A new class of avatars (“organizational avatars”) created in accordance with the present invention holds a value or a significance independent from their use in a virtual environment, unlike the generic avatars whose value is limited to their being used in a chatroom. For example, an organizational avatar may be in the image of a trademark (which may be copyrighted), such as Mickey Mouse, Colonel Sanders, or Pikachu (a Pokemon character). The organizational avatars may represent certain organizations, typically the organizations that own trademark and/or copyright rights to the images used to form the avatars in virtual environments. Therefore, users of virtual environments can interface various companies by interacting with organizational avatars. Alternatively, organizational avatars may represent users independent of the organization, but under a contract with the organization that owns the image the avatars depict. By using organizational avatars, companies of all sizes can increase their interactivity with customers, advertise cost effectively, and promote a positive image for their products. Tiles are used to provide faster download of a chatroom's background. Tiles also allow rapid generation of a chatroom's background, eliminating the need to use a graphics editor.
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1. A method of communicating between users, the method comprising:
contracting with, by an owner of an image with a first user and/or a second user, for use of said image in a graphic environment approved by said owner, said image characterizing a source of a product or service offered by said owner;
configuring said graphic environment;
said configuring allowing a second user to communicate with said first user in said graphic environment;
displaying said image to a the first user as an organizational avatar having the same trade dress as said source of said product or service, said organizational avatar representing said source of said product or service, said displaying to represent a second user communicating with said first user in the graphic environment that is configured to allow, wherein said configuring controls various emotional expressions of said first and second users as well as physical interactions, if desired, between a representation of said first user and said image organizational avatar representing said second user to emulate an actual physical interaction between said first and second users; and
transferring a message between said first user and said second user over a network.
0. 70. A method of communicating between users, the method comprising:
contracting with an owner of an image for use of said image in a graphic environment approved by said owner, said image characterizing a source of a product or service offered by said owner;
displaying said image to a first user as an organizational avatar that is recognizable as said source of said product or service to represent a second user communicating with said first user in the graphic environment that is configured to allow various emotional expressions of said first and second users as well as physical interactions, if desired, between a representation of said first user and said organizational avatar representing said second user to emulate an actual physical interaction between said first and second users;
transferring a message between said first user and said second user over a network; and
controlling emotions of the displayed organizational avatar that represents the second user, said controlling comprising limiting the emotions that the organizational avatar indicative of the image can represent to a first set of limits on emotions for the organizational avatar, wherein said limiting only limits the emotions that the organizational avatar can represent to said first set of limits, and does not limit emotions to all of said first set of limits for at least said first user.
63. A method for users to interact with each other, the method comprising:
all users contracting with, by an organization with all of the users, for use of a plurality of characters having a common theme, each character being owned by said organization and used in;
configuring a graphic environment on a computer in accordance with the common theme representing the organization, and providing data for plural characters to interact on the computer in the graphic environment, at least one of the characters being an organizational avatar that has the same trade dress as a product or service of the organization, making said organizational avatar recognized as a source of said product or service;
a receiving data from said computer operated by each user at least one user;
displaying said plurality of characters with each character representing one of said users in said graphic environment;
that is configured to allow where said configuring controls said users to express their respective emotional expressions or and to have physical interactions with each other, if desired, to emulate a real environment, said graphic environment being composed by graphic tiles;
one of said users where said configuring also controls conducting a conversation by one of said users, including moving a corresponding one of said images characters towards another one of said image characters representing an a user; and
transferring at least one message between said users.
0. 72. A method for users to interact with each other, the method comprising:
contracting, by an organization, with all of the users, for use of a plurality of characters having a common theme, each of said characters being owned by said organization and used in a graphic environment by the users in accordance with the common theme representing the organization and at least one of the characters being an organizational avatar that represents and is recognizable as representing the organization;
receiving data on at least one computer operated by at least one user displaying said plurality of characters with each character representing one of said users in said graphic environment that is configured to allow said users to express their respective emotional expressions and to have physical interactions with each other to emulate a real environment, said graphic environment being composed by graphic tiles;
conducting, by one of said users, a conversation including moving a corresponding one of said characters towards another one of said characters representing a user;
transferring at least one message from said one of said users to another of said users; and
limiting emotional expressions which can be presented by those users that represent characters owned by the organization, while not limiting corresponding emotional expressions for other users who do not represent characters owned by the organization.
51. A method for users to interact with each other, the method comprising:
an organization using a plurality of images to identify products or services of said organization, each image being owned by said organization;
a plurality of users contracting with the, by an organization with a plurality of users, for use of said plurality of images which identify products or services of said organization with each image being owned by said organization, each of said plurality of images being an organizational avatar that has the same trade dress that identifies said products or services of said organization so that said organizational avatar is recognized as a source of said product or service;
configuring a graphic environment;
representing said configuring allowing said users to communicate in said graphic environment, and causing said organizational avatar to represent one of said users in a said graphic environment that is configured to allow, and allowing various emotional expressions of said users as well as physical interactions, if desired, among said users by animating corresponding said images to emulate an actual physical interaction among said users;
a computer operated by each user displaying sending said plurality of images to computers associated with each of the plurality of users with each image of the plurality of images representing one of said users in the graphic environment by moving one of said plurality of images towards another one of said plurality of images to emulate that one of said plurality of users walks towards another one of said plurality of users for talking; and
transferring receiving, from a computer associated with one of said plurality of users, at least one message between said one of said plurality of users and said another of said plurality of users and controlling said emotional expression of said plurality of users.
0. 71. A method for users to interact with each other, the method comprising:
contracting by an organization owning a plurality of images that identify products or services of said organization with a plurality of users, each of said plurality of images being an organizational avatar that is recognizable as identifying said products or services of said organization and said organizational avatar representing one of said users in a graphic environment that is configured to allow various emotional expressions of said users as well as physical interactions, if desired, among said users by animating corresponding said images to emulate an actual physical interaction among said users;
transmitting, to at least one of a plurality of computers operated by at least one of the plurality of users, said plurality of images with each of the plurality of images representing one of said users in the graphic environment by moving one of said plurality of images towards another one of said plurality of images to emulate that one of said plurality of users moves towards another one of said plurality of users while talking to said another one of said plurality of users;
transferring at least one message from said one of said plurality of users directed to said another of said plurality of users and for controlling said emotional expressions of at least some of said plurality of users; and
controlling emotions of the organizational avatar that represents one of the users to limit the emotions that the organizational avatar can represent in a first way that represents a limit on emotions for the organizational avatar, wherein said controlling only limits the emotions that the organizational avatar can represent, and does not limit emotions for other avatars.
0. 2. The method of
0. 3. The method of
registering said image with an agency of government as a trade mark, service mark, or trade name of said owner.
0. 4. The method of
0. 5. The method of
0. 6. The method of
8. The method of claim 6 1 further comprising: the owner being a source of dolls of said image of a type that is recognized as representing said source, and said organizational avatar has the appearance of one of said dolls.
0. 9. The method of
0. 10. The method of
0. 11. The method of
0. 12. The method of
0. 13. The method of
0. 14. The method of
using at least a part of the background to identify a product or service of said owner.
0. 15. The method of
0. 16. The method of
0. 17. The method of
0. 18. The method of
0. 19. The method of
moving at least a portion of said first image in response to operation of a first computer by said first user; and
moving at least a portion of said second image in response to operation of a second computer by said second user.
0. 20. The method of
receiving from the first user an instruction to morph; and replacing the first image with a morphed version of said first image.
0. 21. The method of
displaying a third image, hereinafter “object,” and
automatically moving said object in response to movement of at least one of said first image and said second image.
0. 22. The method of
0. 23. The method of
said second user overriding said first users manipulation of said first image at least part of the time.
0. 24. The method of
displaying a indicating a plurality of first images including said first image, wherein each first images does not identify a source of a product or service; and
receiving from the first user an identity of said first image, wherein said displaying of first image to represent said first user is performed subsequent to said receiving.
0. 25. The method of
receiving from the first user an identity of an emotion; and
replacing the first image with a modified version of said first image to express said emotion.
0. 26. The method of
receiving from the second user an identity of a second emotion; and
replacing the second image with a modified version of said second image to express said second emotion;
wherein said second emotion is one of a second plurality of emotions and said first emotion is one of a first plurality emotions, said second plurality being a subset of said first plurality.
0. 27. The method of
receiving from the first user an identity of one of the physical interactions to be performed with the second user; and
replacing at least one of the first image and the second image with a modified version thereof, to perform said one of the physical interactions.
0. 28. The method of
29. The method of
0. 30. The method of
0. 31. The method of
a server computer receiving the message over a network; and
the server computer transmitting the message to a plurality of computers including the first computer and a second computer operated by the second user.
0. 32. The method of
said first user transmitting a second message to said second user via said confidential communication, wherein said second message includes information related to purchase of said product or service;
wherein, during the confidential communication, the server computer transfers the second message to the second user but not to any other users.
0. 33. The method of
the second user accessing a website of an organization; and downloading said image from said website.
0. 34. The method of
the first user inserting a computer-readable storage medium into a first computer that displays the image; and
the first computer reading said image from said storage medium.
0. 35. The method of
0. 36. The method of
0. 37. The method of
0. 38. The method of
0. 39. The method of
40. The method of
displaying a first image to represent said first user, wherein said first image identifies said source; and
moving at least a portion of said first image in response to operation of a portion of receiving information from a first computer by said first user; and moving at least a portion of said second image organizational avatar in response to operation of a portion of receiving information from a second computer by said second user;
wherein said first computer and said second computer are included communicatively coupled in said a system of computers.
41. The method of
displaying a list indicating a plurality of images including said first image and said second image, wherein each said first image and said organizational avatar each identifies said owner;
receiving from the first user an identity of said first image; and
receiving from the second user an identity of said second image organizational avatar; wherein said displaying of images said organizational avatar to said first user to represent said users second user is performed subsequent to said receiving.
42. The method of
checking if each of said first user and said second user has purchased said product or service; and performing said receiving only after said checking.
0. 44. A signal encoded in a carrier medium and including instructions to perform the displaying and transferring of
0. 45. A computer readable storage medium encoded with instructions to perform the displaying and transferring of
0. 46. A computer system comprising:
a first computer by a first user represented by a first image provided by an organization, said image characterizing a source of a product or service offered by said organization;
a second computer by a second user represented by a second image; and
wherein both of said first and second computers are configured to display a graphic environment acceptable to said organization, said first and second images are animated in said graphic environment that is configured to allow various emotional expressions of said first and second users as well as physical interactions, if desired, between said first and second images to emulate an actual physical interaction between said first and second users.
0. 47. The system of
0. 48. The system of
0. 49. The system of
0. 50. The system of
52. The method of
53. The method of
54. The method of
55. The method of
56. The method of
prompting for a password imprinted on packaging of said product.
58. The method of
59. The method of
60. The method of
0. 61. A signal encoded in a carrier medium and including instructions to perform the displaying and transferring of
0. 62. A computer readable storage medium encoded with instructions to perform the displaying and transferring of
64. The method of
65. The method of
66. The method of
67. The method of
69. The method of
0. 73. The method of claim 1 wherein said trade dress is in the form of a trademark.
0. 74. The method of claim 1 wherein said trade dress is in the form of a copyright.
0. 75. The method of claim 1 wherein said displaying takes place on a computer used by said first user.
0. 76. The method of claim 1 further comprising
contracting by an owner of an image with said second user for use of an image by said second user in said graphic environment, said second image characterizing a source of a product or service offered by said owner; and
said displaying further comprises displaying said second image to said first user as an organizational avatar that is in the form of intellectual property that is owned by said owner and identifies said owner as a source of a product or service.
0. 77. The method of claim 75 wherein said displaying also takes place on a computer used by said second user.
0. 78. The method of claim 77 where the image used by said second user is the same as the image used by said first user.
0. 79. The method of claim 77 where the image used by said second user is not the same as the image used by said first user.
0. 80. The method of claim 77 wherein said trade dress is in the form of a copyright.
0. 81. The method of claim 76 further comprising: selling, by the organization, a product to each user.
0. 82. The method of claim 76, further comprising:
said transferring a message comprises transfer by a computer associated with a user, at least one message between said one of said plurality of users and said another of said plurality of users and for controlling said emotional expressions of said plurality of users.
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Notice: More than one reissue application has been filed for the reissue of U.S. Pat. No. 6,910,186. The reissue applications are application Ser. No. 11/820,500 (the present application), which is a reissue application of U.S. Pat. No. 6,910,186 and application Ser. Nos. 11/840,939, 11/840,940, 11/840,941, and 11/859,491 all of which are divisional reissues of U.S. Pat. No. 6,910,186.
Appendices A-C which are a part of the present disclosure, and which are incorporated by reference herein in their entirety, are attached herewith in the form of microfiche consisting of a total of 13 sheets that contain a total of 1,074 frames.
Appendix A contains source code of computer programs and related data of an illustrative embodiment of the present invention, for use in a Personal Computer (such as a PC available from Dell Corporation) running the Microsoft NT Operating System. The software in Appendix A can be compiled with a Visual C++ compiler (version 4.0 or later) available from Microsoft Corporation. Appendix B describes an architecture of the computer programs and data of Appendix A. Appendix C describes a business plan for use of the computer programs and data of Appendix A.
A portion of the disclosure of this patent document contains material which is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the U.S. Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever.
Use of a computer for communicating online with others has recently become popular with the increased awareness by the public of the Internet and of services provided by commercial service networks. In addition to enabling access to information and exchange of messages, a link to the Internet or to a commercial service network provides an individual with the opportunity to interact with others who are connected to the network. Users of an on-line service may interact through a chat session as described in, for example, U.S. Pat. No. 5,880,731 that is incorporated by reference herein in its entirety. A user typically accesses a chat service website through a personal computer of the type shown in
Personal computer 30 includes a processor chassis 32 in which is mounted a floppy disk drive 34, which is suitable for reading and writing data from and to floppy disk (now shown), and a hard drive 36 suitable for nonvolatile storage of data and executable programs. A monitor 38 is included for displaying graphics and text produced when an executable program is being run on the personal computer and for use in connection with the present invention, for displaying a graphic chat session to a user.
Input can be provided to personal computer 30 using either a mouse 40 for manipulating a cursor (not shown) on monitor 38, which is used for selecting menu items and graphic controls displayed on the monitor by pressing an appropriate selection button (not shown) on the mouse, or by input entered by the user on a keyboard 50. Optionally, processor chassis 32 includes a CD-ROM drive 47, which is suitable for reading programs and data from a CD-ROM. To enable personal computer 30 to communicate during an online chat session, an external modem 41 is coupled to a serial port on processor chassis 32. Optionally, a modem may be included internally within processor chassis 32. The modem also connects to a telephone line to convey signals bi-directionally between computer 30 and a server at a remote on-line service (not shown) to which other participants in a chat session are connected in a similar fashion.
A serial/mouse port 39 provides an interface for mouse 40 a data bus 33 so that signals indicative of movement of the mouse and actuation of the buttons on the mouse are input to CPU 53. An optional CD-ROM interface 59 couples optional CD-ROM drive 47 to data bus 33 and may comprise a small computer system interface or other appropriate type of interface designed to respond to the signals output from CD-ROM drive. Optionally, a sound card 43 is connected to data bus 33 and its output is coupled to an amplifier and speaker system 52 to provide a sound capability for personal computer 30. Output signals from keyboard 50 are connected to a keyboard interface 45, which conveys the signals from the keyboard to data bus 33. If external modem 41 is not used, an internal modem 54 can be provided, which is coupled directly to data bus 33. Alternatively, external modem 41 can be connected to the data bus through a serial port of personal computer 30. It should be noted that instead of using a conventional modem, other types of digital adapters can be used to couple personal computer 30 to a telephone line.
Client and server software in the Tc1/TK language to implement a graphic chatroom is available from, for example, http://openverse.org/. An example of virtual reality software for use in forming graphic chatrooms is at http://www.cs.ualberta.ca/˜graphics/MRToolkit.html that describes a MR (Minimal Reality) Toolkit for the production of virtual reality systems and other forms of three-dimensional user interfaces.
With the increasing use of modems operating at speeds of at least 28.8 Kbps on commercial networks, graphic chat sessions are becoming more practical. As noted above, in a graphic chat session, some or all of the participants are represented by avatars or icons that are grouped in a graphic environment or “world.” In addition to a graphic window showing the chat world, the display screen on each participant's computer commonly includes a chat pane and a message entry pane. When another user joins the chat session, the person's identifier, moniker, or name is added to a list. In some chatrooms, a number of different avatars are provided from which a participant may make a selection. Usually, a participant selects an avatar by using the keyboard 50 and/or the mouse 40 on a pop-up window of the sort depicted in
Some chatrooms even allow the participants to upload (from outside of the chatroom software) a picture or icon into the chatroom, e.g. if participants see an icon they want to use as an avatar at a website. One example of such a website that has icons available for use as avatars is illustrated in
Also, a user may create their own icon for use as an avatar, e.g. by use of a graphics editor such as Paint Shop Pro available from Jasc Software, Inc. 7905 Fuller Road, Eden Prairie, Minn. Legal protection for such characters is described by, for example, Pierce O'Donnell in the article entitled “What You Need To Know About Character Protection—Has James Bond Made the World Safe For You?” available through the Internet at http://www.legalelite.com/articles/(a)podonnell01.htm.
During a graphic chat session, comments that have been transmitted by those participating in the chat session appear in a text pane or a speech balloon next to the user's avatar, and any message being entered by the user appears in another pane on the user's computer display screen. Avatars can move freely throughout sites, express themselves through gestures and body language, as well as interact with the environment by playing games, moving objects, decorating rooms, participating in presentations with other users, and making purchases from interests generated from within the chatroom.
In chat sessions involving a well-known person, hundreds of people may join the session, but only the host and the moderator are active in the chat session. All other participants are simply observers. However, one or more provisions may be made to display previously submitted questions from the observers for the guest. The host controls the chat session. The virtual space in which each chat session occurs is sometimes referred to as a “room” because the participants interactively communicate in the way they would communicate in a real room.
Typically, each participant in a graphic chatroom controls only his/her avatar in the chatroom, and each avatar in the chatroom is controlled by one participant. However, a user may acquire supervisory powers to control images on the displays. U.S. Pat. No. 5,802,296, which is herein incorporated by reference in its entirety, discusses power to summon another user, power to create, modify, or delete objects, and an enhanced power to change locales within the chatroom. In order to control the behaviors of avatars, some chatrooms have “acolytes” that act as a chatroom police. Avatars can page an acolyte if they encounter an offensive behavior. An acolyte can then try to reason with the offender, or mute the offender if he cannot be reasoned with.
An article entitled “The Psychology of Avatars and Graphical Space in Multimedia Chat Communities” by John Suler, Department of Psychology, Rider University available at http://www.rider.edu/users/suler/psycyber/psyav.html#Types discusses various types of avatars, for example “matching” avatars and “clan” avatars. Matching avatars are designed to accompany each other and indicate a connection or a bond between the members represented by the matching avatars. Clan avatars are worn by members of the same social group. Clan avatars tend to share the same basic design with slight variations to differentiate one avatar from another. As such, each user announces his/her allegiance to the clan by adopting its collective visual appearance, while also maintaining some measure of individuality. Clan avatars are found almost exclusively among adolescents for whom belonging to a peer group—and conforming to its standards—is a developmental hallmark. Considerable creativity and technical skills may go into creating matching avatars and clan avatars.
Online communities can be formed using Virtual Reality Markup Language (VRML). Business applications for such communities are described in, for example, “The Business Benefits of Online Communities” by Amy Oringel and Konstantin Guericke, available at http://www.vrmlsite.com/apr97/a.cgi/spot3.html. As stated therein, until recently, multi-user virtual communities were mainly considered a vehicle for gaming and entertainment. Although gaming and entertainment markets will continue to grow, a greater profitability lies in the business applications of virtual communities. Shared virtual environments provide companies with personalized communication channels that can be used for a myriad of purposes, such as reaching the target market or collaborating to develop a successful internal framework. Natural interactions in virtual environments offer a heightened experience to users and a cost-effective model to the hosts.
As noted in the article authored by Amy Oringel and Konstantin Guericke, companies of all sizes can use shared environments over the Internet as open communication channels with their customers. Use of the shared environments benefit the customers by providing them with a way of interacting with the company representatives in a more personalized manner than writing a letter or sending an electronic mail to a faceless employee. Likewise, use of the shared environments benefit the companies by allowing them to reach their target consumers much more easily than with an HTML site. By using the shared environments, companies may receive feedback or offer services. Furthermore, when satisfied customers share their positive experiences with a company and its products, the customers themselves become advocates for the company and its products.
However, the shared environments are often not as effective as a live company representative who can form a more personal bond with a potential customer than an order form. This lack of personal bond prevents shared environments from being as effective of a customer interaction channel as it can be. Customer service, shopping malls, trade shows, and sales showrooms are examples of applications that could significantly benefit from the shared virtual environments if the problem of lack of personal bond can be solved.
A method and system in accordance with the invention display on a computer or television screen an image that represents a live person communicating with one or more users. Typically, at least a portion of the image is owned by an organization (also called “controlling organization”) and the use of the image is approved by the controlling organization. The organization's ownership rights in the image may arise from, for example, copyright law and/or trademark law. The controlling organization may own the copyright to a particular character, for example Superman. Also, the controlling organization may have acquired trademark rights to an image by using the image in commerce. With both copyrights and trademarks, the image may be registered with the government (e.g. with the copyright or trademark office as appropriate).
An image displayed on a computer screen to represent a live person communicating through a computer (or television) with (e.g. send a message to or receive a message from) other persons is hereinafter referred to as an “avatar.” As mentioned elsewhere herein, in several embodiments, an organizational avatar is owned by an organization. An organizational avatar is different from another type of avatar (hereinafter referred to as “generic avatar”) that merely represents any user in a virtual environment, in that the image of the organizational avatar holds a value or a significance that is independent from its use as an avatar. The present invention, therefore, pertains to a new class of avatars.
A user can interact with an organizational avatar in a number of ways. For example, a user can talk to an organizational avatar at a website or in a graphic chatroom (that may provide, for example, a first person view) without using an avatar to represent himself/herself. Alternatively, a user may use an avatar (in a chatroom that provides, for example, a third person view) to represent himself/herself. Depending on the chatroom, a user's choice of avatars may or may not be limited to generic avatars; in some embodiments, the user may not be permitted to choose an organizational avatar. A user who uses an avatar to represent himself in a chatroom may make his avatar not only express various emotions, but also make it physically interact with another avatar, for example by punching, shoving, or lifting another avatar.
In one embodiment, an organization uses an organizational avatar to officially represent the organization. This embodiment allows an employee of the controlling organization to communicate with customers and potential customers in the manner normally used in a graphic chatroom. Furthermore, this embodiment can be made to allow sales transactions in a conversational manner. For example, McDonalds Corporation may decide to use a RONALD McDONALD® avatar in any of the publicly available graphic chatrooms to promote McDonalds products while interacting with generic avatars.
In another embodiment, an organization may set up a chatroom (also called “organizational chatroom”) with a background that is related to (e.g. has the same trade dress as) its product or service, and use an organizational avatar as the host of the organizational chatroom. For example, TriCon Global Restaurants, Inc., which owns Kentucky Fried Chicken®, can set up a chatroom that has the trade dress of a Kentucky Fried Chicken® restaurant. TriCon Global Restaurants, Inc. can hire an employee to use a Colonel Sanders avatar in its organizational chatroom and talk to other users who visit the Kentucky Fried Chicken® chatroom, e.g., answer questions about ingredients and calories in meals served at the restaurant. If the organization is a business, an organizational chatroom may be used as an online shop, and an employee using an organizational avatar may enter into sales contracts with users of generic avatars, e.g. for the organization to sell goods and/or services to the users.
The backgrounds for organizational chatrooms can be designed using tiles, which are picture fragments that can be arranged like pieces of a jigsaw puzzle on a computer or television screen to create a background. A chatroom software that uses tiles for the background has an archive of different types of tiles. Any number of each type of tile can be retrieved from the archive and placed on the desired spot of a computer or television screen to create a background. Use of tiles can reduce the file size for expressing various backgrounds by several times (e.g. can reduce to 1/10) as compared to prior art backgrounds.
In yet another embodiment, a controlling organization permits the use of organizational avatars, such as avatars of M&M® figures or Barbie dolls, to participants other than the controlling organization. For example, all users of a graphic chatroom may be represented by avatars owned by a single organization. An organization may allow users to use the organizational avatars free of charge for the purpose of familiarizing the user(s) with the particular products represented by organizational avatars. By familiarizing the user(s) with the products of the controlling organization, the organization effectively advertises its products. Depending on the business model, free usage of organizational avatars may be allowed indefinitely, may be allowed only prior to the release of a related product, or may be allowed a limited number of times (or over a limited duration).
In another implementation of the above embodiment, a graphic chatroom requires the user to enter a password which the user can only obtain by purchasing a product or service of the organization that operates the chatroom. The chatroom software may, for example, require that the user enter a unique number imprinted on a hidden portion of the packaging of a product. Users that are unable to enter such a password may be limited to using generic avatars (selected from a predetermined list), or may not even be allowed to enter the chatroom. A restriction in the use of organizational avatars that apply only to non-owners of the corresponding products induces those who are familiar with the avatars to purchase the products. Moreover, having a doll on hand in the real world and using the corresponding avatar online provides a child with a novel touch that is not available to prior art users of graphic chatrooms.
Although an organizational avatar may be used in a graphic chatroom, its use is not limited to graphic chatrooms. A controlling organization, such as McDonalds Corporation, may wish to use one of its avatars, for example an avatar of RONALD McDONALD®, in its website. In addition, real-time online communication methods, such as America Online Instant Messenger, may eventually become graphic and implement organizational avatars. Since the image of RONALD McDONALD® is already familiar to many McDonalds® customers, a RONALD McDONALD® avatar can be effectively used as a spokesperson for McDonalds Corporation.
Organizational avatars provide organizations with increased connectivity and interactivity with their customers, thereby providing a cost-effective way of marketing and advertising. For example, whereas employees in McDonalds restaurants only focus on selling the various food items on the menu, a RONALD McDONALD® avatar promotes goodwill and collects data from customers in addition to selling the menu items online. Organizational avatars are especially cost-effective when they reside in the Internet which is accessible worldwide, although organizational avatars as described herein can also be distributed on storage media, such as CD-ROMs. Through organizational avatars, companies can market their product or collect data from all over the world. With online activities becoming more prevalent among children and teens, companies that target younger age groups are especially likely to benefit from organizational avatars.
The present invention pertains to a new class of avatars. Unlike the generic prior art avatars that are valuable only because they represent live persons in a shared virtual environment, the new class of avatars (“organizational avatars”) in accordance with the present invention holds a value or a significance independent from their use in a virtual environment. Unlike a generic avatar that is normally created by an artist for use by any person in a chatroom, one embodiment of an organizational avatar is in the image of a trademark, such as Mickey Mouse, Colonel Sanders, or Pikachu (a Pokemon character), or a widely recognized symbol, such as Santa Claus. Such organizational avatars represent certain organizations, typically the organizations that own rights to the images of the avatars, in virtual environments. Therefore, users of virtual environments can interface various companies by interacting with those companies' organizational avatars. By using organizational avatars, companies of all sizes can increase their interactivity with customers, advertise cost effectively, and promote a positive image for their products.
A method and system in accordance with the invention display (e.g., as illustrated by act 122 of
Depending on the embodiment, image 112 may be received (see act 126 of
An implementation may also be set up so that image 112 is simply located (without any protection, such as encryption) in an appropriate directory in computer 110 that relates to the application software (e.g. C:\ProgramFiles\OpenVerse\) in case of OpenVerse. In such an implementation, misuse of image 112 is not prevented by an engineering mechanism, and instead legal remedies are used to prevent misuse. In one such implementation, the only difference between a prior art system and a system of this invention is the specific use of image 112. As noted elsewhere, use of image 112 may be restricted via software mechanisms, depending on the various embodiments. For example, if image 112 is to be used only by the owner of image 112, then software of the prior art is modified so that (1) the choices of avatars that are available to users is limited to a predetermined list that only allows selection of a generic avatar and (2) the choices of avatars that are available to the owner of image 112 includes at least the image 112. In the latter case, if more than one user choose the same avatar to represent himself/herself with, the software automatically makes adjustments, for example in hair color or the color of the shirt, in order to avoid the presence of identical avatars in a shared environment.
In one embodiment, image 112 is displayed by a browser in the users' computers, and access to image 112 is provided through websites that are trusted by users, such as the organization's website, a virtual mall (that provides access to a number of such chatrooms), or a directory service (such as YAHOO®). Providing access to image 112 from trusted websites provides an assurance to the users (who use such access) that they are dealing with the genuine organization, and not with an unknown entity. Depending on the implementation, digital certificates may be used to improve confidence of such users.
Depending on the embodiment, image 112 may be a line drawing, a picture, or just portions of such a drawing/picture that together form a trade-dress. An organization's ownership rights in such an image 112 may arise from, e.g. copyright law and/or trademark law. Preferably, but not necessarily, the organization (or owner) registers image 112 with the government, e.g. in the copyright office or the trademark office. Registration of image 112, if performed by the controlling organization, can be performed at any time relative to acts 121-123 (described above), depending on the embodiment. Moreover, image 112 need not be registered, and may be a character (such as Superman) that is owned, as per copyright law, by the organization as discussed below in reference to
For example, image 112 may have been used to identify the organization itself (e.g. in an advertisement in the real world, such as a billboard or newspaper advertisement), as in the case of the image of Colonel Sanders that is used with the initials “KFC” to represent the Kentucky Fried Chicken® restaurant. As another example, image 112 may have been used to identify a product (or service) provided by the organization, and to distinguish from the product (or service) from others (e.g. on a store shelf), as in the case of an image of a Coke® bottle (which is a product in the real world) which may be used as an avatar to represent the Coca-Cola Company. Therefore, a trade dress of an organization (which is acquired by use of a packaging or design of a product (or service) either in the real world or in the on-line world to identify source) may also be used to form image 112. Note that for simplicity the examples refer to registered trade marks that are well recognized, although as noted above the trade marks need not be registered.
As yet another example, image 112 may have been used to indicate a source of a product or service even if that source is unknown, as in the case of an image of Mr. Clean (which may be used as an avatar) used to indicate a source of “Mr. Clean Wipes-Ups” Kitchen wipes and Bathroom wipes, although users may not know that Mr. Clean is a mark of Proctor and Gamble. As still another example, image 112 may identify a level of quality of a product or service, e.g. as in the case of “Mr. Clean Wipes-Ups.” As yet another example, image 112 may be a symbol that invokes goodwill among the users, again as in the case of Mr. Clean. Another example of image 112 that evokes goodwill is the image of RONALD McDONALD™ (a statue of which is commonly found in McDonald's restaurants), that may be used as described herein to represent on a computer screen a real live customer service representative of McDonald's Corporation. Therefore, depending on the embodiment, an image that is used to form an organizational avatar as described herein includes but is not limited to an image protected by the Lanham Act (the Trademark Act of 1946), as defined at, for example, 15 U.S.C. § 1127 that is incorporated by reference herein in its entirety.
This invention does not cover use of an image 112 as an avatar by a person not authorized by the controlling organization, if image 112 is owned by the controlling organization. Instead, the controlling organization has a contract with the person (that is being represented by the avatar), who may be, for example, (1) an employee (or contractor) that represents the organization to the user or (2) another user, e.g. of software provided by the organization to advertise products or services to such users. Use of such an image 112 by an unauthorized person may be prosecuted by the controlling organization under other legal theories, such as trade mark, trade dress, right of publicity and unfair competition (e.g. misrepresentation) laws.
In one embodiment, an organization uses an organizational avatar to officially represent the organization, e.g. in a graphic chatroom accessed from the organization's website. Software for such a graphic chatroom may be automatically downloaded into computer 110 (
Such graphic chatroom software causes a number of computers 110A-110N (wherein A≦I≦N. N being the total number of users) to have an identical display on their respective monitors as illustrated in
In addition to generic avatars 120A-120N, the display includes at least one organizational avatar 120Q that represents another user 20Q who is a spokesperson for the controlling organization. Therefore, in this embodiment there are two classes of avatars: organizational avatars used by organizations, and generic avatars used by users. So, an employee of a business, and customers (or potential customers) communicate with one another (send and receive messages) in the manner normally used in a graphic chatroom, and transact business in a conversational manner.
Use of organizational avatar 120Q to conduct business allows an organization's employee to 20Q evoke good will of users 20A-20N for the organization, as compared to use of a generic avatar 120I that does not evoke such feeling. Moreover, unlike the real world, user 20Q's physical characteristics (such as race, gender, clothing, and physical handicap) are hidden from users 20A-20N, thereby to provide a more uniform experience to users 20A-20N, regardless of which employee of the organization is acting as user 20Q. Also, use of a graphic chatroom to conduct business provides customers with a real-world feel, e.g. because customers can discuss their common problems amongst themselves. Therefore, use of an organizational avatar 20Q in a graphic chat room as described herein provides advantages' of both, the real world and the on-line world.
In the embodiment illustrated in
Server computer 130 (
In the embodiment just described, chat software 131 in computer 130 (
When a user is being black-listed, computer 120Q receives (as illustrated by act 135 in
In one embodiment, computers 130 and 120Q are both owned and operated by the controlling organization. Therefore, the functionality of these two computers can be combined into a single computer to yield the architecture illustrated in
In one implementation of the embodiment just described, an organization operates a chatroom (also called “organizational chatroom”) having a background 141 (
When setting up a chatroom that can accommodate organizational avatars, the background can be built using a number of tiles 140A-140N (wherein A≦I≦N, N being the total number of tiles) and objects 144A-144Z that are displayed over such tiles, as shown in
A tiled background as illustrated in
Tiles 140A-140N and objects 144A-144M is well suited for use with organizational avatars of the type described herein. First, tiles in a background are easy to change without having to redraw the entire background, making them ideal for advertisements that change over time. For example, a tile having the letter “M” to advertise McDonalds can be replaced with another tile having the letters “KFC” to advertise Kentucky Fried Chicken. In a similar manner, if a billboard 145 in
As illustrated by act 151, talking between two or more live persons as described herein takes place by the computer's transferring messages 143. In one embodiment, message 143 is about the organization or its product/service, e.g. solicitation of users to work at the restaurant, or answers to questions about ingredients and calories in meals served at the restaurant, recommendation of certain items on the menu. In another embodiment, message 143 is not about the organization, e.g. may be about current topics in the news (such as the Florida election and changes to the electoral college). Depending on the employee's behavior, Colonel Sanders avatar 142 may even walk with a user (not shown) into restaurant 141, and in response, the background changes to depict the inside, rather than the outside, of a Kentucky Fried Chicken® restaurant.
If the organization is a business, such a chatroom may be used as an on-line shop, and an employee using an organizational avatar may enter into sales contracts with users using generic avatars, e.g. for the organization to sell goods and/or services to the users. In the just-described example, Colonel Sanders avatar 142 may take an order (in act 152 of
Of course, as would be apparent to the skilled artisan, other businesses may also be operated in this manner. As another example, a sports team may set up a chatroom decorated with the sports team's colors, and use an avatar that resembles the sports team's mascot(s) (such as ACE and DIAMOND in case of Toronto Blue Jays illustrated in
In the examples illustrated in
Specifically, RONALD McDONALD avatar 163 in a chatroom 164 modeled after a McDonalds(& playroom entertains users, by playing a game with avatars 161 and 162. In this manner, the controlling organization (e.g. McDonald's Corporation) uses its chatroom (
In the example illustrated in
In order to express an emotion, a user selects the “Avatar” item in the menu bar (
Although
Also, just like any other avatar, an organizational avatar can participate in a chat session that is not hosted by an owner of the organizational avatar (such chat session is hereinafter “generic chat session”). For example, Colonel Sanders avatar 142 can enter a chatroom having a generic background that is unrelated to Kentucky Fried Chicken®, if this generic chatroom is accessible from the Kentucky Fried Chicken®t chatroom of
Note that a chatroom having a background of one organization can be entered by an organizational avatar of another organization, so that the two organization target the same group of consumers, e.g. in case of a virtual mall of the type described above. Therefore, if M&M's® were targeting the same group of customers as Kentucky Fried Chicken®, an agreement to allow each other's organizational avatars in their respective chatrooms would be an effective marketing strategy. In the example illustrated in
In another embodiment, an organization uses (see act 192 in
Such use of a well-known character as an organizational avatar has the advantage of receiving instant goodwill from visitors who may not be knowledgeable about the organization. Furthermore, the organization may promote its organizational avatar in the mind of the user, e.g. by displaying the image of the avatar at points of sale, and by advertisement and publicity. Such activities may cause the image to achieve “secondary meaning” (the public associates the image with the organization), so that over time an organizational avatar formerly from the public domain now becomes a trade mark of the organization.
In an alternative embodiment, all users of a graphic chatroom are represented by a corresponding number of avatars from a single organization, and each user enters into a contract with the organization for use of the corresponding image (that is owned by the organization). Depending on the implementation, such images may have a common theme. In one example illustrated in
In one implementation of the alternative embodiment, an organization uses a number of images (e.g. that are to be used for avatars 201A-201N) to identify products or services of the organization (see act 211 in
In one implementation, one or more users are allowed to use such avatars free of charge, so as to familiarize the user(s) with the corresponding products, thereby to serve as an advertisement for the products. Depending on the embodiment, all avatars used in a chatroom may share a common theme, e.g., all of the avatars can be in the image of BARBIE® dolls. In one embodiment, all avatars are owned by the same organization, such as avatars in the image of Mickey Mouse, Lion King, and Snow White, all of which are owned by Disney. In the above-described example, the chatroom software may allow users to use avatars of newly-released or yet-to-be-released BARBIE® dolls, so that users purchase these dolls after using the corresponding avatars (see act 216 of
In another implementation of the alternative embodiment, the user must purchase such a product prior to use of the organizational avatar. For example, the contract described above in reference to act 212 may be formed at the same time that the organization sells a product or service to the user (as illustrated by act 217). Thereafter, each computer checks (see act 218) if a purchase has occurred. For example, in a character selection screen (see
The password may be generic, thereby to allow a user to use any of the various BARBIE® avatars. Alternatively, the password may be specific such that only a purchaser of a specific BARBIE® doll, such as the WARRIORS doll, is able to use the corresponding WARRIORS avatar in the graphic chatroom 223 (
In variants of the above-described embodiments, an organizational avatar formed by an image that is a trade mark, trade name, service mark or trade dress of an organization is replaced by another organizational avatar that is formed by an image in which the organization has a copyright. One example illustrated in
Organizational avatars may also be used with Internet-related applications other than chatrooms and websites. For example, a real-time mode of communication such as America Online Instant Messenger may implement organizational avatars if it develops graphics capability.
Organizational avatars provide organizations with increased connectivity and interactivity with their customers, thereby providing a cost-effective way of marketing and advertising. For example, whereas employees in McDonalds restaurants only focus on selling the various food items on the menu, a RONALD McDONALD® avatar promotes goodwill (e.g., by playing games and giving out coupons) and collects data from customers (e.g., by using an online suggestion box) in addition to selling the menu items online. Advertising with organizational avatars can be enhanced by the use of banners around the border of the chatroom background, or by the use of tile advertisements as part of the background. Organizational avatars are especially cost-effective in that they reside in the Internet, which is accessible worldwide. Through organizational avatars, companies can interface customers from all over the world. With online activities becoming more prevalent among children and teens, companies that target younger age groups are especially likely to benefit from organizational avatars.
Numerous modifications and adaptations of the embodiments and implementations described herein will be apparent to the skilled artisan in view of the disclosure. For example, although in the embodiment described above in reference to
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