Patent Document

CROSS REFERENCE TO RELATED APPLICATIONS 
     This patent claims the priority benefit under 35 U.S.C. §119(e) of U.S. provisional patent application Ser. No. 60/862,898, filed on Oct. 25, 2006, titled “GAMING USING MARVELL AIMM”, the content of which is incorporated in its entirety herein by reference for all purposes. 
     This patent is related to copending U.S. patent application Ser. No. 11/867,665 (MP1382), filed on Oct. 4, 2007, entitled “POWER SAVE MECHANISMS FOR DYNAMIC AD-HOC NETWORKS,” and U.S. patent application Ser. No. 11/867,661 (MP1381), filed on Oct. 4, 2007, entitled “AUTOMATIC AD-HOC NETWORK CREATION AND COALESCING USING WPS,” the contents of which are incorporated herein by reference for all purposes. 
    
    
     BACKGROUND 
     Wireless fidelity (Wi-Fi) networks are utilized to exchange information in both personal and corporate environments. One known Wi-Fi standard, the Wireless Local Area Network (WLAN) standard, specifies and details the set up, communications and the configuration protocols for an infrastructure WLAN. 
       FIG. 1  illustrates an exemplary configuration of a known infrastructure WLAN  100 . The infrastructure WLAN  100  includes three logical components or elements: an access point  110 ; a registrar  120 , and a client  130 . In operation, the client  130  will query or communicate with the registrar  120  via, for example, an IEEE 802.11x (802.11a, 802.11b, 802.11g . . . 802.11n, 802.11x) network, in an attempt to acquire network or communications credentials. Upon receipt of the network credentials, the client  130  establishes a communications link to access point  110 . In alternate embodiments, the registrar  120  may be a portion or subsystem of the access point  110  and/or may be in communication with the access point  110 . 
     Ad-hoc networks may be established in place of the infrastructure WLAN  100 . Ad-hoc networks allow a client to establish an arbitrary and/or temporary network with one or more additional clients within a given communications area or range. Thus, ad-hoc networks provide configuration and operational flexibility to allow clients and/or devices that enter into communication range with each other to be configured to share information. It would be desirable to establish the communications link between the clients and/or devices in a seamless manner. Moreover, it would be desirable to allow for real-time or near real-time communications in order to quickly share and/or distribute time-sensitive information. It would further be desirable to implement interactive games or strategy simulations between one or more users and/or wireless devices within communications range of each other. 
     SUMMARY 
     The present disclosure generally relates to wireless communications between mobile devices, and more particularly to games and gaming between wireless devices in an ad-hoc network. 
     In one embodiment, a method of mobile gaming is disclosed. The method includes configuring a mobile device to include a plurality of gaming parameters representative of a game to be played, communicating a gaming request via a wireless network, wherein the gaming request includes a game identifier. The method further includes detecting a gaming request response, wherein the gaming request response is associated with the game identifier, exchanging at least one of the plurality of gaming parameters, and updating at least one of the plurality of gaming parameters on the mobile device to reflect the exchanged at least one of the plurality of gaming parameters. 
     In another embodiment, a method of mobile gaming is disclosed. The method includes configuring a first mobile device to include a first plurality of gaming parameters representative of a game to be played, configuring a second mobile device to include a second plurality of gaming parameters representative of the game to be played, detecting the presence of the first mobile device within a communications range of the second mobile device, exchanging at least one of the first and second plurality of gaming parameters between the first and second mobile devices, and updating at least one of the first and second plurality of gaming parameters on the first and second mobile devices. 
     In another embodiment, a mobile device for gaming is disclosed. The mobile device includes a controller configured to store a plurality of gaming parameters representative of a game to be played, a transmitter configured to broadcast a gaming request via a wireless network, wherein the gaming request includes a game identifier, and a receiver configured to detect a gaming request response, wherein the gaming request response is associated with the game identifier. The controller portion of the mobile device is configured to exchange at least one of the plurality of gaming parameters in response to the gaming request response, and update at least one of the plurality of gaming parameters to reflect the exchanged at least one of the plurality of gaming parameters. 
     Additional features and advantages of the present invention are described in, and will be apparent from, the following Detailed Description and the figures. 
    
    
     
       BRIEF DESCRIPTION OF THE FIGURES 
         FIG. 1  illustrates an embodiment of a known infrastructure network; 
         FIG. 2  illustrates an embodiment of an ad-hoc network that may be implemented in conjunction with the disclosure provided herein; 
         FIG. 3  illustrates a flowchart representative of one embodiment of an ad-hoc network connection methodology; 
         FIGS. 4A to 4C  illustrate gaming flowcharts in accordance with the teaching disclosed herein; and 
         FIG. 5  illustrates a server-based game flowchart in accordance with the teaching disclosed herein 
     
    
    
     DETAILED DESCRIPTION 
       FIG. 2  illustrates another embodiment of a wireless network that may be established without the logical components illustrated in  FIG. 1 . The wireless network of  FIG. 2  is referred to as an ad-hoc network  200 . The ad-hoc network  200  does not include an access point  110  and may be established directly between wireless devices  210  and  220 . For example, the wireless devices  210  and  220  are free roaming and randomly movable devices each having a communications range  212 ,  222 , respectively. When the wireless devices  210 ,  220  are in range of each other, as shown in  FIG. 2 , a communications link  230  may be established directly between each device. The communications link  230  forms the basis for the ad-hoc network  200  and allows for the exchange of information without the need for an access point  110  or additional hardware. Alternate configurations and arrangements of ad-hoc networks are discussed and disclosed in U.S. patent application Ser. No. 11/867,661 (MP1381), filed on Oct. 4, 2007, entitled “AUTOMATIC AD-HOC NETWORK CREATION AND COALESCING USING WPS,” the contents of which is incorporated herein by reference for all purposes. 
     Exemplary techniques for establishing the ad-hoc network  200  are discussed and disclosed herein. For example, the wireless device  210  may be configured to transition between an awake (active) mode and a sleep (inactive) mode during periods defined as beacon intervals. The beacon interval may be defined as a basic unit of time during which the wireless devices  210 ,  220  are operational. Beacon intervals may be further divided into: (1) an awake subinterval during which the wireless device is either transmitting a network connection request or listening for network activity; and (2) a sleep subinterval during which the network device is conserving power by not transmitting or receiving network messages. Before the communication link  230  or network connection is established and while awake or active, the wireless device  210  transmits or broadcasts a beacon, probe or network connection request and also listens for network activity and/or a network connection response or response beacon from, for example, the wireless device  220  if it is within the communication range  212 . If a response beacon or response message is not detected while the wireless device  210  is listening, the wireless device  210  enters the sleep (inactive) mode to conserve power. 
     In an alternate embodiment, the wireless device  210  may alter the length and occurrence of the awake (active) mode relative to the start of each beacon interval. In another alternate embodiment, the beacon or network connection request and/or the network connection response or response beacon can be configured to include network or device information, data, etc., specific to the transmitting or broadcasting device, for example, the wireless device  210  in the example discussed above. In some embodiments, the information may include an OSI (open systems interconnection) Layer  2  address of the wireless device  210  such as a media access control (MAC) address. Different or additional information elements such as PIN codes and security credentials may also be included as part of the network connection request or probe. 
       FIG. 3  illustrates an embodiment of a communication sequence  300  which may be implemented by the wireless devices  210 ,  220 . The embodiment of the communication sequence  300  discussed herein refers to the wireless device  210 , however it will be understood that additional wireless devices  220 , etc. may utilize the disclosure and teaching provided herein when establishing the ad-hoc network  200 . 
     At block  310 , a beacon interval may be defined for the wireless device  210 . The beacon interval represents a basic unit of time measurement within the communication sequence  300 . As previously discussed, the beacon interval may be divided into an awake or active interval and a sleep or inactive interval. The awake or active interval may be further described as the “sniff subinterval” or “sniff interval.” The sniff subinterval or sniff interval represents the portion or period within the beacon interval during which the wireless device  210  is transmitting a beacon, probe or network connection request, or listening for network activity. In one embodiment, the beacon interval may be equally subdivided into a plurality of subintervals. Thus, the sniff subinterval or sniff interval may occur regularly within the beacon interval and may span one or more of the equal subintervals. An exemplary beacon interval may have a duration of approximately one hundred milliseconds (100 ms) or may be configured to conform to any network requirements and/or application-specific criteria. 
     At block  320 , the wireless device  210  transitions to the awake or active mode during the predefined or established sniff subinterval. During the sniff subinterval the wireless device transmits a beacon, probe or other message to any device within the communication range  212 . As previously discussed, the beacon operates or acts as a network connection request and may be generated by the wireless device  210  operating as a network registrar  120  or equivalent. Alternatively, the beacon may be a probe request generated by, for example, the client or wireless device  210  searching for the registrar  120  which may be, in this example, the wireless device  220 . 
     At block  330 , the wireless device  210 , operating within the sniff subinterval, listens or polls the communication range  212  in an attempt to identify network activity. It will be understood that the steps, process and/or functionality discussed in conjunction with blocks  320  and  330  may be performed serially as disclosed herein. Alternatively, the steps, processes and/or functionality discussed in conjunction with blocks  320  and  330  may be performed in parallel or reordered such that block  330  (listening) is performed before block  320  (transmitting or broadcasting). In one exemplary embodiment, the duration or period of the sniff subinterval may be approximately three point two milliseconds (3.2 ms). 
     At block  340 , the wireless device  210  may establish a communications link  230  or network connection with a device, for example, the wireless device  220 , within the communication range  212 . For example, the wireless device  210 , while listening for network activity or beacons, may detect a network connection request transmitted by another device, for example the wireless device  220 . The network connection request may represent a beacon generated by the wireless device  220  or it may represent a response to the beacon transmitted by the wireless device  210 . In one embodiment, the wireless device  220  may detect the beacon transmitted at block  320  during one of the preceding beacon intervals and may have transmitted a response. The response, in turn, may be detected by the wireless device  210  during the current or active sniff subinterval defined within the beacon interval. This challenge/response and/or handshake procedure provides a framework upon which the communication link  230  may be established. 
     Alternatively, at block  350 , if a network connection request and/or a response is not detected, the wireless device  210  may enter the sleep or inactive mode. In an exemplary embodiment, the wireless device  210  may operate in the sleep or inactive mode for more than ninety percent (90%) of each beacon interval in order to, for example, conserve power. Alternative power conservation methods and scenarios are disclosed and discussed in copending U.S. patent application Ser. No. 11/867,665 (MP1382), filed on Oct. 4, 2007, entitled “POWERS SAVE MECHANISMS FOR DYNAMIC AD-HOC NETWORKS,” the content of which is incorporated herein by reference for all purposes. 
       FIGS. 4A to 4C  illustrate a gaming scenario  400  for an exemplary game that may be implemented between wireless devices  210 ,  220  such as, for example, MARVELL® AIMM Keys and/or other wireless LAN (WLAN) transceivers which utilize a single button and may provide a basic LAN connection and transmission of information packets. The wireless devices  210 ,  220  may be configured for and/or operative within the ad-hoc network  200 . The gaming scenario  400  allows for interactive game play between at least the wireless devices  210 ,  220 . For example, the wireless device  210  may be operating according to a first beacon interval while the wireless device  220  may be operating according to a second beacon interval. The first and second beacon intervals may have different starting points and therefore different sniff subintervals. The gaming scenario  400  provides for exchanging information via the communications link  230  between the wireless devices  210 ,  220  operating according to different beacon intervals, e.g., different active and inactive modes. 
     The gaming scenario  400  is configured and designed to provide an equal chance of success for the wireless devices  210 ,  200  by compensating for the different beacon intervals. For example, the wireless devices  210 ,  200  can begin to exchange information such as, for example, “shooting” at each other, only after both users of the wireless devices  210 ,  200  have joined the game and have been informed that a competitor or “enemy” has been “sighted” or is within the communication range  212 ,  222 . In one embodiment, compensation may include delaying a user indication of a received network connection request until after a network connection response or acknowledgement is communicated. For example, if the wireless device  210  receives a probe or network communication request from the wireless device  220  an indicator on the wireless device  210  may not be activated until after a probe acknowledgement or network communication response has been transmitted to the wireless device  220 . In this way, both user&#39;s of the wireless devices  210 ,  220  can be alerted simultaneously or near-simultaneously to ensure that both users get a sighting of the “enemy” at roughly the same time. Delays which may be caused by the different timing of the beacon intervals and/or the sniff subintervals of the wireless devices  210 ,  220  can be addressed by delaying the user indication by a time period equal to the difference between the two sniff subinterval starting points. 
     Returning to  FIG. 4A , at block  402 , the wireless device  210  connects or communicates with a game server (not shown) via a network such as, for example, the ad-hoc network  200 , the Internet (not shown), an intranet (not shown) or any other communications medium. The wireless device  210  further registers with the game server to play, in this exemplary embodiment, the “Mafia Game.” Registration of the wireless device  210  includes, for example, being assigned: (1) an ammunition amount, A_ 1 ; (2) an amount of money, M_ 1 ; (3) a player rank, R_ 1 ; and (4) a gang, G_ 1 . In this example, the player rank, R_ 1  indicates the most junior rank and more senior ranks, e.g., R_ 2 , R_ 3 , etc. may be earned through game play. Similarly, larger amounts of money, ammunition, etc. may be earned, assigned or gathered through additional game play. 
     At block  404 , the wireless device  210 , now registered and ready to play the Mafia Game, transmits or broadcasts a game beacon or other network communication request. The game beacon announces to other devices within the communication range  212  the presence of a wireless device  210  configured to play the Mafia Game. In one embodiment, the game beacon may include a Service Set Identifier (SSID) such as, for example, “Mafia” and a gang identifier such as, for example, the assigned gang G_ 1 . During the transmission or broadcast of the game beacon a light emitting diode (LED) may be triggered to indicate the transmission. 
     At block  406 , the wireless device  210  may receive a game beacon or a game beacon response from the wireless device  220  within the communication range  212 . The received game beacon or game beacon response may include the Mafia SSID, and a gang identifier G_ 2 . It will be understood that the wireless device  220  may be configured to include (1) an ammunition amount, A_ 2 ; (2) an amount of money, M_ 2 ; (3) a player rank, R_ 1 ; and (4) a gang, G_ 2 . In response to the exchanged beacons, the communications link  230  may be established between the two wireless devices  210 ,  220 . 
     At block  408 , the gang identifiers G_ 1  and G_ 2  are evaluated by each of the wireless devices  210 ,  220 . If the gang identifiers G_ 1  and G_ 2  represent different gangs or teams, then the game scenario proceeds towards block A. If the gang identifiers G_ 1  and G_ 2  represent the same gang or team, then the game scenario proceeds towards block B. 
     Referring to  FIG. 4B , blocks  410  and  430  represent different cases or contingencies that can occur based on the user actions provided to wireless device  210  and/or wireless device  220 . At block  410 , representing case one, both wireless devices  210 ,  200  receive an indication that they are part of different gangs G_ 1  and G_ 2 . 
     At block  412 , in response to this indication, the users of the wireless devices  210 ,  220  both attempt to shoot each other. The communications between the wireless devices  210 ,  220  can be processed and/or delayed in any manner discussed above in order to compensate for communications lags in the ad-hoc network  200  and/or between the differences in beacon intervals. 
     At block  414 , the ammunition assigned to each of the wireless devices  210 ,  220  is evaluated. If either device does not have enough ammunition, e.g., if either A_ 1  or A_ 2  is low or empty, then at block  416  the ammo indicator of the appropriate device  210 ,  220  is triggered to notify the user(s) that they cannot fire. For example, a yellow LED may be activated and blink slowly. 
     At block  418 , assuming sufficient ammunition, the users may shoot at each other. In particular, both wireless devices  210 ,  220  shoot at each other, but fail to hit each other. 
     At block  420 , the misses registered by both of the wireless devices  210 ,  220  are recorded and/or stored. Moreover, indicators on both of the wireless devices  210 ,  200  may be triggered. For example, an LED on each of the wireless devices  210 ,  220  can be flashed slowly to signify a missed shot. 
     At block  422 , assuming sufficient ammunition, the game scenario  400  indicates that the wireless device  210  is “hit” in response to the “shot” fired by the wireless device  220 . 
     At block  424 , the hit is registered with the wireless device  210  and an indicator is activated to inform the user. The indicator, as discussed above, could be a steady glowing LED, a vibrating mechanism and/or text and graphics on a display screen. 
     At block  426 , the ammunition amounts A_ 1  and A_ 2  associated with the wireless devices  210 ,  200  are updated. For example, the ammunition amount A_ 1  associated with wireless device  210  (the device that was hit in the exchange) may be decreased by two shots. Similarly, the ammunition amount A_ 2  associated with wireless device  220  (the device that was not hit in the exchange) may be decreased by a single shot. In this instance, the user of the wireless device  210  is penalized by losing ammunition by being hit in the exchange. 
     At block  428 , the ammunition amount A_ 1 , A_ 2  and player rank R_ 1 , R_ 2  for the wireless devices  210 ,  220  can be updated to reflect the results of the information exchange, e.g., the exchange of “shots.” 
     Returning to block  430 , representing case two, the wireless device  210  receives an indication that the wireless device  220  is part of a different gang G_ 2 . The user of wireless device  210  decides to engage and shoot the wireless device  220  in the rival gang G_ 2 . 
     At block  432 , in response to this indication, the user of the wireless device  210  shoots at the wireless device  220 . As previously discussed, the communications between the wireless devices  210 ,  220  can be processed and/or delayed in any manner discussed above in order to compensate for communications lags in the ad-hoc network  200  and/or between the differences in beacon intervals. 
     At block  434 , the ammunition assigned to the wireless device  210  is evaluated. If the device does not have enough ammunition, e.g., if A_ 1  is low or empty, then at block  416  the ammo indicator of the wireless device  210  is triggered to notify the user that they cannot fire. For example, a yellow LED may be activated and blink slowly. 
     At block  436 , the status of the shot from wireless device  210  to the wireless device  220  is evaluated. If the shot misses, then at block  438  the indicator coupled to the wireless device  210  is triggered. For example, a yellow LED on the wireless device  210  can be activated to blink slowly. If the shot hits or connects with the wireless device  220 , then at block  440  the indicator coupled to the wireless devices  210 ,  220  are triggered. For example, a blue LED on the wireless device  210  can be activated to blink slowly and a red LED on the wireless device  220  can be activated. 
     At block  442 , the ammunition amounts A_ 1  and A_ 2  associated with the wireless devices  210 ,  200  are updated. For example, the ammunition amount A_ 1  associated with wireless device  210  (the device that successfully shot) may be increased by one shot. Similarly, the ammunition amount A_ 2  associated with wireless device  220  (the device that was hit in the exchange) may be decreased by a single shot. In this instance, the user of the wireless device  220  is penalized by losing ammunition for being hit in the exchange and the user of the wireless device  210  is rewarded with extra ammunition. 
     At block  428 , the ammunition amount A_ 1 , A_ 2  and player rank R_ 1 , R_ 2  for the wireless devices  210 ,  220  can be updated to reflect the results of the information exchange, e.g., the exchange of shots. 
     Referring to  FIG. 4C , blocks  444  and  456  represent different cases or contingencies that can occur based on the user actions provided to wireless device  210  and/or wireless device  220 . At block  444 , representing case one, both wireless devices  210 ,  200  receive an indication that they are part of the same gang (G_1 equals G_ 2 ). In this case, the wireless device  210  may wish to acquire ammunition from wireless device  220 . 
     At block  446 , the wireless device  210  communicates a request to the wireless device  220  via the communications link  230 . The request may include, for example, an ammunition amount, a monetary amount or any other pertinent transaction information. 
     At block  448 , the ammunition status of the wireless device  220  is evaluated to determine if additional ammunition is available for sale. If the wireless device  220  has no ammunition to sell, then at block  450  the wireless device  210  does not receive the requested ammunition. An indicator such as, for example, a yellow LED, on the wireless device  210  can be activated. Subsequently, at block  428 , the ammunition amount A_ 1 , A_ 2  and player rank R_ 1 , R_ 2  for the wireless devices  210 ,  220  can be updated to reflect the results of the information exchange. 
     However, if the wireless device  220  has ammunition to sell, then at block  452  the wireless device  210  receives the requested ammunition or information representative of the requested ammunition. 
     At block  454 , the ammunition amounts A_ 1  and A_ 2  associated with the wireless devices  210 ,  200  are updated. For example, the ammunition amount A_ 1  associated with wireless device  210  increases, while the ammunition amount A_ 2  associated with wireless device  220  decreases by an equal amount. Indicators such as, for example, a blue LED, on both of the wireless devices  210 ,  200  may be activated to show that the transaction was complete. 
     At block  428 , the ammunition amount A_ 1 , A_ 2  and player rank R_ 1 , R_ 2  for the wireless devices  210 ,  220  can be updated to reflect the results of the information exchange. 
     Returning to block  456 , representing case two, the wireless devices  210 ,  220  want to purchase or trade with each other. 
     At block  458 , the wireless devices  210 ,  220  communicate ammunition requests to each other via the communications link  230 . The requests may include, for example, an ammunition amount, a monetary amount or any other pertinent transaction information. 
     At block  460 , neither wireless device  210  nor wireless device  220  receives additional ammunition from the other device. Indicators on each of the devices  210 ,  200  may be activated. For example, a yellow LED on each of the devices can be triggered to blink slowly. 
     At block  428 , the ammunition amount A_ 1 , A_ 2  and player rank R_ 1 , R_ 2  for the wireless devices  210 ,  220  can be updated to reflect the results of the information exchange. 
       FIG. 5  illustrates a server-based gaming scenario  500  in accordance with the teaching disclosed herein. The server-based gaming scenario  500  may operate in conjunction with and/or as an extension of the gaming scenario  400 . The server-based gaming scenario  500  illustrates how the Mafia Game discussed in conjunction with  FIGS. 4A to 4C  can be continued and played on a personal computer, server or in another virtual environment. 
     At block  502 , a user may download the Mafia Game, or any other game that may be implemented via the ad-hoc network  200  and wireless devices  210 ,  220  as well as on a client personal computer (not shown). 
     At block  504 , the user registers with a game server (not shown) via a network such as, for example, the ad-hoc network  200 , the Internet (not shown), an intranet (not shown) or any other communications medium. The registration process communicates the game parameters necessary to configure, for example, the wireless device  210 . The game parameters may include: (1) an ammunition amount, A_ 1 ; (2) an amount of money, M_ 1 ; (3) a player rank, R_ 1 ; and (4) a gang, G_ 1 . 
     At block  506 , the user may synchronize the wireless device  210  which may be, for example, the MARVELL® AIMM Key, with the personal computer. The synchronization process communicates and exchanges information between the wireless device  210  and the web-server via, for example, the Internet. 
     At block  508 , the synchronization between the personal computer, which now contains the information stored within the wireless device  210 , and the web-server based version of the Mafia Game updates the ammunition and player rank gathered and consolidated at the block  428 . The synchronization may further update the ammunition and rank of user&#39;s in other gangs which the wireless device  210  encountered during a game playing session. 
     At block  510 , the client version of the game which is executed by the personal computer can create and display user information such as, for example, ammunition, number of hits, players hit, player rank, etc. 
     At block  512 , the user may alter the player status or parameters for the game. For example, if ammunition has been purchased from other players during the course of the day, the player providing the ammunition must be paid. Thus, the user may pay a debt based on the money M_ 1  allocated during the registration processor or earned during the gaming session. Alternatively, the money M_ 1  may be utilized to increase or buy a higher player rank, for example, to move from rank R_ 1  to R_ 2  by paying a fellow gang member, e.g., another person in the gang G_ 1  from the example above. In yet another alternative, the user may switch gangs from, for example, gang G_ 1  to gang G_ 3 . For example, players can negotiate the switch based on rank and rank points in an attempt to increase their standing in the new gang. 
     At block  514 , the client version of the game which is executed by the personal computer can create and display a contact list. The contact list may detail the player interaction during the course of a gaming session. Moreover, a graphical depiction of the interaction may be created to detail the contacts between individuals, gangs, etc. 
     The above gaming strategy provides an example of how a simple WLAN transceiver can be utilized to participate in an interactive game between peers associated with the ad-hoc network  200 . It will be understood that other gaming scenarios and strategies may be created and/or adapted to utilize the functionality provided by the WLAN transceiver described and discussed above. Moreover, the MARVELL® AIMM Key is an example of a simple WLAN transceiver. The WLAN transceiver in this example includes a single button and is configured to transmit and receive information and information packets. 
     The disclosed system and gaming strategy illustrate an exemplary interactive gaming scenario that utilizes a simple WLAN transceiver. The WLAN transceiver may be utilized in stand-alone gaming strategies as described above, or may be implemented and integrated in larger and/or existing gaming consoles to further enhance the gaming experience. Regardless of the precise implementation, the WLAN transceiver may be utilized to augment and enhance a user&#39;s gaming experience. 
     It should be understood that various changes and modifications to the presently preferred embodiments described herein will be apparent to those skilled in the art. Such changes and modifications can be made without departing from the spirit and scope of the present invention and without diminishing its intended advantages. It is therefore intended that such changes and modifications be covered by the appended claims.

Technology Category: 5