Method and system for providing interactive services over a wireless communications network
First Claim
1. A system for providing one or more interactive applications to one or more users via a wireless communications network, said system comprising:
- one or more servers cooperating with said network to download one or more interactive applications over the wireless communications network to one or more wireless access devices each corresponding to at least one of said users; and
the one or more wireless access devices configured to execute at least one of the one or more interactive applications in response to a request received over said wireless communications network,wherein an interactive application is initiated in response to a request received over the wireless communication network, and state information is cached corresponding the interactive application for transmission over the wireless communication network to a server at a predetermined interval, andwherein the cached state information is communicated to the server in accordance with the predetermined interval, the cached state information indicating changes in state of one or more degrees of freedom associated with the interactive application, wherein each degree of freedom includes multiple states, and storing, in a memory, information relating to changes in state relating to the one or more degrees of freedom caching the state information, wherein a maximum of the one or more degrees of freedom is determined based on a specific game being played to enable a dynamic calculation of an optimal frame size, wherein a maximum latency for a fast-paced interactive application or a slow-paced interactive application is determined based on the specific game being played to further enable a calculation of allowable frames per second to and from the server.
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0 Petitions
Accused Products
Abstract
A system for providing one or more interactive applications to one or more users via a wireless communications network, the system including: one or more servers cooperating with the network to substantially deliver one or more interactive applications to one or more wireless access devices each corresponding to at least one of the users; wherein, after the one or more wireless access devices receive the substantially delivered one or more applications, upon request of one of the users the one or more corresponding wireless access devices receives communication from the server to facilitate the one of the users accessing the one or more interactive applications using the corresponding wireless access device.
78 Citations
25 Claims
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1. A system for providing one or more interactive applications to one or more users via a wireless communications network, said system comprising:
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one or more servers cooperating with said network to download one or more interactive applications over the wireless communications network to one or more wireless access devices each corresponding to at least one of said users; and the one or more wireless access devices configured to execute at least one of the one or more interactive applications in response to a request received over said wireless communications network, wherein an interactive application is initiated in response to a request received over the wireless communication network, and state information is cached corresponding the interactive application for transmission over the wireless communication network to a server at a predetermined interval, and wherein the cached state information is communicated to the server in accordance with the predetermined interval, the cached state information indicating changes in state of one or more degrees of freedom associated with the interactive application, wherein each degree of freedom includes multiple states, and storing, in a memory, information relating to changes in state relating to the one or more degrees of freedom caching the state information, wherein a maximum of the one or more degrees of freedom is determined based on a specific game being played to enable a dynamic calculation of an optimal frame size, wherein a maximum latency for a fast-paced interactive application or a slow-paced interactive application is determined based on the specific game being played to further enable a calculation of allowable frames per second to and from the server. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A method for executing an interactive application using a wireless communication device, said method comprising:
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initiating an interactive application in response to a request received over a wireless communication network; caching state information corresponding to the interactive application for transmission over the wireless communication network to a server at a predetermined interval; and communicating the cached state information to the server in accordance with the predetermined interval, the cached state information indicating changes in state of one or more degrees of freedom associated with the interactive application, wherein each degree of freedom includes multiple states, and storing, in a memory, information relating to changes in state relating to the one or more degrees of freedom caching the state information, wherein a maximum of the one or more degrees of freedom is determined based on a specific game being played to enable a dynamic calculation of an optimal frame size, wherein a maximum latency for a fast-paced interactive application or a slow-paced interactive application is determined based on the specific game being played to further enable a calculation of allowable frames per second to and from the server. - View Dependent Claims (9, 10, 11, 12, 13)
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14. A non-transitory computer-readable medium comprising instructions that, when executed by a data processing apparatus, cause the data processing apparatus to perform one or more operations comprising:
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initiating an interactive application in response to a request received over a wireless communication network; caching state information corresponding to the interactive application for transmission over the wireless communication network to a server at a predetermined interval; and communicating the cached state information to the server in accordance with the predetermined interval, the cached state information indicating changes in state of one or more degrees of freedom associated with the interactive application, wherein each degree of freedom includes multiple states, and storing, in a memory, information relating to changes in state relating to the one or more degrees of freedom caching the state information, wherein a maximum of the one or more degrees of freedom is determined based on a specific game being played to enable a dynamic calculation of an optimal frame size, wherein a maximum latency for a fast-paced interactive application or a slow-paced interactive application is determined based on the specific game being played to further enable a calculation of allowable frames per second to and from the server. - View Dependent Claims (15, 16, 17, 18)
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19. A wireless communication device for executing an interactive application responsive to a user request and in cooperation with a wireless communication network, said device comprising:
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a storage medium configured to store the interactive application received over the wireless communication network; and a processor configured to initiate the interactive application in response to a request received over the wireless communication network, and cache state information corresponding the interactive application for transmission over the wireless communication network to a server at a predetermined interval, wherein the cached state information is communicated to the server in accordance with the predetermined interval, the cached state information indicating changes in state of one or more degrees of freedom associated with the interactive application, wherein each degree of freedom includes multiple states, and storing, in a memory, information relating to changes in state relating to the one or more degrees of freedom caching the state information, wherein a maximum of the one or more degrees of freedom is determined based on a specific game being played to enable a dynamic calculation of an optimal frame size, wherein a maximum latency for a fast-paced interactive application or a slow-paced interactive application is determined based on the specific game being played to further enable a calculation of allowable frames per second to and from the server. - View Dependent Claims (20, 21, 22, 23, 24, 25)
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Specification