GENERATING DATA FOR MANAGING ENCOUNTERS IN A VIRTUAL WORLD ENVIRONMENT
First Claim
1. A computer-implemented method of managing avatar encounters in a virtual world, the method being implemented by a computer system that includes one or more physical processors executing one or more computer program instructions which, when executed, perform the method, the method comprising:
- receiving, at the computer system, from a first user, an input related to an avatar of a second user in the virtual world;
determining, by the computer system, a first situational context that corresponds to a first situation of an avatar of the first user in the virtual world at a time of the receipt of the input;
associating, by the computer system, the input with the first situational context in a data structure;
determining, by the computer system, a second situational context that corresponds to a second situation of the avatar of the first user in the virtual world; and
determining, by the computer system, a location of the avatar of the second user in the virtual world;
generating one or more indications related to the location of the avatar of the second user responsive to a determination that the second situational context corresponds to the first situational context.
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Accused Products
Abstract
Embodiments of the invention provide techniques for providing information for avoiding specific users of an immersive virtual environment. Generally, a primary user may specify other users to be avoided in a blacklist. The blacklisted users may be specified to be avoided at all times, or may be specified to be avoided in certain situations. In one embodiment, a user may be added to the blacklist during a specific situation, resulting in the characteristics of the situation being automatically stored in the blacklist. Subsequently, the blacklist may be used to determine the locations of the blacklisted users matching the current situation. The primary user may then avoid the locations having the greatest probability of encountering blacklisted users.
97 Citations
20 Claims
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1. A computer-implemented method of managing avatar encounters in a virtual world, the method being implemented by a computer system that includes one or more physical processors executing one or more computer program instructions which, when executed, perform the method, the method comprising:
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receiving, at the computer system, from a first user, an input related to an avatar of a second user in the virtual world; determining, by the computer system, a first situational context that corresponds to a first situation of an avatar of the first user in the virtual world at a time of the receipt of the input; associating, by the computer system, the input with the first situational context in a data structure; determining, by the computer system, a second situational context that corresponds to a second situation of the avatar of the first user in the virtual world; and determining, by the computer system, a location of the avatar of the second user in the virtual world; generating one or more indications related to the location of the avatar of the second user responsive to a determination that the second situational context corresponds to the first situational context. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16)
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17. A system for managing avatar encounters in a virtual world, the system comprising:
one or more physical processors programmed with one or more computer program instructions which, when executed, cause the one or more physical processors to; receive, from a first user, an input related to an avatar of a second user in the virtual world; determine a first situational context that corresponds to a first situation of an avatar of the first user in the virtual world at a time of the receipt of the input; associate the input with the first situational context in a data structure; determine a second situational context that corresponds to a second situation of the avatar of the first user in the virtual world; and determine a location of the avatar of the second user in the virtual world; generate one or more indications related to the location of the avatar of the second user responsive to a determination that the second situational context corresponds to the first situational context. - View Dependent Claims (18, 19)
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20. A computer-readable storage medium comprising executable code for managing avatar encounters in a virtual world, the computer executable code, when executed by one or more physical processors, causing the one or more physical processors to:
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receive, from a first user, an input related to an avatar of a second user in the virtual world; determine a first situational context that corresponds to a first situation of an avatar of the first user in the virtual world at a time of the receipt of the input; associate the input with the first situational context in a data structure; determine a second situational context that corresponds to a second situation of the avatar of the first user in the virtual world; and determine a location of the avatar of the second user in the virtual world; generate one or more indications related to the location of the avatar of the second user responsive to a determination that the second situational context corresponds to the first situational context.
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Specification