PRIORITIZING DOWNLOADING OF IMAGE FILES
    42.
    发明申请
    PRIORITIZING DOWNLOADING OF IMAGE FILES 有权
    优先下载图像文件

    公开(公告)号:US20140289225A1

    公开(公告)日:2014-09-25

    申请号:US14252704

    申请日:2014-04-14

    IPC分类号: G06F17/30

    摘要: Technology is disclosed for downloading image files associated with a user to a computing device of the user from a distributed backup system. Each of the image files is associated with a popularity score that is determined as a function of a user-related access pattern and a group-related access pattern of the image files. While the user-related access pattern is determined based on an access of the image files by the user, the group-related access pattern is determined based on an access by a group of users. The image files are categorized into priority files and non-priority files based on the popularity score of the image files. The priority files are downloaded in an original format and the non-priority files are downloaded in one or more image qualities that minimize the consumption of computing resources in downloading the image files.

    摘要翻译: 公开了用于从分布式备份系统下载与用户相关联的图像文件到用户的计算设备的技术。 每个图像文件与根据用户相关访问模式和图像文件的组相关访问模式确定的流行度分数相关联。 虽然基于用户对图像文件的访问来确定用户相关访问模式,但是基于用户组的访问来确定与组相关的访问模式。 基于图像文件的流行度分数,图像文件被分类为优先级文件和非优先级文件。 以原始格式下载优先级文件,并且以一种或多种图像质量下载非优先级文件,以最小化下载图像文件中的计算资源的消耗。

    ELECTRONIC DEVICE SYSTEM RESTORATION BY TAPPING MECHANISM
    43.
    发明申请
    ELECTRONIC DEVICE SYSTEM RESTORATION BY TAPPING MECHANISM 审中-公开
    电子设备系统恢复机制

    公开(公告)号:US20140289201A1

    公开(公告)日:2014-09-25

    申请号:US14042509

    申请日:2013-09-30

    IPC分类号: G06F11/14

    摘要: Technology disclosed herein includes a method for system restoration between computing devices by a tapping mechanism. A first device detects (e.g., via NFC) a second device in proximity. The first device transmits a user credential of the first device to the second device. Either directly or via a cloud storage service, the first device instructs the second device to download a copy of system data of the first device from the cloud storage service, instead of from the first device. The second device is able to restore a system state of the first device on the second device, using the user credential and the system data.

    摘要翻译: 本文公开的技术包括通过分接机构在计算设备之间进行系统恢复的方法。 第一设备在接近的位置检测(例如,经由NFC)第二设备。 第一设备将第一设备的用户凭证传送到第二设备。 直接或通过云存储服务,第一设备指示第二设备从云存储服务而不是从第一设备下载第一设备的系统数据的副本。 第二设备能够使用用户凭证和系统数据恢复第二设备上的第一设备的系统状态。

    LOCATION BASED GAME STATE SYNCHRONIZATION
    46.
    发明申请
    LOCATION BASED GAME STATE SYNCHRONIZATION 有权
    基于位置的游戏状态同步

    公开(公告)号:US20140287836A1

    公开(公告)日:2014-09-25

    申请号:US14252555

    申请日:2014-04-14

    IPC分类号: A63F13/30

    摘要: A technique and apparatus for backing up and restoring game application state across multiple devices are disclosed herein. The method includes running an instance of a game application at a first device. Based on any of various criteria, such as the proximity between the first device and a second device, a computer makes a determination to synchronize the application state between the two devices. The computer causes the application state data, which represents an application state of the game application running on the first device, to be saved and made available to the second device, such as by saving the application state data to cloud storage. The second device receives the application state data and restores the game application state.

    摘要翻译: 这里公开了用于在多个设备之间备份和恢复游戏应用程序状态的技术和装置。 该方法包括在第一设备上运行游戏应用的实例。 基于诸如第一设备和第二设备之间的接近度的各种标准中的任何一个,计算机确定使两个设备之间的应用状态同步。 计算机使得表示第一设备上运行的游戏应用的应用状态的应用状态数据被保存并可供第二设备使用,例如通过将应用状态数据保存到云存储。 第二设备接收应用状态数据并恢复游戏应用状态。

    OPTIMIZATION OF GAMING APPLICATION EXECUTION USING PROXY CONNECTION
    47.
    发明申请
    OPTIMIZATION OF GAMING APPLICATION EXECUTION USING PROXY CONNECTION 有权
    使用代理连接优化游戏应用程序

    公开(公告)号:US20140243100A1

    公开(公告)日:2014-08-28

    申请号:US14267748

    申请日:2014-05-01

    发明人: Michael A. Chan

    IPC分类号: A63F13/30

    摘要: Technology is disclosed herein for executing multiple gaming applications on a computing device. According to at least one embodiment, a computing device receives requests for network connections with remote servers from multiple gaming applications running on the computing device. The computing device further establishes a network connection with a proxy server. The proxy server initiates and maintains proxy network connections with the remote servers. The proxy server batches network messages received from the remote servers, where the network messages includes gaming content. The proxy server aggregates network messages received in a time period into a single batch, where a time length of the time period is determined based on one or more game events of the games being played on the computing device. Further, the proxy server batches network messages such that the computing device stays at a high power consumption state for a shorter time period than an overall time period required without batching.

    摘要翻译: 本文公开了用于在计算设备上执行多个游戏应用的技术。 根据至少一个实施例,计算设备从在计算设备上运行的多个游戏应用接收与远程服务器的网络连接的请求。 计算设备还与代理服务器建立网络连接。 代理服务器启动并维护与远程服务器的代理网络连接。 代理服务器批量从远程服务器接收的网络消息,其中网络消息包括游戏内容。 代理服务器将在一段时间内接收到的网络消息聚合成单个批次,其中基于在计算设备上播放的游戏的一个或多个游戏事件来确定该时间段的时间长度。 此外,代理服务器批量网络消息,使得计算设备在比没有批处理所需的整个时间段更短的时间段内保持高功耗状态。

    GAME STATE SYNCHRONIZATION AND RESTORATION ACROSS MULTIPLE DEVICES
    48.
    发明申请
    GAME STATE SYNCHRONIZATION AND RESTORATION ACROSS MULTIPLE DEVICES 有权
    游戏状态同步和恢复多个设备

    公开(公告)号:US20140162793A1

    公开(公告)日:2014-06-12

    申请号:US14179744

    申请日:2014-02-13

    IPC分类号: A63F13/30

    摘要: Technology for a method for backing up and restoring game application state across multiple devices is disclosed herein. The method includes receiving, by a storage server, state data of a game application that runs on a first device, retrieving, by the storage server, a synchronization scheme defined by a user, detecting, by the storage server, a second device connected with the storage server, and sending, by the storage server, the state data of the game application to the second device according to the synchronization scheme.

    摘要翻译: 本文公开了用于在多个设备之间备份和恢复游戏应用状态的方法的技术。 该方法包括由存储服务器接收在第一设备上运行的游戏应用的状态数据,由存储服务器检索由用户定义的同步方案,由存储服务器检测与第二设备连接的第二设备 存储服务器,并且由存储服务器根据同步方案将游戏应用的状态数据发送到第二设备。

    Multi-player game state backup and restoration across multiple devices
    49.
    发明授权
    Multi-player game state backup and restoration across multiple devices 有权
    跨多个设备的多玩家游戏状态备份和恢复

    公开(公告)号:US08747232B1

    公开(公告)日:2014-06-10

    申请号:US14167834

    申请日:2014-01-29

    IPC分类号: G06F17/00 G06F15/16 G06F9/445

    摘要: Technology for a method for backing up and restoring multiplayer game state across multiple devices that are registered to multiple users is disclosed herein. The method includes running instances of a multiplayer game application at multiple electronic devices, determining a backup event that occurs in any of the multiple electronic devices, wherein the backup event suggests a backup of game state data and the game state data represent a game state of the game application at the backup event, and transmitting the game state data of the game application to a remote storage service, in response to the backup event. Other electronic devices registered to any of the multiple users can retrieve the application state data from the remote storage service and restore the game application state.

    摘要翻译: 本文公开了用于备份和恢复多玩家游戏状态的方法的技术,所述多玩家游戏状态被登记到多个用户。 该方法包括在多个电子设备上运行多玩家游戏应用的实例,确定在多个电子设备中的任何一个中发生的备份事件,其中备份事件建议游戏状态数据的备份,并且游戏状态数据表示游戏状态 在备份事件中的游戏应用程序,以及响应于备份事件将游戏应用程序的游戏状态数据发送到远程存储服务。 注册到多个用户中的任何一个的其他电子设备可以从远程存储服务检索应用状态数据并恢复游戏应用状态。

    CLOUD BASED APPLICATION FRAGMENTATION
    50.
    发明申请
    CLOUD BASED APPLICATION FRAGMENTATION 有权
    基于云的应用程序分段

    公开(公告)号:US20140149558A1

    公开(公告)日:2014-05-29

    申请号:US14167939

    申请日:2014-01-29

    IPC分类号: H04L29/06

    摘要: Technology is disclosed for decomposing an application into fragments and streaming the application fragments for execution on a mobile computing device. A fragment presents a user interface of the application and needs a set of resources, e.g., images, icons, etc. to be executed. A server determines a set of fragments for the application and streams them to the device as and when the device needs a particular fragment. The server determines the set of fragments in various ways. For example, the server executes an emulator that simulates the execution of the application by the user and determines fragment data including the set of fragments, resources needed by each of the fragments, and various possible navigations between the fragments. In another example, the server receives such fragment data from various users executing the application on various devices, and aggregates them based on aggregating policy to obtain an aggregated fragment data.

    摘要翻译: 公开了用于将应用程序分解为片段并将应用程序片段流式传输以在移动计算设备上执行的技术。 片段呈现应用的用户界面,并且需要一组资源,例如要执行的图像,图标等。 服务器为应用程序确定一组片段,并在设备需要特定片段时将其流式传输到设备。 服务器以各种方式确定该片段。 例如,服务器执行模拟器,其模拟用户执行应用程序,并确定片段数据,包括片段集合,每个片段所需的资源以及片段之间的各种可能的导航。 在另一示例中,服务器从各种设备上接收来自执行该应用的各种用户的分片数据,并根据聚合策略进行聚合以获得聚合的分片数据。