WO2002078284A2 - Peer to peer data transfer between wireless information devices - Google Patents
Peer to peer data transfer between wireless information devices Download PDFInfo
- Publication number
- WO2002078284A2 WO2002078284A2 PCT/GB2002/001428 GB0201428W WO02078284A2 WO 2002078284 A2 WO2002078284 A2 WO 2002078284A2 GB 0201428 W GB0201428 W GB 0201428W WO 02078284 A2 WO02078284 A2 WO 02078284A2
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- WIPO (PCT)
- Prior art keywords
- data
- game
- wireless information
- player
- message
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- 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.)
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Classifications
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/10—Protocols in which an application is distributed across nodes in the network
- H04L67/1095—Replication or mirroring of data, e.g. scheduling or transport for data synchronisation between network nodes
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/332—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/04—Protocols specially adapted for terminals or networks with limited capabilities; specially adapted for terminal portability
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/406—Transmission via wireless network, e.g. pager or GSM
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/537—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for exchanging game data using a messaging service, e.g. e-mail, SMS, MMS
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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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/558—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history by assessing the players' skills or ranking
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L67/00—Network arrangements or protocols for supporting network services or applications
- H04L67/01—Protocols
- H04L67/131—Protocols for games, networked simulations or virtual reality
Definitions
- This invention relates to peer to peer data transfer between wireless information devices.
- One example is the field of multi-player games played on wireless information devices.
- the term 'wireless information device' includes any device able (i) to receive and send data sent at least in part over a wireless bearer and (ii) to display information. It therefore includes, without limitation, mobile telephones, communicators, smart phones, personal organizers, PCs and dedicated game playing consoles.
- Typical systems for multi-player peer to peer gaming use a central server to which mobile telephones (or other kinds of wireless information device) post their game moves. It is the central server which runs the ga ing application, stores recent game moves and forwards these to the other player or players; the mobile telephones typically just cache web pages received from the central server. Often, these systems are WAP based, so that only the relatively limited number of WAP enabled mobile telephones can play. Another disadvantage of these systems is that the process of posting a recent game move and receiving another player's game move can require quite significant connection time, and can therefore be costly. These problems are only exacerbated in third generation systems, such as W-CDMA and UMTS.
- the first and second data structures may each contain an identical or substantially similar software program and an identical or substantially similar database.
- the potency of this approach is best illustrated with reference to an actual peer to peer gaming implementation in which the object of the game is for a player to collect as many virtual 'cards' as possible on his wireless information device, with each virtual card defining data in several categories relating to an individual person or object.
- the first player collects on his wireless information device the virtual card of the second player if the value of the selected category for a given virtual card, at the head of the sequence stored on the device, exceeds the value of the corresponding category of the virtual card at the head of the sequence stored on the second device.
- a virtual card could relate to a specific music artist, with categories being the number of hits, the number of albums, the number of singles and age.
- a first player with a virtual card relating to the music artist, say Madonna, with a particularly high number of hits could challenge another player on the 'hits' category. If the number of Madonna's hits exceeds the number of hits of the other player's top most virtual card, then the first player wins the other player's card and adds that card to his stack of virtual cards. In a game, the player with the most virtual cards is the winner.
- this implementation has open-ended and unlimited gameplay. Games can be stopped and started at will — scores are ongoing, and at the end of each 2-player game the respective number of cards each player owns is updated on a global league table, stored online. Updating from a user's device does not require any web functionality as SMS data strings can be used over a SMS to WAP/internet gateway. Players across the world can view their position on the global league, and challenge other players accordingly — whether they be based down the road or on the other side of the globe.
- SMS messages will not be viewed by the players in native form. Rather, they will trigger the gaming engine on the device to display messages in a format consistent with the rest of the gameplay.
- the system uses character strings embedded in an SMS, CBS or USSD stream to reference data held in the end device.
- the first section of the string e.g. a UDHI or WDP-SMS header
- a software program resides on a wireless information device - whether PC, phone, smartphone, PDA, or any other electronic device. It contains a database in which a variety of data is stored. This data is "tagged" - i.e. it can be referenced by a character or string of characters. A typical reference string might be: 6969696969 - PTHORR1 - 00026 - 00003
- a more complex reference string is described in a later section of this specification, although its basic operation is similar.
- Content within the database stored on a first wireless information device, Device 1 is selected by User 1.
- the character string that references the selected content is sent as a data stream via a wireless network such as a GSM network, in the form of WDP-SMS or any other wireless data format, to another device or number of devices (Device 2 - Device X).
- This character string is received on the device or devices to which it has been sent - in this example we will assume one device, Device 2.
- the same or equivalent software program will need to have been pre- installed on the recipient device or devices, or some other software program that is capable of recognizing incoming data from an application that uses these character strings.
- the Communication ID contained in the incoming data stream automatically indicates to software on Device 2 the nature of the incoming signal, and the character string is routed to the specific application involved.
- Fields A and B (and any other field or fields involved) are referenced in the database stored on Device 2, and the software on Device 2 cross-correlates this data against a separate set of field data also stored on Device 2. Based on this cross-correlation, a change to the database value or values on Device 2 might be made, and a data message may also be relayed back to Device 1 which may trigger a change to the database value or values on Device 1.
- a data message might also be sent to any number of other devices from Device 2, prompting an equivalent software-based evaluation process on these devices to that described above.
- This process which can use low-bit-rate wireless data formats such as SMS as its transfer mechanism, enables peer-to-peer multiplayer gaming on wireless devices without the need for an internet/server-based system as is generally employed in WAP gaming.
- Potential games include:
- Different card games may be based on different subjects, such as:
- the process described can also be used as a cost-effective peer-to-peer means of making changes to software and data stored on a large number of devices - without the need for any form of internet connectivity as is conventionally used for product upgrades etc. It may be that a business needs to upgrade some of the data stored on devices used by its employees. In many cases, it may be more cost-effective to use the peer-to-peer dissemination process described above, rather than send a message to every individual employee from the central source. For example, a change to the sales forecasts for a product, or an increase in the number of staff employed by head office, might be relayed to all employees in this manner, with individual devices "talking" to each other until consistency has been achieved across all devices.
- PopSwap PopSwapTM is a dynamic software-based version of the well-known Top TrumpsTM card swapping game. Users compete to win each others cards, based on the respective values assigned to them. Unlike "physical" Top Trumps, where a game is not completed until all the cards have been won or lost, PopSwap games can be terminated at any time and any player can win a potentially infinite number of cards. Scores are updated to a central online league table, transforming the game concept from a self-contained one-off model to a dynamic, globally-interactive model. Delivery mechanism
- the PopSwap gaming application the K-engine
- the PopSwap gaming application will be stored locally, on the user's PC, PDA, or mobile phone. In this respect it differs from the standard WAP gaming model, where games are accessed via a remote server - a bandwidth-heavy and cost-intensive solution, which prevents LAN gaming via Bluetooth and other protocols.
- the PopSwap user will either (a) download a copy of the software from the PopSwap website (on PCs and other open-RAM, internet-enabled devices), or (b) use a pre-installed version where agreements with handset manufacturers have enabled this.
- Option (b) may require the PopSwap engine (the K-engine) to be built into handset ROM or SIM card.
- PopSwap should be playable on and between the following platforms:
- Mobile phone will send invite via an SMS trigger to a stipulated phone address (which the user will have to enter) or locally via iRDA.
- Internet-enabled user can either (a) log on to the online league table and issue a challenge to any player, or (b) issue a challenge to a buddy-list stored locally.
- Player 2 accepts/rejects offer • If accepts, gameplay mode is initiated on both units, o Both packs are shuffled o A starting player is randomly selected, based on a "heads or tails" choice by the challenger o The game begins. • If rejects, rejection notice is relayed back to Player 1.
- Player 1 selects a field attribute from their top card, e.g. "Physical
- HOR 0003 0001 6969 - tells Machine 2 that the incoming message relates to K-engine HOR - references the "Horror" pack of cards 0003 - Card 3 in the pack (e.g. "Circus of Death")
- Machine 2 interrogates its database to find out what Circus of Death's Physical Strength value is. This is then correlated against the field value for Player 2's card (e.g. "Devil Fiend”), to see which is greater. (vi) If Circus of Death > Devil Fiend,
- step ( ⁇ i) With the next card in the pack If Circus of Death ⁇ Devil Fiend,
- PopSwap This section outlines the technical architecture, design and implementation of PopSwap (phase 1). PopSwap can be considered to consist of the following key modules:
- the user interface responsible for all interactions with the game player; this includes displaying appropriate information before, during and after play; producing a clear, consistent and navigable model for menus and so forth; and gathering user input at appropriate points (for example, when a player is required to select an attribute);
- the game engine responsible for keeping track of all aspects of game state, moving between states, the reading and writing of information to and from storage, and insuring consistency of all data;
- CE communications engine
- PopSwap has been designed to keep these modules as separate as possible.
- the thinking here is that the prototype could be easily demonstrated on a different device by using the same CE and GE, and only developing a new UI (and possibly shell).
- new bearers for the CE e.g. Bluetooth
- CE e.g. Bluetooth
- Display is responsible for maintaining the main screen panel, where most of the UI of PopSwap is located. The exact contents of this panel are dealt with in greater depth in the "user interface" section, but typically they would include a wallpaper (if no game is in progress), or an image of the current card, details of the attributes and title of that card, and an indication of current attribute choice and game status (should a game be in progress). Display will make use of double-buffering and other techniques to ensure that screen redraws are carried out smoothly. Class variables include: private com.ktech.trumps.engine.Game game;
- Public methods include: public void redraw();
- KeyHandler deals with key-presses from the user and fires off appropriate events. Typically, key-presses are only listened to when a game is being played (e.g. to move the current choice of attribute up and down using cursor keys, and to select it using the "enter" key). It implements the java.awt.event.KeyListener interface. KeyHandler does not have any class variables.
- Public methods include: public void keyPressed(KeyEvent e); public void keyReleased(KeyEvent e); public void keyTyped(KeyEvent e);
- PopSwapCBAHandler sets up and handles interactions that involve the Command Button Array (located on the right-hand side of the main display, on the 9210 emulator).
- Extending com.symbian.devnetcrystal.awt.CBAHandler it handles the switching of menus as game-play proceeds and the launching of events, dialog boxes, or game states as a result.
- Card Card encapsulates all the information needed about a single card in a pack of cards.
- Class variables include: public String Name; public String Labels []; public int Values 0; public String Picture;
- Name is the name of this card; LabelsQ an array of labels for the attribute values of this card, and Values [] an array of the actual values themselves. These two arrays are necessary to cope with circumstances where attribute units (and thus their numerical values) might vary, but the attributes have to be comparable (for instance, comparing "500kg” with "2 tonnes”). Picture is the filename of an image for this card.
- Class variables include: public String Name; public String UID; public int NumberAttributes; public int NumberCards; public String Attributes ⁇ ; public Card Cards [];
- Name is the name of this pack of cards (for example, "Buffy Trumps"); UID a 16- character string uniquely identifying this pack; NumberAttributes, as its name suggests, contains the number of attributes which each card in this pack contains, and NumberCards is the number of cards in the pack. Attributes!] is an array containing the names of these attributes, and Cards]] an array containing all the cards in this pack. com.ktech.trumps. engine. Player
- Class variables include: public String Name; public String UID; public int Deckfl; Name is the name of this player; UID a 16-character string uniquely identifying him or her; and DeckQ is an array of integers, detailing which cards the player currently holds (and in what order). An array has been chosen over a Vector (and integers stored rather than Cards) for reasons of efficiency.
- Class variables include: public String UID; public Player PlayerOne; public Player PlayerTwo; public Pack GamePack; public int State; public Date LastStateChange;
- UID is a 16-character string uniquely identifying this game; PlayerOne and PlayerTwo are the two participants; GamePack the pack of cards being used for the purpose of this game; State the current state of the game; and LastStateChange the time when the last change was made to the game state. This last variable is used to help implement timeouts and the like, where if (for example) 60 seconds have elapsed since a move was requested, a warning might be given.
- FIGS. 1 and 2 show the 9210 device for the PopSwaps (music artist) implementation of PopSwap.
- Figure 4 shows the Handspring implementation.
- a single card is shown in each Figure with the picture of a music artist and 4 categories of information: Number of: Hits, Albums, Singles and Age.
- Figure 2 shows how scores can be shown in the user interface (with Miles having 58 cards and Tom, leading with 67 cards).
- a visual indicator displays these scores and also graphically represents the size of each players pack by a series of parallel lines.
- an instant messaging chat service (not shown) can be included in the interface, allowing players to send messages to one another as part of the gameplay experience.
- Figure 5 shows the simplified interface possible with a GSM implementation.
- the following table indicates all the actions assigned to the command buttons, during all stages of gameplay.
- This table shows the softkeys (Command Buttons) context at each point in the game, it does not include the actions for the command buttons which are linked to in-game dialogs which are described below.
- Command buttons are context sensitive; currently selected card item has a red highlight; current player is indicated by white highlight. Players can browse all the cards in their pack
- SMS alphanumeric data
- the limitations of SMS mean that the maximum size of any possible message in the protocol must be 160 characters (ideally less, to allow for future expansion).
- this message consists of: 1. A message identifier: the word "CHALLENGE” 2. A unique identifier for this game, generated at this point (16 characters)
- a random positive integer (0-65535) used to determine who goes first in the game (the sender highest of this integer and the one in "Accept challenge” wins)
- This message would total 88 characters.
- a message identifier the word "ACCEPT"
- an example message (sent in response to the example in "Send challenge) might be:
- Sent in response to a "Send challenge” message when the challenged player does not wish to play. Consists of: 1. A message identifier: the word "DECLINE";
- An example message in keeping with the other examples shown here, might be: KTTP/1.0 ⁇ cr> MOVE ⁇ cr>
- This one contains 35 characters.
- Report score Used by both players of a game, when the game has ended, to report their current score (and the game status) to the central high score table; consists of:
- a message identifier the word "SCORE"
- a unique identifier for the game (16 characters); this should be the same as the game identifier received in the "Send challenge” message; 3. The unique identifier for the pack of cards used to play this game (16 characters); 4. A unique identifier for this player (16 characters); 5. The name of this player;
- This message would be 90 characters long.
- This message is sent by the "high score” subsystem back to any player who sends in a "Report score” message. It confirms their current ranking in the league table for their deck, and consists of:
- a message identifier the word "RANK”
- An example message might be: KTTP/1.0 ⁇ cr> SCORE ⁇ cr>
- This message would be 36 characters long.
- a and B Devices participating in a game of PopSwap communicate as follows: Assume two devices, A and B. A has a message to send to B; this might be one of several types of message (e.g. a challenge, a response to a challenge, the details of a card and choice of attribute, etc.). The exact type of message is determined by what state the game is in, and is not relevant to this discussion. For our purposes, messages can be divided into one of two types: outgoing (sent to the other player), or incoming (received from the other player).
- outgoing sent to the other player
- incoming received from the other player
- the PopSwap application composes the message into a single text string, suitably formatted as described above.
- PopSwap determines the recipient of the message, which consists of a telephone number (the number of the other mobile device), and a WDP port number (PopSwap uses a standard hard-coded port number).
- Classes within the Java Telephony API JTAPI are used to combine the text string with these two pieces of information, into a "WDP-SMS" message, and send it.
- the JTAPI handles the interfacing between PopSwap and the EPOC operating system services which actually send the message.
- the device receives an SMS message, notices that it is not “raw” SMS, but contains WDP-SMS protocol, and determines which WDP-SMS port the message is being sent to. It then looks for applications which are currently listening on that port; PopSwap will be the only such application, so the message is forwarded to a "listening thread" which PopSwap activates whenever it expects to receive a communication.
- This "listening thread” receives the complete KTTP message (which has been transparently disassembled from the WDP-SMS message by JTAPI) and decomposes it into its differing fields, acting appropriately. For instance, should a PopSwap device receive a message containing the details of a move, it will go through the following steps:
- a form of data delivery and receipt that enables a standardized, broadcast data message to be interpreted in a variety of ways depending on the software installed on the receiving device.
- the data string may be sent in SMS format, as follows:
- Promotional messaging where the nature of the promotional message may vary according to data held on the end device - a number of supermarket loyalty card holders, for example, could be notified of different offers according to the data held on their device(s), even though one standard message was broadcast to all users
- Automated data update system between a client device or devices and a remote data storage location, e.g. server via wireless connection without utilizing http or other internet protocols.
- a remote data storage location e.g. server
- auto- challenge or some other appropriately named option
- an automated message is sent from user l's device to a remote server (via SMS or any other wireless data format), detailing the user's status (e.g. number of cards held, number of games played, field values of character selected, etc.).
- User 1 may also define the difficulty level or status of the user they wish to challenge. For example this may be ranked on a scale of 1 to 5 - from “beginner” through “intermediate” to "pro”. This data will also be encoded in the message sent from device 1 to the remote server.
- Incoming data from user 1 is received by the remote server, and based on the values encoded, an automated selection is made of another user recorded on the system whose values are in accordance with the criterion or criteria sent from user 1. An automated message is then dispatched to the selected user 2, forming them of the challenge and asking them if they would like to accept or decline. • If the challenge is accepted, gameplay is initiated in the normal manner and an automated amendment to the data on the server (e.g. registering user 2's propensity to accept auto-challenges) may be made.
- a message is relayed back from device 2 to the server and either (a) a further selection may automatically be made, (b) a notification message may be sent back to user 1, or (c) both re-search and notification message may automatically be generated. Again, an update or amendment to the data held on the remote server may be made.
- a remote data storage location e.g. server
- client devices via SMS or any other wireless data format, updating or amending field values stored in databases on the client device.
- updated data values may then be referenced by data sent in the form of character strings between individual client devices.
- PopSwap is a wireless games concept, conceived and owned by K Technologies, in which bands and musicians (i.e. "act") are traded between players according to various data values (e.g. number of Top Ten Hits, number of albums, etc.) pertaining to each act.
- Peer-to-peer business applications in which time-sensitive information such as inventory levels and stock price are stored on the client device or devices.
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- Computer Networks & Wireless Communication (AREA)
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Abstract
Description
Claims
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| AU2002247841A AU2002247841A1 (en) | 2001-03-26 | 2002-03-26 | Peer to peer data transfer between wireless information devices |
Applications Claiming Priority (4)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| GBGB0107403.8A GB0107403D0 (en) | 2001-03-26 | 2001-03-26 | K technologies |
| GB0107403.8 | 2001-03-26 | ||
| GB0112060A GB2375268B (en) | 2001-03-26 | 2001-05-17 | Peer to peer data transfer between wireless information devices |
| GB0112060.9 | 2001-05-17 |
Publications (2)
| Publication Number | Publication Date |
|---|---|
| WO2002078284A2 true WO2002078284A2 (en) | 2002-10-03 |
| WO2002078284A3 WO2002078284A3 (en) | 2003-02-27 |
Family
ID=26245893
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/GB2002/001428 Ceased WO2002078284A2 (en) | 2001-03-26 | 2002-03-26 | Peer to peer data transfer between wireless information devices |
Country Status (2)
| Country | Link |
|---|---|
| GB (1) | GB0120534D0 (en) |
| WO (1) | WO2002078284A2 (en) |
Cited By (10)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2003092839A3 (en) * | 2002-04-29 | 2004-02-26 | Sendo Int Ltd | Remote gaming mechanism |
| EP1439722A1 (en) * | 2003-01-17 | 2004-07-21 | Lg Electronics Inc. | Method and system for the provision of a service to a mobile terminal |
| GB2410150A (en) * | 2004-01-13 | 2005-07-20 | Toshiba Res Europ Ltd | Downloading software from one mobile device to another |
| DE102004047364A1 (en) * | 2004-09-29 | 2006-03-30 | Siemens Ag | Method for the spontaneous distribution of data and corresponding data network |
| DE102004047371A1 (en) * | 2004-09-29 | 2006-03-30 | Siemens Ag | Method for distributing software and configuration data and corresponding data network |
| DE102004047366A1 (en) * | 2004-09-29 | 2006-03-30 | Siemens Ag | Method for distributing data on request and corresponding data network |
| WO2007007020A1 (en) * | 2005-02-02 | 2007-01-18 | Minimemobile Ltd | System of animated, dynamic, expresssive and synchronised non-voice mobile gesturing/messaging |
| EP1810732A3 (en) * | 2006-01-19 | 2007-09-05 | Kabushiki Kaisha Square Enix (also trading as Square Enix Co., Ltd.) | Creation of ranking table for competitive game cross reference to related application |
| US7546086B2 (en) | 2004-05-07 | 2009-06-09 | Telefonaktiebolaget L M Ericsson (Publ) | Ad-hoc messaging between wireless devices |
| US7574515B2 (en) | 2003-04-24 | 2009-08-11 | Koninklijke Philips Electronics N.V. | Peer to peer transfer of content |
Family Cites Families (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| DE19940954A1 (en) * | 1999-08-20 | 2001-03-01 | Nils Scharmberg | Transmitting symbols and/or information from transmitter to receiver involves transmitting selected spoken utterances associated with symbols to be transferred |
| KR20010016943A (en) * | 1999-08-05 | 2001-03-05 | 윤종용 | Method for preforming network game function using potable phone |
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2001
- 2001-08-23 GB GBGB0120534.3A patent/GB0120534D0/en not_active Ceased
-
2002
- 2002-03-26 WO PCT/GB2002/001428 patent/WO2002078284A2/en not_active Ceased
Cited By (15)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2003092839A3 (en) * | 2002-04-29 | 2004-02-26 | Sendo Int Ltd | Remote gaming mechanism |
| EP1439722A1 (en) * | 2003-01-17 | 2004-07-21 | Lg Electronics Inc. | Method and system for the provision of a service to a mobile terminal |
| US7574515B2 (en) | 2003-04-24 | 2009-08-11 | Koninklijke Philips Electronics N.V. | Peer to peer transfer of content |
| GB2410150B (en) * | 2004-01-13 | 2006-05-10 | Toshiba Res Europ Ltd | Software download |
| GB2410150A (en) * | 2004-01-13 | 2005-07-20 | Toshiba Res Europ Ltd | Downloading software from one mobile device to another |
| US7546086B2 (en) | 2004-05-07 | 2009-06-09 | Telefonaktiebolaget L M Ericsson (Publ) | Ad-hoc messaging between wireless devices |
| DE102004047366A1 (en) * | 2004-09-29 | 2006-03-30 | Siemens Ag | Method for distributing data on request and corresponding data network |
| DE102004047371A1 (en) * | 2004-09-29 | 2006-03-30 | Siemens Ag | Method for distributing software and configuration data and corresponding data network |
| DE102004047364A1 (en) * | 2004-09-29 | 2006-03-30 | Siemens Ag | Method for the spontaneous distribution of data and corresponding data network |
| US8180898B2 (en) | 2004-09-29 | 2012-05-15 | Siemens Enterprises Communications Gmbh & Co. Kg | Method for distribution of data upon request and corresponding data network |
| US8291115B2 (en) | 2004-09-29 | 2012-10-16 | Siemens Enterprise Communications Gmbh & Co. Kg | Method for distribution of software and configuration data and corresponding data network |
| US8737367B2 (en) | 2004-09-29 | 2014-05-27 | Siemens Enterprise Communications Gmbh & Co. Kg | Method for the spontaneous distribution of data, and corresponding data network |
| WO2007007020A1 (en) * | 2005-02-02 | 2007-01-18 | Minimemobile Ltd | System of animated, dynamic, expresssive and synchronised non-voice mobile gesturing/messaging |
| EP1810732A3 (en) * | 2006-01-19 | 2007-09-05 | Kabushiki Kaisha Square Enix (also trading as Square Enix Co., Ltd.) | Creation of ranking table for competitive game cross reference to related application |
| US7731590B2 (en) | 2006-01-19 | 2010-06-08 | Kabushiki Kaisha Square Enix | Creation of ranking table for competitive game |
Also Published As
| Publication number | Publication date |
|---|---|
| GB0120534D0 (en) | 2001-10-17 |
| WO2002078284A3 (en) | 2003-02-27 |
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