Abstract:
In one embodiment, the methods and apparatuses detect an application; detect a participant within the application; detect a distance between multiple participants; monitor the application for a qualifying event; and selectively initiate a communication channel between multiple participants based on the qualifying event and the distance between the multiple participants.

Description:
FIELD OF THE INVENTION 
       [0001]    The present invention relates generally to communicating based on a location and, more particularly, to selectively communicating based on a location and event. 
       BACKGROUND 
       [0002]    Interactive applications such as video games and computer games allow multiple participants to interact with each other. During these interactive applications, participants typically perform acts that are graphically shown on a display device and are audibly heard through a sound device for all other participants to see and hear, respectively. 
         [0003]    In some instances, the interactive applications offer communication channels between a pre-selected group of participants. For example, participants on the same team may be able to communicate with other participants on the same team through audio and/or visual embodiments. Participants of opposite teams are typically not allowed to communicate with each other. In some instances, these limitations on communication between participants on opposite teams prevent participants on opposite teams to spontaneously communicate with each other. Further, there are circumstances and events during the interactive applications that would be beneficial to allow participants that do not have a pre-existing communications channel to spontaneously communicate with each other. 
       SUMMARY 
       [0004]    In one embodiment, the methods and apparatuses detect an application; detect a participant within the application; detect a distance between multiple participants; monitor the application for a qualifying event; and selectively initiate a communication channel between multiple participants based on the qualifying event and the distance between the multiple participants. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0005]    The accompanying drawings, which are incorporated in and constitute a part of this specification, illustrate and explain one embodiment of the schemes for game chat routing and taunt control. In the drawings, 
           [0006]      FIG. 1  is a diagram illustrating an environment within which the schemes for game chat routing and taunt control are implemented; 
           [0007]      FIG. 2  is a simplified block diagram illustrating one embodiment in which the schemes for game chat routing and taunt control are implemented; 
           [0008]      FIG. 3  is a simplified block diagram illustrating a system, consistent with one embodiment of the schemes for game chat routing and taunt control; 
           [0009]      FIG. 4  illustrates an exemplary record consistent with one embodiment of the schemes for game chat routing and taunt control; and 
           [0010]      FIG. 5  is a flow diagram consistent with one embodiment of the schemes for game chat routing and taunt control. 
       
    
    
     DETAILED DESCRIPTION 
       [0011]    The following detailed description of the schemes for game chat routing and taunt control refers to the accompanying drawings. The detailed description is not intended to limit the schemes for game chat routing and taunt control. 
         [0012]    Instead, the scope of the schemes for game chat routing and taunt control is defined by the appended claims and equivalents. Those skilled in the art will recognize that many other implementations are possible, consistent with the schemes for game chat routing and taunt control. 
         [0013]    References to “electronic device” include a device such as a personal digital video recorder, digital audio player, gaming console, a set top box, a radio, a television, a personal computer, a cellular telephone, a personal digital assistant, and the like. 
         [0014]    References to “participant” include a representation of a player within a video game, a computer game, and the like. In one embodiment, the participant is a player that is controlled by an operator of an electronic device. In another embodiment, the participant is a player that is controlled by an electronic device. 
         [0015]    References to “content” include audio streams, images, video streams, photographs, graphical displays, text files, software applications, electronic messages, video games including associated player data, and the like. 
         [0016]    References to “application” include a video game, an on-line game through the internet, a computer game, and the like. 
         [0017]      FIG. 1  is a diagram illustrating an environment within which the schemes for game chat routing and taunt control are implemented. The environment includes an electronic device  110  (e.g., a computing platform configured to act as a client device, such as a personal digital video recorder, digital audio player, computer, a personal digital assistant, a cellular telephone, a camera device, a set top box, a gaming console), a user interface  115 , a network  120  (e.g., a local area network, a home network, the Internet), and a server  130  (e.g., a computing platform configured to act as a server). In one embodiment, the network  120  can be implemented via wireless or wired solutions. 
         [0018]    In one embodiment, one or more user interface  115  components are made integral with the electronic device  110  (e.g., keypad and video display screen input and output interfaces in the same housing as personal digital assistant electronics (e.g., as in a Clie® manufactured by Sony Corporation). In other embodiments, one or more user interface  115  components (e.g., a keyboard, a pointing device such as a mouse and trackball, a microphone, a speaker, a display, a camera) are physically separate from, and are conventionally coupled to, electronic device  110 . The user utilizes interface  115  to access and control content and applications stored in electronic device  110 , server  130 , or a remote storage device (not shown) coupled via network  120 . 
         [0019]    In accordance with the invention, embodiments illustrating schemes for game chat routing and taunt control as described below are executed by an electronic processor in electronic device  110 , in server  130 , or by processors in electronic device  110  and in server  130  acting together. Server  130  is illustrated in  FIG. 1  as being a single computing platform, but in other instances are two or more interconnected computing platforms that act as a server. 
         [0020]      FIG. 2  is a simplified diagram illustrating an exemplary architecture in which the schemes for game chat routing and taunt control are implemented. The exemplary architecture includes a plurality of electronic devices  110 , a server device  130 , and a network  120  connecting electronic devices  110  to server  130  and each electronic device  110  to each other. The plurality of electronic devices  110  are each configured to include a computer-readable medium  209 , such as random access memory, coupled to an electronic processor  208 . Processor  208  executes program instructions stored in the computer-readable medium  209 . A unique user operates each electronic device  110  via an interface  115  as described with reference to  FIG. 1 . 
         [0021]    Server device  130  includes a processor  211  coupled to a computer-readable medium  212 . In one embodiment, the server device  130  is coupled to one or more additional external or internal devices, such as, without limitation, a secondary data storage element, such as database  240 . 
         [0022]    In one instance, processors  208  and  211  are manufactured by Intel Corporation, of Santa Clara, Calif. In other instances, other microprocessors are used. 
         [0023]    The plurality of client devices  110  and the server  130  include instructions for a customized application illustrating schemes for game chat routing and taunt control. In one embodiment, the plurality of computer-readable medium  209  and  212  contain, in part, the customized application. Additionally, the plurality of client devices  110  and the server  130  are configured to receive and transmit electronic messages for use with the customized application. Similarly, the network  120  is configured to transmit electronic messages for use with the customized application. 
         [0024]    One or more user applications are stored in memories  209 , in memory  211 , or a single user application is stored in part in one memory  209  and in part in memory  211 . In one instance, a stored user application, regardless of storage location, is made customizable based on selectively communicating based on a location and event as determined using embodiments described below. 
         [0025]      FIG. 3  illustrates one embodiment of a system  300  showing schemes for game chat routing and taunt control. The system  300  includes a participant detection module  310 , a distance detection module  320 , a storage module  330 , an interface module  340 , a control module  350 , a profile module  360 , a group identification module  370 , a communication module  380 , and an event detection module  385 . 
         [0026]    In one embodiment, the control module  350  communicates with the participant detection module  310 , the distance detection module  320 , the storage module  330 , the interface module  340 , the profile module  360 , the group identification module  370 , the communication module  380 , and the event detection module  385 . 
         [0027]    In one embodiment, the control module  350  coordinates tasks, requests, and communications between the participant detection module  310 , the distance detection module  320 , the storage module  330 , the interface module  340 , the profile module  360 , the group identification module  370 , the communication module  380 , and the event detection module  385 . 
         [0028]    In one embodiment, the participant detection module  310  detects participants. In one embodiment, the participants are represented by players within a video game. For example, the players within the video game may be controlled by the gaming console or may be controlled by an operator of the gaming console. In one embodiment, the participant detection module  310  simultaneously detects multiple participants. In one instance, each of the participants may be controlled by a different gaming console such that multiple gaming consoles are utilized simultaneously to control the multiple participants. 
         [0029]    In one embodiment, the distance detection module  320  detects the distance between each of the participants that are detected by the participant detection module  310 . In one embodiment, the distance is simply measured between each of the participants. In another embodiment, the distance is measured between each of the participants relative to a references point. In one embodiment, the distance between the participants is measured within a 2-dimensional surface. In another embodiment, the distance between the participants is measured within a 3-dimensional space. 
         [0030]    In one embodiment, the storage module  330  stores a plurality of profiles wherein each profile is associated with a particular application and associated parameters related to the participants. In one embodiment, the profile stores exemplary information as shown in a profile illustrated in  FIG. 4 . In one embodiment, the storage module  330  is located within the server device  130 . In another embodiment, portions of the storage module  330  are located within the electronic device  110 . 
         [0031]    In one embodiment, the interface module  340  detects the electronic device  110  as the electronic device  110  is connected to the network  120 . 
         [0032]    In another embodiment, the interface module  340  detects input from the interface device  115  such as a keyboard, a mouse, a microphone, a still camera, a video camera, and the like. 
         [0033]    In yet another embodiment, the interface module  340  provides output to the interface device  15  such as a display, speakers, external storage devices, an external network, and the like. 
         [0034]    In one embodiment, the profile module  360  processes profile information related to the specific content and each specific viewer. In one embodiment, exemplary profile information is shown within a record illustrated in  FIG. 4 . In one embodiment, each profile corresponds with a particular application. For example, the application is a video game in one embodiment. 
         [0035]    In one embodiment, the group identification module  370  determines which participants form a group. In one embodiment, determination of the particular participants that make up the group is based on parameters that are disclosed within a profile. In one embodiment, exemplary parameters include the distance between each of the participants and whether the participants are on the same team. 
         [0036]    In one embodiment, the communication module  380  selectively allows the participants within the group to communicate with each other based on a qualifying event. For example, when a qualifying event is detected, then the participants within the group are allowed to communicate with each other. 
         [0037]    In one embodiment, the communications between the participants within the group are audio communications such as a telephone call. In another embodiment, the communications between the participants within the group are video communications such as a webcam session. In another embodiment, the communications between the participants within the group are textual communications such as instant messaging. 
         [0038]    In one embodiment, the duration of the communication between the participants within the group can range from a few seconds to multiple minutes. 
         [0039]    In one embodiment, the qualifying event is described within the record  400  as a profile. In one embodiment, the qualifying event includes an action by one of the participants such as discharging a pretend weapon, scoring a goal, basket, or touchdown, incapacitating another participant, making contact with another participant within the video game, and the like. 
         [0040]    In one embodiment, the qualifying event occurs to one of the participants within the group that is able to communicate through the communication module  380 . For example, the qualifying event occurs to a particular participant. The group that is formed that includes the particular participant based on the group identification module  370 . In this example, the participants within the formed group are capable of communicating with each other through the communication module  380 . 
         [0041]    In another embodiment, the qualifying event occurs to any of the participants and allows the participants within each group to communicate through the communication module  380 . For example, the qualifying event occurs to a particular participant. The group that is formed may or may not include the particular participant based on the group identification module  370 . In this example, the participants within the formed group are capable of communicating with each other through the communication module  380 . 
         [0042]    In one embodiment, the event detection module  385  monitors the application and detects events that occur during the course of utilizing the application. In one embodiment, the event detection module  385  detect a qualifying event as it occurs while utilizing the application. 
         [0043]    The system  300  in  FIG. 3  is shown for exemplary purposes and is merely one embodiment of the schemes for game chat routing and taunt control. Additional modules may be added to the system  300  without departing from the scope of the schemes for game chat routing and taunt control. Similarly, modules may be combined or deleted without departing from the scope of the schemes for game chat routing and taunt control. 
         [0044]      FIG. 4  illustrates a simplified record  400  that corresponds to a profile that describes communication between participants for a specific application. In one embodiment, the specific application is a video game. In one embodiment, the record  400  is stored within the storage module  330  and utilized within the system  300 . In one embodiment, the record  400  includes an application identification field  405 , a distance field  410 , and a qualifying event field  415 . 
         [0045]    In one embodiment, the application identification field  405  identifies a specific application associated with the record  400 . In one example, the application&#39;s name is utilized as a label for the content identification field  405 . 
         [0046]    In one embodiment, the distance field  410  includes a distance that provides parameters to include participants within a group that are within this distance. For example, if the distance is 20 feet, then participants that are within a 20 feet radius from a specified participant will be included within this group. In other examples, different distances may be utilized. 
         [0047]    In one embodiment, the specified participant is a participant that is part of the qualifying event. In another embodiment, the specified participant is every participant that is included within the application. In yet another embodiment, the specified participant is a participant that is not part of the qualifying event. 
         [0048]    In one embodiment, the qualifying event field  415  identifies various events that would trigger a communication between participants within a group. In one embodiment, an exemplary qualifying event includes success in hitting a target, scoring a goal, scoring a touchdown, capturing a target, eliminating a target, and the like. 
         [0049]    The flow diagram as depicted in  FIG. 5  is one embodiment of the schemes for game chat routing and taunt control. The blocks within the flow diagram can be performed in a different sequence without departing from the spirit of the schemes for game chat routing and taunt control. Further, blocks can be deleted, added, or combined without departing from the spirit of the schemes for game chat routing and taunt control. 
         [0050]    The flow diagram in  FIG. 5  illustrates selectively allowing a group of participants to communicate with each other according to one embodiment of the invention. 
         [0051]    In Block  505 , the application is identified. In one embodiment, specific application such as a specific video game is detected and identified. In one embodiment, the specific video game may be selected from a plurality of content. Further, the plurality of applications may include multiple types of content such as video games, computer games, and interactive content, and the like. In one embodiment, the plurality of content is stored within the storage module  330 . 
         [0052]    In Block  510 , a profile corresponding with the identified application within the Block  505  is identified. An exemplary profile is illustrated as record  400  within  FIG. 4 . In the event that a corresponding profile that is unique to the identification application is not found or identified, a general profile may be identified as a substitute in one embodiment. 
         [0053]    In Block  515 , a qualifying event is detected. In one embodiment, a qualifying event is listed within a profile identified within the Block  510 . In one embodiment, the events occurring within the application are monitored. In one embodiment, the events that are monitored are initiated by one of the participants. In another embodiment, the events that are monitored are initiated by the application. 
         [0054]    In Block  520 , a determination is made on whether a qualifying event is detected. 
         [0055]    If there is no qualifying event detected, then additional detection is performed within the Block  515 . 
         [0056]    If there is a qualifying event detected, then the distance between participants is detected within Block  525 . 
         [0057]    In Block  530 , a group of participants is identified. In one embodiment, a participant is identified based on the qualifying event. For example, if scoring a goal in a game is a qualifying event and the goal is scored by a participant, then this participant that scored the goal is identified. In a similar example, a participant that assists in scoring the goal may also be identified. 
         [0058]    In another embodiment, every participant within the vicinity of the qualifying event is also identified. For example, if scoring a goal in a game is a qualifying event, then all participants within the area of the goal being scored are identified. 
         [0059]    In yet another embodiment, every participant within the application during a qualifying event is also identified. For example, if scoring a goal in a game is a qualifying event, then all participants within the application when the goal is scored are identified. 
         [0060]    Based on the identified participant, other participants that are within a predetermined distance of the identified participant are considered to be within a group with the identified participant. In one embodiment, the predetermined distance is found within the profile identified within the Block  510 . In another embodiment, the predetermined distance may be a default distance. 
         [0061]    In Block  535 , the participants within the group identified within the Block  530  are able to communicate with each other. In one embodiment, the communication occurs through an audio communication such as voice call. In another embodiment, the communication occurs through a textual communication such as instant messaging. In yet another embodiment, the communication occurs through a video communication such as a webcam session. In one embodiment, multiple groups of participants may communicate within their group simultaneously. 
         [0062]    In Block  540 , the communication within the group terminates after a period of time after the qualifying event is detected and recognized within the Blocks  515  and  520 . In one embodiment, the communication provided within the Block  535  terminates X minutes after the qualifying event. “X” can be any number or fraction of minutes. 
         [0063]    In one example, the application may be a soccer game utilizing a video game console. In this example, there are two teams. As two competing participants on different teams are near each other, one of these participants scores a goal against the other participant&#39;s team. In one embodiment, both these participants would not ordinarily communicate with each other. However, in one embodiment, scoring the goal is a qualifying event and both participants are within the predetermined distance from each other. In one embodiment, the participant scoring the goal is the identified participant. Accordingly, both participants are capable of communicating with each other for a period of time in one embodiment. Further, the communications between both these participants may pertain to the qualifying event which in this case is scoring the goal. In one embodiment, each participant is represented by an individual operator of the video game console. 
         [0064]    The preceding example illustrates one embodiment. Another embodiment includes an action/adventure game having multiple teams where the qualifying event may be striking a participant on the opposite team. Further, in other embodiments, different variations of games may be included with variations in the qualifying events. 
         [0065]    The foregoing descriptions of specific embodiments of the invention have been presented for purposes of illustration and description. For example, the invention is described within the context of schemes for game chat routing and taunt control as merely one embodiment of the invention. The invention may be applied to a variety of other applications. 
         [0066]    They are not intended to be exhaustive or to limit the invention to the precise embodiments disclosed, and naturally many modifications and variations are possible in light of the above teaching. The embodiments were chosen and described in order to explain the principles of the invention and its practical application, to thereby enable others skilled in the art to best utilize the invention and various embodiments with various modifications as are suited to the particular use contemplated. It is intended that the scope of the invention be defined by the Claims appended hereto and their equivalents.