Damon V. Danieli - Clyde Hill WA, US Roxana G. Arama - Redmond WA, US
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
A63F 9/24
US Classification:
463 35, 463 42
Abstract:
A game console capable of communicating with other game consoles over a link or network is provided with a headphone and microphone for each player who will engage in voice communication. Verbal communications directed to one or more other players are converted to pulse code modulated (PCM) digital data and are encoded and compressed in real-time, producing data packets that are transmitted to another game console. The compressed data packets are decompressed and decoded, producing PCM data that are converted to an analog signal that drives a headphone of the intended recipient. Players can selectively mute voice communications to and from a specific other player. The PCM data can be encoded in a round-robin fashion that reduces the number of encoders required. A predefined level of computing resources is used for voice communication to avoid aversely affecting the quality of game play.
Alice Steinglass - Seattle WA, US Yasser Asmi - Redmond WA, US Roxana Arama - Redmond WA, US
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
G06F 17/24 G06F 9/24 G06F 9/312
US Classification:
713167, 715744, 715825
Abstract:
A modular user interface (UI) with consistent sensory interactions across a plurality of selectable UI features that involve user interactions with a computing device. A controlling program invokes one or more functional UI modules each of which performs a data function of the corresponding UI feature. The data functions do not involve any sensory interaction with the user. Instead, a UI plug-in implements sensory interactions with the user, such as displays, sounds, animation, data entry, etc. The sensory interactions are based on the data functions and a skin file of visual, audio, layout, and other sensory data. The skin file, the UI plug-in, and the functional UI modules can be independently modified or replaced at any time to change sensory and/or functional aspects of the UI features. A UI engine manages computing resources and acts as a common communication gateway between the controlling program, functional UI modules, and UI plug-in.
Flexible Network Simulation Tools And Related Methods
An exemplary flexible network simulator and related methods test the ability of electronic devices to communicate with each other on a network, especially in real-time. The flexible network simulator can establish different connectivity protocols between multiple electronic devices and test the electronic devices using customized sets of network conditions.
Use Of Multiple Player Real-Time Voice Communications On A Gaming Device
Damon Danieli - Clyde Hill WA, US Roxana Arama - Seattle WA, US
International Classification:
A63F013/00
US Classification:
463/035000
Abstract:
A game console capable of communicating with other game consoles over a link or network is provided with a headphone and microphone for each player who will engage in voice communication. Verbal communications directed to one or more other players are converted to pulse code modulated (PCM) digital data and are encoded and compressed in real-time, producing data packets that are transmitted to another game console. The compressed data packets are decompressed and decoded, producing PCM data that are converted to an analog signal that drives a headphone of the intended recipient. Players can selectively mute voice communications to and from a specific other player. The PCM data can be encoded in a round-robin fashion that reduces the number of encoders required. A predefined level of computing resources is used for voice communication to avoid aversely affecting the quality of game play.
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