PERSONALIZED INFORMATION FOR A NON-ACQUIRED ASSET
    1.
    发明申请
    PERSONALIZED INFORMATION FOR A NON-ACQUIRED ASSET 审中-公开
    非获得资产的个人资料

    公开(公告)号:WO2012166639A1

    公开(公告)日:2012-12-06

    申请号:PCT/US2012/039671

    申请日:2012-05-25

    Abstract: Described herein are methods and systems for providing personalized information for a non-acquired asset. The personalized information can be based on data related to the user's friends, friends of the user's friends, and the user. In one embodiment, a computer-implemented method is performed by processing logic that allows a user to access a first user account. The processing logic causes a system to present at least a first asset that is inaccessible by the first user account. The first asset may be associated with a second user account that is linked to the first user account. The processing logic may receive a selection of the first asset. The processing logic, in response to the selection, causes the system to automatically present data related to the first asset. The data may be personalized to the first user account and based on the second user account.

    Abstract translation: 这里描述了用于为非获得资产提供个性化信息的方法和系统。 个性化信息可以基于与用户的朋友,用户的朋友的朋友和用户相关的数据。 在一个实施例中,计算机实现的方法由允许用户访问第一用户帐户的处理逻辑执行。 处理逻辑使得系统至少呈现第一用户帐户无法访问的第一资产。 第一资产可以与链接到第一用户账户的第二用户账户关联。 处理逻辑可以接收第一资产的选择。 响应于该选择,处理逻辑使系统自动呈现与第一资产相关的数据。 数据可以被个性化到第一用户帐户并且基于第二用户帐户。

    TECHNIQUES FOR INTERACTIVE INPUT TO PORTABLE ELECTRONIC DEVICES
    2.
    发明授权
    TECHNIQUES FOR INTERACTIVE INPUT TO PORTABLE ELECTRONIC DEVICES 有权
    更高层次的交互式输入技术在便携式电子设备

    公开(公告)号:EP2038730B1

    公开(公告)日:2011-09-07

    申请号:EP07776617.8

    申请日:2007-05-02

    Applicant: APPLE INC.

    Abstract: Techniques for providing input to interactive and multitasking applications are disclosed. A game input area (surface or plane) receives input for multiple applications including an interactive application executed in connection with a scene. The input received is directed to the appropriate application based on one or more locations (e.g., points, positions, regions, portions) of the input area effectively identified when input is received (or entered). In addition, the manner in which input is received (or entered) can be used to determine which application should receive the input. The input area can additionally resemble or approximate the shape of a scene (e.g., game scene) to allow a person to provide input in a more intuitive way. Accordingly, input can be provided in a simple and more intuitive manner by effectively allowing the user to interact with the input area in a way that mimics or approximates a desired action (e.g., moving a ball or bat around by inputting a rotational movement). Examples of such interaction include positional, directional (e.g., rotational), press or pressure input (or movement) which can easily be provided by a thumb or a finger, for example, on a touch screen.

    TECHNIQUES FOR INTERACTIVE INPUT TO PORTABLE ELECTRONIC DEVICES
    3.
    发明公开
    TECHNIQUES FOR INTERACTIVE INPUT TO PORTABLE ELECTRONIC DEVICES 有权
    更高层次的交互式输入技术在便携式电子设备

    公开(公告)号:EP2038730A2

    公开(公告)日:2009-03-25

    申请号:EP07776617.8

    申请日:2007-05-02

    Applicant: Apple Inc.

    Abstract: Techniques for providing input to interactive and multitasking applications are disclosed. A game input area (surface or plane) receives input for multiple applications including an interactive application executed in connection with a scene. The input received is directed to the appropriate application based on one or more locations (e.g., points, positions, regions, portions) of the input area effectively identified when input is received (or entered). In addition, the manner in which input is received (or entered) can be used to determine which application should receive the input. The input area can additionally resemble or approximate the shape of a scene (e.g., game scene) to allow a person to provide input in a more intuitive way. Accordingly, input can be provided in a simple and more intuitive manner by effectively allowing the user to interact with the input area in a way that mimics or approximates a desired action (e.g., moving a ball or bat around by inputting a rotational movement). Examples of such interaction include positional, directional (e.g., rotational), press or pressure input (or movement) which can easily be provided by a thumb or a finger, for example, on a touch screen.

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