars 2 in question is smaller than or equal to the second predetermined value D2; and - the distance d' between the other graphic avatar 3 in question and the graphic object 12, 13, 14 is also less than or equal to the second predetermined value D2. [0033] When both these conditions are satisfied, it is thus possible for a communication channel to be automatically established between the two graphic avatars 2, 3 in question, thus enabling the two participants represented by graphic avatars 2, 3 in question to talk to each other. [0034] The communication interface of the invention is designed, therefore, to automatically establish a discussion channel between two participants using the interface in question when one and/or the other of the following two situations A and B occurs: A ) the distance d between the two graphic avatars 2, 3, respectively representing said two participants, is less than or equal to the first predetermined value D1; and B) the distances d' between the graphic object 12, 13, 14 positioned in the two-dimensional space 1 and each of the two graphic avatars 2, 3, respectively representing said two participants are less than or equal to the second predetermined value D2; said discussion channel being established by enabling said two participants to converse with each other by any known means (chat means, videoconferencing means, etc.). Preferably, the first and second predetermined values D1, D2 are substantially the same. [0035] Thus, whenever two avatars 2, 3 are close enough to each other (situation A) or close enough to a specific graphic object 12, 13, 14 (situation B), the communication interface reacts to that specific relative positioning by establishing a communication channel (which is a telecommunications channel, for example) between the two participants represented by the avatars 2, 3 in question, in such a way as to enable them to have a conversation without the need to activate the communication channel in question. The communication interface of the invention thus enables two graphic avatars 2, 3 to be interconnected automatically and preferably immediately whenever they are separated by a distance d less than or equal to the first predetermined value D1. This interconnection of the avatars in question (such interconnection can be visible on the screen, as explained in more detail below) enables the participants represented by the respective avatars 2, 3 in question to converse in real time through their avatars. The term “discussion channel” is used in this document to designate any system that interconnects participants in order to enable them to dialogue in real time, whether through text messages, telephone or videoconference. The discussion channel is thus a conversation channel that makes it possible for at least two participants to converse remotely. [0036] In situation B, the graphic object 12, 13, 14 can, for example, be constituted by a simple graphic element that is inactive and inert and that merely acts as a geographic visual marker that forms a meeting point for the participants . Gathering around the meeting point in question, the participants can thus be automatically put in communication with each other through the network to which their terminals including the screens are connected. However, it is possible, as in the variants shown in Figures 10 to 12, that the graphic object includes and, preferably, constitutes an active window 12, 13, 14 that, for example, displays the elements of a game (such as the game of tennis shown in Figure 10) preferably controlled by one or more participants who have their graphic avatars at distances d' from the graphic object 12, 13, 14 that are less than or equal to the second predetermined value D2. In another possibility, shown in Figure 11, the graphic object in question can include and, preferably, constitute a window that transmits audiovisual or television content (a televised football match, in this example). [0037] Participants who have their graphic avatars 2, 3, 4, 6, 8, 9 close enough to graphic object 13 can then chat with each other and thereby comment on the content coming from the object's window chart 13. [0038] In the example shown in Figure 12, the graphic object 14 includes a window that shows the logo of an online radio station (internet radio) that broadcasts content that can be commented and discussed live by participants who have their avatars 2, 3, 5 close enough to the graphical object 14 in question. [0039] Advantageously, the graphic object 12, 13, 14 is enable/disable and is designed to be enabled when the distance d' between a graphic avatar and said predetermined graphic object 12, 13, 14 is less than or equal to said second predetermined value D2, whereby the activation of said predetermined graphic object 12, 13, 14 advantageously makes possible the interaction between the participant represented by the graphic avatar in question and said graphic object 12, 13, 14. The activation of the graphic object 12, 13, 14 can, for example, correspond merely to a change of appearance in said object (change of color, change of size, etc.) or, preferably, to the beginning of a more complex process, such as starting a game controlled by the graphic avatars in question (tennis game in the variant shown in Figure 10) or such as accessing the transmission of audiovisual content, for participants with their graphic avatars close enough to the graphic object 13, this being transmission ceases automatically whenever participants move their graphic avatars away from the graphic object 13 at distances d' greater than the second predetermined value D2. In this particularly advantageous example, the participant of a given graphic avatar perceives the transmission of audiovisual content (or merely the transmission of audio content in the variant shown in Figure 12) only when said participant moves his avatar close enough to the graphic object 13, 14 in question. Whenever the participant represented by the avatar in question moves said avatar away from said graphic object, transmission ceases to said participant (other participants who have their avatars close enough to the graphic object 13, 14 still have access to the content they is transmitted). [0040] Advantageously, each communication channel is automatically established by the interface between two avatars that are in at least one of the two situations A and B mentioned above, it includes communication windows (referenced 15 to 24 in the attached figures) that are visually associated with the two graphic avatars in question, said communication windows 15 to 24 being designed to display, for example, a text and/or an image that is optionally animated, in order to enable the occurrence of a discussion between the participants represented by the graphic avatars in question. [0041] Thus, in the example shown in Figure 3, a window 15 appears and is displayed in the manner of a comic book speech bubble. Window 5 in Figure 2 contains text that was written and entered (eg on a keyboard or numeric keypad) by the participant represented by the graphic avatar 3 to which the communication window 15 points. The participant virtually incorporated by the graphic avatar 2 thus sees the communication window 15 appear on the screen and can read the text that has been sent to him/her by the participant virtually incorporated by the graphic avatar 3. The participants represented by the other graphic avatars and that do not have any communication channel established with the participant represented by the graphic avatar 3 do not see the communication window 15 appear. Thus, it is possible for the participants of avatars 2, 3 shown in Figures 1 to 3 to chat with each other, entering the texts of their participation through a keyboard or numeric keypad, for example. [0042] The principle that consists of making the text of a message sent by a given participant appear in a comic-book speech bubble window 15 enables other participants to identify the sender of the message extremely quickly and intuitive, without any risk of error in group conversations. A message can be sent to a given participant as follows. Once the discussion channel was automatically established by the interface, it is possible that a given participant, incorporated, for example, in Figure 3, by the graphic avatar 2, type the message text in and inside the graphic avatar 3 of the other participant with whom the data participant wants to talk to. Thus, it is enough for the participant incorporated by the graphic avatar 2 to click on and within the graphic avatar 3 in order to open a communication window 16 within the graphic avatar 3, and in such window, the participant incorporated by the avatar graphic 2 can write a message directly. When the message is acknowledged, for example, conventionally by pressing the “enter” key on a computer keyboard, the message in question immediately appears in the form of a speech bubble that points in the direction of the graphic avatar 2 of the sender of the message, where the speech bubble and the message in question are preferentially visible only to the participant embodied by the graphic avatar 3. A genuine chat-type dialogue can thus be established between the two participants, and this dialogue is extremely natural and simple to control. [0043] The communication interface of the invention thus makes it quite easy to initiate an impromptu conversation with a participant for the reason that it is enough for the given participant to move his own avatar close enough to the avatar of another participant in order to establish a channel of communication. discussion automatically between them. [0044] It is also possible, and this constitutes a particularly advantageous function of the invention, for a participant using the interface to send the same message simultaneously to all participants with whom the discussion channels have been automatically established. The participant in question, incorporated, for example, by the graphic avatar 2 in Figures 1 to 3, can, for example, type a message directly into his own avatar 2. For this purpose, the participant in question can, for example, click on the graphic avatar 2 (using a mouse, or a finger when the screen is a touch screen) which, in this way, causes an input window to appear in said graphic avatar 2, in such a window in which the participant types a message on the keyboard or numeric keypad and confirms, for example, by pressing the “enter” key. The message is then sent simultaneously to all participants with whom the interface has automatically established discussion channels, that is, all participants who have their respective graphic avatars in one and/or the other of the aforementioned A and B positioning situations. above. Furthermore, this constitutes a particularly advantageous potential feature of the invention for the reason that it makes it particularly simple to create a discussion group around a given participant. It is also quite possible that the communication channel, as established when one and/or the other of the A and B placement situations mentioned above is present, allows only group messages to be sent. Advantageously, it is also possible, even in the absence of positioning situations A and/or B mentioned above, for each participant to contact another participant directly by selecting, on the screen (for example, with a mouse click), the graphic avatar of the another participant in question in order to make a text writing field (of the same type as the communication window 16) appear and make it possible to send an individual message to that participant regardless of the positioning of the graphic avatars in question. Thus, in a particularly advantageous modality, the discussion channel automatically established by the communication interface in one and/or the other of said situations A and B consists of a channel that enables the user to insert a message that is sent simultaneously to all participants who have their respective graphic avatars in one and/or the other of situations A and B in question, and it is readable by all. [0045] In order to enable participants to have an overview of the conversations, it is also possible for a history window 26 to appear in the vicinity of the graphical avatars 2, 3, 4, 5 in question (see Figure 12), this being Window 26 displays in chronological order all entries submitted by members of a newsgroup. [0046] The use of a chat-like system through a discussion channel is of course not absolutely essential. For example, it is possible, as shown, particularly in Figures 9 and 12, that the discussion channels automatically established by the interface as a function of the positioning of the graphic avatars in question establish audio-video or video communication between the participants of the avatars. in question, as shown in Figure 9. The occurrence of one and/or the other of situations A and B mentioned above, then, makes it possible, in an advantageous way, to automatically cause a video window to appear on graphic avatar 2, 3, 4, 5 of each participant in question, such a window shows, for the attention of the participants in the discussion group, the real-time image of the participant incorporated by a given graphic avatar. Of course, this assumes that each participant is equipped with a video camera device of the webcam type or some other type. The automatic establishment of a discussion channel between any two participants, then, achieves the automatic activation of the execution of the images collected by the camera means available to the participants in question in respective windows associated with their graphic avatars 2, 3, 4, 5. As shown in Figure 9, each such window preferably occupies the entire avatar in question, so that each avatar is then formed directly by a video display window. [0047] Advantageously, the communication interface of the invention is also designed to automatically establish a discussion channel between the first and second among said participants when the respective distances d between each of the two graphic avatars 2, 8 (see Figure 4 ), representing the respective participants among said first and second participants and a third other graphic avatar 7 that represents a third participant, are less than or equal to said first predetermined value D1, and the establishment of said discussion channel enables the said first and second participants to talk to each other. Through this resource, it is possible for the communication interface to establish discussion chains composed of participants who have their respective graphic avatars that constitute the links of a common graphic chain, with each avatar being separate from each of its two closest neighbors. by a distance that does not exceed the predetermined value D1. [0048] Even more preferably, the communication interface is also designed to automatically establish discussion channels between participants who are represented by respective graphical avatars that belong to a group of avatars 2, 3, 4, 5, 6, 7, 8 (see Figure 4), in which each member of the group in question is distant from at least one other member by a distance d less than or equal to said first predetermined value D1. Through this particularly advantageous feature, the interface makes it possible to create clusters of avatars such as the cluster shown in Figure 4, whereby it is possible for each member of a cluster to communicate with all other cluster members, insofar as channels of discussion are automatically established by the interface between all members of a given cluster. Thus, it is extremely easy and intuitive to create discussion groups of limited size by clustering avatars in such a way that each avatar is separated from at least one other avatar (and possibly more than just one other avatar) by a distance d less or less. equal to the predetermined value D1, and this grouping triggers the establishment of generalized communication, through which all the avatars that make up the group in question are put in communication with each other. In this way, it is possible that a participant incorporated by an avatar that belongs to such a discussion group (for example, the graphic avatar 4 in Figure 4), types a message in his own avatar, such message is immediately and simultaneously transmitted to all other avatars 1, 2, 3, 5, 6, 7, 8 in the group, in accordance with the communication protocol described above. [0049] It is also naturally possible, within such a discussion group, to chat with just one of the participants by clicking on their respective avatars as explained above. [0050] By means of this particularly advantageous variant of the communication interface of the invention, it is possible to obtain a discussion group in a quick, intuitive and user-friendly way, merely by grouping the graphic avatars 2 to 8 that virtually incorporate the participants of the group of discussion in question. This grouping, which consists of making each graphic avatar separate from at least one other adjacent graphic avatar by a distance d less than or equal to the value D1, makes it possible for all participants represented by avatars 2 to 8 grouped in this way to be put in immediate and simultaneous communication, through the respective avatars. [0051] Figures 5 to 7 show various situations in which discussion groups are formed. Thus, in the example shown in Figure 5, a first discussion group is formed by the graphic avatars 2, 3, 4, 5, 6, 7, 8. The graphic avatars 9, 10, 11 do not belong to this discussion group in insofar as they are very far from the nearest graphic avatar 2 (that is, distanced by distances greater than the first predetermined value D1). In the example of Figure 6, all avatars present in the image and referenced 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 belong to the same discussion group. Finally, in the example of Figure 7, a first discussion group is formed by the graphic avatars 2, 9, 10, 11, while the other graphic avatars 3, 4, 5, 6, 7, 8 do not belong to this first group for the reason from being distant from the nearest graphic avatar 2 by distances greater than the first predetermined value D1. [0052] As mentioned above, the communication interface of the invention advantageously makes it possible to combine videoconferencing and chat means without having to use separate interfaces. Each participant can thus use all means of communication (video, audio and chat) simultaneously, in a group or privately. However, it may be advantageous, as shown in Figure 8, to reserve the establishment of video communication channels between a given graphic avatar 2 and other avatars only for those graphic avatars 3, 6 that are distant from said graphic avatar 2 by smaller distances or equal to the first preset value D1. The other graphic avatars 4, 5, 7, 8 that belong to the same discussion group as avatars 2, 3, 6 are then put in communication with the participant represented by graphic avatar 2 through chat-only communication channels. chat. [0053] Advantageously, as appears in particular from Figures 1 to 4 and 12, each graphic avatar 2, 3, 4, 5, 6, 7, 8 is continuously surrounded by a corresponding graphic border 2A, 3A, 4A, 5A , 6A, 7A, 8A, of a width that is equal to the first predetermined value D1. Said graphic margin 2A, 3A, 4A, 5A, 6A, 7A, 8A thus advantageously enables participants to visualize the first predetermined value D1 which, in this way, makes it easy to determine, at a glance, whether one of the situations A and B occurs, or if both occur. For example, in Figure 1, it can be seen that graphic avatar 3 is clearly situated outside the graphic edge 2A, which means that graphic avatars 2 and 3 are too far apart for a communication channel to be automatically established between them via of the interface. Preferably, each graphic border 2A, 3A, 4A, 5A, 6A, 7A, 8A is in the form of a transparent or translucent halo surrounding the corresponding graphic avatar 2, 3, 4, 5, 6, 7, 8. In the preferred configuration in which the graphic avatars 2, 3, 4, 5, 6, 7, 8 are two-dimensional, each graphic edge is then also two-dimensional and preferably completely surrounds the corresponding graphic avatar in the same plane as the plane on which the avatar in question extends. Preferably, each graphic avatar 2 to 8 has a main body which is substantially similar to a disk, said body preferably being a disk, each graphic edge 2A to 8A then being in the form of a circular ring encircling said main body concentrically, as shown in the figures. [0054] Each graphic edge then advantageously extends between a circular inner edge 20A that is preferably overlapping or coincides with the outer edge of the main body of the avatar in question and a circular outer edge 200A; wherein the inner edges 20A, 30A, 40A, 50A, 60A, 70A, 80A and the outer edges 200A, 300A, 400A, 500A, 600A, 700A, 800A are separated by a distance that corresponds to the width of the graphic margin, such a distance is thus equal to the first predetermined value D1. [0055] Preferably, the graphic margin 2A, 3A, 4A, 5A, 6A, 7A, 8A of any given graphic avatar 2, 3, 4, 5, 6, 7, 8 is only visible on the screen available to the participant incorporated by this graphic avatar 2, 3, 4, 5, 6, 7, 8. This function is shown in particular in Figure 1. Figure 1 is a view of the screen available to the participant represented by graphic avatar 2. It looks from from Figure 1 that, on his screen, the participant in question sees only the graphic border 2A that surrounds his own avatar 2. Conversely, the graphic border of the other avatar 3 is not displayed on the screen available to the participant incorporated by the graphic avatar 2. In a similar way, on the screen, the participant represented by the graphic avatar 3 sees the graphic border 3A that surrounds his own avatar, but does not see the graphic border 2A that surrounds the graphic avatar 2. This makes it possible to facilitate the readability of the interface, avoiding exposure each participant in unnecessary information. [0056] Advantageously, the appearance of each graphic border 2A, 3A, 4A, 5A, 6A, 7A, 8A varies as a function of the distance separating each graphic avatar from another graphic avatar or from a graphic object 12, 3, 14. For example, the graphic border 2A, 3A, 4A, 5A, 6A, 7A, 8A can be substantially translucent or transparent as long as the avatar in question is separated from the other avatars by a distance d greater than the first predetermined value D1 and graphic objects 12, 13, 14 at a distance d' greater than the second predetermined value D2. Such a situation is visible, for example, in Figure 1, in which the graphic edge 2A is substantially transparent, except for its circular outer edge 200A which is represented by an opaque circular line in order to visualize the outline of the graphic edge 2A. The graphic edge 2A is designed, for example, to become opaque whenever the graphic avatar 2 in question finds itself in one or the other of situations A and B mentioned above. [0057] This can be seen, for example, in Figure 2, in which the graphic margin 2A has become completely opaque and, therefore, masks the virtual space 1 that lies behind it. [0058] Preferably, the graphic margins 2A, 3A, 4A, 5A, 6A, 7A, 8A are designed so that when they are partially overlapping (that is, when the distance d between two graphic avatars 2, 3 is less than the first predetermined value D1, as shown in Figure 2), they automatically merge in their zone of partial overlap, in such a way as to form only a single resulting margin that contains all the graphic avatars 2, 3 in question, as shown in particularly in Figures 2 to 4. This fusion of the edges in their overlapping zone is visually similar to a phenomenon of coalescence, that is, of at least local fusion of the graphic edges 2A, 3A, 4A, 5A, 6A, 7A, 8A. Advantageously, the only graphical margin resulting from the merging of the graphical margins of the graphical avatars that belong to the same newsgroup is visible to all users of the interface. In this way, it is possible, at a quick glance, to identify a discussion group immediately, as all the graphic avatars that incorporate the participants of the group in question are contained in a single common graphic border that is visible (for example, in color opaque white as in the variant shown in Figure 4). Thus, whenever two graphic avatars 2, 3 approach each other within a distance d that is less than or equal to the first predetermined value D1, their respective graphic edges 2A, 3A become visible, change appearance (e.g., go from a substantially transparent appearance to an opaque appearance) and they merge locally to form a single resulting graphic border that is visible to all participants. [0059] In another aspect, the invention also provides a communication method for communication between participants who have respective screens available to them, the method in question being advantageously implemented through the communication interface described above and corresponds to the operation of the communication interface in question. [0060] In the communication method of the invention, a virtual space 1 and the graphic avatars 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, which represent the respective participants among said participants, are displayed on said screens, each participant controlling the movements of their respective graphic avatars in said virtual space 1, as explained above. Preferably and for reasons already mentioned above, virtual space 1 is two-dimensional. [0061] In the method of the invention, a discussion channel is automatically established between two of said participants when: - the distance d between the two graphic avatars 2 and 11, which represent the respective participants among said two participants, is less than or equal to a first predetermined value D1; or - the distances d' between a graphic object 12, 13, 14 positioned in said virtual space 1 and each of the two graphic avatars 2, 3, representing the respective participants of said two participants, are less than or equal to one second predetermined value D2; said discussion channel is established that enables said two participants to converse with each other. [0062] Advantageously, the communication method in question is a method in which a discussion channel is also automatically established between the first and second participants among said participants when the distances d between each of the two graphic avatars 2, 8, representing the respective participants among said first and second participants and a third graphic avatar 7, which represents a third other participant, are less than or equal to said first predetermined value D1, whereby establishing said discussion channel enables said first and second participants to talk to each other, as explained in detail above with reference to the communication interface. [0063] Even more preferably, the discussion channels are advantageously automatically established between all said participants who are represented by the respective graphic avatars 2, 3, 4, 5, 6, 7, 8 that belong to a group of avatars, in such group, each member is distant from at least one member by a distance d less than or equal to said first predetermined value D1, as explained in detail above in the description of the communication interface. [0064] Finally, the invention provides a computer program that includes means of computer program code adapted to perform the steps of a method as described above when said program is executed on a computer or equivalent hardware (smart phone, screen touch-sensitive tablet type, etc.). [0065] The invention also provides such a computer program as implanted in a computer readable medium on which such a program is recorded. The term “computer” should be understood as being used in its widest acceptance and designates equally well a conventional personal computer, a smart phone or a graphics tablet, for example. [0066] It appears from the above that the invention makes it possible, in particular, to make communication between interconnected participants via the Internet much easier. In its preferred variant, one of the advantages of the invention lies, in particular, in the two-dimensional nature and circular shape of the graphic avatars. The circle is an extremely elementary shape that is, moreover, a dimensional extension of the point, or node, of a network. Each graphic avatar in this way resembles a bubble to which notions of lightness, mobility, agility, etc. are associated. Each graphic avatar can thus serve as a communication window (a video image can be played inside the graphic avatar, within which an input window for chat text can also appear, as mentioned above). In addition, each graphic avatar can be customized, for example, according to the following: - the communication capabilities of the participant represented by a given graphic avatar can be displayed on or around the graphic avatar in question (sign indicating online presence , signal that indicates the presence of a camera, a microphone, a specific application, etc.); - the social connections of a given participant may be displayed by their graphic avatar (social network affiliation, curriculum vitae or “resume”, Uniform Resource Locator (URL) address of a personal website, personal profile, etc. ); and - the used and contextual applications of a given participant can also be displayed by an avatar (game and application in use: poker, shared reading list, etc.). [0067] Naturally, the communication interface can enable each participant to customize their avatar by changing its color, texture, or transparency, applying a “skin” to it, adding a personal image or logo, or indeed by adding video effects that affect the webcam image of the participant in question. [0068] As explained in detail above, the invention makes it possible, in a preferred variant, to have a clear view of discussion groups that are dynamic and that enable any participant to join or leave the group easily, and to speak privately or to an entire group without any complexity and with unparalleled ease of use, which makes it possible, if the need arises, to use a plurality of modes of communication (chat, video, audio, telephone, etc.) simultaneously, in a group or privately. [0069] It is also possible, through the invention, to create virtual events with ease. For this purpose, it is enough to place graphic objects 12, 13, 14 that correspond to a given event in a virtual space 1. In general, the communication interface makes it possible, in an advantageous way, to implement the following principle: what each of the participants who have their respective graphic avatars that move in a given virtual space see in said virtual space are seen simultaneously by all the other participants who have their graphic avatars in the same place. [0070] The communication interface can thus be implemented in the context of a platform subdivided into virtual spaces in which the graphic avatars move between various interactive elements. Each virtual space (such as space 1) can be created and managed by a group or a user who can define the style of the virtual space, access authorizations for the virtual space and its content. A topic locator tool makes it possible to advantageously find content across all spaces or in the current space. Upon entering a given space, participants can advantageously locate themselves through a map of the content or users who are sufficiently close to the location where each participant is to be found. [0071] By moving their graphic avatars and a given virtual space 1, internet users discover interactive content synchronized therein in real time. For example, these elements can be links, photo galleries, synchronized videos, more specialist elements such as interactive games, live audiovisual content, blog elements or other elements in relation to social networks. From this point of view, the platform in question, which constitutes one of the aspects of the invention, forms a social network as such, which makes it possible, in an advantageous way, to detect the presence of contacts (previously found contacts or social network friends) and their positions in virtual space 1. [0072] This network offers the advantage of being extremely simple and easy to understand, and does not supplant existing social networks, for the reason that it can limit itself merely by approval lists of contacts. Each of the participants can also create their own virtual spaces 1 in which other participants can navigate through their avatars. A mouse can be used to create the virtual space using preconceived interactive elements (reading list, game, whiteboard, interactive map, blog element, newspaper article, radio or TV stream, etc.). [0073] By means of the invention, professionals can create virtual spaces 1 that consist of rooms for work, for conferences, for instruction, or for the presentation of events, for example, event dissemination. The invention also makes it possible to obtain very rapid group effects through immediate interest in common content (see examples in Figures 10 to 12). In this way it is possible to meet unknown users who are interested in the same topics because they are found in a specific topic space. Also, as explained above, the list of participants participating in a conversation is dynamic, as each avatar can immediately switch groups, connect to a group, or even separate two groups (see the examples in Figures 5 to 7) . SUSCEPTIBILITY OF INDUSTRIAL APPLICATION [0074] The invention is susceptible of industrial application in design and uses communication interfaces.
权利要求:
Claims (8) [0001] 1. Communication interface for communications between participants who have respective screens available to them, said interface including a two-dimensional virtual space (1) and two-dimensional graphic avatars (2, 3, 4, 5, 6, 7, 8 , 9, 10, 11) that represent, firstly, the respective participants among said participants and, secondly, are designed to move in said virtual space (1), with said virtual space (1) and said graphic avatars (2, 3, 4, 5, 6, 7, 8, 9, 10, 11) are designed to be displayed on said screens, said communication interface still including means of control that enable each of the participants to control the movements of their respective graphic avatars (2, 3, 4, 5, 6, 7, 8, 9, 10, 11), and said communication interface is characterized in that it is designed to establish a channel discussion automatically between two of said participants when the distances (d') between one graphic object (12, 13, 14) positioned in said virtual space (1) and each of the two graphic avatars (2, 3) representing the respective participants among said two participants are less than or equal to a second predetermined value (D2 ), which establishes said discussion channel that enables said two participants to converse with each other, in real time, by audio-video communication with a video window appearing in the graphic avatar of each participant in question, said object graphic (12, 13, 14) being an enable/disable window designed to be enabled for all participants that are represented by the respective graphic avatars when the distance (d') between each of the respective graphic avatars and said graphic object is smaller or equal to a second predetermined value (D2), and the activation of said graphic object enables the occurrence of interaction between the graphic object and each of the participants having their respective avatars graphics distant from the graphic object (12, 13, 14) by the distance (d') less than or equal to the second predetermined value (D2), the activation corresponding to the diffusion of an audiovisual content that is perceived only by the participants having their respective avatars at a distance (d') from the graphic object (12, 13, 14) that is less than or equal to said second predetermined distance (D2), diffusion automatically ceasing for participants moving their graphic avatars away from the graphic object (12, 13, 14) for distances (d') greater than the second predetermined value (D2), the other participants who have their avatars at a distance (d') from said graphic object (12, 13 , 14) that is less than or equal to the second predetermined value (D2) still having access to the content being broadcast. [0002] 2. Communication interface, according to claim 1, characterized in that each graphic avatar (2, 3, 4, 5, 6, 7, 8) is continuously surrounded by a corresponding graphic margin (2A, 3A, 4A , 5A, 6A, 7A, 8A) which has a width equal to a first determined value (D1). [0003] 3. Communication interface, according to claim 2, characterized in that each of said graphic margins (2A, 3A, 4A, 5A, 6A, 7A, 8A) is in the form of a transparent or translucent circle that surrounds the corresponding graphic avatar (2, 3, 4, 5, 6, 7, 8). [0004] 4. Communication interface, according to claim 2 or 3, characterized in that each graphic avatar (2, 3, 4, 5, 6, 7, 8) has a main body that has a substantially discoidal shape, being that each graphic margin (2A, 3A, 4A, 5A, 6A, 7A, 8A) is shaped like a circular ring which concentrically surrounds said main body. [0005] 5. Communication interface, according to any one of claims 2 to 4, characterized by the fact that said graphic margins (2A, 3A, 4A, 5A, 6A, 7A, 8A) are designed so that, when they are partially overlapped, they automatically merge in their partial overlap zone, so as to form a single resulting graphic margin that encompasses all graphic avatars (2, 3, 4, 5, 6, 7, 8) in question. [0006] 6. Communication interface, according to any one of claims 1 to 5, characterized in that said communication channel includes communication windows (15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26) visually associated with said two graphic avatars (2, 3, 4, 5, 6, 7, 8, 9, 11) in question, said communication windows (15, 16, 17, 18 , 19, 20, 21, 22, 23, 24, 25, 26) are designed to display text and/or image, animated or not, in order to enable discussion to occur. [0007] 7. Communication method for communication between participants who have respective screens available to them, method in which: - a two-dimensional virtual space (1) and two-dimensional graphic avatars (2, 3, 4, 5, 6, 7, 8, 9 , 10, 11) representing respective participants among said participants are displayed on said screens; and - each of the participants controls the movements of their respective graphic avatars (2, 3, 4, 5, 6, 7, 8, 9, 10, 11) in said virtual space (1); said method of communication being characterized by the fact that it includes at least a step of automatically establishing a discussion channel between two or more of said participants when the distances (d') between a graphic object (12, 13, 14) positioned in said virtual space (1) and each of the two graphic avatars (2, 3) representing the respective participants among said two participants are less than or equal to a second predetermined value (D2); establishing said discussion channel that enables said two participants to converse with each other, in real time, by audio-video communication with a video window appearing on the graphic avatar of each participant in question, activate said graphic object ( 12, 13, 14) for all participants that are represented by the respective graphic avatars when the distance (d') between each of the respective graphic avatars and said graphic object is less than or equal to a second predetermined value (D2) , in which the graphic object is a window that can be activated/deactivated, and the activation of the graphic object enables the occurrence of interaction between the graphic object and each of the participants, having their respective graphic avatars far from the graphic object (12, 13, 14) by the distance (d') less than or equal to the second predetermined value (D2), the activation corresponding to the diffusion of an audiovisual content that is perceived only by the participants having their respective active avatars at a distance (d') from the graphic object (12, 13, 14) that is less than or equal to said second predetermined distance (D2), diffusion automatically ceasing for participants moving their graphic avatars away from from the graphic object (12, 13, 14) to distances (d') greater than the second predetermined value (D2), the other participants who have their avatars at a distance (d') from said graphic object (12) , 13, 14) that is less than or equal to the second predetermined value (D2) still having access to the content being broadcast. [0008] 8. Memory characterized by comprising instructions that, when executed in a computer, perform the steps of a method as defined in claim 7.
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公开号 | 公开日 ES2829952T3|2021-06-02| US20140331149A1|2014-11-06| CN104025538A|2014-09-03| CN104025538B|2018-04-13| US10983664B2|2021-04-20| US20200201516A1|2020-06-25| WO2013064854A1|2013-05-10| BR112014010649A2|2017-04-25| US10620777B2|2020-04-14| EP2774341A1|2014-09-10| EP2774341B1|2020-08-19| US20210208766A1|2021-07-08|
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法律状态:
2018-12-18| B06F| Objections, documents and/or translations needed after an examination request according [chapter 6.6 patent gazette]| 2020-03-17| B06U| Preliminary requirement: requests with searches performed by other patent offices: procedure suspended [chapter 6.21 patent gazette]| 2020-03-17| B15K| Others concerning applications: alteration of classification|Free format text: AS CLASSIFICACOES ANTERIORES ERAM: H04L 29/06 , H04L 29/08 Ipc: H04L 12/58 (2006.01), H04L 29/08 (2006.01), H04L 2 | 2021-07-13| B350| Update of information on the portal [chapter 15.35 patent gazette]| 2021-07-27| B06A| Patent application procedure suspended [chapter 6.1 patent gazette]| 2021-10-26| B09A| Decision: intention to grant [chapter 9.1 patent gazette]| 2022-01-11| B16A| Patent or certificate of addition of invention granted [chapter 16.1 patent gazette]|Free format text: PRAZO DE VALIDADE: 20 (VINTE) ANOS CONTADOS A PARTIR DE 03/11/2011, OBSERVADAS AS CONDICOES LEGAIS. PATENTE CONCEDIDA CONFORME ADI 5.529/DF, QUE DETERMINA A ALTERACAO DO PRAZO DE CONCESSAO. |
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申请号 | 申请日 | 专利标题 PCT/IB2011/003209|WO2013064854A1|2011-11-03|2011-11-03|A communications interface and a communications method, a corresponding computer program, and a corresponding registration medium| 相关专利
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