Secure virtual marketplace for virtual objects and services

Methods and apparatus implementing a technique for providing a secured virtual marketplace. In general, in one aspect, the technique includes maintaining a list of virtual objects as well as data format information for each of a plurality of virtual environment systems. Each virtual object is represented by data. The data format information for a virtual environment system specifies a format that data must have to be processable by the virtual environment system. The techniques includes receiving a request to distribute one or more virtual objects from the list of virtual objects, the request identifying the virtual objects to be distributed and the virtual environment system with which the virtual objects are to interact. The technique includes formatting, in accordance with the data format information and the request, data representing the one or more virtual objects to be distributed and further includes distributing the one or more virtual objects.

BACKGROUND OF THE INVENTION

The present invention relates to virtual objects and services.

Online virtual environments provide a medium in which real world users (“users”) can interact with each other. These virtual environments include but are not limited to: chat rooms; instant messaging communities; and virtual worlds, which in turn can include social worlds such as lambda MUCK, online gaming environments such as Sierra online and EA online, and massive, multiplayer fantasy worlds such as Everquest, Ultima Online, and Asheron's Call.

Virtual environments share some common properties. First, all users participate in a shared context. That is, users typically experience a common environment. For example, two users in a virtual room will experience the same virtual room, including seeing the same room appearance and hearing the same noises in the room.

Furthermore, in some virtual environments, such as a virtual world, users are represented by virtual characters, which will be referred to as avatars. Avatars can be represented textually or visually, depending on the virtual world. For example, in a virtual world where real world players interact through text messages, an avatar can be a simple textual handle such as Bob or Mary. In contrast, in a virtual world that is graphical in context, an avatar can be represented in graphical form. Avatars may be human in appearance but need not be so. In fact, an avatar may take on any shape or form, may perform any action, and may speak in any voice or language, subject to the constraints of the online virtual world in which they reside.

In addition to having avatars, some virtual environments such as a virtual world, can also contain a rich set of virtual objects. In general, a virtual object is defined by its function and form. The functional component of a virtual object describes its functional properties such as whether it is a container, whether it can be worn, where it can be worn, how heavy it is, and what special powers it has. In contrast, the form component of a virtual object describes the look, feel, and sound of the good. Virtual objects can have some function within their virtual world, can be solely used for decorative purposes, or can be both decorative and functional. The virtual avatar, is at its base a virtual object. It has a function, as well as form. An avatar is a special type of virtual object, however, in that it represents a user and is controlled by the user.

The form of most avatars and virtual objects are determined by choosing from a fixed number of appearance options during an avatar or virtual-object creation phase. Often a separate avatar creation phase must be completed for each virtual world, and characters and virtual objects can rarely be transferred across different virtual worlds. Even if they are transferable, the transferred avatar or virtual object exists out of context. For example, the transferred avatar may be a caveman who would be completely out of context in a futuristic virtual world.

Avatars and virtual objects may be customized to a limited extent, the extent depending on the virtual world to which they belong. In some virtual worlds like the SIMs (Electronic Arts) and Unreal Tournament (GT interactive), avatar and virtual object formats are open. That is, users have access to and can modify the form and function of their respective avatars and virtual objects. Accordingly, customization is possible in terms of both function and form. These virtual worlds will be referred to as open worlds. In other virtual worlds like Everquest (Sony), Asheron's Call (Microsoft), and Ultima Online (Electronic Arts), the formats are closed and unavailable to users. In these cases, customization is limited to the rules established by owners of the virtual worlds. These virtual worlds will be referred to as closed worlds.

Virtual objects are being traded in both open and closed worlds. In closed worlds, users must typically put up virtual objects for bidding on a Web site, such as Ebay®, in the real world. Once the bidding commences, and the transfer of real world money is complete, the participating users must arrange to have their respective avatars meet in the relevant virtual world and exchange the relevant virtual objects.

There are some problems with exchanging virtual objects in this fashion. Such exchanges are cumbersome. Users must manually transfer the virtual objects themselves, even though the goods are fully digital in nature. Furthermore, the transfer of goods within the virtual world is unsafe. No security is in place to keep the selling avatar from reacquiring the virtual objects from the buying avatar after the transfer of virtual objects has occurred. For example, nothing prevents the selling avatar from stealing from or killing the buying avatar. Another problem is that the supply of virtual objects are not controlled. Specifically, virtual objects are sold in an ad-hoc manner and their supply is essentially uncontrolled. This lack of control leads to inflationary conditions within the virtual worlds and unstable goods prices within the marketplace. As a result of this uncertainty, the number of trades that occur are limited.

In open worlds such as Unreal, Quake, and the SIMs, users exchange virtual objects through repositories. These repositories accept free virtual object contributions from users, and, in return, make the contributed goods available for free to everyone.

There are some problems with exchanging virtual objects in this fashion. There is little incentive to create high quality virtual objects because there are no monetary rewards for doing so. There is also no control on quality. Because such repositories are free and often managed for free by users, the quality among virtual objects may differ significantly. As a result, it can sometimes be difficult to procure or find high quality virtual objects even if one is willing to pay for it. In addition, little support is given in terms of search and browse functionalities. Furthermore, there are no built-in controls to ensure that the virtual objects actually follow the artistic and functional themes of the virtual environments in which they reside. This break down in themes ultimately may result in a chaotic world, with no consistent world rules to preserve a common context among its users. Such chaos will degrade the experience for users of all virtual environments.

In summary, even though virtual objects are currently traded, most of these trades are limited, insecure, and unmanaged. As a result, the virtual objects available for trading are limited in both quality and range, difficult to find, limited in scope of use, and often unsupported.

SUMMARY OF THE INVENTION

The present invention provides method and apparatus, including computer program products, for providing a secure virtual marketplace for virtual objects and services.

In general, in one aspect, the present invention provides a method for distributing virtual objects. The method includes maintaining a list of virtual objects, each virtual object being represented by data. The method includes maintaining data format information for each of a plurality of virtual environment systems, the data format information for a virtual environment system specifying a format that data must have to be processable by the virtual environment system. The method includes receiving a request to distribute one or more virtual objects from the list of virtual objects, the request identifying the virtual objects to be distributed and the virtual environment system with which the virtual objects are to interact. The method includes formatting, in accordance with the data format information and the request, data representing the one or more virtual objects to be distributed. The method includes distributing the one or more virtual objects.

The invention can be implemented to realize one or more of the following advantages. The form of a virtual object can change to be consistent with the theme of a virtual environment into which the virtual object is transferred. Consequently, the virtual object can be distributed into any one of the multiple disconnected virtual environments without disrupting the theme of any of the virtual environment. The form of one virtual object can be attached to the function of another. A secure virtual marketplace is provided where virtual objects may be securely traded and transferred to the relevant avatars and virtual environments. The marketplace facilitates the instantaneous and automatic transfer of virtual objects so that users do not have to manually exchange virtual objects. Trademarks and brands can be displayed on any virtual object and, furthermore, are protected against counterfeiting and will generally be displayed after the virtual object has been properly authenticated. Users can request, from within a virtual world, ownership information of virtual objects. A real world object can be associated with a corresponding virtual world object. This capability allows companies to promote their goods with virtual instead of real world merchandise, to enhance the value of their real world goods by attaching them to virtual objects, and to enhance the value of their virtual objects by attaching them to real world objects. The supply of virtual objects can be controlled based, in part, on tracking and profiling information. A system for charging for such services is also provided. The system can, e.g., perform digital-rights settlement such that owners of intellectual property included in a virtual object are paid when the virtual object is involved in a transaction.

The details of one or more implementations of the invention are set forth in the accompanying drawings and the description below. Other features and advantages of the invention will become apparent from the description, the drawings, and the claims.

DETAILED DESCRIPTION

FIG. 1shows a system100in accordance with the invention for providing a secure virtual marketplace. Supply chain102includes system104for receiving and storing the initial virtual object prototypes or designs that are created by producers. The initial virtual object designs have a common object format. Alternatively, initial object designs can have different formats, in which case the initial format is converted into one recognized byte system100. Cataloging system106enhances the virtual designs by assigning relevant meta-data to each virtual object design. Classification system108properly classifies each virtual object design to enable effective searching and browsing of the supply of virtual objects. Editing and compositing system110combines the virtual object design with other content such as advertisements or additional object information and, thereby, produces the final version of the virtual object. System100transfers the virtual objects into secure virtual marketplace114. Tracking, Control, and Payment system112tracks the number of virtual objects in circulation and the demand for such virtual objects and, furthermore, controls the supply of virtual objects to attain the highest profits from virtual object sales. System100uses a demand-supply model to calculate supply and price needed to maximize profits. Alternatively, any other feasible economic model can be used. Tracking, Control, and Payment system112includes settlement information for paying owners and entities who own intellectual property rights included in virtual objects being transacted. These owners and entities include, e.g., people who submitted designs for virtual objects. In one implementation, the system100makes payments (i.e., settle) on a per transaction basis. Alternatively, the system can keep an record of the transaction and periodically make payments (i.e., settle) on a batch basis.

Secure virtual marketplace114includes an Asset Storage And Retrieval system116which maintains a list (“virtual object list” or “list of virtual objects”) that includes virtual objects and their corresponding information. Note that maintaining a list is not limited to storing the list in machine readable memory but can also include other actions such as updating the list. The information includes unique identification numbers for each virtual object and the total number of each virtual object that is available for sale. Note that the identification numbers need not be unique if there is no need to track the virtual objects (tracking is discussed below). Note also that the identifier need not be numbers but can be any type of data, such as characters and symbols. Asset Distributing system118interfaces real world data with virtual objects. User Account Storage and Retrieval system120maintains information and status for each user registered to use secure virtual marketplace114. Asset Transaction system122conducts the sales of virtual objects and their associated services, which are further described below. Users such as user124interacts with secure virtual marketplace114to conduct transactions involving virtual objects. These transactions include browsing and searching for products, as well as securely purchasing virtual objects and services. Secure virtual marketplace114distributes virtual objects to their respective owners, such as user124.

Virtual environments, such as virtual worlds126, are where the virtual objects finally reside and are consumed. Typically, virtual worlds are generated from software residing on servers connected to networks such as the Internet. These servers will be referred to as virtual world servers. Once a virtual object is purchased in the secure virtual marketplace, it will be distributed to the relevant worlds, so that it is available to the user upon entry to those world(s). Optionally, system100distributes virtual objects directly to a user. This option supports users using a peer-to-peer network to interact in a virtual world.

System100provides methods and apparatus that facilitate virtual object transactions. These methods and apparatus are described below.

Distributing Virtual Objects into Multiple Virtual Worlds

Currently virtual objects only exist within the localized context of single virtual worlds. As discussed, a virtual object that exists within a given world cannot commonly be transferred into another. Secure virtual marketplace114introduces the concept of a global virtual object that can be easily and seamlessly used in many different, disconnected, localized virtual worlds. All the global virtual objects reside in databases that live outside of the virtual worlds.

In one implementation, the virtual objects are distributed to each of the relevant virtual worlds during player login and logout.FIG. 2shows the operations between virtual worlds126with respect to secure virtual marketplace114that contains both user ownership information as well as the virtual object list. User124logs into one of the virtual worlds126(step201). The virtual world sends a request to secure virtual marketplace114to distribute virtual objects belonging to user124(step202). The requested virtual objects can be global virtual objects, local virtual objects, or a combination of global and local virtual objects. The request includes information about user124. Secure virtual marketplace receives the request and retrieves all virtual objects owned by user124(step203). Secure virtual marketplace114converts the virtual objects into a data format that the virtual world system can recognize (step204) and distributes the virtual objects to the requesting virtual world for further distribution to the avatar controlled by user124(step205).

Alternatively, the virtual objects are updated, periodically sent to the virtual worlds126, and cached within the virtual world machines (not shown). Content rich information attached to the virtual objects such as bitmaps, meshes, sound, and animation, are updated and cached within the virtual world machines periodically, rather than upon each user login. In this case, the secure virtual marketplace114need not send the virtual object itself but only information, such as information about the user124, that allows the virtual worlds126to retrieve the virtual objects of the user124from its cache and distribute these virtual objects to the user124.

Optionally, secure virtual marketplace114converts a global virtual object into a form that is consistent with the theme of the virtual world into which the virtual object is being distributed. To do this, secure virtual marketplace114stores form information for each global virtual object to specify the form of the virtual object in each of the multiple virtual worlds126. System100supports local virtual objects, i.e., those that exists only within the local context of their respective virtual world. System100stores information, such as form and data format, for the corresponding virtual world of a local virtual object. When the local virtual object is needed, system100places the virtual object in the appropriate form and data format and distributes the virtual object. Optionally, a local virtual object is converted into a global virtual object by adding information, such as form and data format information, for additional virtual worlds.

The above operations allow any of the multiple virtual worlds126to communicate with secure virtual marketplace114to retrieve user ownership information. This capability in turn allows users to retrieve their global or local virtual objects from secure virtual marketplace114into any of the virtual worlds126. This capability confers added value to the virtual objects because they now have wider applicability and, furthermore, allows users to maintain a common visual persona across multiple worlds.

Note that the example description above applies to both a client-server as well as peer-to-peer architecture within the virtual worlds. In the client-server case, secure virtual marketplace114communicates with the virtual world server, and in the peer-to-peer case, secure virtual marketplace114communicates with each of the separate client machines.

Attaching Virtual Objects Together

As discussed, a virtual object has both form and function. Secure virtual marketplace114allows a user to securely attach the form of one virtual object to the function of another, subject to the constraints of the virtual objects involved. For example, certain virtual objects may only allow other objects that belong to the same parent class to be attached to it. The attach operation may also be used to attach a form of a global virtual object to the function of a local virtual object and vice versa.

Additionally, there are often virtual objects in virtual worlds that can perform certain special functions, or that may confer upon its user certain special abilities, and improved character statistics. These special properties and virtual objects are often kept locally within the world because the functions conferred only apply to a given world. For variety, or appearance consistency, however, a user may want to attach a different appearance to the local virtual objects. Secure virtual marketplace114allows the functions of local virtual objects to be attached to the form of a global virtual object.

As shown inFIG. 3, user124sends an attach-object request to the Asset Transactions system122of secure virtual marketplace114(step301). The request includes information to identify the user and the virtual world where the user owns the local virtual object. Asset Transactions system122checks user information to ensure that the user is in good standing and retrieves all global virtual objects owned by the user (step302). Asset Transactions system122then requests all local virtual objects owned by user124in the virtual world in which the user is currently logged (step303). The virtual world returns all local virtual objects owned by the user in the virtual world (step304). Secure virtual marketplace114shows the retrieved local and global virtual objects to user124(step305). User114selects objects for attaching and sends this information to secure virtual marketplace114(step306). Secure virtual marketplace114checks its Asset Distribution System118to ensure that the user selected objects can be attached under the constraints of the virtual worlds (step307), makes the attachments and stores such attachments in its User Account Storage and Retrieval system120(step308), and returns the results to user124(step309).

Selling Buying, Trading, and Exchanging Virtual Objects

A virtual object purchase or sale involves the transfer of funds between or among users and the transfer of virtual object(s) between or among these users. Secure virtual marketplace114allows users to securely purchase virtual objects, and securely sell virtual objects to secure virtual marketplace114, as well as perform purchases and sales with other users.

As shown inFIG. 4, user124submits a buy-object request (step401). The request includes information to identify the user and the virtual object the user wishes to buy. Secure virtual marketplace114checks the user information in its User Account Storage and Retrieval system120to ensure that the user is in good standing and charges the purchase to the user's account (step402). Secure virtual marketplace114records the new purchase and updates the Asset Storage and Retrieval system120(step403). System100provides Supply Chain102with customer purchase information (step404) and returns the results of the transactions to user124. Sell operations and exchange operations between users are performed in a similar manner.

Optionally, the system100stores authorization information for a virtual object. The authorization information specifies rules that must be satisfied before a virtual object can be sold, purchased, traded, or distributed. Requiring an avatar to meet some criteria such as reaching a certain achievement level before allowing the avatar to obtain the virtual object is one example of a rule. In one implementation, the authorization is stored in the Asset and Distribution Component118of system100. Alternatively, the authorization information can be stored anywhere in the system. The authorization information can be stored as metadata.

Virtual objects may sometimes be lost, stolen, or destroyed while traveling within a virtual world. Some of these virtual objects may be attached to global goods, or may be global goods themselves that are stored within the virtual objects marketplace. When such events occur, system100updates User Account Storage and Retrieval120within secure virtual marketplace114with this new information. In one implementation, the tracking of virtual objects changing hands within a world is achieved on user logout.

As shown inFIG. 5, user124logs out of a virtual world (step501). The virtual world sends secure virtual marketplace114updated user information specifying the inventory of virtual objects in the user's possession at logout (step502). Secure virtual marketplace114compares the logout inventory with an inventory taken at user124's preceding login and determines whether virtual objects were gained or lost (step503). Secure virtual marketplace114marks any additional virtual objects as temporary and keeps these temporary virtual objects together in a location (not shown) separate from the rest of the user's virtual objects (step504). For each virtual object lost or missing, secure virtual marketplace114checks in the temporary location and retrieves all virtual objects with the same identification as the lost or missing virtual objects (step505). Secure virtual marketplace114removes the temporary mark from each temporary virtual object that matches with a lost virtual object and updates the relevant user accounts to reflect that the lost virtual object has been found (step506). Lost objects can be returned to their owners, depending on the policy of the virtual world. Some virtual worlds have non-transferable virtual goods, in which case lost virtual goods are returned to their owners. Some virtual worlds have transferable virtual goods, in which case lost virtual goods are not returned to their owners. All virtual object and owner pairs have a unique identification so that if there are multiple objects with the same identification, the system knows that fraud has been committed. Furthermore, system100traces such fraud through the owner identification that forms part of the virtual object and owner identification (step507). Secure virtual marketplace114updates the supply chain with the new virtual object information (step508).

Optionally, a virtual world server can notify system100in real time whenever possession of virtual objects changes inside the virtual world. In this case, system100can instantaneously track the ownership of virtual objects and thus need not wait until user logout to do so.

Attaching Trademarks and Brand on Virtual Objects; Updating Local Objects

System100also supports attaching trademark and brand information to virtual objects. Trademark and brand information are attached to the bitmaps, meshes, or image component of a virtual object when a virtual world server requests a periodic update. Whether a particular virtual object has trademark or brand information attached to it is determined within the supply-chain during the cataloguing phase. Attachment of trademark and brand information on virtual objects enhances the value of those goods similar to how trademarks branded goods in the real world have enhanced value when attached to a prestigious brand or mark. Trademark and brand information also allows various real world companies to engaged in brand advertising through the use of virtual objects within the context of virtual worlds. This is a new form of advertising as well as a new revenue source for owners of virtual worlds and owners of the virtual objects. Note that producers may need to pay for the service of attaching brand information on their virtual objects.

Optionally, the trademark and brand information includes digital rights management (“DRM”) information for paying or collecting fees associated with the brand or mark such as royalties. The DRM information allows the system100to administer any business arrangement such as licensing and exclusive usage rights. For example, the DRM information can specify that a certain brand can only be exclusively associated with certain virtual objects. The DRM information includes information specifying the owner of the brand or mark and the amount of royalties. The DRM information can also include shelf life and usage restrictions. Shelf life refers to a period after which the brand is no longer displayed or associated with the virtual object. Usage restrictions refers to rules for displaying the brand, which rules can for example specify that a brand cannot be displayed with certain types of virtual objects. In one implementation, the system100stores DRM information associated with a virtual object as metadata of the virtual object. Alternatively, the DRM information can be stored in any format. Furthermore, the DRM information can be stored anywhere in the system100, including the Asset Distribution system118and the Tracking, Control, and Payment system112. Because the system100can track all transactions of virtual objects (through its Tracking, Control, and Payment system112), the system100has the infrastructure to apply the DRM information.

An illustrative transaction flow of a periodic update operation is shown inFIG. 6. A virtual world server requests an update of its local virtual objects (step601). Secure virtual marketplace114identifies new and modified virtual objects (step602). Secure virtual marketplace114converts all the identified virtual objects to the data format of the requesting virtual world server and attaches relevant trademark, brand, and advertisement information to the new or modified virtual objects (step603). Secure virtual marketplace114compresses and returns all new and modified virtual objects to the requesting virtual world (step604) and updates its records to reflect that the requesting virtual world server has been updated (step605). The virtual world server stores the new and modified virtual objects and streams them to users as needed (step606).

The system100is not limited to attaching trademark or brand information to local virtual objects. Rather, the system100can attach such information to any virtual object in the virtual object list or the supply chain102.

Verifying Ownership Information

Requests for ownership information is usually only made by the virtual world during user login. However, it is possible for dishonest users to hack into the various virtual object files such as those that have been distributed to their machines. This hacking allows them to show their avatars as having a particular virtual object even though they do not actually own the virtual object. This operation can be more easily achieved in a peer-to-peer or non-protected client-server virtual world architecture compared to a protected client-server architecture. In such cases, honest users can initiate an ownership request operation from within a virtual world to ascertain whether a given avatar is indeed the owner of any virtual objects of interest.

Note that ownership requests can also be made on an avatar alone, in which case, it will be assumed that the ownership request is made for all the virtual objects currently in the possession of the avatar of interest. Alternatively, an ownership verification request made on an avatar can, by default, specify all the virtual objects currently worn by the avatar.

As shown inFIG. 7, user124sends an ownership request while logged in a virtual world (step701). The request specifies the user and the virtual object of interest. The virtual world relays the request to system100(step702), which then checks user and ownership information to verify that the avatar in possession of the virtual object in question is indeed the rightful owner of the virtual object (step703). System100converts ownership information into a data format recognizable by the virtual world server (step704). System100returns the verification results to the virtual world (step705), which in turn conveys this information to the user124(step706). Alternatively, in some situations such as when the user124is using a peer-to-peer connection, the system100returns the verification results to the user124.

Associating Virtual Objects with Real World Objects

The value of real world objects can be enhanced by associating them to virtual objects. In addition to purchasing virtual objects, users may also obtain virtual objects from real world objects. This is achieved by attaching a unique identification (“ID”), such as a barcode, to the real world object. The IDs are also stored within secure virtual marketplace114and each ID is associated with a corresponding virtual object identification number. Upon obtaining the real world object, users may retrieve its associated virtual object by scanning in the tag, for example with a barcode scanner.

An example of this association operation is shown inFIG. 8. User124purchases a real world object (not shown) that has an ID, scans the ID, and sends the scanned information to secure virtual marketplace114(step801). Secure virtual marketplace114checks the user's information to ensure that the user is in good standing (step802). User Account Storage and Retrieval120updates the user's account with the newly received virtual object (step830a) and retrieves the associated virtual object (step803b). Asset and Storage Retrieval system116returns the associated object to the User Account Storage and Retrieval120(step804a) and updates Supply Chain102with the new virtual object information to reflect the transaction (step804b). Secure virtual marketplace114returns the results of the transaction to user124(step805).

Note that conversion between real world objects and virtual objects can also occur in the opposite direction. For example, a user may choose to attach a real-world object to a virtual object. Having obtained a virtual object, users may then go to designated kiosks or counters, where they may then obtain their associated real world object upon providing their valid user id and password. Note also that system100also handles billing the companies who want to subscribe to this service. Billing of the companies, and the linking of real world tags to virtual objects are all achieved in supply chain102.

Managing the Supply and Price of Virtual Objects

System100automatically controls the supply of various virtual objects based on specifications from their producers, as well as based on tracking and profiling information on the virtual objects themselves. Because a virtual objects resides in a digital medium, system100tracks their use, demand, and popularity with very high accuracy. Based on demand information, system100quickly responds by changing supply, changing price, or both, in order to yield the highest profits. Unlike conventional supply chain models where the production of goods usually lag their demand, system100has a supply chain model that can respond instantaneously to changes in demand. In addition, by authenticating purchases, and brand information, system100has secure control over the supply of virtual objects.

Establishing Virtual Objects as Dynamic Web Pages

In system100, each and every virtual object (including an avatar, which is a special virtual object that can either be player controlled, or controlled by some artificial intelligence program) can be characterized as a dynamic Web page. This is because a virtual object, like a Web page, can present information in terms of visuals (pictures, video sequences), text, sound, and music. Just like a Web page, each virtual object can be identified as a unique entity within the space where it lives (i.e., each virtual object has a URL). Just like a web page, virtual objects can hyperlink to each other, as well as to traditional Web pages on the Internet.

Unlike dynamic Web pages, conventional Web pages are static in that they reside in a fixed location as identified by their URL. Virtual objects established as dynamic Web pages, however, are dynamic in that they may move to different locations based on user control or based on their independent movement programs. Unlike traditional Web pages which are flat, virtual objects may be flat, may have a three dimensional form, may consist purely of particles. Any form that may be expressed, either graphically, phonically, or otherwise, on a computer can be adopted by a virtual object as its form. In addition, because virtual objects can be dynamic, information may also be expressed through movement of the object itself. This form of information expression is not available in conventional systems.

Providing and Managing Services Associated with Virtual Objects

In addition to the purchase and sales of virtual objects, there is a surrounding set of services that may be performed upon such objects. System100provides the infrastructure for implementing such services, as well as for charging for them. The following describes three services that are provided for virtual objects in system100.

Dynamic Advertising on Virtual Objects

System100allows virtual object producers to specify constraints on their goods that outline how and where advertisements may be presented. The owners of virtual objects can then specify additional constraints together with their willingness to incorporate advertising information within their virtual objects. Based on all these constraints, system100sets up a virtual objects advertising marketplace where it collects and presents all advertisement space that is available in the current virtual objects network. Companies may then bid on these available advertisement spots. Once a spot is purchased, the proper advertisements will be automatically integrated into the relevant virtual object and the virtual objects that are stored within the secure virtual marketplace will be updated with new information. This information will then be transmitted upon the next virtual world update as described inFIG. 6and the corresponding text. Note that the advertisements need not be static, they can be dynamic. That is, the advertisements may present moving objects, pictures, and sound. In addition, an advertisement lasts for only the purchased period of time, after which another different advertisement will automatically replace it.

Insurance on Virtual Objects

Given that virtual objects are now being purchased with real dollars, it stands to reason that buyers may want to protect their goods against accidental loss or security leaks within the virtual worlds. System100allows users to purchase insurance on their purchased virtual objects. Upon the report of an item loss, or security leak, system100replaces the insured item with another. Note that to prevent insurance fraud, system100tracks all such reports and store the identification of the virtual objects that have been reported accidentally destroyed. If a good that has been reported as destroyed resurfaces at a later date, the related user accounts will be flagged as possible fraud cases.

Alteration Services on Virtual Objects

One of the key services that may be provided on virtual objects is one of enhancement and maintenance. Once sold, a virtual object can be enhanced by altering its appearance, sound, or movement. A virtual object can also be enhanced by adding new functionality. A virtual object may also need to be maintained based on updates that occur within the virtual worlds that they reside. System100provides the infrastructure for the secure trade of such services. Goods enhancement and maintenance companies can register with system100in order to have their available services displayed for purchase. Registered users of system100can then purchase such services using the secure transactions infrastructure that is already in place. Note that as in the dynamic advertising case, the type of enhancements and maintenance allowed can be constrained by the virtual object producer and such constraints will be stored within the specification of the good within secure virtual marketplace114.

In summary, system100provides the following features. Management and procurement of virtual objects by consumers are simplified because once purchased such merchandise will be available across many different virtual environments.

The virtual object business is opened to a wide range of virtual object designers that until now have been uninterested in providing virtual objects because there was no secure channel with which to distribute their merchandise. Their participation will provide consumers with a larger range of virtual objects choices.

Consumers are shielded from fraudulent trades of virtual objects. Security for attaching trademarks and brands to virtual objects is provided so that mark and brand information will be securely authenticated upon login, as well as upon user request. This security helps control the illegal duplication of virtual objects and help encourage producers to participate in the sale of such goods.

The value of real world goods is enhanced by seamlessly attaching it to virtual objects and vice versa, the value of a virtual object is enhanced by attachment to a real world object. This allows companies to promote with virtual objects, which is much cheaper to produce, distribute and store compared to their real world counterparts.

Through trademark and brand security and virtual objects authentication services, a system in accordance with the invention can control the supply of virtual objects in closed-worlds.

Because virtual objects reside solely in the digital medium, their demand, use, and popularity can be tracked with very high accuracy. Based on the ability to control the supply of goods, as well as accurately track user demand information, a system in accordance with the invention can help producers set market price and market supply as well as automatically adjust these figures instantaneously to reflect changing market conditions. In this way, there will be no supply lag or glut, which commonly occurs in traditional supply chain models.

A network of hyper-linked dynamic virtual objects, the nucleus of the next generation Internet, is provided. This next generation Internet allows users to present information with a wider variety of graphical forms, sound, and most importantly with movement. Unlike the current Internet where information is statically kept at a location, the dynamic Web allows pages to move dynamically within a virtual world.

Secure trade and control of virtual objects services are provided. Assuming that there is demand for virtual objects, it is logical to also assume that there will be a demand for virtual objects services. Advertising on virtual objects, virtual objects insurance, and enhancements and maintenance of virtual objects will become crucial services. System100establishes a secure channel not only for the trading of goods, but also for the trading of services that are related to such goods.

To provide for interaction with a user, the invention can be implemented on a computer system having a display device such as a monitor or LCD screen for displaying information to the user and a keyboard and a pointing device such as a mouse or a trackball by which the user can provide input to the computer system. The computer system can be programmed to provide a graphical user interface through which computer programs interact with users.

The invention has been described in terms of particular embodiments. Other embodiments are within the scope of the following claims. For example, steps of the invention can be performed in a different order and still achieve desirable results. The system100is not limited to interactions with only virtual worlds but rather can interact with other virtual environments and corresponding virtual environment systems. For example, the system100can provide images for instant messaging systems. In this implementation, the system100can receive an object design that represents an avatar (which is a special virtual object). The system100can process this object design in the supply chain102as described. The system100can store, maintain, and distribute the resulting avatar from the secure virtual marketplace114. A user purchases the image of the avatar. When the user uses the instant messaging system to send a message to a recipient, the system100distributes the avatar to the instant messaging system, which in turn displays to the recipient the avatar as a representation of the user. The system100can interact with all virtual environments and not only the exemplary ones described. For example, the system can be applied to virtual environments such as sports and parlor games. The system100can interact with any computing systems that displays images, including mobile devices such as a personal digital assistant or even a pager that includes a display. In these cases, the system100can send information representing virtual objects to the mobile devices, which then displays the virtual objects in accordance with the information received from the system100.