EP4088264A1 - Fraud detection in electronic subscription payments - Google Patents
Fraud detection in electronic subscription paymentsInfo
- Publication number
- EP4088264A1 EP4088264A1 EP20912631.7A EP20912631A EP4088264A1 EP 4088264 A1 EP4088264 A1 EP 4088264A1 EP 20912631 A EP20912631 A EP 20912631A EP 4088264 A1 EP4088264 A1 EP 4088264A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- game
- games
- time period
- user
- implementations
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/75—Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F13/792—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/018—Certifying business or products
- G06Q30/0185—Product, service or business identity fraud
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/04—Billing or invoicing
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/06—Buying, selling or leasing transactions
- G06Q30/0601—Electronic shopping [e-shopping]
- G06Q30/0609—Buyer or seller confidence or verification
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3241—Security aspects of a gaming system, e.g. detecting cheating, device integrity, surveillance
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
-
- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3269—Timing aspects of game play, e.g. blocking/halting the operation of a gaming machine
Definitions
- Embodiments relate generally to interactive media systems, and more particularly but not exclusively, to methods, systems and computer readable media for fraud detection in electronic subscription payments within interactive media systems.
- Some interactive media systems such as online gaming, provide an opportunity for users to purchase items within an online game or to purchase a subscription to a game platform.
- the game platform may provide user accounts to players to play online games and to developers to provide games on the game platform.
- Some implementations can include a computer-implemented method.
- the method can include accessing an electronic log of a user session associated with a user account on a game platform, where the user session is for one or more games hosted on the game platform, and where the electronic log includes a list of the one or more games and a duration of play for each of the one or more games during a first time period, and determining a proportion of game play duration for each of the one or more games during the first time period.
- the method can also include calculating, for each of the one or more games, an initial payout for the first time period based at least in part on the proportion of game play duration, aggregating the initial payout for each of the one or more games into an aggregate payout over a second time period, where the second time period is greater than the first time period, and receiving a fraud detection signal associated with the user account.
- the method can further include adjusting the aggregate payout for each of the one or more games having a fraud indication in the fraud detection signal, where the adjusting is performed after a third time period, and transmitting an electronic payment to a developer account corresponding to each of the one or more games, and where the electronic payment is based on the aggregate payout for each respective game of the one or more games.
- the first time period is 24 hours
- the second time period is greater than the first time period
- the third time period is greater than the second time period.
- the accessing includes accessing a log for the user session of the user account that is a subscriber account in the game platform.
- calculating the initial payout includes multiplying a gross revenue amount by one or more of a first factor, a second factor, and a third factor, where the first factor is a proportion of game play for the first time period, the second factor is a commission factor, and the third factor is a holdback percentage.
- receiving the fraud detection signal includes receiving the fraud detection signal from a payment provider system having fraud visibility.
- adjusting the aggregate payout includes reducing the aggregate payout based on revenue received from a payment provider not having fraud visibility.
- the transmitting the electronic payment includes sending a virtual currency payment.
- the method can also include combining the aggregate payout for each of the one or more games from a plurality of user accounts of the game platform.
- the method can further include generating an earnings preview graph for each of the one or more games, where the earnings preview graph represents earnings accumulated by the respective game over the second time period, and causing the earnings preview graph to be displayed in a user interface on an electronic display of a game developer device associated with a developer of the respective game.
- the method can further include performing fraud detection for each game based on analyzing gameplay by the user account in the game and comparing the gameplay with a baseline.
- the method can also include clustering gameplay activity and determining whether the gameplay activity is within a threshold distance from a genuine activity cluster.
- Some implementations can include a device to perform fraud detection in electronic payments, the device can include one or more processors, and a memory coupled to the one or more processors, with instructions stored thereon that, when executed by the one or more processors to perform operations.
- the operations can include accessing an electronic log of a user session associated with a user account on a game platform, where the user session is for one or more games hosted on the game platform and the electronic log includes a list of the one or more games and a duration of play for each of the one or more games during a first time period; and determining a proportion of game play duration for each of the one or more games during the first time period.
- the operations can also include calculating, for each of the one or more games, an initial payout for the first time period based at least in part on the proportion of game play duration, and aggregating the initial payout for each of the one or more games into an aggregate payout over a second time period, where the second time period is greater than the first time period.
- the operations can further include receiving a fraud detection signal associated with the user account and adjusting the aggregate payout for each of the one or more games having a fraud indication in the fraud detection signal, where the adjusting is performed after a third time period.
- the operations can also include transmitting an electronic payment to a developer account corresponding to each of the one or more games and the electronic payment is based on the aggregate payout for each respective game of the one or more games.
- the accessing includes accessing a log for the user session of the user account that is a subscriber account in the game platform.
- calculating the initial payout includes multiplying a gross revenue amount by one or more of a first factor, a second factor, and a third factor, where the first factor is a proportion of game play for the first time period, the second factor is a commission factor, and the third factor is a holdback percentage.
- receiving the fraud detection signal includes receiving the fraud detection signal from a payment provider system having fraud visibility, where adjusting the aggregate payout includes reducing the aggregate payout based on revenue received from a payment provider not having fraud visibility.
- the operations can also include combining the aggregate payout for each of the one or more games from a plurality of user accounts of the game platform, and generating a respective earnings preview graph for each of the one or more games, where the earnings preview graph represents earnings accumulated by the respective game over the second time period.
- the operations can further include causing the earnings preview graph to be displayed in a user interface on an electronic display of a game developer device associated with a developer of the respective game.
- Some implementations can include a non-transitory computer-readable medium comprising instructions that, responsive to execution by a processing device, cause the processing device to perform operations.
- the operations can include accessing an electronic log of a user session associated with a user account on a game platform, where the user session is for one or more games hosted on the game platform, and the electronic log includes a list of the one or more games and a duration of play for each of the one or more games during a first time period.
- the operations can also include determining a proportion of game play duration for each of the one or more games during the first time period, and calculating, for each of the one or more games, an initial payout for the first time period based at least in part on the proportion of game play duration.
- the operations can further include aggregating the initial payout for each of the one or more games into an aggregate payout over a second time period, where the second time period is greater than the first time period and receiving a fraud detection signal associated with the user account.
- the operations can also include adjusting the aggregate payout for each of the one or more games having a fraud indication in the fraud detection signal, where the adjusting is performed after a third time period, and transmitting an electronic payment to a developer account corresponding to each of the one or more games, where the electronic payment is based on the aggregate payout for each respective game of the one or more games.
- the operations can also include combining the aggregate payout for each of the one or more games from a plurality of user accounts of the game platform, and generating a respective earnings preview graph for each of the one or more games, where the earnings preview graph represents earnings accumulated by the respective game over the second time period.
- the operations can further include causing the earnings preview graph to be displayed in a user interface on an electronic display of a game developer device associated with a developer of the respective game.
- the operations can also include performing fraud detection for each game based on analyzing gameplay by the user account in the game and comparing the gameplay with a baseline.
- the operations can further include clustering gameplay activity and determining whether the gameplay activity is within a threshold distance from a genuine activity cluster.
- Some implementations can include a computer-implemented method. The method can include detecting that a user session associated with a user account is initiated on a game platform, where the user session is for a particular game hosted on the game platform and determining that the user account is associated with a subscription of the game platform.
- the method can also include, in response to determining that the user account is associated with the subscription, providing an exclusive game item of the particular game in the user session.
- the user session can be associated with an avatar, and the exclusive game item can include a particular avatar or an item worn by the avatar.
- the exclusive game item can be selected from a set of exclusive game items for the particular game, and the exclusive game item can be usable within gameplay of the particular game.
- the set of exclusive items can include a subset of game items for the particular game that are associated with a subscription item indicator, and at least one of the set of exclusive items are unavailable to user accounts that are not associated with the subscription of the game platform.
- determining that the user account is associated with the subscription can include accessing a database to retrieve a subscription record associated with the user account, and determining that an initiation time of the user session matches a subscription period in the subscription record.
- the game platform can include a chat user interface.
- the method can also include, in response to determining that the user account is associated with the subscription, providing a visual appearance for the user account that indicates that the user account is associated with the subscription.
- the subscription can include a game-specific subscription for the particular game, and the exclusive game item is unavailable to other user accounts that are not associated with the game-specific subscription.
- the subscription can include a platform-wide subscription for the game platform, and the exclusive game item is unavailable to other user accounts that are not associated with the game-specific subscription.
- Some implementations can include a system implementing the above method or a computer readable medium having software instructions for causing a processor to perform the above method.
- FIG. 1 is a diagram of an example system architecture for online gaming in accordance with some implementations.
- FIG. 2 is a diagram of an example system architecture for online gaming showing subscriber content features in accordance with some implementations.
- FIG. 3 is a flowchart of a method for providing subscriber content in accordance with some implementations.
- FIG. 4 is a diagram showing a fraud detection environment in accordance with some implementations.
- FIG. 5 is a flowchart of an example method for fraud detection in electronic subscription payments in accordance with some implementations.
- FIG. 6 is a block diagram illustrating an example computing device in accordance with some implementations.
- users of an online game platform may work together towards a common goal, share various virtual gaming items, send electronic messages to one another, and so forth. Users of an online game platform may play games using characters.
- An online game platform may also allow users of the platform to create and animate new characters and avatars.
- users of the online game platform may be allowed to create, design, and customize new characters.
- FIG. 1 System Architecture
- FIG. 1 illustrates an example system architecture 100, in accordance with some implementations of the disclosure.
- the system architecture 100 (also referred to as “system” herein) includes an online game platform 102, a first client device 110 (generally referred to as “client device(s) 110” herein), and at least one second client device 116, all coupled via a network 122.
- the online game platform 102 can include, among other things, a game engine 104, one or more games 105, a graphics module 106, a subscription application 107, and a data store 108.
- the client device 110 can include a game application 112 and user interfaces 114 (e.g., audio/video input/output devices).
- the client device 116 can include a game application 118 and user interfaces 120 (e.g., audio/video input/output devices).
- the audio/video input/output devices can include one or more of microphones, speakers, headphones, display device, etc.
- System architecture 100 is provided for illustration, rather than limitation. In some implementations, the system architecture 100 may include the same, fewer, more, or different elements configured in the same or different manner as that shown in FIG. 1.
- network 122 may include a public network (e.g., the Internet
- a private network e.g., a local area network (LAN) or wide area network (WAN)
- a wired network e.g., Ethernet network
- a wireless network e.g., an 802.11 network, a Wi Fi® network, or wireless LAN (WLAN)
- a cellular network e.g., a Long Term Evolution (LTE) network
- routers, hubs, switches, server computers, or a combination thereof e.g., a Wi Fi® network, or wireless LAN (WLAN)
- LTE Long Term Evolution
- the data store 108 may be a non-transitory computer readable memory (e.g., random access memory), a cache, a drive (e.g., a hard drive), a flash drive, a database system, or another type of component or device capable of storing data.
- the data store 108 may also include multiple storage components (e.g., multiple drives or multiple databases) that may also span multiple computing devices (e.g., multiple server computers).
- the online game platform 102 can include a server having one or more computing devices (e.g., a cloud computing system, a rackmount server, a server computer, cluster of physical servers, etc.).
- a server may be included in the online game platform 102, be an independent system, or be part of another system or platform.
- the online game platform 102 may include one or more computing devices (such as a rackmount server, a router computer, a server computer, a personal computer, a mainframe computer, a laptop computer, a tablet computer, a desktop computer, etc.), data stores (e.g., hard disks, memories, databases), networks, software components, and/or hardware components that may be used to perform operations on the online game platform 102 and to provide a user with access to online game platform 102.
- the online game platform 102 may also include a website (e.g., a webpage) or application back end software that may be used to provide a user with access to content provided by online game platform 102. For example, users may access online game platform 102 using the game application 112 on client devices 110.
- online game platform 102 may include a type of social network providing connections between users or a type of user-generated content system that allows users (e.g., end-users or consumers) to communicate with other users on the online game platform 102, where the communication may include voice chat (e.g., synchronous and/or asynchronous voice communication), video chat (e.g., synchronous and/or asynchronous video communication), or text chat (e.g., synchronous and/or asynchronous text-based communication).
- a “user” may be represented as a single individual.
- other implementations of the disclosure encompass a “user” (e.g., creating user) being an entity controlled by a set of users or an automated source. For example, a set of individual users federated as a community or group in a user-generated content system may be considered a “user.”
- online game platform 102 may be a virtual game platform.
- the game platform may provide single-player or multiplayer games to a community of users that may access or interact with games using client devices 110 via network 122.
- games also referred to as “video game,” “online game,” or “virtual game” herein
- games may be two-dimensional (2D) games, three-dimensional (3D) games (e.g., 3D user-generated games), virtual reality (VR) games, or augmented reality (AR) games, for example.
- users may participate in gameplay with other users.
- a game may be played in real-time with other users of the game.
- gameplay may refer to interaction of one or more players using client devices (e.g., 110 and/or 116) within a game (e.g., 105) or the presentation of the interaction on a display or other user interfaces (e.g., 114/120) of a client device 110 or 116.
- client devices e.g., 110 and/or 116
- presentation of the interaction on a display or other user interfaces e.g., 114/120
- a game 105 can include an electronic file that can be executed or loaded using software, firmware or hardware configured to present the game content (e.g., digital media item) to an entity.
- a game application 112 may be executed and a game 105 rendered in connection with a game engine 104.
- a game 105 may have a common set of rules or common goal, and the environments of a game 105 share the common set of rules or common goal.
- different games may have different rules or goals from one another.
- games may have one or more environments (also referred to as “gaming environments” or “virtual environments” herein) where multiple environments may be linked.
- An example of an environment may be a three-dimensional (3D) environment.
- the one or more environments of a game application 105 may be collectively referred to a “world” or “gaming world” or “virtual world” or “universe” herein.
- An example of a world may be a 3D world of a game 105.
- a user may build a virtual environment that is linked to another virtual environment created by another user.
- a character of the virtual game may cross the virtual border to enter the adjacent virtual environment.
- 3D environments or 3D worlds use graphics that provide a three-dimensional representation of geometric data representative of game content (or at least present game content to appear as 3D content whether or not 3D representation of geometric data is used).
- 2D environments or 2D worlds use graphics that provide two- dimensional representation of geometric data representative of game content.
- the online game platform 102 can host one or more games 105 and can permit users to interact with the games 105 using a game application 112 of client devices 110. Users of the online game platform 102 may play, create, interact with, or build games 105, communicate with other users, and/or create and build objects (e.g., also referred to as “item(s)” or “game objects” or “virtual game item(s)” herein) of games 105.
- objects e.g., also referred to as “item(s)” or “game objects” or “virtual game item(s)” herein
- users may create characters, animation for the characters, decoration for the characters, one or more virtual environments for an interactive game, or build structures used in a game 105, among others.
- users may buy, sell, or trade game virtual game objects, such as in-platform currency (e.g., virtual currency), with other users of the online game platform 102.
- online game platform 102 may transmit game content to game applications (e.g., 112).
- game content also referred to as “content” herein
- content may refer to any data or software instructions (e.g., game objects, game, user information, video, images, commands, media item, etc.) associated with online game platform 102 or game applications.
- game objects may refer to objects that are used, created, shared or otherwise depicted in game applications 105 of the online game platform 102 or game applications 112 or 118 of the client devices 110/116.
- game obj ects may include a part, model, character or components thereof (like faces, arms, lips, etc.), tools, weapons, clothing, buildings, vehicles, currency, flora, fauna, components of the aforementioned (e.g., windows of a building), and so forth.
- online game platform 102 hosting games 105 is provided for purposes of illustration, rather than limitation.
- online game platform 102 may host one or more media items that can include communication messages from one user to one or more other users.
- Media items can include, but are not limited to, digital video, digital movies, digital photos, digital music, audio content, melodies, website content, social media updates, electronic books, electronic magazines, digital newspapers, digital audio books, electronic journals, web blogs, electronic comic books, software applications, etc.
- a media item may be an electronic file that can be executed or loaded using software, firmware or hardware configured to present the digital media item to an entity.
- a game 105 may be associated with a particular user or a particular group of users (e.g., a private game), or made widely available to users of the online game platform 102 (e.g., a public game).
- online game platform 102 may associate the specific user(s) with a game 102 using user account information (e.g., a user account identifier such as username and password).
- online game platform 102 or client devices 110 may include a game engine 104 or game application 112/118.
- game engine 104 may be used for the development or execution of games 105.
- game engine 104 may include a rendering engine (“renderer”) for 2D, 3D, VR, or AR graphics, a physics engine, a collision detection engine (and collision response), sound engine, scripting functionality, animation engine, artificial intelligence engine, networking functionality, streaming functionality, memory management functionality , threading functionality, scene graph functionality, or video support for cinematics, among other features.
- the components of the game engine 104 may generate commands that help compute and render the game (e.g., rendering commands, collision commands, animation commands, physics commands, etc.)
- game applications 112/118 of client devices 110/116 may work independently, in collaboration with game engine 104 of online game platform 102, or a combination of both.
- both the online game platform 102 and client devices 110/116 execute a game engine (104, 112, 118, respectively).
- the online game platform 102 using game engine 104 may perform some or all the game engine functions (e.g., generate physics commands, animation commands, rendering commands, etc.), or offload some or all the game engine functions to game engine 104 of client device 110.
- each game 105 may have a different ratio between the game engine functions that are performed on the online game platform 102 and the game engine functions that are performed on the client devices 110 and 116.
- the game engine 104 of the online game platform 102 may be used to generate physics commands in cases where there is a collision between at least two game objects, while the additional game engine functionality (e.g., generate rendering commands) may be offloaded to the client device 110.
- the ratio of game engine functions performed on the online game platform 102 and client device 110 may be changed (e.g., dynamically) based on gameplay conditions. For example, if the number of users participating in gameplay of a particular game 105 exceeds a threshold number, the online game platform 102 may perform one or more game engine functions that were previously performed by the client devices 110 or 116.
- users may be playing a game 105 on client devices 110 and 116, and may send control instructions (e.g., user inputs, such as right, left, up, down, user election, or character position and velocity information, etc.) to the online game platform 102.
- control instructions e.g., user inputs, such as right, left, up, down, user election, or character position and velocity information, etc.
- the online game platform 102 may send gameplay instructions (e.g., position and velocity information of the characters participating in the group gameplay or commands, such as rendering commands, collision commands, etc.) to the client devices 110 and 116 based on control instructions.
- the online game platform 102 may perform one or more logical operations (e.g., using game engine 104) on the control instructions to generate gameplay instruction for the client devices 110 and 116.
- online game platform 102 may pass one or more or the control instructions from one client device 110 to other client devices (e.g., 116) participating in the game 105.
- the client devices 110 and 116 may use the gameplay instructions and render the gameplay for presentation on the displays of client devices 110 and 116.
- control instructions may refer to instructions that are indicative of in-game actions of a user’s character.
- control instructions may include user input to control the in-game action, such as right, left, up, down, user selection, gyroscope position and orientation data, force sensor data, etc.
- the control instructions may include character position and velocity information.
- the control instructions are sent directly to the online game platform 102.
- the control instructions may be sent from a client device 110 to another client device (e.g., 116), where the other client device generates gameplay instructions using the local game engine 104.
- the control instructions may include instructions to play a voice communication message or other sounds from another user on an audio device, e.g., speakers, headphones, etc.
- gameplay instructions may refer to instructions that allow a client device 110 (or 116) to render gameplay of a game, such as a multiplayer game.
- the gameplay instructions may include one or more of user input (e.g., control instructions), character position and velocity information, or commands (e.g., physics commands, animation commands, rendering commands, collision commands, etc.).
- characters are constructed from components, one or more of which may be selected by the user, that automatically join together to aid the user in editing.
- One or more characters may be associated with a user where the user may control the character to facilitate a user’s interaction with the game 105.
- a character may include components such as body parts (e.g., hair, arms, legs, etc., which can be animated) and accessories (e.g., t-shirt, glasses, decorative images, tools, etc.).
- body parts of characters that are customizable include head type, body part types (arms, legs, torso, and hands), face types, hair types, and skin types, among others.
- the accessories that are customizable include clothing (e.g., shirts, pants, hats, shoes, glasses, etc.), weapons, or other tools.
- the user may also control the scale (e.g., height, width, or depth) of a character or the scale of components of a character.
- the user may control the proportions of a character (e.g., blocky, anatomical, etc.).
- a character may not include a character game object (e.g., body parts, etc.) but the user may control the character (without the character game object) to facilitate the user’s interaction with the game (e.g., a puzzle game where there is no rendered character game object, but the user still controls a character to control in-game action).
- a character game object e.g., body parts, etc.
- the user may control the character (without the character game object) to facilitate the user’s interaction with the game (e.g., a puzzle game where there is no rendered character game object, but the user still controls a character to control in-game action).
- a component such as a body part, may be a primitive geometrical shape such as a block, a cylinder, a sphere, etc., or some other primitive shape such as a wedge, a torus, a tube, a channel, etc.
- a creator module may publish a user's character for view or use by other users of the online game platform 102.
- creating, modifying, or customizing characters, other game objects, games 105, or game environments may be performed by a user using a user interface (e.g., developer interface) and with or without scripting (or with or without an application programming interface (API)).
- a user interface e.g., developer interface
- scripting or with or without an application programming interface (API)
- API application programming interface
- the online game platform 102 may store characters created by users in the data store 108.
- the online game platform 102 maintains a character catalog and game catalog that may be presented to users via.
- the game catalog includes images of games stored on the online game platform 102.
- a user may select a character (e.g., a character created by the user or other user) from the character catalog to participate in the chosen game.
- the character catalog includes images of characters stored on the online game platform 102.
- one or more of the characters in the character catalog may have been created or customized by the user.
- the chosen character may have character settings defining one or more of the components of the character.
- a user’s character can include a configuration of components, where the configuration and appearance of components and more generally the appearance of the character may be defined by character settings.
- the character settings of a user’s character may at least in part be chosen by the user.
- a user may choose a character with default character settings or character setting chosen by other users. For example, a user may choose a default character from a character catalog that has predefined character settings, and the user may further customize the default character by changing some of the character settings (e.g., adding a shirt with a customized logo).
- the character settings may be associated with a particular character by the online game platform 102.
- the client device(s) 110 or 116 may each include computing devices such as personal computers (PCs), mobile devices (e.g., laptops, mobile phones, smart phones, tablet computers, or netbook computers), network-connected televisions, gaming consoles, etc.
- a client device 110 or 116 may also be referred to as a “user device.”
- one or more client devices 110 or 116 may connect to the online game platform 102 at any given moment. It may be noted that the number of client devices 110 or 116 is provided as illustration, rather than limitation. In some implementations, any number of client devices 110 or 116 may be used.
- each client device 110 or 116 may include an instance of the game application 112 or 118, respectively.
- the game application 112 or 118 may permit users to use and interact with online game platform 102, such as control a virtual character in a virtual game hosted by online game platform 102, or view or upload content, such as games 105, images, video items, web pages, documents, and so forth.
- the game application may be a web application (e.g., an application that operates in conjunction with a web browser) that can access, retrieve, present, or navigate content (e.g., virtual character in a virtual environment, etc.) served by a web server.
- the game application may be a native application (e.g., a mobile application, app, or a gaming program) that is installed and executes local to client device 110 or 116 and allows users to interact with online game platform 102.
- the game application may render, display, or present the content (e.g., a web page, a media viewer) to a user.
- the game application may also include an embedded media player (e.g., a Flash® player) that is embedded in a web page.
- the game application may be an online game platform application for users to build, create, edit, upload content to the online game platform 102 as well as interact with online game platform 102 (e.g., play games 105 hosted by online game platform 102).
- the game application may be provided to the client device 110 or 116 by the online game platform 102.
- the game application may be an application that is downloaded from a server.
- a user may login to online game platform 102 via the game application.
- the user may access a user account by providing user account information (e.g., username and password) where the user account is associated with one or more characters available to participate in one or more games 105 of online game platform 102
- user account information e.g., username and password
- functions described in one implementation as being performed by the online game platform 102 can also be performed by the client device(s) 110 or 116, or a server, in other implementations if appropriate.
- the functionality attributed to a particular component can be performed by different or multiple components operating together.
- the online game platform 102 can also be accessed as a service provided to other systems or devices through appropriate application programming interfaces (APIs), and thus is not limited to use in websites.
- APIs application programming interfaces
- the online game platform 102 includes a graphics module 106.
- the graphics module 106 may be a system, application, or module that permits the online game platform 102 to provide graphics and animation capability.
- the online game platform 102 includes a subscription application 107.
- the subscription application 107 may perform one or more of the operations described below in connection with the flowcharts shown in FIGS. 3 or 5.
- FIG. 2 Interactive Media System with Subscriber Content
- FIG. 2 is a diagram of the interactive media system of FIG. 1 showing details of subscriber content.
- FIG. 2 shows details of subscriber-only content within the online game platform 102.
- the data store 108 includes subscriber items 202, which can include items that are available only to user accounts having an active subscription status.
- Subscriber items may include one or more of catalog items that are free to subscribers but cost money to non-subscribers, catalog items that are exclusively available for subscribers, or in game features that are exclusively available for subscribers including but not limited to one or more of areas of the game, vehicles, weapons or other items, capabilities such as the avatar showing up differently in-game such as trailing with streams as the user runs, or exclusive access to games (e.g. only premium subscribers can play these games).
- a user account may make a payment to online game platform
- the subscription may be platform-wide, e.g., the subscription may enable users to access subscriber items 202 that are available to the user in any of games 105 provided by the platform.
- subscriber items may include, e.g., avatar types; clothing; weapons, accessories, and other items; icons or other indicators of subscriber status; etc.
- each developer that provides a game 105 on the online game platform 102 may implement, via an application programming interface (API) provided by the online game platform 102, program code that enables users to access subscriber items.
- API application programming interface
- a subset of games 105 may recognize the active subscriber status, and provide access to subscriber-items.
- subscriber items 202 may include items related to in-game chat.
- online gamine platform 102 may provide a chat feature that enables players within the game to engage in messaging conversations with each other.
- Subscriber-items for in game chat may include chat avatars or icons, chat content items such as stickers, emojis, etc.
- a developer of one or more of games 105 may recognize the active subscriber status and provide game-specific items to the active subscriber when the subscriber plays the game.
- such items may include exclusive pizza ingredients, that are unavailable to non subscribers that play the game.
- such items may include environments that are provided only to subscribers, plane types that are available only to subscribers, etc.
- multiple subscription tiers may be offered, with corresponding access to subscriber items 202.
- Subscriptions may be made available by the online game platform 102 for various periods, e.g., daily, weekly, monthly, annual, etc.
- Users of the game platform 102 may purchase subscriptions by making a payment to the game platform 102 using a virtual currency of the game platform 102.
- the game platform may implement a virtual currency that enables users to buy or sell items (e.g., clothing, accessories, weapons, etc.) and to buy subscriptions.
- Users may convert between the virtual currency of the game platform 102 and a real currency (e.g., US dollar or other currency) via the game platform 102.
- a real currency e.g., US dollar or other currency
- game developers may choose prices for individual game items that can be bought or sold, while the game platform 102 may be determine the price of a subscription, e.g., a platform-wide subscription (with one or more tiers).
- the game platform 102 may provide a portion of the subscription revenue to one or more game developers that are associated with respective games 105, e.g., using techniques described herein with reference to FIGS. 4 and 5.
- the subscriber items may be limited to the user account to which they are awarded and may not be saleable or tradeable, while other items in the game (that are not subscriber items or are not enabled through the subscription) may remain saleable or tradable.
- subscriber items 202 may be provided by the online game platform 102. In some implementations, subscriber items 202 may be provided by individual game developers associated with one of more of the games 105.
- FIG. 2 also shows details of the user interface 114 displayed by client device
- the subscriber user interface details include subscriber content such as a subscriber badge 204 and one or more subscriber only game features 206.
- the subscriber badge 204 can include a graphical indicium displayed in a user interface of the game platform that indicates the subscriber status of the user account.
- the subscriber badge 204 can be displayed in various places within the online game platform such as in chat interfaces, leaderboards, etc.
- the subscriber only game features 206 can include features that have been designated by a game developer (e.g., a third-party user generated content developer) to be available only to those users having a user account associated with an active subscription.
- FIG. 3 Method to provide subscriber content
- FIG. 3 is a flowchart of an example method 300 (e.g., a computer- implemented method) to provide subscriber only content to a client, in accordance with some implementations.
- method 300 can be implemented, for example, on one or more of a server device or a client device, or other device or a combination of devices. In some implementations, some or all of method 300 can be implemented on one or more of devices 102 or 110/118 shown in Fig. 1, and/or on both server device(s) and client device(s).
- the implementing system includes one or more digital hardware processors or processing circuitry ("processors"), and one or more storage devices.
- Method 300 may be performed by a subscription application (e.g., 107) executing on a server or platform system (e.g., 102). In some implementations, different components of one or more devices or facilities can perform different blocks or other parts of the method 300.
- the method 300 can be initiated automatically by a device.
- the method (or portions thereof) can be periodically performed or performed based on the occurrence of one or more particular events or conditions.
- events or conditions can include a client device associated with a subscriber account executing a videogame, a predetermined time period having expired since the last performance of method 300, and/or one or more other events or conditions occurring which can be specified in settings of a device implementing method 300.
- such conditions can be previously specified by a user in stored custom preferences of the user (accessible by a device or method with user consent).
- a device server or client
- a server device can send data to a client over a network, and the client can perform method 300 in whole or in part.
- Method 300 can also be performed using a combination of processing on a server device, one or more client devices, and/or a combination of the above.
- Processing begins at 302, where initiation of a user session associated with a user account on a game platform is detected.
- the user session can include a user session for a particular game hosted on the game platform.
- Initiation of the user session can include a user logging into the game platform and initiating game play in the particular game.
- Processing continues to 304.
- the user account is determined to be associated with a subscription of the game platform. For example, if the user account includes a subscription of the game platform, a record associated with the user account can include an indication that the user account is associated with a subscription. When a user starts a new subscription, a record associated with the user’s account can be updated to reflect the new subscription. When a subscription ends or is terminated, a record associated with the user account can be updated to reflect the termination or expiration of the subscription. In some implementations, determining that the user account is associated with the subscription can include accessing a database to retrieve a subscription record associated with the user account, and determining that an initiation time of the user session matches a subscription period in the subscription record. Processing continues to 306.
- exclusive subscriber content can be provider to the user account based on an active subscription status.
- an exclusive game item e.g., one or more of subscriber items 202 of the particular game can be provided in the user session.
- a user account can be provided with an indication visible in the game platform user interface to indicate subscriber status (e.g., subscriber badge 204).
- subscriber-only game features e.g., 206 can be enabled based on the subscription status of the user account.
- the user session can be associated with an avatar, and the exclusive game item can include a particular avatar, or an item worn by the avatar.
- the exclusive game item can be selected from a set of exclusive game items for the particular game, and the exclusive game item can be usable within gameplay of the particular game.
- the set of exclusive items can include a subset of game items for the particular game that are associated with a subscription item indicator, and at least one of the set of exclusive items are unavailable to user accounts that are not associated with the subscription of the game platform.
- the game platform can include a chat feature with a chat user interface.
- a subset of games 105 may recognize the active subscriber status and provide access to subscriber-items.
- subscriber-items may include items related to in-game chat.
- online gamine platform 102 may provide a chat feature that enables players within the game to engage in messaging conversations with each other.
- Subscriber-items for in-game chat may include chat avatars or icons, chat content items such as stickers, emojis, etc.
- the method can also include, in response to determining that the user account is associated with the subscription, providing a visual appearance for the user account that indicates that the user account is associated with the subscription.
- the subscription can include a game-specific subscription for the particular game, and the exclusive game item is unavailable to other user accounts that are not associated with the game-specific subscription.
- the subscription can include a platform-wide subscription for the game platform, and the exclusive game item is unavailable to other user accounts that are not associated with the platform-wide subscription.
- FIG. 4 System to share electronic subscription payments
- FIG. 4 is a diagram showing online game platform 102 and associated systems and components to share electronic subscription payments with game developers.
- the game engine 104 can maintain a log of games played, user accounts playing the games, and/or proportion of time each user spent on each game.
- the game engine can also include a game play fraud detection application 406, which can detect fraudulent game play (e.g., use of software hots to automate gameplay, exploitation of software bugs, use of cheat codes, or the like) and provide a fraud signal to the subscription application.
- the fraud signal can include an indication of the presence or absence of fraudulent game play by one or more user accounts in one or more games.
- the subscription application 107 can also receive subscription payment information from one or more payment providers with fraud visibility 402 and from one or more payment providers without fraud visibility information 404.
- the information from 402 and 404 can be included in the fraud signal received by the subscription application 107.
- the subscription application 107 can use the fraud signal information to detect fraud and adjust any payouts (e.g., share of subscription revenue with third-party game developers) based on the detected fraud. Once adjusted for fraud, subscription revenue sharing payouts can be sent or transmitted electronically to a payment system such as a virtual payment system 408. Further details of fraud detection and electronic subscription payment revenue sharing payout adjustment are described below in connection with FIG. 5.
- FIG. 5 Example method to detect fraud and adjust payments
- FIG. 5 is a flowchart of an example method 500 (e.g., a computer- implemented method) to perform fraud detection and adjustment of electronic subscription payments, in accordance with some implementations.
- an example method 500 e.g., a computer- implemented method
- method 500 can be implemented, for example, on one or more of a server device or a client device, or other device or a combination of devices. In some implementations, some or all of method 500 can be implemented on one or more of devices 102 or 110/118 shown in Fig. 1, and/or on both server device(s) and client device(s).
- the implementing system includes one or more digital hardware processors or processing circuitry ("processors"), and one or more storage devices.
- Method 500 may be performed by a subscription application (e.g., 107) executing on a server or platform system (e.g., 102). In some implementations, different components of one or more devices or facilities can perform different blocks or other parts of the method 500.
- the method 500 can be initiated automatically by a device.
- the method (or portions thereof) can be periodically performed or performed based on the occurrence of one or more particular events or conditions.
- events or conditions can include a client device associated with a subscriber account executing a videogame, a predetermined time period having expired since the last performance of method 500, and/or one or more other events or conditions occurring which can be specified in settings of a device implementing method 500.
- such conditions can be previously specified by a user in stored custom preferences of the user (accessible by a device or method with user consent).
- a device server or client
- a server device can send data to a client over a network, and the client can perform method 500 in whole or in part.
- Method 500 can also be performed using a combination of processing on a server device, one or more client devices, and/or a combination of the above.
- Processing begins at 502, where an electronic log of a user session associated with a user account on a game platform is accessed.
- the accessing can include accessing an electronic log of a user session associated with a user account on a game platform, where the user session is for one or more games hosted on the game platform, and where the electronic log includes a list of the one or more games and a duration of play for each of the one or more games during a first time period.
- the first time period can include a time period of 24 hours, e.g., corresponding to a calendar day.
- the accessing includes accessing a log for the user session of the user account that is a subscriber account in the game platform. Processing continues to 504.
- a proportion of game play duration for each of the one or more games during the first time period is determined. For example, if a given user account plays four games over four hours during the first time period (e.g., 24 hours), the proportion of the four hours corresponding to each of the four games is determined.
- a minimum threshold duration of gameplay e.g., 5 minutes, 10 minutes, per game is utilized to determine the proportion. For example, a game that is played for less than the minimum threshold duration may be treated as not being played (duration of zero) when determining the proportion.
- the proportion may be a simple proportion, e.g., if each game is played for 1 hour, the proportion is 25% for each game; if a first game is played for 2 hours, a second game is played for 1 hour, and a third and fourth game are played for half an hour each, the proportion may be 50%, 25%, 12.5%, and 12.5% respectively for the first, second, third, and fourth games.
- a floor and/or a cap per period may be utilized when determining proportion. For example, if a game is below a floor, e.g., 5% of time, the game may be excluded from the calculation when determining proportion. In another example, if a game is > 6 hours, e.g., 25% of total time in a 24-hour period, the cap of 25% may be applied. Processing continues to 506.
- an initial payout for the first time period is calculated.
- the calculating can include calculating an initial payout, for each of the one or more games, based at least in part on the proportion of game play duration for respective games.
- calculating the initial payout includes multiplying a gross revenue amount by one or more of a first factor, a second factor, and a third factor, where the first factor is a proportion of game play for the first time period, the second factor is a commission factor, and the third factor is a holdback percentage.
- the gross revenue amount may be the subscription revenue allocated to the first time period.
- each 24-hour period (day) may be allocated a gross revenue amount of 1 unit of virtual currency.
- subscription revenue can be the same per user based on the subscription package they are using (e.g., $5, $10, or $20 per month).
- a proportion of that subscriber’s value can be determined and apply it to payouts. For example, if a user plays 1 hour across a 28-day period, 30 mins in game A and 30 mins in game B, those two games (or the developers of those two games) will each get 50% of the payout. Processing continues to 508.
- the initial payouts for each of the one or more games are aggregated into an aggregate payout over a second time period.
- the second time period can be greater than the first time period.
- the second time period can include a time period of 30 days.
- the aggregate payout for each of the one or more games from a plurality of user accounts of the game platform can be aggregated. Processing continues to 510.
- an earnings preview graph (or other user interface) is optionally generated.
- the earnings preview graph can represent earnings accumulated by a respective game over the second time period.
- the earnings preview graph can be caused to be displayed in a user interface on an electronic display of a game developer device associated with a developer of the respective game.
- the earnings preview graph may illustrate (on a per-game basis or across a plurality of games provided by the game developer on the game platform) the total earnings of the game developer from subscribing users of the game platform, as a graph that with time (e.g., days of the month) on the X-axis and earnings (e.g., in virtual currency or in a real currency) on the Y-axis.
- the earnings preview graph may indicate estimated future earnings, e.g., based on past earnings from the developer’s games, based on overall gameplay patterns on the game platform, based on a change in the number of subscribing users (e.g., from a previous month or other time period) of the game platform, etc. For example, if the game platform subscribers double from a past time period to a current time period and spend similar amounts of time in a game from the game developer, the earnings forecast may be shown as double that of the previous month. Processing continues to 512.
- a fraud detection signal is received.
- the fraud detection signal can include a payment fraud detection signal having an indication of whether a payment provider provides fraud visibility.
- the payment fraud detection signal can be used to adjust electronic subscription revenue sharing payment amounts. Payments from a payment provider with fraud visibility may be considered more trustworthy (or at least more verifiable) and be subject to less adjustment. Payments from providers that do not supply fraud visibility may be considered less trustworthy and may be subject to more adjustment or reduction than payment from providers that supply fraud visibility information. Some payment providers do not provide fraud visibility. In some implementations, payments form providers that do not include fraud visibility may not be included in payouts to developers. In some implementations, a model can project the time and payouts for users even if no fraud visibility is provided from the payment provider.
- the fraud detection signal can also include an indication of game play fraud.
- the system may determine that a user is in fact a bot that is programmed to play a particular game.
- the payouts system can be arranged in a way that makes this type of hotting economically infeasible.
- the game play fraud signal can be used to adjust the proportion of game play duration. For example, for any time periods in which game play fraud was determined to be present based on the game play fraud detection signal, those time periods may be deducted from a total game play duration for a given game prior to computation of proportions.
- the adjustment based on the indication of game play fraud can, in turn, cause a change in an electronic subscription revenue sharing payment.
- fraud detection for each game is performed based on analyzing gameplay by the user account in the game and comparing the gameplay with a baseline.
- gameplay activity can be clustered (e.g., into genuine activity clusters and fraudulent activity clusters) and the system can determined whether the gameplay activity is within a threshold distance from a genuine activity cluster.
- fraudulent activity can be determined and distinguished from genuine activity by analyzing per user game engagement distribution and programmatically looking for outliers.
- the system could also be configured to programmatically search for repetitive actions or signs that the engagement is programmatic (e.g., moves every 5 seconds). Processing continues to 514.
- the aggregate payout for each of the one or more games having a fraud indication in the fraud detection signal is adjusted.
- the adjusting can be performed after a third time period.
- the third time period can be longer than the first or second time periods.
- payouts are in a virtual currency (e.g., robux). Adjustments can be made explicitly for chargebacks when a payment partner indicates that they will in fact refund the payment amount for a given user. As a result, for that user, the system may calculate a 0 payout because the system operator was not paid for that have not been paid for that user’s subscription.
- the third time period can be about 56 days. Processing continues to 516.
- an electronic payment is transmitted to a developer account corresponding to each of the one or more games, and where the electronic payment is based on the adjusted aggregate payout for each respective game of the one or more games.
- the electronic payment can include a virtual currency payment.
- the payment may be transferred at certain times, e.g., 25 days after the first time period (e.g., a month) has ended.
- payment can be made in a virtual currency (e.g., robux).
- payouts could be made in real world fiat currency.
- payment may also happen on a daily basis, or even continuously. There will typically be a lag that permits the system to accommodate for charged back purchases.
- FIG. 6 Example Computing Device
- FIG. 6 is a block diagram of an example computing device 600 which may be used to implement one or more features described herein.
- the client devices 110 and 118 and/or the game platform 102 of FIG. 1 may be provided in the form of the computing device 600 of FIG. 6.
- device 600 may be used to implement a computer device, (e.g., 102, 110, and/or 118 of FIG. 1), and to perform appropriate method implementations described herein.
- Computing device 600 can be any suitable computer system, server, or other electronic or hardware device.
- the computing device 600 can be a mainframe computer, desktop computer, workstation, portable computer, or electronic device (portable device, mobile device, cell phone, smartphone, tablet computer, television, TV set top box, personal digital assistant (PDA), media player, game device, wearable device, etc.).
- device 600 includes a processor 602, a memory 606, input/output (I/O) interface 606, and audio/video input/output devices 614.
- Processor 602 can be one or more processors and/or processing circuits to execute program code and control basic operations of the device 600.
- a “processor” includes any suitable hardware and/or software system, mechanism or component that processes data, signals or other information.
- a processor may include a system with a general-purpose central processing unit (CPU), multiple processing units, dedicated circuitry for achieving functionality, or other systems. Processing need not be limited to a particular geographic location or have temporal limitations. For example, a processor may perform its functions in “real-time,” “offline,” in a “batch mode,” etc. Portions of processing may be performed at different times and at different locations, by different (or the same) processing systems.
- a computer may be any processor in communication with a memory.
- Memory 604 is typically provided in device 600 for access by the processor
- Memory 602 can store software operating on the server device 600 by the processor 602, including an operating system 608, one or more applications 610, e.g., a subscription application, and application data 612.
- application 610 can include instructions that enable processor 602 to perform the functions described herein, e.g., some or all of the methods of FIGS. 3 or 5, or one of the example implementations described above.
- I/O interface 606 can provide functions to enable interfacing the server device
- the audio/video input/output devices 614 can include an audio input device (e.g., a microphone, etc.) that can be used to receive audio messages as input, an audio output device (e.g., speakers, headphones, etc.) and/or a display device, that can be used to provide graphical and visual output such as the user interface of FIG. 2.
- an audio input device e.g., a microphone, etc.
- an audio output device e.g., speakers, headphones, etc.
- a display device that can be used to provide graphical and visual output such as the user interface of FIG. 2.
- FIG. 6 shows one block for each of processor 602, memory 604, I/O interface 606, and software blocks 608 and 610. These blocks may represent one or more processors or processing circuitries, operating systems, memories, I/O interfaces, applications, and/or software modules. In other implementations, device 600 may not have all of the components shown and/or may have other elements including other types of elements instead of, or in addition to, those shown herein. While the online game platform 102 is described as performing operations as described in some implementations herein, any suitable component or combination of components of online game platform 102 or similar system, or any suitable processor or processors associated with such a system, may perform the operations described.
- a user (or client) device can also implement and/or be used with features described herein.
- Example user devices can be computer devices including some similar components as the device 600, e.g., processor(s) 602, memory 604, and I/O interface 606.
- An operating system, software and applications suitable for the client device can be provided in memory and used by the processor.
- the I/O interface for a client device can be connected to network communication devices, as well as to input and output devices, e.g., a microphone for capturing sound, a camera for capturing images or video, audio speaker devices for outputting sound, a display device for outputting images or video, or other output devices.
- a display device within the audio/video input/output devices 614 can be connected to (or included in) the device 600 to display images pre- and post-processing as described herein, where such display device can include any suitable display device, e.g., an LCD, LED, or plasma display screen, CRT, television, monitor, touchscreen, 3-D display screen, projector, or other visual display device.
- display device can include any suitable display device, e.g., an LCD, LED, or plasma display screen, CRT, television, monitor, touchscreen, 3-D display screen, projector, or other visual display device.
- Some implementations can provide an audio output device, e.g., voice output or synthesis that speaks text.
- One or more methods described herein can be implemented by computer program instructions or code, which can be executed on a computer.
- the code can be implemented by one or more digital processors (e.g., microprocessors or other processing circuitry), and can be stored on a computer program product including a non-transitory computer readable medium (e.g., storage medium), e.g., a magnetic, optical, electromagnetic, or semiconductor storage medium, including semiconductor or solid state memory, magnetic tape, a removable computer diskette, a random access memory (RAM), a read-only memory (ROM), flash memory, a rigid magnetic disk, an optical disk, a solid-state memory drive, etc.
- a non-transitory computer readable medium e.g., storage medium
- a magnetic, optical, electromagnetic, or semiconductor storage medium including semiconductor or solid state memory, magnetic tape, a removable computer diskette, a random access memory (RAM), a read-only memory (ROM), flash memory, a rigid magnetic disk, an optical disk, a solid-state memory drive, etc
- the program instructions can also be contained in, and provided as, an electronic signal, for example in the form of software as a service (SaaS) delivered from a server (e.g., a distributed system and/or a cloud computing system).
- SaaS software as a service
- a server e.g., a distributed system and/or a cloud computing system
- one or more methods can be implemented in hardware (logic gates, etc.), or in a combination of hardware and software.
- Example hardware can be programmable processors (e.g. Field-Programmable Gate Array (FPGA), Complex Programmable Logic Device), general purpose processors, graphics processors, Application Specific Integrated Circuits (ASICs), and the like.
- FPGA Field-Programmable Gate Array
- ASICs Application Specific Integrated Circuits
- One or more methods can be performed as part of or component of an application running on the system, or as an application or software running in conjunction with other applications and operating system.
- One or more methods described herein can be run in a standalone program that can be run on any type of computing device, a program run on a web browser, a mobile application (“app”) run on a mobile computing device (e.g., cell phone, smart phone, tablet computer, wearable device (wristwatch, armband, jewelry, headwear, goggles, glasses, etc.), laptop computer, etc.).
- a client/server architecture can be used, e.g., a mobile computing device (as a client device) sends user input data to a server device and receives from the server the final output data for output (e.g., for display).
- all computations can be performed within the mobile app (and/or other apps) on the mobile computing device.
- computations can be split between the mobile computing device and one or more server devices.
- routines may be integrated or divided into different combinations of systems, devices, and functional blocks as would be known to those skilled in the art.
- Any suitable programming language and programming techniques may be used to implement the routines of particular implementations. Different programming techniques may be employed, e.g., procedural or object-oriented.
- the routines may execute on a single processing device or multiple processors.
- steps, operations, or computations may be presented in a specific order, the order may be changed in different particular implementations. In some implementations, multiple steps or operations shown as sequential in this specification may be performed at the same time.
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2020
- 2020-01-08 EP EP20912631.7A patent/EP4088264A4/en active Pending
- 2020-01-08 JP JP2022530275A patent/JP7410296B2/en active Active
- 2020-01-08 WO PCT/US2020/012804 patent/WO2021141582A1/en unknown
- 2020-01-08 CN CN202080078673.2A patent/CN114730515B/en active Active
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JP2023509574A (en) | 2023-03-09 |
EP4088264A4 (en) | 2023-10-11 |
CN114730515B (en) | 2023-10-03 |
WO2021141582A1 (en) | 2021-07-15 |
KR20220106824A (en) | 2022-07-29 |
CN114730515A (en) | 2022-07-08 |
JP7410296B2 (en) | 2024-01-09 |
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