Managing access to digital assets
By introducing music databases and collectable databases in music-themed digital asset collection games, using performance information to manage and collect digital assets, the problem of difficult to effectively manage and collect digital assets in the existing technology is solved, and users can effectively access it and collecting the effects of music-related assets.
Patent Information
- Application Number
- CN202080032673.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2019-11-15
- Filing Date
- 2020-05-08
- Publication Date
- 2025-02-18
- Estimated Expiration
- 2040-05-08
AI Technical Summary
It is difficult to effectively manage and collect digital assets, especially in music-themed digital asset collection games. How to use performance information to manage and collect digital assets and thus access additional assets.
By introducing music databases, collectable databases, user account databases and processors into the system, performance information is used to manage and collect digital assets. The specific steps include receiving user account identifiers and performance information, comparing performance information to identify matching collectable records, retrieving collectable identifiers and adding them to the user account record, thereby accessing music-related assets.
In the music-themed digital asset collection game, through performance information management and collection of digital assets, users can effectively access and collect music-related assets, enhancing the interactiveness and user experience of the game.
Smart Images

Figure CN113785283B_ABST
Abstract
Description
[0001] Citation of Related Applications
[0002] This application claims priority under 35 U.S.C. §119(e) to co-pending U.S. Provisional Patent Application No. 62 / 845,141, entitled “System and method for creating, maintaining, and growing a musically themed digital asset collection game,” filed on May 8, 2019. The disclosure of the above application is incorporated herein by reference. Technical Field
[0003] The present disclosure relates to managing digital assets, and more particularly, to managing digital assets for a music-themed digital asset collection game. Background Art
[0004] Computer-implemented games, such as mobile device-based games, are growing in popularity, and new uses for the technology are constantly being discovered. Software may be closely tied to certain real-world geographic locations. Summary of the invention
[0005] The present disclosure provides for managing and collecting digital assets using "performance information" and using the assets to access additional assets.
[0006] In one implementation, a system for managing access to digital content is disclosed. The system includes: a music database storing music assets as music data and music asset identifiers for each music asset, wherein the music assets include: music-related assets; a collectible database storing collectible records of collectible assets, wherein the collectible records include data indicating collectible identifiers, collectible types, music asset identifiers of music assets associated with the collectible assets, representations of the collectible assets, and performance information associated with the collectible assets; a user account database storing user account records of users, wherein the user account records include data indicating an identifier of the user and a list of collectible identifiers of collectible assets collected by the user; and a processor configured to receive a user account identifier and performance information from a mobile device, compare the received performance information with performance information in the collectible record, identify a collectible record having performance information matching the received performance information, retrieve a collectible identifier for the identified collectible record, identify a user account record matching the received user account identifier, and add the retrieved collectible identifier to the identified user account record.
[0007] In one implementation, the performance information associated with the collectible asset includes the location of the collectible asset. In one implementation, the performance information associated with the collectible asset includes at least one of: completing an action, being in a geographic location, spending an amount of time in a geographic location, being in a geographic location under set conditions, and physically or digitally performing an action in a geographic location. In one implementation, music-related assets include songs, albums, playlists, videos, shows, movies, games, and virtual reality (VR) experiences. In one implementation, the collectible identifier includes an image file. In one implementation, the identifier of the user includes at least one of an email address and a mobile device number.
[0008] In another implementation, a method for managing access to digital content at a server system in communication with a mobile device is disclosed. The method includes: receiving a user account identifier and performance information from a mobile device; accessing a collectible database storing collectible records, the collectible records including performance information of the collectible assets and music-related asset identifiers of the music-related assets; comparing the received performance information with the performance information in the collectible record; identifying a collectible record having performance information that matches the received performance information; retrieving a collectible identifier for the identified collectible record; accessing a user account database storing user account records, the user account record including a user account identifier and a collectible identifier indicating collectible assets collected by the user account; identifying a user account record that matches the received user account identifier; adding the retrieved collectible identifier to the identified user account record to indicate that the user account has collected the collectible assets associated with the retrieved collectible identifier; accessing a music database storing music-related assets as digital data and music-related asset identifiers corresponding to each music-related asset; retrieving the music-related asset identifier from the identified collectible record; and sending a confirmation to the mobile device, the confirmation indicating that the collectible assets have been collected and indicating the retrieved music-related asset identifier.
[0009] In one implementation, the music-related assets include songs, albums, playlists, videos, shows, movies, games, and VR experiences. In one implementation, the method further includes receiving a request from a mobile device to access a song represented by a music-related asset, wherein the request includes the retrieved music-related asset identifier. In one implementation, the method further includes identifying a music-related asset corresponding to the retrieved music asset identifier in a music database. In one implementation, the method further includes sending digital data corresponding to the identified music-related asset to a mobile device so as to play back the song by processing the sent digital data at the mobile device. In one implementation, the performance information of the collectible asset includes location information of the collectible asset. In one implementation, the performance information of the collectible asset includes at least one of the following: completing an action, being at a geographic location, spending an amount of time at a geographic location, being at a geographic location under set conditions, and physically or digitally performing an action at a geographic location. In one implementation, the method further includes enabling the mobile device to access the music-related asset when the mobile device receives the confirmation. In one implementation, the method further includes creating an image representation of the collectible asset. In one implementation, the method includes enabling the mobile device to share information about the collectible asset. In one implementation, sharing information about the collectible assets includes sending images or information about the experience of collecting the collectible assets. In one implementation, the method also includes sending collection points or environmental currency for collecting the collectible assets, and associated titles or other environmental privileges. In one implementation, the collectible assets include interactive representations with animated objects or characters.
[0010] In another implementation, a non-transitory computer-readable storage medium storing a computer program to manage access to digital content at a server system in communication with a mobile device is disclosed. The computer program includes executable instructions that cause a computer to: receive a user account identifier and performance information from a mobile device; access a collectible database storing collectible records, the collectible records including performance information for collectible assets and music-related asset identifiers for music-related assets; compare the received performance information with the performance information in the collectible record; identify a collectible record having performance information that matches the received performance information; retrieve a collectible identifier for the identified collectible record; access a user account database storing user account records, the user account record including a user account identifier and a collectible identifier indicating collectible assets collected by the user account; identify a user account record that matches the received user account identifier; add the retrieved collectible identifier to the identified user account record to indicate that the user account has collected the collectible assets associated with the retrieved collectible identifier; access a music database storing music-related assets as digital data and music-related asset identifiers corresponding to each music-related asset; retrieve the music-related asset identifier from the identified collectible record; and send a confirmation to the mobile device, the confirmation indicating that the collectible assets have been collected and indicating the retrieved music-related asset identifier.
[0011] Other features and advantages should be apparent from this description, which illustrates various aspects of the disclosure. BRIEF DESCRIPTION OF THE DRAWINGS
[0012] The details of the structure and operation of the present disclosure may be understood in part by studying the accompanying drawings, in which like reference numerals indicate like parts, wherein:
[0013] Figure 1 is a block diagram of a system for managing access to digital content according to one implementation of the present disclosure;
[0014] Figure 2A , 2B and 2C form a flow chart of a method for managing access to digital content at a server system according to one implementation of the present disclosure;
[0015] Figure 3A is a representation of a computer system and a user according to one implementation of the present disclosure;
[0016] Figure 3B is a functional block diagram illustrating a computer system hosting an asset management application according to one implementation of the present disclosure. DETAILED DESCRIPTION
[0017] As discussed above, computer-implemented games, such as mobile device-based games, are growing in popularity, and new uses for the technology are continually being discovered. The software may be closely tied to certain real-world geographic locations. Furthermore, if the software is a video game, for example, then participants may use such real-world geographic locations to compete with other participants in the game, which may include managing and collecting digital assets.
[0018] Some implementations of the present disclosure provide for managing and collecting digital assets using location information, and using the assets to access additional assets. In one implementation, a computer system implements a music-themed "treasure hunt" game that allows a user to discover, track, and capture a limited and unlimited supply of digital music assets and digital non-music assets in the real world using location-based services applied to a simplified real-world map presented to a display of a user's mobile device. Once captured by a user, these digital assets or collectibles can be stored, powered up, traded, gifted, ported to another gaming platform, or otherwise disposed of by the user.
[0019] Features provided in implementations may include, but are not limited to, one or more of the following: (a) associating digital assets with other assets, such as associating collectible assets with music assets; (b) associating digital assets with location information, such as associating collectible assets with physical locations (e.g., GPS coordinates); (c) managing the state of digital assets based on location information, such as marking collectible assets as collected assets of a user account when the location of a mobile device registered to a user account matches the location information of the collectible asset; and (d) accessing content assets based on the state of the collectible asset, such as allowing a user account to access the music asset (e.g., play a song) when a collectible asset associated with a music asset is marked as a collected asset of the user account. Thus, in the new system, computer systems interact to provide access to digital assets such as music based on user actions, such as traveling to a particular physical location.
[0020] In one example, a user can listen to a song by visiting a physical location. A network server system includes a music database storing music assets. Music assets include songs stored as digital data or files and have associated identifiers. The server system also includes a collectible database storing collectible assets. The collectible assets are in database records that include information indicating an identifier and type of the collectible asset, a music asset associated with the collectible asset, a representation of the collectible asset (e.g., in the form of an image file), and a location of the collectible asset (e.g., GPS data of a geographic location in real-world geography). The server system also includes a user account database storing user account information for users of the system. The user account information for the user indicates an identifier of the user (e.g., an email address or mobile device number) and a list of identifiers of collectible assets collected by the user.
[0021] In one implementation, when a user carrying a mobile device moves (e.g., walking along a street), an application on the mobile device contacts a server system and provides the server system with user information and user location information. The server system checks a collectible database to determine whether there are collectible assets at or near the user's location by comparing the location information of the collectible assets with the user's location information. If there is at least one collectible asset at or near the user's location, the application causes the mobile device to display an indication of the collectible asset by displaying the type and representation of the collectible asset. If the user instructs the application to collect the collectible asset (e.g., by selecting the asset in a user interface of the mobile device, such as by tapping the representation), the application sends a collection request to the server system.
[0022] In one implementation, the server system updates the user record to add the collectible asset identifier to the list of collected assets of the user record. The application indicates to the user the music asset associated with the collectible asset. If the user selects the music asset through the application and requests access to the music asset, the application sends an access request to the server system. The server system accesses the data of the music asset and provides access to the data to the application and the mobile device (e.g., by streaming the data to the mobile device for audio playback through the application and the mobile device).
[0023] The above implementation is merely one example of a server system that provides access to content items. Additional variations and implementations are possible. Examples include, but are not limited to: (a) content assets, including assets such as music, songs, albums, song playlists, videos, shows, movies, games, virtual reality (VR) experiences, digital items in other systems (such as clothing or furniture in a virtual environment or game); (b) collectible assets with representations associated with content assets, such as album covers or artist images, or images, videos, or audio captured and imported by a user (e.g., using a mobile device camera); (c) multiple collectible assets associated with the same content asset, and a collectible asset can be associated with multiple content assets; (d) assets collected in various ways or combinations of ways (e.g., completing an action, being in a geographic location, spending an amount of time in a geographic location, being in a geographic location under set conditions (e.g., time, weather, or temperature), physically or digitally performing an action (e.g., playing a game), viewing or listening to content or an advertisement) in a geographic location; (e) accessing collected assets that requires an action, condition, or fee (e.g., real money, digital currency, points, or other environmental or game parameters); (f) creating a representation of the collected assets, such as a graphic representation of a shelf or case of an album containing the collected songs; (g) (h) share content with other users, such as lending or renting songs or albums to other users, or allowing other users to play songs from the user's collection when they visit the user's virtual location (such as a virtual room or home); (i) communicate with other users, such as based on common aspects of the collection; (j) use augmented reality (AR) for content assets, collectible assets, or other indicators of the system (e.g., (e.g., an AR arrow in a mobile UI indicating the direction to find a collectible asset); (k) using collectible assets in other applications or systems, such as in a VR environment, game, or shopping experience; (l) combining collectible assets and content assets into collections, packages, or playlists, and sharing them (optionally with conditions); (m) trading, exchanging, converting, lending, renting, or selling collectible assets and content assets in exchange for other assets or privileges; (n) users collecting points or environmental currency based on accumulated points, and associated titles or other environmental privileges;(o) a map user interface that displays the locations of collectible assets, such as displaying images or icons at various locations on a map (e.g., displaying album art at map locations where collectible assets corresponding to music assets in a displayed album can be collected), or interactive indicators that are accessed to obtain additional information, such as where the collectible assets can be found; (p) collectible asset representations and images are static or animated, displaying fixed, moving, or changing or transforming objects, such as images of people or faces, or animated icons of moving people (e.g., an animated head of a performing artist corresponding to a collectible song, such as an actual artist image or a generalized type, drummer, heavy metal singer, punk guitarist, etc.); (q) collectible assets are interactive representations or operations, such as an animated character that asks and answers questions, an animated guitar that plays notes based on user input, a user is asked for something and the item is animatedly received (e.g., virtual currency or items, such as items representing a music contract, a first show, an introduction to an agent, money, fame), animated objects that must be captured by tapping in the UI or chased by changing position. An example of an implementation of a digital asset collection and management system is discussed below. ;
[0024] In one exemplary implementation, a music-themed "treasure hunt" game is disclosed. The game is a proprietary, affordable, robust, secure, adaptable, scalable, and entertaining game that allows users to discover, track, and capture limited and unlimited supplies of digital music assets and digital non-music assets in the real world. The game utilizes location-based services applied to a simplified real-world map of the display of a mobile device presented to the user. Once captured by the user, these digital collectibles can be stored, enhanced, traded, gifted, and / or ported to another gaming platform, or otherwise disposed of by the user.
[0025] In one implementation, a music-themed mobile game collects music-related digital artifacts, including virtualized songs (e.g., singles) and albums (e.g., collections). In the game, the collection occurs in a geographic location map accessible from a mobile device. The user moves around to find hidden collectible songs and albums, and once found, tracks and captures digital asset items on the mobile device. In addition, the user collects the digitized assets of the song or album by simply tapping the image of the song or album displayed on the display of the mobile device, or by tapping the image of the song or album and performing additional tasks (e.g., skill-based, luck-based tasks), such as answering one or more trivia questions, performing physical tasks (e.g., throwing objects) on the display of the mobile device, solving visual puzzles, or some other similar tasks. If the completed task is completed satisfactorily, the digital collectible asset is "captured" by the user and added to the user's collection. The process of storing the collection includes storing the song or album assets in one or more virtual structures (e.g., a vault, a music listening room, etc.).
[0026] In one implementation, the collected (or "captured") items are stored in the user's own personal record store, which the user can visit at any time to enjoy the personal collection. The record store is also a gathering place for game players (all players or a subset of players, such as players within a predetermined geo-fenced area of about 10 miles of the user), where such other players can gather around certain record cases arranged by genre (e.g., rock, pop, hip-hop, jazz, country) and interact with other players with similar musical interests and tastes.
[0027] In one implementation, in addition to songs and albums, the game supports the collection of other music and non-music themed digital asset collectibles, including: (a) volumetric captures of the artist performing the song; (b) special artist artwork, album art, artist interviews; (c) 2-D videos of the song (e.g., MTV Classics); (d) digital representations of physical objects associated with the artist (e.g., clothing, cars, artwork); and (d) any other digital assets (e.g., sports, television, film, historical, merchandise-themed assets) that may or may not be music-themed, but would be relevant to the player in the game and worth collecting. In addition, some collectibles can only be found at specific times and locations. For example, some collectibles appear in cities where artists have lived; appear in and around concert venues during the week of major concerts; appear only when certain music is playing in the background at the location where the game is being played to prompt the appearance of certain music-themed assets.
[0028] In one implementation, digital assets collected in a mobile game can also be ported to other related games (e.g., placed on a display in a VR music world game associated with a treasure hunt mobile game). In another implementation, songs and albums are played in the game (for such playback, users are charged a per-play fee). In another implementation, songs collected by users are stored in a "mixed music cartridge" to be played in a music-themed "treasure hunt" game, as well as played within any associated platform (e.g., ported to a VR music world game). In another implementation, a music-themed "treasure hunt" game allows users who have collected the same songs or albums to communicate with each other (e.g., social discovery), if all parties agree in advance to such interaction. In another implementation, during normal gameplay, some collected digital assets are gathered and exchanged for more scarce assets (e.g., 12 songs for an album). In another implementation, some collected digital assets are exchanged for physical goods (e.g., real-world concert shirts) or services (e.g., real-world concert tickets). In another implementation, some of the collected digital assets are traded or exchanged with others in the game, and in the process, the administrator of the music-themed "treasure hunt" game can collect valuable user data related to taste and preference, which can be monetized elsewhere. In another implementation, the music-themed "treasure hunt" game presents advertisements to users during the game and rewards users with additional points, digital collectibles, abilities, or similar valuable items. In another implementation, users accumulate points that can be used to evaluate their performance with other companions playing the game. In another implementation, photos of the tracked and / or collected digital assets are forwarded from the game to the user's external social media or other communication channels. In another implementation, the music-themed "treasure hunt" game is enabled to use mobile device cameras for photography and / or photogrammetry to scan items such as musical artworks, artist and song memorabilia, and other real-world items, and convert these items into 3-D art models of user-generated content assets that can be imported into the game for other players.
[0029] In another implementation, a music-themed "treasure hunt" game leverages the market's love of music and fascination with digital collectibles, including: organizing endless music-themed "treasure hunt" game theme weekends, festivals, events, where certain songs, bands, genres are more easily available for a short period of time or in certain locations; and creatively capturing and storing metaphors borrowed from the music industry (pulling song assets into a virtual MP3 player, lassoing virtual vinyl records with headphones and cords, storing captured music assets in playlists that can be shared or exported to Spotify, etc.). In another implementation, a music-themed "treasure hunt" game leverages tried and true scavenger hunt engagement techniques, including: dropping music-themed virtual bait (tickets, fans, live performances); sharing captured music assets or exporting them to third-party playlists, social media (e.g., AR-enhanced); bringing together global teams of rock, hip-hop, classical, country, gospel, and / or pop; and enabling the ability to add to, evolve, and / or enhance a user's collection of music assets that can be displayed to others (asset collection cases, sets of badges, collecting 12 singles and evolving them into a full album, capturing rare mixes, etc.).
[0030] In another implementation, a music-themed "treasure hunt" game incorporates an augmented reality (AR) engagement mechanism that includes: a location-based collection of music assets tightly linked to music history metadata. In another implementation, mobile devices include special attributes to enhance mobile gaming product offerings (improving relationships with both mobile users and operators).
[0031] In another implementation, a music-themed "treasure hunt" game incorporates a neural reward engagement mechanism that includes: (a) integrating adult content in a more universally friendly way through song collection; (b) providing an endorphin loop for music collection by collecting items required to capture music assets, successfully collecting music assets, and "leveling up" music assets (making them more powerful / rare); and (c) enabling a user's collected songs to "compete" with one another based on pre-defined rules regarding chord structure, song length, historical Billboard ranking, etc.
[0032] After reading the above description, it will become apparent how to implement the present disclosure in various implementations and applications. Although various implementations of the present disclosure will be described herein, it should be understood that these implementations are provided as examples rather than limitations. Thus, the detailed description of various implementations should not be construed as limiting the scope or breadth of the present disclosure.
[0033] Figure 1is a block diagram of a system 100 for managing access to digital content according to one implementation of the present disclosure. Figure 1 In the exemplary implementation of , the system 100 includes a processor 120 , a collectible database 130 , a user account database 140 , and a music database 150 . The processor 120 communicates with the mobile device 110 .
[0034] In one implementation, collectible database 130 stores collectible records for collectible assets. The collectible records include a music asset identifier indicating a collectible identifier, a collectible type, a music asset associated with the collectible asset, a representation of the collectible asset, and performance information for the collectible asset. In one implementation, the performance information is location information. In other implementations, the performance information includes at least one of: completing an action, being at a geographic location, spending an amount of time at a geographic location, being at a geographic location under set conditions (e.g., time, weather, or temperature), and physically or digitally performing an action (e.g., playing a game) at a geographic location.
[0035] In one implementation, user account database 140 stores user account records for users. The user account records include data indicating an identifier of the user and a list of collectible identifiers of collectible assets collected by the user.
[0036] In one implementation, the music database 150 stores music assets as music data representing songs and a music asset identifier for each music asset. In another implementation, the music database 150 also stores other media assets, including at least one asset related to the music asset, such as a song, an album, a playlist, a video, a program, a movie, a game, and a virtual reality (VR) experience.
[0037] In one implementation, processor 120 communicates with mobile device 110. Initially, processor 120 receives an account identifier of a user and performance information of a collectible asset to be collected. Processor 120 then compares the received performance information with performance information of collectible assets in collectible records of collectible database 130. Processor 120 identifies a collectible record having performance information that matches the received performance information and retrieves a collectible identifier for the identified collectible record.
[0038] In one implementation, processor 120 also identifies a user account record (in user account database 140) that matches the user account identifier received from mobile device 110. Processor 120 then adds the retrieved collectible identifier (retrieved from collectible database 130) to the identified user account record to indicate that the user account has collected the collectible asset associated with the retrieved collectible identifier. Processor 120 then retrieves the music asset identifier from the identified collectible record (in collectible database 130) and sends a confirmation to mobile device 110 indicating that the collectible asset has been collected and indicating the retrieved music asset identifier. Processor 120 then receives a request from mobile device 110 to access a song represented by a music asset, wherein the request includes the retrieved music asset identifier. Processor 120 identifies a music asset in music database 150 that corresponds to the retrieved music asset identifier and sends digital data of the identified music asset to mobile device 110 for playback of the song as audio.
[0039] Figure 2A , 2B FIG. 2 and FIG. 2C form a flow chart of a method 200 for managing access to digital content at a server system in accordance with one implementation of the present disclosure. In the illustrated implementation of FIG. 2 , method 200 includes, at block 210 , receiving a user account identifier and performance information of the collected collectible assets from a mobile device. In one implementation, the performance information is location information. In other implementations, the performance information includes at least one of: completing an action, being in a geographic location, spending an amount of time in a geographic location, being in a geographic location under set conditions (e.g., time, weather, or temperature), and physically or digitally performing an action (e.g., playing a game) in a geographic location.
[0040] In the illustrated implementation of FIG. 2 , method 200 further includes, at block 220 , accessing a collectible database storing collectible records. The collectible records include performance information of the collectible assets and music asset identifiers of the music assets corresponding to the respective collectible records. Then, at block 222 , the received performance information is compared with the performance information in the collectible records. At block 224 , a collectible record having performance information that matches the received performance information is identified. At block 226 , a collectible identifier of the identified collectible record is retrieved.
[0041] In the illustrated implementation of FIG. 2 , method 200 further includes, at block 230 , accessing a user account database storing a user account record. The user account record includes a user account identifier, and a collectible identifier indicating collectible assets collected by the user account. At block 232 , a user account record matching the user account identifier received (from the mobile device) is identified. Then, at block 234 , the retrieved collectible identifier (retrieved at block 226 ) is added to the identified user account record (identified at block 232 ) to indicate that the user account has collected the collectible assets associated with the retrieved collectible identifier.
[0042] In the example implementation of FIG. 2 , method 200 further includes accessing a music database at box 240 that stores music assets as digital data and music asset identifiers corresponding to each music asset. Then, at box 242 , the music asset identifier is retrieved from the identified collectible record (identified in box 224 ), and at box 244 , a confirmation is sent to the mobile device, the confirmation indicating that the collectible asset has been collected and indicating the retrieved music asset identifier. At box 246 , a request is received from the mobile device to access a song represented by a music asset, wherein the music asset corresponds to the retrieved music asset identifier. At box 248 , a music asset corresponding to the retrieved music asset identifier is identified in the music database. At box 250 , the digital data of the identified music asset is then sent to the mobile device so that the song can be played back as audio by processing the sent digital data at the mobile device.
[0043] Figure 3A 300 and a user 302 according to one implementation of the present disclosure. The user 302 uses the computer system 300 to implement an asset management application 390, as described with respect to Figure 1 The system 100 of the block diagram shown in FIG. Figure 2A , 2B and method 200 illustrated in 2C.
[0044] The computer system 300 stores and executes Figure 3B 300. In addition, computer system 300 can communicate with software program 304. Software program 304 can include software code for asset management application 390. Software program 304 can be loaded onto external media such as a CD, DVD, or storage drive, as further described below.
[0045] In addition, computer system 300 can be connected to network 380. Network 380 can be connected in a variety of different architectures, such as a client-server architecture, a peer-to-peer network architecture, or other types of architectures. For example, network 380 can communicate with server 385, which coordinates engines and data used within asset management application 390. In addition, the network can be a different type of network. For example, network 380 can be the Internet, a local area network or any variation of a local area network, a wide area network, a metropolitan area network, an intranet or extranet, or a wireless network.
[0046] Figure 3B is a functional block diagram illustrating a computer system 300 hosting an asset management application 390 according to one implementation of the present disclosure. A controller 310 is a programmable processor and controls the operation of the computer system 300 and its components. The controller 310 loads instructions (e.g., in the form of a computer program) from a memory 320 or an embedded controller memory (not shown) and executes these instructions to control the system. During its execution, the controller 310 provides software systems to the asset management application 390, such as to enable the creation and configuration of engines and data extractors within the asset management application 390. Alternatively, such services may be implemented in the controller 310 or computer system 300 as separate hardware components.
[0047] The memory 320 temporarily stores data for use by other components of the computer system 300. In one implementation, the memory 320 is implemented as RAM. In one implementation, the memory 320 also includes long-term or permanent storage, such as flash memory and / or ROM.
[0048] The storage device 330 stores data temporarily or long-term for use by other components of the computer system 300. For example, the storage device 330 stores data used by the asset management application 390. In one implementation, the storage device 330 is a hard disk drive.
[0049] The media device 340 receives removable media and reads and / or writes data with respect to the inserted media. In one implementation, for example, the media device 340 is an optical disk drive.
[0050] The user interface 350 includes components for accepting user input from a user of the computer system 300 and presenting information to the user 302. In one implementation, the user interface 350 includes a keyboard, a mouse, audio speakers, and a display. The controller 310 uses the input from the user 302 to adjust the operation of the computer system 300.
[0051] The I / O interface 360 includes one or more I / O ports to connect to corresponding I / O devices, such as external storage devices or supplemental devices (e.g., printers or PDAs). In one implementation, the ports of the I / O interface 360 include ports such as USB ports, PCMCIA ports, serial ports, and / or parallel ports. In another implementation, the I / O interface 360 includes a wireless interface for wireless communication with external devices.
[0052] Network interface 370 includes a wired and / or wireless network connection, such as an RJ-45 or "Wi-Fi" interface supporting an Ethernet connection (including but not limited to 802.11).
[0053] Computer system 300 includes additional hardware and software typical of computer systems (e.g., power, cooling, operating system), although these are not shown for simplicity. Figure 3B These components are specifically shown in FIG. 1. In other implementations, different configurations of the computer system can be used (eg, different bus or storage device configurations or a multi-processor configuration).
[0054] In one implementation, the system 100 is a system composed entirely of hardware, including one or more digital signal processors (DSPs), general-purpose microprocessors, application-specific integrated circuits (ASICs), field programmable gate arrays / logic arrays (FPGAs), or other equivalent integrated or discrete logic circuits. In another implementation, the system 100 is composed of a combination of hardware and software.
[0055] In order to enable any person skilled in the art to make or use the present disclosure, a description of the disclosed implementations herein is provided. Numerous modifications to these implementations will be apparent to those skilled in the art, and the principles defined herein may be applied to other implementations without departing from the spirit or scope of the present disclosure. Thus, the present disclosure is not intended to be limited to the implementations shown herein, but rather should be given the broadest scope consistent with the main and novel features disclosed herein.
[0056] Various implementations of the present disclosure are implemented using electronic hardware, computer software, or a combination of these technologies. Some implementations include one or more computer programs executed by one or more computing devices. Typically, the computing device includes one or more processors, one or more data storage components (e.g., volatile or non-volatile storage modules and persistent optical and magnetic storage devices, such as hard disk drives and floppy disk drives, CD-ROM drives, and tape drives), one or more input devices (e.g., game controllers, mice, and keyboards), and one or more output devices (e.g., display devices).
[0057] A computer program includes executable code that is typically stored in a persistent storage medium and then copied into memory at runtime. At least one processor executes the code by retrieving program instructions from memory in a prescribed order. When executing the program code, the computer receives data from input and / or storage devices, operates on the data, and then transmits the resulting data to output and / or storage devices.
[0058] It will be appreciated by those skilled in the art that the various illustrative modules and method steps described herein can be implemented as electronic hardware, software, firmware or a combination thereof. In order to clearly illustrate this interchangeability of hardware and software, various illustrative modules and method steps are generally described herein according to their functions. Whether such functions are implemented as hardware or implemented as software depends on specific applications and the design constraints imposed on the entire system. For each specific application, the technician can implement the described functions in different ways, but such implementation decisions should not be interpreted as causing deviations from the scope of the present disclosure. In addition, the grouping of the functions within the modules or steps is for ease of description. Without departing from the present disclosure, a specific function can be moved from one module or step to another module or step.
[0059] In a particular implementation of the present disclosure, not all features of each of the above examples are necessarily required. In addition, it should be understood that the description and drawings given herein are representative of the broadly conceived subject matter of the present disclosure. It should also be understood that the scope of the present disclosure fully includes other implementations that may become apparent to those skilled in the art, and thus the scope of the present disclosure is limited only by the appended claims.
Claims
1. A system for managing access to digital content, the system comprising: a music database storing music assets as music data and a music asset identifier for each music asset, wherein the music assets include music-related assets; a collectible database storing collectible records of collectible assets, wherein the collectible records include data indicating a collectible identifier, a collectible type, a music asset identifier of a music asset associated with the collectible asset, a representation of the collectible asset, and performance information associated with the collectible asset, and wherein the performance information of the collectible asset includes being at a geographic location and physically or digitally performing an action at a geographic location under set conditions including time, weather, or temperature; a user account database storing a user account record for a user, wherein the user account record includes data indicating an identifier of the user and a list of collectible identifiers of collectible assets collected by the user; and A processor configured to receive a user account identifier and performance information from a mobile device, compare the received performance information to performance information in a collectible record, identify a collectible record having performance information that matches the received performance information, retrieve a collectible identifier for the identified collectible record, identify a user account record that matches the received user account identifier, add the retrieved collectible identifier to the identified user account record, and mark the collectible asset as a collected asset for the user account when a geographic location of a mobile device registered to the user account matches a geographic location of the collectible asset.
2. The system of claim 1, wherein the music-related assets include: Songs, albums, playlists, videos, shows, movies, games and virtual reality (VR) experiences.
3. The system of claim 1, wherein the collectible identifier comprises an image file.
4. The system of claim 1, wherein the identifier of the user comprises at least one of an email address and a mobile device number.
5. A method for managing access to digital content at a server system in communication with a mobile device, the method comprising: receiving a user account identifier and performance information from a mobile device; accessing a collectible database storing collectible records including performance information of the collectible asset and a music-related asset identifier of the music-related asset, wherein the performance information of the collectible asset includes being at a geographic location under set conditions including time, weather, or temperature and physically or digitally performing an action at a geographic location; comparing the received performance information with the performance information in the collectible records; identifying a collectible record having performance information that matches the received performance information; retrieving a collectible identifier for the identified collectible record; accessing a user account database storing a user account record, the user account record including a user account identifier and a collectible identifier indicating a collectible asset collected by the user account; identifying a user account record that matches the received user account identifier; adding the retrieved collectible identifier to the identified user account record to indicate that the user account has collected the collectible asset associated with the retrieved collectible identifier; accessing a music database storing music-related assets as digital data and music-related asset identifiers corresponding to respective music-related assets; retrieving a music-related asset identifier from the identified collectible record; sending a confirmation to the mobile device, the confirmation indicating that the collectible asset has been collected and indicating the retrieved music-related asset identifier; and When the geographic location of a mobile device registered to a user account matches the geographic location of a collectible asset, the collectible asset is marked as a collected asset for the user account.
6. The method of claim 5, wherein the music-related assets include songs, albums, playlists, videos, shows, movies, games, and VR experiences.
7. The method according to claim 5, further comprising: A request is received from a mobile device to access a song represented by a music-related asset, wherein the request includes the retrieved music-related asset identifier.
8. The method according to claim 7, further comprising: A music-related asset in a music database that corresponds to the retrieved music asset identifier is identified.
9. The method according to claim 8, further comprising: Digital data corresponding to the identified music-related asset is transmitted to the mobile device so that the song can be played back by processing the transmitted digital data on the mobile device.
10. The method according to claim 5, further comprising: When the mobile device receives the confirmation, the mobile device is enabled to access the music-related assets.
11. The method according to claim 5, further comprising: Create graphic representations of collectible assets.
12. The method according to claim 5, further comprising: The mobile device is enabled to share information about collectible assets.
13. The method of claim 12, wherein sharing information about collectible assets comprises: Send an image or information about the experience of collecting collectible assets.
14. The method according to claim 5, further comprising: Gathering points or ambient currency are sent for collecting collectible assets, along with associated titles or other ambient perks.
15. The method of claim 5, wherein the collectible asset comprises an interactive representation with an animated object or character.
16. A non-transitory computer-readable storage medium storing a computer program to manage access to digital content at a server system in communication with a mobile device, the computer program comprising executable instructions that cause a computer to: receiving a user account identifier and performance information from a mobile device; accessing a collectible database storing collectible records including performance information of the collectible asset and a music-related asset identifier of the music-related asset, wherein the performance information of the collectible asset includes being at a geographic location under set conditions including time, weather, or temperature and physically or digitally performing an action at a geographic location; comparing the received performance information with the performance information in the collectible records; identifying a collectible record having performance information that matches the received performance information; retrieving a collectible identifier for the identified collectible record; accessing a user account database storing a user account record, the user account record including a user account identifier and a collectible identifier indicating a collectible asset collected by the user account; identifying a user account record that matches the received user account identifier; adding the retrieved collectible identifier to the identified user account record to indicate that the user account has collected the collectible asset associated with the retrieved collectible identifier; accessing a music database storing music-related assets as digital data and music-related asset identifiers corresponding to respective music-related assets; retrieving a music-related asset identifier from the identified collectible record; sending a confirmation to the mobile device, the confirmation indicating that the collectible asset has been collected and indicating the retrieved music-related asset identifier; and When the geographic location of a mobile device registered to a user account matches the geographic location of a collectible asset, the collectible asset is marked as a collected asset for the user account.