Abstract:
A finger-worn interaction device provides a faster, more responsive input and output streams to and from a computing or gaming device and is particularly well suited for high speed, interactive applications. The finger-worn nature relieves the user of a hand-held device that must be continually grasped or held, occupying at least one hand, and instead allows full movement of all digits on both hands to be employed for input activation. A variety of input formats are employed, and disposed as input modules or output modules on a substantially circular frame, such as a finger operated stick, trigger, action button, and roller/trackball operations. Multiple input modules and/or output modules may be disposed on each circular frame, providing a multitude of available inputs that may each be actuated by digits on the user&#39;s hand for allowing faster input sequences as users gain proficiency with actuating the multiple input modules.

Description:
BACKGROUND 
       [0001]    Computing devices generally require some form of input/output device for receiving input from a user and projecting output to a user. Conventional keyboards, popular for decades, have become supplemented by a pointing device, more commonly denoted a “mouse,” which has further evolved into touchpads and keyboard “knob” implementations. The emergence of smaller devices, with increasing computing power, however, has forced vendors to develop input mechanisms that do not require the space of a full keyboard. Dual duty numeric keypads (allowing text entry from a traditional “touch telephone” style keypad), predictive input analysis, and smaller screen based and physical keypad layouts followed. Smaller input devices, however, tend to increase the user dexterity required for efficient use, and may not be suitable for high speed and precision input, such as that associated with action, adventure, role-playing gaming experiences, and other situations in which, a precise and convenient input method is preferred. 
       SUMMARY 
       [0002]    A finger-worn input device provides a faster, more responsive input stream to a computing or gaming device and is particularly well suited for high speed, interactive applications. The finger-worn nature relieves the user of a hand-held device that must be continually grasped or held, occupying at least one hand, and instead allows full movement of all digits on both hands to be employed for input activation. A variety of input formats are employed, and disposed as interaction modules on a circular frame, such as a finger operated stick, trigger, action buttons, directional buttons or directional pad, LCD, vibration/rumble element, and roller/trackball operations. Multiple interaction modules may be disposed as input modules on each circular frame, providing a multitude of available inputs that may each be actuated by digits on the user&#39;s hand for allowing faster input sequences as users gain proficiency with actuating the multiple interaction modules. The interaction modules also include output modules, which convey output signals such as vibration, light, or video/text rendering. 
         [0003]    Configurations herein are based, in part, on the observation that conventional approaches to computer input require a large keyboard (as in the case of a desktop PC), employ small, finely arranged elements (as in reduced keypads/keyboards and touch screens) or employ a handheld controller with actuation and interaction members such as buttons, triggers and finger operated sticks, as in a gaming environment. Unfortunately, therefore, lack of a precise portable and compact interaction device for mobile computing, has led to reliance on interaction mechanisms such as touching and tilting as main interaction methods, by using touch screen, accelerometers, gyroscope, etc. Configurations herein promote portability and convenience in a finger worn device, in view of conventional approaches having no suitable controller available for mobile devices, because available game controllers are so big and not very portable, and other competitor portable devices are limited in functionality or are not very convenient for long-term usage. 
         [0004]    Alternate approaches may employ a native keyboard and/or mouse of the host computer, for adapting to environments where controllers are not available. However, the mouse and keyboard are not well suited to the precise and rapid nature of dedicated gaming controllers. 
         [0005]    Accordingly, configurations herein substantially overcome the above-described shortcomings by providing a finger-worn controller that disposed on a finger of the user, typically the index finger, and allows simultaneous actuation by multiple fingers. The finger worn device takes the form of a circular or substantially circular frame, appearing as an oversize ring, that slides concentrically around a digit of the user. Multiple interaction modules, such as trigger buttons, finger operated sticks, and rollers define actuation members for receiving input from the user and sending feedback/information to the user. Further, controllers may be worn on both the right and left hands to provide a multitude of input operations and controls to be performed, as conventional gaming controllers typically employ a variety of actuation members on the handheld base. 
         [0006]    Alternate configurations of the invention include a multiprogramming or multiprocessing computerized device such as a multiprocessor, controller or dedicated computing device or the like configured with software and/or circuitry (e.g., a processor as summarized above) to process any or all of the method operations disclosed herein as embodiments of the invention. Still other embodiments of the invention include software programs such as a Java Virtual Machine and/or an operating system that can operate alone or in conjunction with each other with a multiprocessing computerized device to perform the method embodiment steps and operations summarized above and disclosed in detail below. One such embodiment comprises a computer program product that has a non-transitory computer-readable storage medium including computer program logic encoded as instructions thereon that, when performed in a multiprocessing computerized device having a coupling of a memory and a processor, programs the processor to perform the operations disclosed herein as embodiments of the invention to carry out data access requests. Such arrangements of the invention are typically provided as software, code and/or other data (e.g., data structures) arranged or encoded on a computer readable medium such as an optical medium (e.g., CD-ROM), floppy or hard disk or other medium such as firmware or microcode in one or more ROM, RAM or PROM chips, field programmable gate arrays (FPGAs) or as an Application Specific Integrated Circuit (ASIC). The software or firmware or other such configurations can be installed onto the computerized device (e.g., during operating system execution or during environment installation) to cause the computerized device to perform the techniques explained herein as embodiments of the invention. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0007]    The foregoing and other objects, features and advantages of the invention will be apparent from the following description of particular embodiments of the invention, as illustrated in the accompanying drawings in which like reference characters refer to the same parts throughout the different views. The drawings are not necessarily to scale, emphasis instead being placed upon illustrating the principles of the invention. 
           [0008]      FIG. 1  is a context diagram of a computer gaming environment suitable for use with configurations disclosed herein; 
           [0009]      FIG. 2  shows the finger-worn controller disposed on a user digit (finger); 
           [0010]      FIG. 3  shows a configuration of a right hand controller; 
           [0011]      FIG. 4  shows a configuration of a left handed controller; 
           [0012]      FIG. 5A  shows a perspective view of perpendicular orientation of interaction modules adjacently along a transverse annular line on the circular frame; 
           [0013]      FIG. 5B  shows a top plan view of the interaction modules and circular frame of  FIG. 5A ; 
           [0014]      FIG. 6A  shows a side elevation of a removable interaction module; and 
           [0015]      FIG. 6B  shows a perspective view of the circular frame of  FIG. 6A . 
       
    
    
     DETAILED DESCRIPTION 
       [0016]    Conventional desktop computers commonly employ two well-known input devices: a mouse and keyboard. The combination of these two devices is often sufficient enough that most users of computer do not require additional specialized device to do their daily tasks, and this combination has worked for some time in desktop and office environments. The emergence of smaller, more portable devices such as smartphones and tablets replaced the conventional mouse was with touch gestures and the physical keyboard was replaced with on-screen virtual keyboards. Handheld devices also take advantage of different sensors such as accelerometers, to utilize tilt gesture as input. The computer input devices that are used as pointing devices or for manipulating virtual objects may be generally classified in three categories of isotonic, isometric or elastic according to the mobility and the degree of resistance exerted on an actuator, or end-effector, defined by the member that is physically manipulated or contacted by the user. 
         [0017]    In an isotonic device, the end-effector moves freely and may be displaced with no resistance or with constant and very low resistance. 
         [0018]    In an isometric device (also called a force or pressure device), the end-effector is not mobile or is practically not mobile, and the force applied on the end-effector and transmitted by the latter is measured physically. 
         [0019]    In an elastic device, the end-effector is mobile but the resistance on the end-effector increases with the displacement. Isotonic devices, such as a mouse, do not allow continuous input; in contrast, keyboard keys have elastic resistance underneath, and have the capability of giving continuous input, as long as they are pressed. 
         [0020]    Omission of a mouse and keyboard on handheld devices has caused the emergence of games that are handheld friendly, but may not support a variety of inputs demanded by a complex and fast moving interactive game. It would be beneficial to develop and implement a user input device to support a gaming experience that demands a complex and continuous combination of inputs. 
         [0021]    Conventional approaches to gaming environments requiring high speed complex input sequences include on-screen virtual inputs to control the game. Such approaches employ on-screen sensing and optional textured overlays to define input facilities directly on the rendering screen. There are several drawbacks to such approaches. Screen based facilities occupy space on the screen, potentially obscuring the playing area. When the player moves fingers on the screen, the view of the game is blocked even more. 
         [0022]    Virtual buttons do not have tangible marks (or “feel marks”), so player may lose their positions easily, and has to check frequently to see if the fingers are placed on top of buttons correctly. This distracts the player from the game. 
         [0023]    Even if there are overlays or textures provided, screen based input provides no haptic feedback when virtual buttons are pressed. When a person pushes a physical button or lever, the tactile/haptic feeling acts as feedback for brain that an action has happened, but when a user performs selection on an unfeatured, flat surface, the only available feedbacks would be soft feedbacks, like visuals and sound effects, from the computer device. Further, depending on the type of the screen, screen protection usage, cleanliness of screen, cleanliness of fingers, having sweat on finger tips, etc. sliding fingers across the screen may become more difficult and less accurate. 
         [0024]    Further, there is no well-established working standard of on-screen button formats across different games. For standard input devices, such as keyboard or game controllers on Xbox and PlayStation, as the number and location of buttons are fixed, muscle memory becomes familiar with them and uses them more effectively over time. But different handheld games have various on-screen inputs, with different sizes and locations, and this makes it harder for players to feel comfortable with the input mechanism. 
         [0025]    Vendors of interface have created finger stick overlays or protrusion as a medium between your fingers and the virtual buttons/controllers on the screen. Unfortunately this medium works only with games that have perfectly matched buttons on the screen, and has not shown to be a highly ranked product in the market. Such an approach does not guarantee that the player will be able these buttons in a particular game, and also requires porting the overlay with the device. Further, while using these media, the user is again required to cover the screen, obscuring rendered details. 
         [0026]    Other approaches wrap handheld devices (usually smartphones) and add extra buttons and controls around the screen. They attempt to bring the look and feel of portable game consoles. However, as such controllers are at least as big as the smartphones they accompany, carrying them around with the smartphone is not very convenient. Another shortcoming is that they just fit one particular device, and they are physically bound to that device only. 
         [0027]    Other vendors promote a small (pocket sized) Bluetooth® controller for mobile gaming. The size of this device is small enough to be carried around easily, but at the same time, it becomes inconvenient for long-term playing. 
         [0028]    Conventional devices directed to finger-based deployment are generally specific to particular uses and not well suited to gaming or fast action response. 
         [0029]    Configurations herein include dual (left and right) finger-worn controller devices (controllers) in various embodiments, and related systems, interfaces, and methods of use. One device is designed to be worn on index finger of right hand, and the other on index finger of left hand. They can operate separately, or in conjunction, to serve as an input/output mechanism for various types of computers, including desktop computers, tablets, smart phones, TVs, digital cameras, projectors, .etc. Each of these two controllers are equipped with different buttons and interaction modules. Each interaction module may be an input module or an output module. An input module receives user input, typically by manual actuation of a lever or switch, and output modules convey a signal to the user, such as vibration, lights, or a LED/LCD screen or display. 
         [0030]    Features include a wireless medium to send/receive data to the connected computer/device., rechargeable batteries, for enabling wireless usage, various buttons/knobs/switches defining input modules responsive to thumbs and middle fingers, power level indicators, and vibration hardware to give tactile feedback to the user. 
         [0031]    A data/power port allows hardwired connection to computers and gaming devices, and also serves to charge the batteries through USB ports on computer machines or power adapters. 
         [0032]    In a particular configuration, the right finger-worn controller device will be used mainly for action/manipulation mechanisms and the left finger-worn controller device, will be used mainly for navigation/browse interactions. Although the whole interaction experience can happen by using both of these devices simultaneously, it is also possible to use each of them separately for certain applications or devices. For example, the right-hand device is a very good replacement for digital camera remote controllers, a wireless presenter, a controller operated by a patient who cannot move his or her arms easily, a controller operated by surgeons in the operation room, or a driver&#39;s companion to answer phone, operate music player, .etc. The discussion below illustrates example, features and modules of each controller in a particular configuration. Various alternate arrangements of input modules, controllers and finger placement may be performed. 
         [0033]      FIG. 1  is a context diagram of a computer gaming environment  100  suitable for use with configurations disclosed herein. Referring to  FIG. 1 , in a typical gaming environment  100 , the finger worn controllers  110 - 1 ,  110 - 2  ( 110  generally) are employed as a user interaction controller having dedicated right and left controllers disposed on the index finger of the respective hands ( 112 - 1  . . .  112 - 2 ) of the user  102 . The controller  110  transmits input signals  120  to a mobile or stationary computing device  130  such as a phone, tablet, laptop, game console, PC or other suitable processor controlled device. The computing device  130  executes one or more applications  140  responsive to the input signals  120 . The computing device  130  renders output  132  in the form of video images  134  on a display  136 , which may be separate from the computing device  130  or integrated as a single assembly. The application  140  transmits output signal  121  to the controllers  110 , based on its internal logic. The wireless medium on the controllers  110  receive the output signal and activates vibrator elements in the interaction modules  150 . Users hands  112  sense the vibration, hence user  102  feels the feedback for the performed action through the controllers  110 . 
         [0034]      FIG. 2  shows the finger-worn controller disposed on a user digit (finger), typically the index finger  114 , of either hand  112 . Referring to  FIGS. 1 and 2 , the controller  110  takes the form of a circular frame  110 ′ upon which one or more interaction modules  150  are disposed. The interaction modules  150  include input modules and output modules, suited for receiving or conveying information, respectively, to the user  102 . Each input module typically denotes an input switch/switches for receiving input and generating a responsive input signal, typically through electrical connections. The interaction modules  150 , such as the exemplary  360  degree lever (colloquially referred to as a finger operated stick, finger stick, control stick or joystick), are accessible from the thumb  116  and middle finger  118  when the circular frame of the controller  110  is inserted around the index finger  114 . Alternate structures may be employed for disposing the controller  110  on a finger, such as a “C” shaped clip, or with the addition of protrusions on the frame  110 ′ for additional controllers. The interaction modules  150 , while primarily receiving input from the user, may also take the form of output modules. Such output modules may include a vibration motor, for providing a vibrating sensation to the user, or may be light, text or video displays for rendering LED or LCD based images or signals to the user. 
         [0035]    The disclosed finger worn controller  110  therefore defines a user input device having a circular frame  110 ′ adapted to be worn by the user  102  in conjunction with an application  140  executing on a computing device  130 , and a plurality of interaction modules  150  mounted on the circular frame  110 . Each interaction module  150  generates an input signal  120  responsive to an activation, such as a finger press, indicative of user input, or receives an output signal  121 . An interface  111  to the computing device  130  may be wireless or wired, in which the interface is responsive to the generated input signal for transmitting the input signal  120  to the computing device  130 . The interaction modules  150  are disposed around a circumference of the circular frame  110 ′ and are adapted for access by one of a thumb  116  and middle finger  118  when the circular frame  110 ′ is worn on an index finger  114  of the user. 
         [0036]    Depending on implementation, deployment may include a plurality of circular frames  110 ′, in which each circular frame  110 ′ defines a finger-worn device, and the circular frames  110 ′ have left and right designations for corresponding to a dominant hand of the user  102 . The plurality of interaction modules  150 -N, therefore, are collectively disposed for activation from digits of a user  102 , typically the thumb  116  or middle finger  118  when the controller  110  is worn on the index finger  114 . Each of the interaction modules  150  on the circular frame  110 ′, therefore, is adapted for control from a hand of the user on which the circular frame is worn. The interaction modules  150  are adapted to be activated by at least three fingers on a single hand of the user  102 . A plurality of input modules  140  are operable to generate a plurality of input signals  120  directed to a common application  140  on the host computing device  130 . 
         [0037]    Each interaction module  150  of the plurality of input modules includes at least one sense element adapted to generate the input signal  120  in response to activation from physical contact from a digit of the user  102 . In a typical implementation, each interaction module  150  of the plurality of input modules includes at least one switch adapted to generate an electrical signal in response to activation. Similarly, in the case of output modules, the interaction module include a small LED/LCD screen and suitable electronics/power to be responsive to output signals  121  from the computing device  130 , such as for messages, visual/graphic feedback, or other signals. 
         [0038]    The interaction modules  150  may also be implemented as a “hot plug” fixture that engages a receptacle on the circular frame  110 ′ for configuring a variety of desired interaction modules on the circular frame. Each interaction module may employ a predetermined plug arrangement for electrical communication with the circular frame, and an interface and/or encoding/protocol information on the interaction module used for establishing communication. 
         [0039]      FIG. 3  shows a configuration of a right hand controller  110 - 1 , and  FIG. 4  shows a configuration of a left handed controller  110 - 2 . Referring to  FIGS. 3 and 4 , the example right and left hand deployment may be altered to suit the dominant hand of the user  102 , or simply to deploy on a different finger for comfort or to accommodate multiple controllers  110  on the same hand  112 . In  FIG. 3 , the interaction modules  150  on the circular frame include a finger operated stick  150 - 1 , action buttons  150 - 2 , and a trigger button  150 - 3  ( 150  generally). The finger operated stick  150 - 1  includes a finger stick actuator  152 , or lever, operable for 360 degree movement. The action buttons  150 - 2  include four button switches  154 - 1  . . .  154 - 4  arranged in a diamond pattern. In contrast to so-called “direction buttons”, having a single contact surface that tilts in different directions, the action buttons return a signal indicating which (one or more) of the four buttons is pressed (actuated). A variety of input signals may therefore be generated by, for example pressing a single or two adjacent buttons. The trigger button  150 - 3  includes a single actuator switch  156 , typically a momentary contact switch that is spring loaded to resiliently return (open) when not depressed. The example arrangements shown depict each of the interaction modules  150  as a form of an electric switch for providing a voltage or set of voltage readings resulting from closing or opening a circuit, or a continuum of readings such as from a potentiometer, as in the case of the finger operated stick  150 - 1  which may return a range of values depending on the directional force/movement applied in a 2 dimensional x,y plane. Alternate implementations may invoke alternate activation mediums, such as capacitive sense or thermal sense for touch, for example. In general, each of the interaction modules  150  provides a discrete input signal  120  to the application  140  on the console  130 , which is interpreted by the application  140 . Typical input signals include a direction, firing, jumping, movement, slide bar, selection, and the like. Although the input signal  120  may include a single value or voltage level (trigger button  150 - 3 ), or multiple values indicating direction (finger operated stick  150 - 1 , action buttons  150 - 3 ), the input signal is intended to be interpreted by the application  140  as an atomic command having a specific meaning to the application. 
         [0040]    Therefore, in the example two hand approach depicted, the interaction modules  150  on a first circular frame  110 ′ include a first trigger push button  150 - 3  for generating an activation signal when pressed, action buttons  150 - 2  having a plurality of button switches, such that each button switch is indicative of a direction, and a directional lever (finger operated stick)  150 - 1  for generating a directional signal indicative of two dimensional movement of the directional lever  152 . 
         [0041]    As indicated above, the finger operated stick interaction module  150 - 1  takes the form of a lever having 360 degrees of movement, and is expected to return a range for horizontal and vertical direction. Alternately, a simple 8-position value may be returned to indicate direction in either of the primary four directions (i.e. North, South, East, West), or a component between two directions (NE, SE, SW, NW). 
         [0042]    The action button interaction module  150 - 2  indicate which of the four buttons  154  is pressed. The signal generated from buttons  154  generally is expected to denote a Boolean type or response that can be used by the application  140  to perform different logics, such as attack, block, jump, fire, etc. in a game. 
         [0043]    The trigger  150 - 3  input module provides an activated signal when pressed, and it can denote a continuous signal, as well as a Boolean signal. For an example of continuous signal, when the module  150 - 5  on  FIG. 4  is moving the player character on a game, holding down the trigger  150 - 3  continuously, makes the character to run. It can also sends Boolean signals, such as reload a weapon or launch a missile, etc. in a game. The corresponding controller (left)  110 - 2 , in the example arrangement, also includes  3  interaction modules  150 . A roller  150 - 4  returns an input signal  120  reflective of rotation range. A push-able scroll wheel or roller  158 , similar to an inverted mouse, may also be employed to return a value sequence similar to a mouse wheel delta value. A second finger operated stick  150 - 5  operates similar to the finger operated stick interaction module  150 - 1  on the opposed hand  112 , and a second trigger  150 - 6  is generally equivalent to the trigger interaction module  150 - 3 . It should be apparent to those of skill in the art that various combinations and placement of the interaction modules  150  on the circular frame  110 ′ is achievable within the scope of the disclosed approach. 
         [0044]    The interaction modules  150  on a second circular frame include, therefore, a second trigger push button  150 - 6  for generating an activation signal when pressed, a second directional lever  150 - 5  for generating a directional signal indicative of two dimensional movement of the directional lever, and a roller  150 - 4  for generating a wheel rotation signal. When you rotate the wheel, a roller message is sent as each notch is encountered. When the module is integrated horizontally into the device, a positive value indicates that the wheel was rotated right; a negative value indicates that the wheel was rotated left. 
         [0045]    Additional configurations better describing the geometry of the interaction modules  150  around the circular frame  110 .  FIG. 5A  shows a perspective view of perpendicular orientation of interaction modules adjacently along a transverse annular line on the circular frame. Referring to  FIG. 5A , a transverse annular line  170  extends around a circumference of the circular frame  110  perpendicular to the center axis  172 , passing through a center point  176  midway between sides of the circular frame. The interaction modules  150  lie adjacent on the annular line  170  for receiving external manipulations and generating input signals in response thereto. Since the circular frame  110  is rigid, it is resistant to deformation and yielding in response to manipulations, allowing a crisper and faster response to input stimuli. The orientation and arrangement of the interaction modules  150  could be defined by a plane bisecting the circular frame normal to the center axis  172  and on which the center point  176  lies. Annular line  170  runs along this plane such that if it were a straight transverse line it would remain on the plane. 
         [0046]      FIG. 5B  shows a top plan view of the interaction modules and circular frame of  FIG. 5A . Annular line  170  lies perpendicular to the center axis and normal to a radial projection  174  extending perpendicularly from a center axis  172  from the center point  176  at the center of the frame  110 . In the adjacent, perpendicular, linear arrangement of the interaction modules  150 , the plurality of interaction modules  150  are mounted linearly along an annular line  170  running circumferentially around an outer surface of the circular frame and perpendicular to a center axis  172  through the center of a circle defining the circular frame  110 . This results in an orientation where the interaction modules are disposed adjacently on the annular line  170  such that the interaction modules  150  define a perpendicular to the center axis  172 . 
         [0047]    A further configuration, shown in  FIGS. 6A and 6B , employs removable interaction modules  1150 - 1  . . .  1150 - 5  for engaging receptacles  160 - 1  . . .  160 - 3  ( 160  generally) along the transverse annular line  170 .  FIG. 6A  shows a side elevation of a removable interaction module, and  FIG. 6B  shows a perspective view of the circular frame of  FIG. 6A . The circular frame  110  includes a plurality of receptacles  160 , each adapted to receive one of the removable interaction modules  1150 . Receptacles  160 - 1  . . .  160 - 3  ( 160  generally) are adapted to each receive removable interaction modules  1150 - 1  . . .  1150 - 5  ( 1150  generally). The removable interaction modules  1150  include a trigger button  1150 - 1 , directional buttons  1150 - 2 , joystick  1150 - 3 , roller  1150 - 4  and trackball  1150 - 5 ; others may be included. 
         [0048]    The linearly aligned, adjacent receptacles each receive a respective removable interaction module  1150 , and the receptacles  160  maintain the adjacent, linear arrangement. Each receptacle  160  includes a suitable arrangement of common electrical contacts for interfacing with any of the removable interaction modules  1150  for providing power and/or transmission capability. Each of the interaction modules  1150  is adapted for insertion such that a top surface of the interaction modules is flush or near flush with the outer surface  178  of the circular frame and normal to a radial line  179  from the center point  176 . In this manner, a gamer may select from the plurality of removable interaction modules  1150  for insertion in the receptacles  160  to define user control interfaces to a particular game or application. The rigid circular frame  110  structure and adjacent, linear alignment along annular line  170  ensures consistent placement and response from a variety of combinations of removable interaction modules that may be engaged by the receptacles  160 . The controller  110  invokes the interface  111  to transmit the input signal  120  generated by the interaction modules  150  in any suitable manner. A wireless medium, such as Bluetooth or IEEE 802.11 based communications, avoids tethering the user to the computing device  130 , however wired or infrared mechanisms are also suitable. 
         [0049]    Those skilled in the art should readily appreciate that the programs and methods defined herein are deliverable to a user processing and rendering device in many forms, including but not limited to a) information permanently stored on non-writeable storage media such as ROM devices, b) information alterably stored on writeable non-transitory storage media such as floppy disks, magnetic tapes, CDs, RAM devices, and other magnetic and optical media, or c) information conveyed to a computer through communication media, as in an electronic network such as the Internet or telephone modem lines. The operations and methods may be implemented in a software executable object or as a set of encoded instructions for execution by a processor responsive to the instructions. Alternatively, the operations and methods disclosed herein may be embodied in whole or in part using hardware components, such as Application Specific Integrated Circuits (ASICs), Field Programmable Gate Arrays (FPGAs), state machines, controllers or other hardware components or devices, or a combination of hardware, software, and firmware components. 
         [0050]    While the system and methods defined herein have been particularly shown and described with references to embodiments thereof, it will be understood by those skilled in the art that various changes in form and details may be made therein without departing from the scope of the invention encompassed by the appended claims.