In various embodiments, the density of a plurality of virtual universe avatars within a predetermined proximity from a designated focal point object in a virtual universe is determined. One or more auxiliary focal point objects associated with the designated focal point object are dynamically spawned within the virtual universe based on the determined density of the virtual universe avatars. Dynamic spawning of auxiliary focal point objects can reduce the load on virtual universe host servers and the corresponding client devices, and thus may improve performance of the virtual universe system.
Drawings
Claims18
A method comprising:
a computer determining a density of virtual universe avatars within a predetermined proximity from a designated focal point object in a virtual universe, wherein the designated focal point object is associated with transmissions of information within the virtual universe;
and
the computer dynamically spawning a first auxiliary focal point object at a first virtual universe location within the virtual universe in response to the computer determining that the density of the virtual universe avatars within the predetermined proximity from the designated focal point object is greater than a first predetermined density threshold, wherein the first auxiliary focal point object is associated with the designated focal point object.
A method comprising:
a computer determining a number of virtual universe avatars within a predetermined proximity from a designated focal point object in a virtual universe, wherein the designated focal point object is associated with transmissions of information within the virtual universe;
the computer determining one or more loading conditions on a virtual universe host server supporting the designated focal point object in the virtual universe;
and
the computer dynamically spawning one or more auxiliary focal point objects within the virtual universe in response to the computer determining that the number of virtual universe avatars within the predetermined proximity from the designated focal point object is greater than a predetermined threshold and the determined one or more loading conditions on the virtual universe host server are greater than a predetermined overload threshold.
1 more element
A computer program product for implementing dynamic spawning of one or more objects in a virtual universe, the computer program product comprising:
one or more computer-readable tangible storage devices;
program instructions, stored on at least one of the one or more storage devices, to determine a density of virtual universe avatars within a predetermined proximity from a designated focal point object in a virtual universe, wherein the designated focal point object is associated with transmissions of information within the virtual universe;
and
program instructions, stored on at least one of the one or more storage devices, to dynamically spawn a first auxiliary focal point object at a first virtual universe location within the virtual universe in response to determining that the density of the virtual universe avatars within the predetermined proximity from the designated focal point object is greater than a first predetermined density threshold, wherein the first auxiliary focal point object is associated with the designated focal point object.
1 more element
A computer system for implementing dynamic spawning of one or more objects in a virtual universe, the computer system comprising:
one or more processors, one or more computer-readable memories and one or more computer-readable tangible storage devices;
program instructions, stored on at least one of the one or more storage devices for execution by at least one of the one or more processors via at least one of the one or more memories, to determine a density of virtual universe avatars within a predetermined proximity from a designated focal point object in a virtual universe, wherein the designated focal point object is associated with transmissions of information within the virtual universe;
and
program instructions, stored on at least one of the one or more storage devices for execution by at least one of the one or more processors via at least one of the one or more memories, to dynamically spawn a first auxiliary focal point object at a first virtual universe location within the virtual universe in response to determining that the density of the virtual universe avatars within the predetermined proximity from the designated focal point object is greater than a first predetermined density threshold, wherein the first auxiliary focal point object is associated with the designated focal point object.
4 Sep 2030Estimated · howhide20 years from earliest known nonprovisional domestic filing plus recorded patent term adjustment, including 872 days of adjustment. Maintenance-fee lapses, terminal disclaimers and statutory extensions have not been checked. The continuity chain may be incomplete; this is not an enforceability determination.
Information and communication technology [ict] specially adapted for administrative, commercial, financial, managerial
Life of this patent
About 3 years 10 months of term left · ends 4 Sep 2030 (estimated)
Priority15 Apr 2008
Published15 Oct 2009
Granted3 Jul 2012
Today12 Oct 2026
Term ends4 Sep 2030
Priority15 Apr 2008
Granted3 Jul 2012
Term ends4 Sep 2030
Application filedUS 12/103,525
Assigned to International Business Machines Corporationassignment of assignor's interest
PublishedUS 2009/0259946 A1
GrantedUS 8,214,751 B2
Assigned to Activision Publishing, Inc.assignment of assignor's interest
Assigned to Bank of America, N.A.security agreement
Assigned to Activision Blizzard Inc., Activision Publishing, Inc., Activision Entertainment Holdings, Inc., Blizzard Entertainment, Inc.release of security interest
TodayWithin its term
Term endsEstimated, includes 872 days of adjustment
Description6,380 words
Summary189 words
#Embodiments of the inventive subject matter generally relate to the field of virtual universe systems, and, more particularly, to dynamic spawning virtual universe systems.
#Virtual universe applications allow people to socialize and interact in a virtual universe. A virtual universe (“VU”) is a computer-based simulated environment intended for its residents to traverse, inhabit, and interact through the use of avatars. Many VUs are represented using 3-D graphics and landscapes, and are populated by many thousands of users, known as “residents.” Other terms for VUs include metaverses and “3D Internet.”
#Various embodiments are disclosed of a method and apparatus for dynamically spawning auxiliary focal point objects within a virtual universe. According to one embodiment, the density of a plurality of avatars within a predetermined proximity from a designated focal point object in a virtual universe is determined. The designated focal point object is associated with transmissions of information within the virtual universe. One or more auxiliary focal point objects are dynamically spawned within the virtual universe based on the determined density of the avatars. The one or more auxiliary focal point objects are associated with the designated focal point object.
Brief description of the drawings8 figures
#The present embodiments may be better understood, and numerous objects, features, and advantages made apparent to those skilled in the art by referencing the accompanying drawings.
#FIG. 1A conceptually depicts an example virtual universe system that transmits information to avatars based on the proximities of the avatars with respect to a designated focal point object within the virtual universe;
#FIG. 1B conceptually depicts an example virtual universe system that transmits information to avatars having a virtual universe receiver object based on the proximities of the avatars with respect to a designated focal point object within the virtual universe;
Detailed description5,949 words
#The description that follows includes exemplary systems, methods, techniques, instruction sequences and computer program products that embody techniques of the present inventive subject matter. However, it is understood that the described embodiments may be practiced without these specific details. For instance, examples refer to avatars comprising virtual universe receiver objects having embedded software for interpreting and processing transmissions of information in a virtual universe, but in other embodiments the avatars may interpret and process the transmissions without the virtual universe receiver objects. In other instances, well-known instruction instances, protocols, structures and techniques have not been shown in detail in order not to obfuscate the description.
#In various embodiments, the proximity of an avatar with respect to a designated focal point object within a virtual universe is determined, and information associated with the designated focal point object is identified. A first of a plurality of representations of the information is selected based, at least in part, on the determined proximity of the avatar with respect to the designated focal point object. The first representation of the information is then transmitted to the avatar. Proximity-based transmission of information disseminates relevant information to avatars. Virtual universe businesses can use proximity-based transmission of information to encourage avatars to move near the designated focal point object within the virtual universe so that the avatars can be exposed to products and advertisements. Additionally, in some embodiments, multiple broadcasts of information can be provided to the avatars via one or more virtual universe transmitters. In these embodiments, avatars can select one or more of the available broadcasts and can switch between broadcasts as desired. Furthermore, in some embodiments, the density of a plurality of avatars within a predetermined proximity from a designated focal point object in the virtual universe is determined. One or more auxiliary focal point objects associated with the designated focal point object are dynamically spawned within the virtual universe based on the determined density of the virtual universe avatars. Dynamic spawning of auxiliary focal point objects reduces the load on virtual universe host servers and the corresponding client devices, and thus improves performance of the virtual universe system.
#FIG. 1A conceptually depicts an example virtual universe system that transmits information to avatars based on the proximities of the avatars with respect to a designated focal point object within the virtual universe. The system includes a plurality of client computers 101A-N (hereinafter “client computers 101”), a network 110 (e.g. the Internet), a plurality of virtual universe servers 120A-N (hereinafter “virtual universe servers 120”), and a virtual universe database 130. A user of client computer 101A can access the virtual universe via the network 110 to perform activities in the virtual universe environment with an avatar 105. The user or “resident” of the virtual universe may be a person, group of people, or organization that controls at least one avatar and may own virtual land within the virtual universe. The user may use the avatar to traverse various regions within the virtual universe, inhabit a region, and interact with the environment and other avatars for social or business purposes, e.g., chat with other avatars at a virtual universe coffee shop or buy virtual clothing at a virtual universe shopping center. A virtual universe region is defined as a virtual area (e.g., land, air, and/or water) within the virtual universe, typically supported by one or more virtual universe servers. In the example illustrated with FIG. 1A, each virtual universe server 120 may host one or more regions. Avatars can move within regions by walking, swimming, or flying, and across regions by teleporting from one region to another. It is noted, however, that avatars can move in many different ways (e.g., teleporting within regions, running, gliding, etc.).