Personal items network, and associated methods

US10080971B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-10080971-B2
Application numberUS-201514736218-A
CountryUS
Kind codeB2
Filing dateJun 10, 2015
Priority dateDec 15, 2000
Publication dateSep 25, 2018
Grant dateSep 25, 2018

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

A personal items network, comprising a plurality of items, each item having a wireless communications port for coupling in network with every other item, each item having a processor for determining if any other item in the network is no longer linked to the item, each item having an indicator for informing a user that an item has left the network, wherein a user may locate lost items. A method for locating lost personal items, comprising: linking at least two personal items together on a network; and depositing one or both of time and location information in an unlost item when one of the items is lost out of network.

First claim

Opening claim text (preview).

What is claimed is: 1. A method for operating a virtual competition on a computerized gaming system, the method comprising: receiving, with the computerized gaming system, real performance data indicative of real performance metrics sensed during a real-life performance of a physical activity; associating, with the computerized gaming system, an identification code to the received real performance data, wherein the identification code is associated with a particular participant; and adjusting, with the computerized gaming system, the virtual competition associated with the particular participant based on the received real performance data associated with the identification code associated with the particular participant. 2. The method of claim 1 , wherein the adjusting comprises: receiving input data for a request related to the virtual competition, wherein the input data is associated with the particular participant; accessing real performance data associated with the identification code associated with the particular participant; and modifying a parameter of the virtual competition at least in part based on the real performance data and the request. 3. The method of claim 2 , further comprising communicating a modification of the virtual competition based on the modified parameter. 4. The method of claim 1 , wherein the real performance metrics comprise at least one of airtime, heart rate, distance, speed, impact, and spin rate. 5. The method of claim 1 , wherein the associating comprises associating the identification code to one of an average of at least one portion of the received real performance data and a single value of the received real performance data. 6. The method of claim 1 , wherein the adjusting enables participation in the virtual competition by the particular participant by restricting the particular participant's ability in the participation in the virtual competition based on the particular participant's ability in real-life performance of the physical activity. 7. A method for operating a virtual game on a computerized gaming system, the method comprising: receiving, with the computerized gaming system, performance metric data sensed during a real-life performance of a physical activity; and setting, with the computerized gaming system, at least one control parameter of a virtual game based on the received performance metric data. 8. The method of claim 7 , wherein the setting comprises: receiving input data for a request related to the virtual game; and modifying a parameter of the virtual game at least in part based on the received performance metric data and the request. 9. The method of claim 8 , further comprising communicating a modification of the virtual game based on the modified parameter. 10. The method of claim 7 , wherein the performance metric data comprises information indicative of at least one of airtime, heart rate, distance, speed, impact, and spin rate during the real-life performance of the physical activity. 11. The method of claim 7 , wherein the setting enables gameplay of the virtual game by a player by restricting the player's ability in the gameplay of the virtual game based on the player's ability in real-life performance of the physical activity. 12. A non-transitory computer-readable medium comprising computer-readable instructions recorded thereon for: accessing, with a computerized gaming system, physical performance data sensed during real-life performance of a physical activity, wherein the physical performance data is associated with a player identification code; and modifying, with the computerized gaming system, an ability of a game character in a virtual game based on the accessed physical performance data, wherein the game character is associated with the player identification code. 13. The non-transitory computer-readable medium of claim 12 , further comprising additional computer-readable instructions recorded thereon for receiving input data for a request related to the virtual game, wherein the modifying comprises modifying the ability of the game character at least in part based on the accessed physical performance data and the request. 14. The non-transitory computer-readable medium of claim 13 , further comprising additional computer-readable instructions recorded thereon for communicating a modification of the virtual game based on the modified ability. 15. The non-transitory computer-readable medium of claim 12 , wherein the physical performance data comprises information indicative of at least one of airtime, heart rate, distance, speed, impact, and spin rate during the real-life performance of the physical activity. 16. The non-transitory computer-readable medium of claim 12 , further comprising additional computer-readable instructions recorded thereon for accessing other physical performance data sensed during other real-life performance of another physical activity, wherein the other physical performance data is associated with another player identification code, wherein the modifying comprises simultaneously: modifying the ability of the game character in the virtual game based on the accessed physical performance data; and modifying an ability of another game character in the virtual game based on the accessed other physical performance data, wherein the other game character is associated with the other player identification code. 17. The non-transitory computer-readable medium of claim 16 , further comprising additional computer-readable instructions recorded thereon for: receiving input data for a request related to the virtual game, wherein the modifying the ability of the game character comprises modifying the ability of the game character at least in part based on the accessed physical performance data and the request; and receiving other input data for another request related to the virtual game, wherein the modifying the ability of the other came character comprises modifying the ability of the other came character at least in part based on the accessed other physical performance data and the other request. 18. The non-transitory computer-readable medium of claim 16 , wherein the modifying enables simultaneous competitive gameplay of the virtual game by a first player and a second player. 19. The non-transitory computer-readable medium of claim 18 , wherein: the modifying enables the competitive gameplay of the virtual game by the first player to restrict the first player's ability in the game to the first player's ability in real-life performance of the physical activity; and the modifying enables the competitive gameplay of the virtual game by the second player to restrict the second player's ability in the game to the second player's ability in real-life performance of the other physical activity. 20. The non-transitory computer-readable medium of claim 12 , wherein the modifying enables gameplay of the virtual game by a player by restricting the player's ability in the gameplay of the virtual game based on the player's ability in real-life performance of the physical activity.

Assignees

Inventors

Classifications

  • Means for detecting hazards or accidents · CPC title

  • Tracking parts of the body · CPC title

  • using a wireless architecture · CPC title

  • Measuring linear or angular speed; Measuring differences of linear or angular speeds (G01P5/00 - G01P11/00 take precedence; {direction and speed indication G01P13/045}; counting mechanisms G06M) · CPC title

  • with wireless means · CPC title

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What does patent US10080971B2 cover?
A personal items network, comprising a plurality of items, each item having a wireless communications port for coupling in network with every other item, each item having a processor for determining if any other item in the network is no longer linked to the item, each item having an indicator for informing a user that an item has left the network, wherein a user may locate lost items. A method…
Who is the assignee on this patent?
Apple Inc
What technology area does this patent fall under?
Primary CPC classification A63F13/798. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Sep 25 2018 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 3 related publications on this page (citations in our corpus or others sharing the same primary CPC).