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System and method for abstraction of objects for cross virtual universe deployment

  • US 8,495,078 B2
  • Filed: 08/03/2012
  • Issued: 07/23/2013
  • Est. Priority Date: 12/02/2009
  • Status: Expired due to Fees
First Claim
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1. A system implemented in hardware using a processor, comprising:

  • an adapter component to translate actions that need to occur to SQL (Structured Query Language) to create a single object that can be deployed across different virtual universe (VU) servers, wherein a first abstraction utility command of the adapter component reads all inventory items for a specific user of the virtual universe and maps them in a first adapter designed for a first VU server and a second abstraction utility command of the adapter component reads all inventory items for another user of the virtual universe and maps them in a second adapter designed for a second VU server;

    a communication component designed to pass data between the abstraction utilities that is accessible across different platforms and the different VU servers over a network; and

    a deployment component designed to deploy selected objects that have been translated to the different VU servers,wherein the single object is a two-dimensional or three-dimensional graphical representation, auditory or touch sensations of a VU; and

    creating template objects within the first and second VU servers;

    preventing abstraction of the selected objects by placing a flag on the object;

    retrieving the selected objects from storage;

    translating actions that need to occur to SQL (Structured Query Language) in order to create the single object that can be deployed across the first and second virtual universe servers,providing one or both of a virtual universe-specific syntax and an abstraction layer mapping to the VU-specific syntax;

    reading all inventory items for a specific user which are mapped in a first adapter designed for the first VU server and read all inventory items for a user which are mapped in a second adapter designed for the second VU server;

    preventing a same object from being modified by more than one user at a time;

    providing layers of object abstraction or modification approvals; and

    creating template objects within the different virtual universe servers.

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