摘要:
Systems and methods of organizing a massively multiplayer online game (MMOG) via mobile units are provided. Features of mobile units such as messaging and location based services are incorporated into the game to enhance the user experience. The MMOG provides social networking opportunities to players by associating players based on similarities such as shared interests and activities. These shared interests and activities can be determined based on associations of the players in other situations, such as disparate online games or websites. In addition, advertising content can be provided to players based on similar factors. In an example implementation, the MMOG comprises a game similar to the offline game of tag, wherein players can “tag” each other through in-game interactions via the mobile units. These interactions can be triggered based on players being a fixed predetermined distance from each other.
摘要:
Systems and methods to control access to multimedia are disclosed. A method includes receiving a request for multimedia content at a computing device, retrieving a destination address of a mobile communication device related to an authorized user of the computing device and determining whether the mobile communication device is located within a predetermined distance from the computing device. When the mobile communication device is located within the communicative distance from the computing device, the multimedia content is received at the computing device. When the mobile communication device is not located within the communicative distance from the computing device, an authorization-request message is transmitted via a network to the destination address of the mobile communication device, wherein the authorization-request message includes a request for authorization to receive the multimedia content at the computing device.
摘要:
A system that incorporates teachings of the present disclosure may include, for example, a set-top box having a processor operable to receive video content from a multimedia source, to detect at least one frame in the video content affected by a high intensity burst of light, and to determine a chrominance reference from frames in the video content unaffected by the high intensity burst of light. The processor is also operable to modify chrominance in the at least one frame according to the chrominance reference without altering spatial characteristics of objects in the at least one frame, to replace the at least one frame in the video content with the modified at least one frame to create updated video content, and to present the updated video content at a presentation device. Other embodiments are disclosed.
摘要:
Systems and methods to monitor a person in a residence are provided. A particular method includes receiving data from a set-top box (STB) device at a monitoring service. The data includes location information from a location system in a residence that monitors a location of a person in the residence. The data includes usage information regarding usage of a plurality of devices in the residence. The data also includes a time stamp associated with the location information and the usage information. The method includes analyzing the data based on a profile of the person to determine whether one or more alert conditions are satisfied. The method also includes sending a notification when the one or more alert conditions are satisfied.
摘要:
Devices and methods are disclosed which relate to an electronic device having a human stimulus receptor which, when activated, suspends activation of a screensaver. The screensaver is activated to conserve the power and life of the electronic device. When latently viewing the electronic device, however, the human stimulus receptor is activated. A countdown starts counting down a pre-determined amount of time once the human stimulus receptor is inactive. At the expiration of the countdown, the screensaver is activated. The human stimulus receptor responds to skin conductivity, natural muscular twitch, pulse, skin temperature, and/or eye movement. Only when the electronic device no longer detects any of these human stimuli will the countdown begin. A user may set the predetermined amount of time.
摘要:
In one aspect, a disclosed method of processing a network packet received by an edge device from a client in a data processing network includes determining a priority category of the network packet when the priority category is indicative of a priority associated with the packet. The method further includes determining a value of a traffic state parameter. The traffic state parameter indicates a level of traffic activity in a backbone network to which the edge device is connected. A traffic policy is then determined that is applicable to the level of traffic activity and the priority category of the network packet. The network packet is then blocked from traversing or permitted to traverse the network packet edge device based on the determined traffic policy. Determining the priority category may include determining a transport protocol port number of the network packet.
摘要:
In one aspect, a disclosed method of processing a network packet received by an edge device from a client in a data processing network includes determining a priority category of the network packet when the priority category is indicative of a priority associated with the packet. The method further includes determining a value of a traffic state parameter. The traffic state parameter indicates a level of traffic activity in a backbone network to which the edge device is connected. A traffic policy is then determined that is applicable to the level of traffic activity and the priority category of the network packet. The network packet is then blocked from traversing or permitted to traverse the network packet edge device based on the determined traffic policy. Determining the priority category may include determining a transport protocol port number of the network packet.
摘要:
A method of modifying a configuration setting of a portable communication device based on an estimated change in transmission traffic. The method includes monitoring radio frequency (RF) signals at a first portable communication device. The RF signals include signals communicated by one or more other communication devices. The method further includes measuring a first number of transmissions communicated by the RF signals during a first time window and measuring a second number of transmissions communicated by the RF signals during a second time window. The first number of transmissions is compared to the second number of transmissions to estimate a change in transmission traffic. A configuration setting of the first portable communication device is modified from a first setting to a second setting based on the estimated change in transmission traffic.
摘要:
A method is disclosed comprising sending an original e-mail message to a plurality of recipients, and receiving a plurality of received e-mails. For each of the plurality of received e-mails, the method includes determining if each received e-mail is a reply to the original e-mail message, and extracting data from each received e-mail that is a reply to the original e-mail message. The extracted data is aggregated to form aggregated data, and information relating to the aggregated data is displayed. The information may be displayed on a computer monitor along with the original e-mail message.
摘要:
Systems and methods of organizing a massively multiplayer online game (MMOG) via mobile units are provided. Features of mobile units such as messaging and location based services are incorporated into the game to enhance the user experience. The MMOG provides social networking opportunities to players by associating players based on similarities such as shared interests and activities. These shared interests and activities can be determined based on associations of the players in other situations, such as disparate online games or websites. In addition, advertising content can be provided to players based on similar factors. In an example implementation, the MMOG comprises a game similar to the offline game of tag, wherein players can “tag” each other through in-game interactions via the mobile units. These interactions can be triggered based on players being a fixed predetermined distance from each other.