CrowdChunk System, Method, and Computer Program Product for Searching Summaries of Online Reviews of Products
    1.
    发明申请
    CrowdChunk System, Method, and Computer Program Product for Searching Summaries of Online Reviews of Products 审中-公开
    CrowdChunk系统,方法和计算机程序产品,用于搜索产品在线评论摘要

    公开(公告)号:US20140188665A1

    公开(公告)日:2014-07-03

    申请号:US14058263

    申请日:2013-10-20

    CPC classification number: G06Q30/0625

    Abstract: System, method, and computer program product for researching reviews written online to assess the performance and functionality of digital media consumer products bought online or not (e.g. eBooks, movies, TV shows, music, DVD's, etc.). The system extracts reviews from multiple online sources comprising: online “stores”, professional articles, blogs, online magazines, websites, etc.; and, utilizes sentiment analysis algorithms and supervised machine learning analysis to present more informative summaries for each product's reviews, comprising: a sentence that encapsulates a sentiment held by many users; the most positive and negative comments; and a list of features with average scores (e.g. performance, price, etc.). Additionally, the user may view a separate review detail page per product that provides further summaries, such as a short list of other products that the same reviewer gave a very positive review for the features. The user is then able to purchase the product via a link.

    Abstract translation: 系统,方法和计算机程序产品,用于研究在线评估在线购买或不在线购买的数字媒体消费产品的性能和功能(例如电子书,电影,电视节目,音乐,DVD等)。 该系统从多个在线来源提取评论,包括:在线“商店”,专业文章,博客,在线杂志,网站等; 并利用情感分析算法和监督机器学习分析,为每个产品的评论提供更多的内容丰富的摘要,包括:一个封闭许多用户持有的情绪的句子; 最积极和消极的意见; 以及具有平均分数(例如性能,价格等)的功能列表。 此外,用户可以查看每个产品的单独的评论详细信息页面,该页面提供更多的摘要,例如同一评审者对功能进行非常积极的评价的其他产品的简短列表。 然后用户可以通过链接购买产品。

    METHOD AND APPARATUS FOR LOAD TESTING ONLINE SERVER SYSTEMS
    2.
    发明申请
    METHOD AND APPARATUS FOR LOAD TESTING ONLINE SERVER SYSTEMS 有权
    用于负载测试在线服务器系统的方法和设备

    公开(公告)号:US20120311387A1

    公开(公告)日:2012-12-06

    申请号:US13153271

    申请日:2011-06-03

    CPC classification number: G06F11/3433 G06F11/3414

    Abstract: A method includes capturing data that is representative of actions performed by each of a plurality of human user operated clients as they interact with an online software application, loading at least one or more portions of the captured data into one or more automated simulation clients, and using the one or more automated simulation clients to perform load testing of an online server system. A system includes a data capturing stage, one or more automated simulation clients, and a configuration stage. A computer readable storage medium stores one or more computer programs that will cause a processor based system to execute steps including receiving data that was captured during a running of an online software application and that is representative of actions performed by each of a plurality of human user operated clients as they interacted with the online software application, and loading at least one or more portions of the data into one or more automated simulation clients that are configured to perform load testing of an online server system.

    Abstract translation: 一种方法包括捕获表示由多个人类用户操作的客户端中的每一个在与在线软件应用程序交互时执行的动作的数据,将捕获的数据的至少一个或多个部分加载到一个或多个自动化仿真客户机中,以及 使用一个或多个自动化模拟客户端来执行在线服务器系统的负载测试。 系统包括数据捕获阶段,一个或多个自动仿真客户端和配置阶段。 计算机可读存储介质存储一个或多个计算机程序,其将使基于处理器的系统执行包括接收在线软件应用程序运行期间捕获的数据的步骤,并且其代表由多个人类用户中的每一个执行的动作 它们与在线软件应用程序进行交互,并将至少一个或多个数据部分加载到被配置为执行在线服务器系统的负载测试的一个或多个自动仿真客户机中。

    RESOURCE MANAGEMENT OF SERVER HOSTS IN ONLINE GAME ENVIRONMENT
    4.
    发明申请
    RESOURCE MANAGEMENT OF SERVER HOSTS IN ONLINE GAME ENVIRONMENT 审中-公开
    在线游戏环境中的服务器主机资源管理

    公开(公告)号:US20120102185A1

    公开(公告)日:2012-04-26

    申请号:US12908740

    申请日:2010-10-20

    Inventor: Brian Fernandes

    Abstract: Managing resources of server hosts in an online game environment, including: monitoring metrics data of the online game environment including configurable thresholds and rules defined for a game title; processing and analyzing the metrics data; determining whether the metrics data indicates an over or under capacity of the server hosts in the online game environment; sending a first request to locate, deploy, connect, and register additional game servers to the online game environment to support increasing load, when the metrics data indicates the under capacity of the server hosts; and sending a second request to isolate, remove, disconnect, and un-register surplus game servers from the online game environment to make them available to support the player load in other game titles, when the metrics data indicates the over capacity of the server hosts. Keywords include resource management, online gaming, and server architecture.

    Abstract translation: 管理在线游戏环境中的服务器主机的资源,包括:监视在线游戏环境的指标数据,包括为游戏标题定义的可配置阈值和规则; 处理和分析指标数据; 确定所述度量数据是否指示所述在线游戏环境中的所述服务器主机的过度或过低的容量; 当度量数据指示服务器主机的容量不足时,发送第一请求以定位,部署,连接和注册额外的游戏服务器到在线游戏环境以支持增加的负载; 以及当所述度量数据指示所述服务器主机的容量过大时,发送第二请求以将剩余游戏服务器与所述在线游戏环境隔离,去除,断开和取消注册,以使其可用于支持所述玩家加载其他游戏标题 。 关键词包括资源管理,在线游戏和服务器架构。

    Managing users in a multi-user network game environment
    6.
    发明授权
    Managing users in a multi-user network game environment 有权
    在多用户网络游戏环境中管理用户

    公开(公告)号:US07711847B2

    公开(公告)日:2010-05-04

    申请号:US10359359

    申请日:2003-02-04

    Abstract: A multi-user online application network computing configuration maintains application level information at a portal or lobby server, rather than at each individual application server or host machine. Users can therefore learn about and select a desired application, such as an online game, through communication with the lobby server. After appropriate authorization processing, users can contact the associated application server, such as a game host, to begin their participation. The lobby server can therefore reduce the bandwidth requirements and other operating demands on the application server. In addition, cross-application communications in real-time are facilitated through the lobby server concept. The multi-user application environment also provides a common data model for maintaining user information, such as for establishing a ladder ranking system in the online gaming context in which user achievements are recorded and shared among users and among the different game applications.

    Abstract translation: 多用户在线应用网络计算配置在门户或大厅服务器而不是在每个单独的应用服务器或主机上维护应用级信息。 因此,用户可以通过与大厅服务器的通信来了解和选择所需的应用程序,例如在线游戏。 经过适当的授权处理,用户可以联系相关的应用服务器,如游戏主机,开始他们的参与。 因此,大厅服务器可以减少应用服务器上的带宽要求和其他操作需求。 此外,通过大厅服务器概念,便于实时交叉应用通信。 多用户应用环境还提供用于维护用户信息的通用数据模型,例如在在线游戏环境中建立梯级排名系统,其中用户成就在用户之间以及不同游戏应用程序之间共享。

    Communication across multiple game applications
    7.
    发明授权
    Communication across multiple game applications 有权
    跨多个游戏应用程序的通信

    公开(公告)号:US07613800B2

    公开(公告)日:2009-11-03

    申请号:US12218591

    申请日:2008-07-15

    Abstract: Systems for communication across multiple game applications are provided. In various embodiments, systems of the present invention may include a first application server hosting a first game application, a second application server hosting a second game application that is different from the first game application, a first client device for interaction with the first game application, a second client device for interaction with the second game application, and a universe management server for maintaining information about the first client device and the second client device. The information maintained in the universe management server may include game application interaction information, which allows the universe management server to facilitate real-time communication between a user of the first client device and a user of the second client device. The universe management system may further receive communications from both client devices via the first and second application server.

    Abstract translation: 提供了跨多个游戏应用程序进行通信的系统。 在各种实施例中,本发明的系统可以包括托管第一游戏应用的第一应用服务器,托管不同于第一游戏应用的第二游戏应用的第二应用服务器,用于与第一游戏应用交互的第一客户端设备 ,用于与第二游戏应用程序交互的第二客户端设备,以及用于维护关于第一客户端设备和第二客户端设备的信息的Universe管理服务器。 维护在宇宙管理服务器中的信息可以包括游戏应用交互信息,其允许宇宙管理服务器促进第一客户端设备的用户和第二客户端设备的用户之间的实时通信。 宇宙管理系统还可以经由第一和第二应用服务器从两个客户端设备接收通信。

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