CN101801482A - 虚拟世界中的动作速率修改 - Google Patents
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Abstract
本发明公开了一种方法,包括:定义第一速率,虚拟世界中的动作按照所述第一速率发生;针对所述虚拟世界的第一区域,将动作发生速率修改为不同于所述第一速率的第二速率,其中所述修改使得在所述第一区域中的动作按照所述第二速率发生。
Description
技术领域
本发明主题的实施方式总体上涉及虚拟世界、系统和网络,具体地涉及修改虚拟世界中的动作速率。
背景技术
虚拟世界应用允许人们在虚拟世界中进行社交和互动。虚拟世界(“VU”)是基于计算机的仿真环境,旨在使其居民通过角色(avatar)的使用来移动、居住和互动。许多VU利用3D图形和景观来表示,并且充满了数千万称作“居民”的用户。针对VU的其他术语包括虚拟实境和“3D因特网”。
发明内容
这里所描述的是有意地修改虚拟世界中动作的速率的过程和设备。所描述的设备之一是动作速率(RoA)变化设备。该RoA变化设备可以在虚拟世界中确定动作以特定的速率发生的区域。RoA变化设备可以在所述区域中将动作的速率修改为更快或者更慢。通过修改所述区域中的RoA,改变了动作发生的速率。RoA变化设备可以将该区域边界之外的区域保持在未修改的动作速率。因此,RoA变化设备可以在确定的区域与虚拟世界中确定区域之外的其他区域之间,创建动作速率的相对差异。
附图说明
现在将仅以示例的方式描述本发明的优选实施方式,参考如下附图,其中:
图1示出了根据本发明的一个优选实施方式的虚拟世界中动作速率变化的示例;
图2示出了根据本发明的一个优选实施方式的操作环境200中动作速率变化设备202的示例;
图3示出了根据本发明的一个优选实施方式的动作速率变化设备架构300的示例;
图4示出了根据本发明的一个优选实施方式的操作环境400中动作速率变化设备402的示例;
图5示出了根据本发明的一个优选实施方式的控制虚拟世界中相对动作速率的示例流程图500;
图6示出了根据本发明的一个优选实施方式的、通过修改数据处理速度来修改虚拟世界中动作速率的示例流程图600;
图7示出了根据本发明的一个优选实施方式的通过修改程序代码元素来修改动作速率的示例流程图700;
图8示出了根据本发明的一个优选实施方式的向虚拟世界中动作速率应用变化的示例流程图800;
图9示出了根据本发明的一个优选实施方式的向虚拟世界中动作速率应用变化的示例流程图900;
图10示出了根据本发明的一个优选实施方式的网络1000上动作速率变化设备1002的示例;以及
图11示出了根据本发明的一个优选实施方式的计算机系统1100中动作速率变化设备的示例。
具体实施方式
下文描述包括实现本发明实施方式技术的示例性系统、方法、技术、指令序列和计算机程序产品。然而,应当理解,可以在没有这些特定细节的情况下实践所述发明的实施方式。在某些情况下,为了不混淆本说明书,没有详细示出公知的指令实例、协议、结构和技术。
简介
在虚拟世界中,用户可以根据预定的物理规则集合来控制角色和其他对象。这些规则应用对虚拟世界中角色和对象的运动、脚本、动作和其他活动进行控制的物理公式和变量。动作进行的速率(类似于时间的流逝)是这些预定的规则之一。一般地,在虚拟世界一部分中进行动作的速率与在虚拟世界其他部分进行动作的速率是类似的,以便所有的对象和人物经历一致速率的动作。
然而,使虚拟世界中的区域以不同的动作速率运行将使各种问题(例如,网络和使用问题)得以解决。执行动作的速率上的差异在此简称为动作速率(RoA)变化。虚拟世界中的区域与对象之间的RoA变化可以帮助管理员对恶作剧的用户、不稳定性和虚拟世界中经常遇到的其他问题做出响应。RoA变化还可以帮助用户尤其是没经验的用户,来减慢可能太快而难以控制的动作。图1给出了根据某些实施方式某些设备可以如何工作以引起虚拟世界中的RoA变化。
图1示出了根据本发明的某些优选实施方式的虚拟世界中RoA变化的示例。图1中,操作环境100包括服务器设备(“服务器”)128和客户端设备(“客户端”)122。服务器128包括用于呈现和管理虚拟世界101的代码120(例如,源代码、目标代码、机器代码、可执行代码、程序库、脚本等)。客户端122可以用来查看虚拟世界101和控制虚拟世界101中的角色108。虚拟世界101包括各种对象,包括角色108、建筑物110、交通工具109等。虚拟世界101中,在阶段“1”,对象可以根据第一RoA 104(t1)执行动作。第一RoA 104影响虚拟世界101中的动作速率。动作速率可以包括对象的移动速率112(例如,V(t1))、对象之间的交易的速率114(TX(t1))、对象外观的刷新速率116(R(t1))等。第一RoA 104可以由诸如与时间有关的公式、变量和常量等计算机程序代码元素来确定和影响。第一RoA 104还可以由受到诸如数据传输率、数据调节和时钟周期率等服务器和客户端处理的影响。
在阶段“2”中,根据某些实施方式配置的系统设备(例如,客户端122、服务器128等)应用RoA变化过程。RoA变化过程可以使得第一RoA变为明显不同的第二RoA。阶段“3”通过将第一RoA 104改变成第二RoA 125展示了此过程。第二RoA 125是增加或者减少的。在阶段“4”中,将第二RoA 125应用于虚拟世界101,这使得虚拟世界中的动作速率成比例地改变。例如,移动速率112可以增加或者减少从而对RoA的改变做出反应。交易速率、图形刷新速率等也可以增加或者减少从而对RoA的改变做出反应。
操作环境示例
本节描述操作环境示例和网络,并且给出了某些实施方式的结构性方面。更具体地,本节包括关于RoA变化设备操作环境、RoA变化设备架构以及RoA变化设备操作环境的论述。
修改和控制虚拟世界中的动作速率的示例
图2示出了操作环境200中的RoA变化设备202的示例。图2中,在操作环境200中,RoA变化设备202连接至通信网络222。服务器228和客户端224也连接至通信网络222。在某些实施方式中,RoA变化设备202可以单独或者分别包含在服务器228和客户端224、客户端225和客户端226中。备选地,在某些实施方式中,RoA变化设备202可以独立于任何给出的设备。
客户端224显示了虚拟世界201。虚拟世界中的动作可以按照与第一RoA 204相关的速率发生。例如,对象209以基于第一RoA 204的移动速率(V(t1))来移动。根据某些实施方式,RoA变化设备202可以选择虚拟世界201中的区域210,并且应用第二RoA 206。该区域210中的对象(诸如,角色208)遵循第二RoA 206。因此,移动速率212(V(t2))变为基于第二RoA。因此,角色208的移动速率212按照与针对区域210的第二RoA 206的增加或减少相关的方式(诸如,成比例地)来增加或者减少。此外,其他动作速率(例如区域210中的交易速率214)也可以改变(诸如,成比例地)来达到第二RoA 206的增加或者减少。RoA变化设备202还可以选择其他区域,诸如区域218。区域218的边界遵循如下特定对象(在此例中是建筑物)的边界,对于该特定对象,RoA变化设备202应用了也与第一RoA 204不同的第三RoA 216。第三RoA 216还可以不同于第二RoA206。因此,第二区域218中的动作速率将改变(诸如,成比例地)为第三RoA 216。RoA变化设备202可以根据触发事件来启动虚拟世界中210的RoA变化,其中触发事件诸如用户手工请求来触发RoA变化,或者虚拟世界201中发生的事件。
示例动作速率变化设备架构
图3示出了RoA变化设备架构300的示例。在图3中,RoA变化设备架构300包括RoA变化设备302,其可以经由外部通信接口304来与外部系统和网络322对接。RoA变化设备架构300包括事件检测器310,其配置用于检测可以触发虚拟世界中RoA变化的事件。
RoA变化设备架构300还包括RoA变化控制器312,其配置用于控制虚拟世界中的RoA变化。RoA变化设备架构300还包括RoA变化效果监测设备314,其配置用于监测虚拟世界上RoA变化的效果。
此外,RoA变化设备架构300还包括RoA变化规则存储316,其配置用于存储关于向虚拟世界应用RoA变化的规则。RoA变化设备架构300还包括RoA变化显示控制器318,其配置用于指示正在经历RoA变化的虚拟世界区域。RoA变化设备架构300还包括RoA变化授权信息存储320,其配置用于存储可以用于连接到用户账户以及密码、用户标识账户名称等的信息。
最后,RoA变化设备架构300还包括通信接口321,其配置用于促进RoA变化设备302组件之间的通信。
在虚拟世界的多个区域中修改和控制多个动作速率的示例
图4示出了操作环境400中的RoA变化设备402的示例。操作环境400还包括服务器428和多个客户端424、425和426。服务器428、客户端424、客户端425、客户端426和RoA变化设备402连接至通信网络422。在某些实施方式中,RoA变化设备402可以单独或者分别包含在服务器428和客户端424、客户端425和客户端426中。备选地,在某些实施方式中,RoA变化设备402可以独立于任何给出的设备。
客户端424、客户端425和客户端426访问虚拟世界401。第一客户端424控制第一角色407;第二客户端425控制第二角色408;而第三客户端426配置用于以管理者的身份来监测和控制虚拟世界401的各个方面。RoA变化设备402选择虚拟世界401中的多个区域410、411和412,并且将RoA变化以不同的方式应用于区域410、411和412。例如,RoA变化设备将第一RoA 404应用于第一区域411。第一区域410的边界延伸至第二区域411,并且包含与交易412有关的对象或者项目,因此使得交易412按照与第一RoA 404相关的动作率发生。RoA变化设备402将第二RoA 413应用于第二区域410,使得第二区域411中的对象经历与第二RoA 413相关的动作速率。例如,第二角色408和可移动对象409都按照与第二RoA 412相关的移动速率415来移动。然而,虽然第一角色407包含在第二区域411的边界中,但是RoA变化设备402将第三RoA 413应用于包含在第二区域411的第三区域413。第三区域413的边界延伸到第一角色407周围。因此,第一角色407经历与第三RoA 414相关的动作速率。换言之,第一角色407按照与第一角色408或者第一区域410或第二区域411中的任何其他对象不同的速率来移动。第三客户端426例如可以作为管理者身份使用RoA变化设备402来相对于虚拟世界401中的任何附近对象减慢角色,例如像第一角色407。当第一角色407相对于其他对象减慢后,继而管理员和其他玩家相比可能在虚拟世界中带来问题的角色具有优势。例如,假设恶意用户在系统中使得一个或者多个角色或者其他对象被伤害、造成不稳定、引其经济恐慌或者在虚拟世界中从事不适当行为,管理员可能需要时间来理解、隔离和解决该问题。因此,管理员可能想要减慢恶意用户控制下的角色和对象的动作。于是,虚拟世界之内和之外的管理员活动都可以具有与虚拟世界中的恶意角色和对象的速率相比相对较高的动作速率。通过具有较高的动作速率,继而管理员可以有更多的时间来阻止、撤销或者改正恶意活动和其他问题。
示例操作
本节描述了与本发明的某些实施方式相关联的操作。在如下论述中,流程图将关于如下呈现的框图进行描述。然而,在某些实施方式中,操作可以由没有在框图中描述的逻辑来执行。
在某些实施方式中,操作可以由驻留在机器可读媒体(例如,软件)上的执行指令来实现,而在其他实施方式中,操作可以由硬件和/或其他逻辑(例如,固件)来实现。此外,某些实施方式可以少于任何流程图中给出的所有操作。
图5示出了控制虚拟世界中相对动作速率的示例流程图。在图5中,流程500开始于处理框502,在此,RoA变化设备确定虚拟世界中与第一RoA有关地来进行动作的区域。第一RoA使得该区域中的动作按照相对于第一RoA的特定速率发生。与第一RoA有关的这些速率可以按照针对该区域的“默认”速率发生。例如,一种这样的速率可以是角色可以在虚拟世界的这个区域中以多快移动。换言之,一种速率可以是角色“移动速率”。默认情况下,角色的移动速率可以设置成默认速率。然而,该默认速率会受到虚拟世界中的动作发生速率的影响。如果虚拟世界的该区域中的动作发生速率改变了,则角色的移动速率也将改变。受RoA影响的速率的示例包括:移动速率或者速度、图形像素刷新速率、交易速率等。
虚拟世界中的RoA变化的行为可以改变与虚拟世界中不同观察者或者行动者有关的虚拟世界中的时间参考。更改某些观察者和行动者的RoA而不更改其他观察者和行动者的RoA可能是有益的。出于这个原因,在某些实施方式中,RoA变化设备确定虚拟世界中可以更改时间进程的“区域”或者特定空间。如果RoA变化设备仅更改一个区域中的RoA,则正在占据或者查看其他区域的其他行动者或者观察者可以按照未更改的速率来活动。换言之,在某些实施方式中,动作速率仅在确定区域中受到影响。
特别地,区域边界可以与虚拟世界中诸如建筑物、房间或者城镇等地理边界相联系。区域边界还可以与角色相联系,或者与角色周围特定半径范围相联系。区域边界还可以与正在进行交易或事件的对象或位置相联系。例如,区域可以仅与正在做生意的两个角色相联系,从而加速正在进行的商业交易。在另一示例中,区域边界可以与恶意角色或者该恶意角色控制下的任何其他元素相联系,从而显著地减慢由该恶意角色带来的恶意活动。区域还可以像口袋或者气泡一样延伸到不连续的不同地理边界。例如,如果存在两个恶意角色,则RoA变化设备可以设置区域边界来包围这两个角色(即使他们不是紧邻的),而可以不包围这两个恶意角色之间的对象或者物品。如另一示例,针对RoA变化的区域边界可以由虚拟世界中的坐标来定义。针对RoA变化的区域边界甚至可以由硬件来定义(例如,将RoA变化应用于由特定的客户端或者由特定的一个或者多个服务器绘制的地区)。
流程500继续到处理框504,在此,RoA变化设备将区域的第一RoA修改为不同于第一速率的第二RoA。RoA变化设备可以修改区域的第一RoA,或者换言之,加速或者减慢RoA,从而创建仅应用于该区域的第二RoA。第二RoA使得区域中的动作以相关的方式加速或者减慢。同时,RoA变化设备可以隔开该区域,并且在该区域内应用第二RoA,而同时在该区域外的虚拟世界中应用第一RoA。如果虚拟世界中的对象进入该区域,或是被包括在该区域中或者暴露到该区域,则该对象遵循第二RoA。同样地,当虚拟世界中的对象离开该区域,或者从该区域移除或者未暴露于该区域时,则该对象遵循第一RoA。
流程500继续到处理框506,在此,RoA变化设备确定是否将该区域恢复为第一RoA。如果不恢复,则处理结束。如果恢复,则处理继续到框508。
流程500继续到处理框508,在此,RoA变化设备将区域恢复为第一RoA。RoA变化设备可以恢复RoA,或者换言之,撤销RoA的修改从而使第二RoA返回到第一RoA。通过恢复第一RoA,RoA变化设备使得区域中的一个或者多个动作速率返回到其原始的动作速率。
图6示出了通过修改数据处理速率来修改虚拟世界中动作速率的示例流程图。在图6中,流程600开始于处理框602,其中RoA变化设备确定RoA变化将要应用于虚拟世界。
流程600继续到处理框604,在此,RoA变化设备修改数据处理速率,以增加或者降低在客户端设备上绘制虚拟世界数据的速率。客户端设备绘制数据,以显示虚拟世界中的动作。因此,在客户端上绘制虚拟世界数据的速率可以有效地修改虚拟世界中时间进程的感觉。
流程600继续到处理框606,在此,RoA变化设备确定客户端设备或者某些其他设备是否修改数据处理速率。虽然客户端设备绘制数据以显示虚拟世界中的动作,但是客户端和其他设备可以按照影响客户端绘制数据的速率的处理速率来准备和呈现数据。如果客户端设备修改数据处理速率,则过程继续到框608。否则,过程继续到框614。
流程600继续到处理框608,在此,RoA变化设备修改客户端设备处的数据处理速率。RoA变化设备可以修改客户端处的数据处理速率。例如,在向数据绘制组件(例如,视频卡、处理器、视频卡等)递送数据之前,RoA变化设备可以调节客户端处的数据。RoA变化设备还可以修改时钟周期速率,以使得数据根据较慢或者较快的计算机处理速率而被处理。因此,该影响可以使得数据绘制组件以较慢或者较快的速率绘制数据。
流程600继续到处理框610,在此,RoA变化设备确定是否应当恢复数据处理速率。如果不恢复数据处理速率,则过程可以结束。否则,过程可以继续到处理框612。
流程600继续到处理框612,在此,RoA变化设备恢复客户端处的数据处理速率。RoA变化设备可以使得客户端撤销在处理框608中描述的修改。例如,客户端可以停止调节数据,或者将客户端时钟周期返回到原始周期速率。返回到处理框606,如果客户端在处理框606没有修改数据处理速率,则过程继续到处理框614。
流程600继续到处理框614,在此,RoA变化设备从服务器设备修改数据处理速率。RoA变化设备可以使得服务器或者其他网络设备修改数据处理速率。例如,RoA变化设备可以使服务器修改向客户端的数据供应速率。通过修改数据供应速率,RoA变化设备可以按照比常规情况快或者慢的速率来向客户端递送数据。于是,该影响可以使客户端更慢或更快地绘制数据。
流程600继续到处理框616,在此,RoA变化设备确定是否应当恢复数据处理速率。如果不恢复数据处理速率,则过程可以结束。否则,过程可以继续到处理框618。
流程600继续到处理框618,在此,RoA变化设备恢复客户端处的数据处理速率。RoA变化设备可以使得服务器撤销在处理框608中描述的修改。例如,服务器可以停止调节数据,或者将数据传输速率返回到原始速率。
图7示出了通过修改程序代码元素来修改动作速率的示例流程图。在图7中,流程700开始于处理框702,在此,RoA变化设备确定将要应用于虚拟世界的RoA变化。
流程700继续到处理框704,在此,RoA变化设备根据一个或者多个计算机程序代码元素来选择RoA发生的虚拟世界区域。程序代码元素可以包括:变量、公式或者可以实现确定虚拟世界中时间进程的算法的任何其他类型的计算机编程。
流程700继续到处理框706,在此,RoA变化设备修改一个或者多个计算机程序代码元素,使得RoA在选定区域中加速或者减慢。例如,这些程序代码元素可以包括与时间计算或作为变量的时间本身直接相关的编程元素。一个这种示例是区域中对象的速率或者速度。用于确定速度的公式包括作为方程(例如,速度=距离/时间)中变量的时间。例如,如果RoA变化设备修改动作发生的速率,这可以认为是虚拟世界中时间前进的速率的改变,并且例如影响速度的计算。与作为变量的时间直接相关的某些附加编程代码元素包括用于确定频率、加速度和重力的公式。
另一方面,RoA变化设备还可以修改不与时间直接相关、但是可以有效地使动作速率在该区域改变的编程元素,诸如用于计算虚拟世界中空气黏滞度的公式。RoA变化设备可以修改确定虚拟世界的该区域中的空气黏滞度的公式、函数、常量等,从而使得项目在该区域中更慢或者更快地移动。因此,RoA变化设备可以通过修改提供时间进展感觉的动作来修改RoA。不与时间直接相关、但是可以提供时间进展感觉的其他编程元素包括用于质量、摩擦力和密度的公式、函数、常量等。
流程700继续到处理框708,在此,RoA变化设备确定是否恢复RoA。如果RoA变化设备不恢复RoA,则过程结束。另一方面,如果RoA变化设备确定恢复RoA,则过程继续到处理框708。
流程700继续到处理框710,在此,RoA变化设备恢复一个或者多个计算机程序代码元素,从而使RoA得以恢复。换言之,RoA变化设备停止应用经过修改的程序代码元素,而应用修改之前的程序代码元素。这保证了动作速率返回在框704所描述修改之前的值。
图8示出了在虚拟世界中应用RoA变化的示例流程图。在图8中,流程800开始于处理框802,在此,RoA变化设备检测虚拟世界中有意触发RoA变化的事件。所述事件可以是虚拟世界中的任何活动(人工启动的或者自动生成的),其根据RoA变化规则或者设置而指示需要RoA变化。例如,事件可以是对虚拟世界的恶意攻击。RoA变化设备可以检测恶意攻击,并且确定特定的区域需要接受RoA变化来减缓攻击的影响。另一方面,事件可以是期望的某些事情,例如由虚拟世界用户进行的金钱交易。如果没有经验的玩家正在进行交易,则RoA变化设备可以确定该没有经验的玩家需要一些额外的时间来进行交易,以便使该交易正确地完成。因此,RoA变化设备可以检测到:RoA变化应当应用于财务交易发生的区域。没有经验的玩家也可以人工启动RoA变化,从而人工指明将RoA变化应用于交易发生区域的期望。
流程800继续到处理框804,在此,RoA变化设备向管理账户发送事件的通知消息。RoA变化设备可以发送消息来向管理员通知该事件。管理员可能需要执行特定的动作来处理该事件或者该事件的特定效应。
流程800继续到处理框806,在此,RoA变化设备确定虚拟世界的区域中的多个子区域,对于这些子区域可以按照渐进的顺序应用RoA变化。子区域可以包括可包围虚拟世界中任何事物的子区域边界,从虚拟世界的整个地区到较小区域、特定对象或者交易正在发生的位置。RoA变化设备可以按照渐进顺序来确定子区域。换言之,RoA变化设备可以确定哪些子区域有可能受事件的影响最大、哪些子区域可能具有可能被RoA变化打断的最多活动、或者哪些区域可能是虚拟世界居民人口最多的区域,并由此确定首先、最后或者以对居民干扰最小化或对系统状况最为有效的其他顺序,来向这些子区域应用RoA变化。例如,如果事件是可能影响系统性能的有害事件,则RoA变化设备可以决定:最佳渐进顺序是将RoA变化应用于那时人口最多的区域。可以按照这种渐进顺序来应用RoA变化,因为该事件效应可以影响大多数用户。然而,其他较少人口区域可以在高人口区域之后进行解决。
流程800继续到处理框808,在此,RoA变化设备渐进地选择受事件影响的多个子区域或者对象中的至少一个。
流程800继续到处理框810,在此,RoA变化设备将RoA变化应用于选定的子区域。换言之,RoA变化设备修改选定区域中的动作速率。
流程800继续到处理框812,在此,RoA变化设备显示针对虚拟世界中选定子区域的RoA变化的虚拟指示符。RoA变化设备可以为临时变化的子区域显示诸如模糊度、颜色或者某些其他可视指示的指示符。
流程800继续到处理框814,在此,RoA变化设备处理选定子区域中的事件效应。例如,如果事件的效应是有害的,诸如系统问题或者不稳定,则RoA变化设备可以修正该问题,或者检测到该问题已经由网络用户或管理员修正。另一方面,如果事件的效应是有益的,诸如在该子区域中进行财务交易,则RoA变化设备可以监测该交易来确定该事件何时完成。
流程800继续到处理框816,在此,RoA变化设备分析选定子区域,以确定事件效应的状态。RoA变化设备可以分析发生在选定子区域中的动作来确定事件是否终结,或者事件的效应仍然影响着该子区域。例如,RoA变化设备可以将子区域中当前活动的度量与事件发生之前该子区域中活动的度量进行比较。
流程800继续到处理框818,在此,RoA变化设备确定子区域是否仍然受到事件的影响。如果子区域仍然受到事件的影响,则过程可以返回到处理框814,以重复处理框814和处理框816,直到该子区域不再受该事件的影响。过程继续到处理框820。
流程800继续到处理框820,在此,RoA变化设备撤销该子区域中的RoA变化。RoA变化设备可以将动作速率返回到其原始速率。RoA变化设备还可以撤销或者关闭该子区域中的RoA变化的任何显示指示符。
流程800继续到处理框822,在此,RoA变化设备确定是否已经在虚拟世界中的整个区域中处理了事件效应。如果事件及其效应已经在整个区域中终止,则过程可以结束。然而,如果区域中的其他子区域仍然经历该事件及其效应,则过程返回到处理框808并且重复后续框中的处理,直到该事件及其效应终止。
将RoA变化以渐进方式应用于子区域是逐步地应用动作速率变化的一个示例。在另一示例中,RoA变化按照程度而逐步应用。例如,区域的动作速率可以增加到该动作速率的三倍,但是以递增的方式。作为另一示例,对象可以单独退出RoA变化。假设针对包括两个对象的虚拟世界区域的动作速率减慢,则一旦确定应当结束该地区的RoA变化,则可以立即将第一对象的动作速率恢复为默认动作速率。第二对象可以逐步恢复为默认动作速率。
图9示出了在虚拟世界中应用RoA变化的示例流程图。在图9中,流程900开始于处理框902,在此,RoA变化设备检测虚拟世界中触发RoA变化的事件。
流程900继续到处理框904,在此,RoA变化设备向管理账户发送事件通知。RoA变化设备可以发送消息来向管理员通知该事件。管理可能需要执行特定的动作来处理该事件或者该事件的特定效应。
流程900继续到处理框906,在此,RoA变化设备将RoA变化应用于受该事件影响的虚拟世界区域。
流程900继续到处理框908,在此,RoA变化设备显示RoA变化已经应用于受影响区域的可视指示符。RoA变化设备可以为遵循变化的RoA的子区域显示诸如模糊度、颜色或者某些其他可视指示的指示符。
流程900继续到处理框910,在此,RoA变化设备确定受影响区域中的多个子区域,对于这些子区域可以按照递增或者逐步的顺序来撤销RoA变化。如上文图8中所述,RoA变化设备可以根据递增或者逐步的顺序来确定子区域。
流程900继续到处理框912,在此,RoA变化设备选择受到事件影响的子区域。
流程900继续到处理框914,在此,RoA变化设备处理选定子区域中的事件效应。
流程900继续到处理框916,在此,RoA变化设备撤销子区域中的RoA变化。RoA变化设备从该区域移除RoA变化,因为事件的效应已经得到了处理。RoA变化的移除允许活动尽快地返回到其原始速率。
流程900继续到处理框918,在此,RoA变化设备从子区域移除RoA变化的显示指示符。
流程900继续到处理框920,在此,RoA变化设备分析选定子区域,以确定事件效应的状态。RoA变化设备可以分析发生在选定子区域中的动作,以确定该事件是否已经终止或者该事件的效应是否仍然影响该子区域。例如,RoA变化设备可以将子区域中当前活动的度量与事件发生之前子区域中活动的度量进行比较。
流程900继续到处理框922,在此,RoA变化设备确定子区域是否仍然受该事件的影响。如果子区域仍然受该事件的影响,则过程可以继续到处理框924。然而,如果子区域不受事件的影响,则处理继续到处理框926。
流程900继续到处理框924,在此,RoA变化设备向受影响的子区域重新应用RoA变化并且重新显示视觉指示符。过程继而可以返回到处理框914并且通过框922重复后续处理框,直到该子区域不再受事件的影响。
流程900继续到处理框926,在此,RoA变化设备确定是否已经在区域中完全处理了事件的效应。如果该区域仍然经历该事件的效应,则过程可以返回到框912以选择不同的子区域,并且向新选择的子区域应用后续处理框。
流程900继续到处理框928,在此,RoA变化设备在整个区域中撤销RoA变化。一旦RoA变化设备确定事件效应不再在该区域的任何子区域中出现,则RoA变化设备确保RoA变化在整个区域中撤销或者关闭,从而将该区域返回到其原始的动作速率。
在某些实施方式中,上文进一步描述的操作可以串行实现,而在其他实施方式中,一个或多个操作可以并行实现。
示例RoA变化设备网络
图10示出了网络1000上的示例RoA变化设备1002。在图10中,网络1000也称作RoA变化设备网络1000,其包括第一本地网络1012,第一本地网络1012包括可以使用RoA变化设备1002的网络设备1004和网络设备1008。示例网络设备1004和网络设备1008可以包括个人计算机、个人数字助理、移动电话、大型机、微型计算机、膝上型计算机、服务器等。在图10中,某些网络设备1004可以是客户端设备(“客户端”),其可以与服务器设备1008(“服务器”)结合工作。任何一个网络客户端1004和服务器1008可以实现为图11中所述的计算机系统。通信网络1022将第二本地网络1018连接到第一本地网络1012。第二本地网络1018还包括可以使用RoA变化设备1006的客户端1024和服务器1028。
仍然参考图10,通信网络1012可以是局域网(LAN)或者广域网(WAN)。通信网络1012可以包括任何适当的技术,诸如公共交换电话网络(PSTN)、以太网、802.11g、SONET等。为简单起见,RoA变化设备网络1000仅给出了连接到通信网络1022的6个客户端1004和1024和两个服务器1008和1028。实际上,可以存在不同数量的客户端和服务器。同样在某些示例中,一个设备可以执行客户端功能和服务器功能。另外,客户端1004和1024可以连接到通信网络1022,并且与相应网络1012、1018或者其他网络(未给出)中的其他设备交换数据。
示例RoA变化设备计算机系统
图11示出了示例RoA变化设备计算机系统1100。在图11中,RoA变化设备1100(“计算机系统”)包括连接到系统总线1104的CPU 1102。系统总线1104连接到存储器控制器1106(也称作北桥),该存储器控制器1106连接到主存储器单元1108、AGP总线1110和AGP视频卡1112。主存储器单元1108可以包括任何适当的存储器随机访问存储器(RAM),诸如同步动态RAM、扩展数据输出RAM等。
在一个实施方式中,计算机系统1100包括RoA变化设备1137。RoA变化设备1137可以处理通信、命令或者其他信息,其中该处理可以包括控制虚拟世界中的相关动作速率。RoA变化设备1137可以连接计算机系统1100中的不同总线或者设备。RoA变化设备1137可以包括利用主存储器1108的软件模块。
扩充总线1114将存储器控制器1106连接到输入/输出(I/O)控制器1116(也称作南桥)。根据实施方式,扩充总线1114可以包括外围组件互连(PCI)总线、PCIX总线、PC卡总线、CardBus总线、无限带宽总线或者工业标准架构(ISA)总线等。
I/O控制器连接到硬盘驱动(HDD)1118,数字多功能盘(DVD)1120、输入设备端口1124(例如,键盘端口、鼠标端口和游戏杆端口)、并行端口1138和通用串行总线(USB)1122。USB 1122连接到USB端口1140。I/O控制器1116还连接到XD总线1126和ISA总线1128。ISA总线1128连接到音频设备端口1136,而XD总线1126连接到BIOS只读存储器(ROM)1130。
在某些实施方式中,计算机系统1100可以包括附加外围设备和/或不止一个图11中给出的每个组件。例如,在某些实施方式中,计算机系统1100可以包括多个外部多个CPU 1102。在某些实施方式中,任何组件可以是集成的或者细分的。
任何计算机系统1100组件可以实现为硬件、固件和/或包括用于实现这里所述操作的指令的机器可读媒体。
所述实施方式可以作为计算机程序产品或者软件进行提供,其可以包括具有存储了上述指令的机器可读介质,该指令可以用来编写计算机程序(或者其他电子设备)来执行根据本发明实施方式的过程,该本发明实施方式无论是否目前所述的,因为这里没有列举每个可想到的变化。机器可读介质包括任何用于以机器(例如,计算机)可读的形式(例如,软件和处理应用)存储或者传输信息的装置。机器可读介质可以包括但不限于,磁存储介质(例如,软盘);光存储介质(例如,CD-ROM);可擦写存储器(例如,EPROM和EEPROM);闪存;或者适于存储电子指令的其他类型介质。另外,实施方式可以体现为电的、光的、听觉的或者其他形式的传播信号(例如,载波、红外信号、数字信号等),或者有线、无线或者其他通信介质。
本详细说明书涉及附图和说明中的具体示例。这些示例进行了足够详细的描述,使得本领域技术人员能够实践本发明主旨。这些示例还提供说明了如何可以将本发明主旨应用到各种目的或者实施方式。本发明主旨中包括的其他实施方式,如逻辑的、机械的、电的和其他这里所述示例实施方式可以做的改变。然而示例实施方式所合并的本质,这里所述各种实施方式的特征不将本发明主旨限制为整体,并且不将任何关于本发明的元素、操作和应用限制为整体,而仅提供用于定义这些示例实施方式。因此,本详细说明书没有限制本发明的实施方式,其仅由所附权利要求来定义。这里所述的每个实施方式将预期落入如下权利要求阐述的本发明主旨中。
权利要求书(按照条约第19条的修改)
1.一种方法,包括:
定义第一速率,其中虚拟世界中的动作按照所述第一速率发生;
针对所述虚拟世界的第一区域,将动作发生速率修改为不同于所述第一速率的第二速率,其中所述修改使得在所述第一区域中的动作按照所述第二速率发生。
2.根据权利要求1所述的方法,其中所述修改动作发生速率包括:修改为了绘制所述虚拟世界的所述第一区域而处理数据的速率。
3.根据权利要求1所述的方法,其中所述修改包括修改选自以下组的一个或者多个计算机代码程序元素:针对移动、时间、速度、距离、频率、加速度、空气黏滞度、重力、质量和摩擦的代码变量。
4.根据权利要求1所述的方法,其中所述修改步骤是递增进行的。
5.根据权利要求1所述的方法,其中所述第二速率快于或者慢于所述第一速率。
6.根据权利要求1所述的方法,进一步包括:
检测所述第一区域中的事件,其中所述修改响应于对所述事件的所述检测。
7.根据权利要求6所述的方法,进一步包括:向管理员发送关于所述检测事件的通知。
8.一种方法,包括:
确定将要修改在一个或者多个客户端处绘制的虚拟世界中的动作发生速率,其中用来绘制所述虚拟世界的数据按照第一数据处理速率来进行处理;以及
将用于在所述一个或者多个客户端处绘制所述虚拟世界的所述第一数据处理速率修改为用于在所述一个或者多个客户端处绘制所述虚拟世界的第二数据处理速率。
9.根据权利要求8所述的方法,其中修改第一数据处理速率包括:修改向所述一个或者多个客户端的绘制单元供应数据的数据供应速率。
10.根据权利要求8所述的方法,其中修改第一数据处理速率包括:修改处理用于在所述一个或者多个客户端处绘制所述虚拟世界的数据而花费的时钟周期的时钟周期速率。
11.根据权利要求8所述的方法,其中修改第一数据处理速率包括:调节用于在所述一个或者多个客户端处绘制所述虚拟世界的数据。
12.一种系统,包括:
配置用于连接通信网络的机器,所述机器配置用于处理虚拟世界中的数据;
动作速率变化设备,其配置用于连接任何一个所述机器以及所述通信网络,其中所述动作速率变化设备包括动作速率控制器,其配置用于:
定义第一速率,虚拟世界中的动作按照所述第一速率发生;以及
针对所述虚拟世界的第一区域,将动作发生速率修改为不同于所述第一速率的第二速率,其中所述修改使得在所述第一区域中的动作按照所述第二速率发生。
13.根据权利要求12所述的系统,进一步包括:
事件检测器,其配置用于检测触发对所述第一区域中的动作发生速率的所述修改的事件。
14.根据权利要求12所述的系统,进一步包括:
动作速率变化效应监测设备,其配置用于分析对所述第一区域中的动作发生速率的所述修改的效应;以及
动作速率变化显示控制器,其配置用于显示通过所述机器可查看的、对所述第一区域中的动作发生速率的所述修改的指示符。
15.根据权利要求12所述的系统,其中所述机器配置用于按照一个数据处理速率来绘制所述虚拟世界;以及所述动作速率变化设备配置用于通过修改所述数据处理速率来修改所述第一区域中的动作发生速率。
16.根据权利要求15所述的系统,其中所述数据处理速率包括数据传输速率、数据调节速率和计算机时钟周期速率中的任何一个。
17.一种装置,包括:
中央处理单元;
存储器子系统;
输入/输出子系统;
以及将所述中央处理单元、所述存储器子系统、所述输入/输出子系统互连的总线子系统;
以及根据权利要求12至16任一项所述的系统。
18.一种计算机程序元素,包括计算机程序代码,当所述计算机程序代码被加载到计算机系统并且在其上执行时,使得所述计算机执行根据权利要求1至11任一项所述的方法的步骤。
Claims (18)
1.一种方法,包括:
定义第一速率,其中虚拟世界中的动作按照所述第一速率发生;
针对所述虚拟世界的第一区域,将动作发生速率修改为不同于所述第一速率的第二速率,其中所述修改使得在所述第一区域中的动作按照所述第二速率发生。
2.根据权利要求“错误!相关资源未找到。”所述的方法,其中所述修改动作发生速率包括:修改为了绘制所述虚拟世界的所述第一区域而处理数据的速率。
3.根据权利要求“错误!相关资源未找到。”所述的方法,其中所述修改包括修改选自以下组的一个或者多个计算机代码程序元素:针对移动、时间、速度、距离、频率、加速度、空气黏滞度、重力、质量和摩擦的代码变量。
4.根据权利要求“错误!相关资源未找到。”所述的方法,其中所述修改步骤是递增进行的。
5.根据权利要求“错误!相关资源未找到。”所述的方法,其中所述第二速率快于或者慢于所述第一速率。
6.根据权利要求“错误!相关资源未找到。”所述的方法,进一步包括:
检测所述第一区域中的事件,其中所述修改响应于对所述事件的所述检测。
7.根据权利要求6所述的方法,进一步包括:向管理员发送关于所述检测事件的通知。
8.一种方法,包括:
确定将要修改在一个或者多个客户端处绘制的虚拟世界中的动作发生速率,其中用来绘制所述虚拟世界的数据按照第一数据处理速率来进行处理;以及
将用于在所述一个或者多个客户端处绘制所述虚拟世界的所述第一数据处理速率修改为用于在所述一个或者多个客户端处绘制所述虚拟世界的第二数据处理速率。
9.根据权利要求8所述的方法,其中修改第一数据处理速率包括:修改向所述一个或者多个客户端的绘制单元供应数据的数据供应速率。
10.根据权利要求8所述的方法,其中修改第一数据处理速率包括:修改处理用于在所述一个或者多个客户端处绘制所述虚拟世界的数据而花费的时钟周期的时钟周期速率。
11.根据权利要求8所述的方法,其中修改第一数据处理速率包括:调节用于在所述一个或者多个客户端处绘制所述虚拟世界的数据。
12.一种系统,包括:
配置用于连接通信网络的机器,所述机器配置用于处理虚拟世界中的数据;
动作速率变化设备,其配置用于连接任何一个所述机器以及所述通信网络,其中所述动作速率变化设备包括动作速率控制器,其配置用于:
定义第一速率,虚拟世界中的动作按照所述第一速率发生;以及
针对所述虚拟世界的第一区域,将动作发生速率修改为不同
于所述第一速率的第二速率,其中所述修改使得在所述第一区域
中的动作按照所述第二速率发生。
13.根据权利要求12所述的系统,进一步包括:
事件检测器,其配置用于检测触发对所述第一区域中的动作发生速率的所述修改的事件。
14.根据权利要求12所述的系统,进一步包括:
动作速率变化效应监测设备,其配置用于分析对所述第一区域中的动作发生速率的所述修改的效应;以及
动作速率变化显示控制器,其配置用于显示通过所述机器可查看的、对所述第一区域中的动作发生速率的所述修改的指示符。
15.根据权利要求12所述的系统,其中所述机器配置用于按照一个数据处理速率来绘制所述虚拟世界;以及所述动作速率变化设备配置用于通过修改所述数据处理速率来修改所述第一区域中的动作发生速率。
16.根据权利要求15所述的系统,其中所述数据处理速率包括数据传输速率、数据调节速率和计算机时钟周期速率中的任何一个。
17.一种装置,包括:中央处理单元;存储器子系统;输入/输出子系统;以及将所述中央处理单元、所述存储器子系统、所述输入/输出子系统互连的总线子系统;以及根据权利要求12至16任一项所述的系统。
18.一种计算机程序元素,包括计算机程序代码,当所述计算机程序代码被加载到计算机系统并且在其上执行时,使得所述计算机执行根据权利要求1至11任一项所述的方法的步骤。
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| US11/856,526 | 2007-09-17 | ||
| PCT/EP2008/062307 WO2009037257A2 (en) | 2007-09-17 | 2008-09-16 | Modifying rates of action in a virtual universe |
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| KR (1) | KR101221169B1 (zh) |
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| WO (1) | WO2009037257A2 (zh) |
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Also Published As
| Publication number | Publication date |
|---|---|
| CN101801482B (zh) | 2014-12-03 |
| WO2009037257A2 (en) | 2009-03-26 |
| WO2009037257A3 (en) | 2009-05-07 |
| US7945802B2 (en) | 2011-05-17 |
| KR20100063703A (ko) | 2010-06-11 |
| JP2010539573A (ja) | 2010-12-16 |
| KR101221169B1 (ko) | 2013-01-10 |
| US20090077161A1 (en) | 2009-03-19 |
| EP2197560A2 (en) | 2010-06-23 |
| EP2197560B1 (en) | 2020-11-04 |
| WO2009037257A4 (en) | 2009-06-25 |
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