Creating, maintaining and developing a virtual music theme world
By creating and managing virtual environments on a multimedia platform, providing personalized music experiences and interactions, the problem of unclear management of music-themed virtual worlds is solved, enabling affordable, robust, secure, adaptable, scalable, and entertaining music-themed worlds, thus enhancing user experience and business activities.
Patent Information
- Application Number
- CN202180006717.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Priority Date
- 2020-06-26
- Filing Date
- 2021-05-19
- Publication Date
- 2025-12-16
- Estimated Expiration
- 2041-05-19
AI Technical Summary
Currently, the management of music-themed virtual worlds is unclear, and there is a lack of affordable, robust, secure, adaptable, scalable, and entertaining solutions for accessing, consuming, manipulating, and sharing music-themed worlds on multimedia digital platforms.
A computer system is provided that supports the creation and management of virtual environments on a multimedia digital platform, including a character database, a music database, and a profile database. It interacts with users through artificial intelligence, provides personalized music experiences and interactions, and supports various functions such as virtual concerts, advertising mechanisms, blockchain functions, virtual browsers, business activities, communication channels, companion applications, digital goods and services, virtual characters, games, mixtape creation and sharing, etc.
It enables the creation, management, and participation in affordable, robust, secure, adaptable, scalable, and entertaining music-themed worlds on multimedia platforms, enhancing user experience and interactivity, supporting a variety of business and social activities, and promoting the scarcity and trading of music-related digital assets.
Smart Images

Figure CN114761943B_ABST
Abstract
Description
TECHNICAL FIELD
[0001] The present disclosure relates to music-themed virtual worlds, and more specifically, to creating, managing, developing, and participating in music-themed virtual worlds. BACKGROUND
[0002] Currently, the management of music-themed virtual worlds is not well defined. Therefore, there is a need for managing virtual music-themed environments. SUMMARY
[0003] The present disclosure relates to creating proprietary, affordable, robust, secure, adaptable, scalable, and entertaining music-themed worlds that can be accessed, consumed, manipulated, and shared on a variety of multimedia digital engagement platforms. BRIEF DESCRIPTION OF DRAWINGS
[0004] The details of the present disclosure, both as to its structure and operation, can be gleaned in part by studying the accompanying drawings, in which like reference numerals refer to like parts, and in which:
[0005] FIG. 1 is a flowchart of a method for adjusting a virtual environment using recommendations according to an embodiment of the present disclosure;
[0006] FIG. 2 is a block diagram of a system for adjusting a virtual environment using recommendations according to an embodiment of the present disclosure;
[0007] FIG. 3A is a representation of a computer system and a user according to an embodiment of the present disclosure;
[0008] FIG. 3B is a functional block diagram of a computer system hosting a digital content access management application according to an embodiment of the present disclosure;
[0009] FIG. 4 shows an example of a map of a virtual music world; and
[0010] FIG. 5 shows an overview of steps in a user experience of a virtual music world in an embodiment. DETAILED DESCRIPTION
[0011] The present disclosure relates to creating proprietary, affordable, robust, secure, adaptable, scalable, and entertaining musical theme worlds that can be accessed, consumed, manipulated, and shared on a variety of multimedia digital engagement platforms. In one implementation, a computer system or platform provides a virtual environment, such as an online or offline game or social environment or virtual environment that combines one or more of images, video, audio, user interfaces, and text. In one such implementation, the platform includes one or more servers for data processing and management and for communicating with clients and users, and one or more databases, such as a character database that stores information about characters in the virtual environment, a music database that stores information about songs and music rights or virtual content rights, and a profile database that stores information about profiles for recommending and selecting information or adjustments. In one implementation, the profile database stores information indicative of musical profile characteristics, such as musical genre, song, or artist, for selecting or recommending music, musical genre, or artist. In one implementation, the character database stores musical information associated with a character and a user that is indicative of the user's musical preferences. In another implementation, the character database stores appearance information associated with a character that is indicative of an appearance to present in the virtual environment. In one such implementation, the appearance and actions of a character, such as facial expressions or movements, change based on the actions of other characters and the environment, such as the music being played, the maximum number of rights or songs that can be assigned to the character. In one implementation, the object database stores object musical information indicative of music to present to characters in the vicinity of the object. In one implementation, the music database stores music popularity information, and the platform uses the music popularity information to adjust aspects of the virtual environment. Additional implementations and aspects of the implementations are further described below.
[0012] The computer system supporting this system can be centralized on a single computer, on an array of computers, housed centrally, distributed, and / or any combination thereof. The computer system can be used to provide instructions to a music creator (human, artificial intelligence, or any combination thereof) regarding modifications to new and unique musical pieces under review by the present disclosure.
[0013] The computer system can be used to provide instructions to a music creator (human, artificial intelligence, or any combination thereof) regarding the creation of new music.
[0014] The computer system can combine the analysis and results of multiple instances of pre-existing as well as new and unique musical pieces and basic musical pieces.
[0015] The computer system can be used to identify and suggest types of musical attributes to avoid in a given new and unique musical piece under review by the present disclosure.
[0016] The computer system can be used to determine and / or confirm the likely range of new music popularity, the level of commercial appeal of new music, the level of synergy between theme music and paired products, services, and advertisements, the price point or points at which new music can be sold to different types of music listeners, and the therapeutic benefits that those who listen to the new music can obtain.
[0017] The computer system can acquire new and unique music pieces for analysis by direct submission by the operator of the computer system.
[0018] The computer system can acquire new and unique music pieces for analysis by automatically scraping publicly available music pieces that reside on third party systems (e.g., private databases or the public internet).
[0019] The computer system can support virtual concerts that enable artists to create their own “volume” and / or “holographic” versions and merge them with virtual concert venues that they design according to their imagination.
[0020] The computer system can support music listening rooms as custom virtual buildings and feature songs and / or music videos, lyrics, videos, photography, and simulated descriptions of immersive interactive experiences.
[0021] The computer system can support artist rides that take users on immersive journeys featuring one or more songs and / or music videos and simulate traditional theme park rides.
[0022] Comprehensive personalization allows users to customize their own music rooms, create virtual music-related digital assets such as mixtapes and similar music-related digital assets, and apply virtual clothing, hairstyles, hats, and the like to their avatars.
[0023] The computer system can support virtual music avatars / personas that interact with users via artificial intelligence and deliver personalized narratives, quests, and other voice-driven interactions.
[0024] The computer system can support storytelling and immersive podcasts that tell interactive stories using specific playlists of songs and / or music videos, visual effects, and voiceover narratives.
[0025] The computer system can support customer collection, engagement, retention, and reward mechanisms that are effective in physical amusement park settings that import virtual environment world settings.
[0026] The computer system can support the design of the system to enable porting to a variety of head mounted display ("HMD") systems (such as PC tethered HMDs, game console tethered HMDs, self-contained mobile HMDs (e.g., Wi-Fi or cellular wireless connectivity HMDs), mobile phone "slide-in" HMDs, or others).
[0027] The computer system can support the creation of community events at scheduled times throughout the day (e.g., an EDM city enters a light show every hour, like Hong Kong, China does every night).
[0028] Advertising-related aspects
[0029] The computer system can support a variety of functions related to user and advertiser engagement, where these engagements accrue benefits to one or more of the platform, users, third parties, and advertisers. In this regard, the following are contemplated:
[0030] The computer system supports virtual billboards, where users can engage with the advertisements and get rewarded (virtual currency, content, or music-related digital assets). The range of rewards includes free or discounted coupons; and can be assets for in-world or outside-world.
[0031] The computer system supports virtual brand-sponsored zones, where users can engage with any activity within the brand-sponsored zones and get rewarded (virtual currency, content, or music-related digital assets). The range of rewards includes free or discounted coupons; and can be assets for in-world or outside-world.
[0032] The computer system supports virtual concerts, where users engage with brand-sponsored concerts and get rewarded (virtual currency, content, or music-related digital assets). The range of rewards includes free or discounted coupons; and can be assets for in-world or outside-world.
[0033] The computer system supports virtual mini-games, where users engage with brand-sponsored games and get rewarded (virtual currency, content, or music-related digital assets). The range of rewards includes free or discounted coupons; and can be assets for in-world or outside-world.
[0034] The computer system supports virtual mini-arcades, where users engage with brand-sponsored games and get rewarded (virtual currency, content, or music-related digital assets). The range of rewards includes free or discounted coupons; and can be assets for in-world or outside-world.
[0035] Computer system supporting virtual non-billboard artifacts where users engage with advertising and are rewarded (virtual currency, content or music related digital assets). In this case, the artifacts will be static or moving (auto-animated or movable by the user). The range of rewards include free or discounted coupons; and can be assets for use within or outside the world.
[0036] Computer system supporting virtual product placement artifacts where users engage with products and are rewarded (virtual currency, content or music related digital assets). In this case, the artifacts will be static or moving (auto-animated or movable by the user). The range of rewards include free or discounted coupons; and can be assets for use within or outside the world.
[0037] Computer system supporting virtual product placement features (e.g., transportation) where end users engage with products (e.g., Lyft, Uber) and are rewarded (virtual currency, content or music related digital assets). The range of rewards include free or discounted coupons; and can be assets for use within or outside the world.
[0038] Blockchain-related aspects
[0039] The computer system can support a variety of functions related to the use of blockchain technology, where these functions accrue benefits to one or more of the platform, users, content owners and creators, third parties, and advertisers. In this regard, the following are contemplated:
[0040] Computer system supporting the creation of virtual digital music related commodity scarcity, including mechanisms for recording and trading such music related digital assets.
[0041] Computer system supporting the creation of one or more music related digital assets (such as a remix tape and similar music related digital assets) scarcity, including mechanisms for facilitating the "breedable" digital DNA music related digital assets (such as a remix tape and similar music related digital assets) / collaboration with artists making music related digital assets (such as a remix tape and similar music related digital assets) through generational designation (e.g., a first generation of a remix tape so made would be a "Gen0" remix tape).
[0042] Computer system supporting the creation of virtual music related digital "real estate" scarcity, including mechanisms for implementing blockchain scarcity, recording, privacy, access control, user rooms or other real estate for purchase, sale, earning or gifting. Additionally, the blockchain mechanisms support economic activity associated with music related digital real estate tied to an artist brand (e.g., splitting revenue with the artist when you buy and build a house on "artist land").
[0043] Browser-related aspects
[0044] The computer system can support a variety of functions related to the use of a virtual web browser throughout the virtual environment music world, where the functions accrue benefits to one or more of the platform, the user, the content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0045] A computer system that supports the creation of an in-world virtualized browser for user consumption of music entertainment content.
[0046] A computer system that supports the creation of an in-world virtualized browser for user consumption of movie and TV entertainment content.
[0047] A computer system that supports the creation of an in-world virtualized browser for user consumption of news entertainment content.
[0048] A computer system that supports the creation of an in-world virtualized browser for user consumption of shopping entertainment content.
[0049] A computer system that supports the creation of an in-world virtualized browser for user consumption of sports entertainment content.
[0050] A computer system that supports the creation of an in-world virtualized browser for user consumption of educational entertainment content.
[0051] A computer system that supports the creation of an in-world virtualized browser for user consumption of similar entertainment and non-entertainment content.
[0052] Business-related aspects
[0053] The computer system can support a variety of commercial activity functions throughout the virtual environment music world, where the functions accrue benefits to one or more of the platform, the user, the content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0054] A computer system that supports the discovery, interaction, ordering, and / or fulfillment of commercial consumption of digital entertainment and digital non-entertainment goods and services.
[0055] A computer system that supports the discovery, interaction, ordering, and / or fulfillment of commercial consumption of physical entertainment and physical non-entertainment goods and services.
[0056] Communication-related aspects
[0057] The computer system can support a variety of functions related to the use of communication technology that cumulate benefits for one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0058] The computer system supports the creation of virtual communication channels that allow various types of messaging (e.g., voice, text, chat, video, photos, emojis) to be initiated by a party within the virtual environment world (e.g., platform operator, user, content owner and producer, third party, advertiser) and received by one or more parties within the virtual environment world (e.g., one-to-one communication, one-to-many communication, one-to-all communication).
[0059] The computer system supports the creation of virtual communication channels that allow various types of messaging (e.g., voice, text, chat, video, photos, emojis) to be initiated by a party within the virtual environment world (e.g., platform operator, user, content owner and producer, third party, advertiser) and received by one or more parties outside the virtual environment world (e.g., one-to-one communication, one-to-many communication, one-to-all communication). In this case, the outside message reception can be a third party messaging application or a messaging application associated with the platform itself (e.g., a "buddy app").
[0060] In the case of internal and external messaging, one purpose can be to keep parties informed of what is happening in the virtual environment world (new songs and / or music videos, games, rewards, concerts, etc.) when they are inside or outside the virtual environment world (inside-out / outside-in functionality).
[0061] Companion application-related aspects
[0062] The computer system can support a variety of functions related to the use of non-virtual environment world buddy applications that reside on fixed and mobile devices outside the virtual environment world system that cumulate benefits for one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0063] The computer system supports the creation of buddy applications that facilitate notifications to parties outside the virtual environment world related to games, attractions, stories, concerts, digital goods and services offerings, physical goods and services offerings, and similar content within the virtual environment world.
[0064] The computer system supports the creation of buddy applications that facilitate the provision of social (e.g., Twitter, Facebook, Pinterest, Instagram) notifications to parties outside the virtual environment world related to virtual environment world activities.
[0065] A computer system that supports the creation of companion applications that facilitate the establishment of dedicated communication channels between parties outside of the virtual environment world and parties inside of the virtual environment world, where such communication takes the form of text, chat, voice, photos, video, emoticons, or the like.
[0066] A computer system that supports the creation of companion applications that allow parties outside of the virtual environment world to fully or partially participate in aspects of the virtual environment world and earn points, credits, rewards, or the like as if they were participating from within the virtual environment world.
[0067] Virtual concert-related aspects
[0068] A computer system can support a variety of functions related to the delivery of live and / or recorded virtual concerts within the virtual environment world system, where these functions accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0069] A computer system that supports the creation of branded, real-world physical venues for concerts that are either recreated within the virtual environment world as CGI assets, volumetrically scanned, or rendered as a combination thereof.
[0070] A computer system that supports the creation of branded, previously (i.e., no longer existing) real-world physical venues for concerts that are either recreated within the virtual environment world as CGI assets, volumetrically scanned, or rendered as a combination thereof.
[0071] A computer system that supports the creation of branded, non-real-world (fictional) venues for concerts that are either recreated within the virtual environment world as CGI assets, volumetrically scanned, or rendered as a combination thereof.
[0072] A computer system that supports the creation of fictional or non-fictional virtualized venues for concerts, including concert experiences represented by virtual special effects such as fireworks, light shows, flying objects, and the like generated by a platform administrator of the virtualized venue, users of the virtualized venue, a collective of users of the virtualized venue, a brand sponsor of the virtualized venue, or a combination thereof.
[0073] Computer systems supporting the creation of fictitious or non-fictitious virtualized venues for concerts including concert experiences represented by user avatars participating in virtual concerts, such as configurable user dance moves, expressions, object displays (e.g., lighters, glow sticks), and the like generated by a platform administrator of the virtualized venue, a user of the virtualized venue, a collective of users of the virtualized venue, a brand sponsor of the virtualized venue, or a combination thereof.
[0074] Computer systems supporting the creation of fictitious or non-fictitious virtualized venues for concerts including concert experiences represented by user avatars participating in virtual concerts, such as configurable user dance moves, expressions, object displays (e.g., lighters, glow sticks), and the like generated by a platform administrator of the virtualized venue, a user of the virtualized venue, a collective of users of the virtualized venue, a brand sponsor of the virtualized venue, or a combination thereof.
[0075] Digital goods and services-related aspects
[0076] Computer systems can support a variety of digital goods and service activity functions throughout the virtual environment music world, where these functions accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0077] Computer systems supporting the discovery, interaction, ordering, and / or fulfillment of commercial consumption of user avatars.
[0078] Computer systems supporting the discovery, interaction, ordering, and / or fulfillment of commercial consumption of music-related digital virtual real estate.
[0079] Computer systems supporting the discovery, interaction, ordering, and / or fulfillment of commercial consumption of user personal space and avatar customization assets.
[0080] Computer systems supporting the discovery, interaction, ordering, and / or fulfillment of commercial consumption of user-controlled music rights, where users can accrue rewards, points, tickets, credits, and other value items when other users in the world participate in songs or music assets tied to the account of the music rights owner in the world.
[0081] Computer systems supporting the discovery, interaction, ordering, and / or fulfillment of commercial consumption activity recorded and maintained on a blockchain.
[0082] Computer systems that support discovery, interaction, ordering, and / or fulfillment of commercial consumer activities that originate within a virtual music world and are physically delivered in the real world (e.g., viewing a digital representation of an object in a virtual world and ordering a physical replica of it to be delivered to a user in the real world).
[0083] Experience discovery-related aspects
[0084] Computer systems can support a variety of virtual environment experience discovery activities functions throughout the virtual environment music world, where these functions accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0085] Computer systems that support the creation of a virtual environment music world catalog guide, similar to a shopping mall kiosk, where you can walk up and see what else is in the world.
[0086] Computer systems that support the creation of a "find your favorite artist" feature, where a user can gaze at a particular non-human character avatar (e.g., musician Slash) and he will start interacting and talking with you (similar to having Mickey Mouse interact with Disney park visitors). Similarly, a user can participate for long enough or in a certain way (e.g., answer a trivia question) and get a reward, merchandise, prize, credit, etc. (the reward is for an asset or service within or outside the world). Conversely, if a user misbehaves, then that user will be penalized (e.g., takes a selfie with him without permission, and the user can have their virtual phone camera smashed on the ground by the avatar).
[0087] Computer systems that support the creation of a real world map, where users can place a pin in the real city where the user lives so that people can see where people are accessing from (a social feature).
[0088] Computer systems that support the discovery of AI-based music playlists, artificial intelligence driven virtual DJs, etc.
[0089] Computer systems that support the creation of a searchable database that markets and sells platform music related digital assets (e.g., concert tickets, music related digital assets such as mixtapes and similar music related digital assets, gold records, music related digital virtual real estate certificates, virtual coins, tokens, digital merchandise), and can be seen by other users, and enables their purchase, sale, and trading.
[0090] Virtual character-related aspects
[0091] The computer system can support a variety of virtual character functionality throughout the virtual environment music world, where the functionality accrues benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0092] The computer system supports the creation of permanent or continually changing virtual characters that populate the virtual world and interact with real users represented as avatars within the virtual world. The virtual characters can interact in several ways, either through presentation only within the virtual world, sharing of basic information (e.g., event schedules), and making relevant suggestions or comments to users based on those same users’ virtual world preferences (e.g., using artificial intelligence or machine learning to interact with users based on their past virtual world behavior).
[0093] Additionally, the virtual characters can be influencers of taste within and outside the virtual world and can have their own virtual apartments, performances, stores, brand endorsements, social media accounts, and the like within and outside the virtual world.
[0094] Environmental effects-related aspects
[0095] The computer system can support a variety of virtual environment effect functionality throughout the virtual environment music world, where the functionality accrues benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0096] The computer system supports the creation of world assets (sky, buildings, rooms, fireworks, meteors, etc.) that are continually changing and re-designed. In this regard, the effects can be determined by the platform administrator of the virtual world, by individual user (singular) taste, by collective user (collective) taste, by brand, by artist, or some combination thereof. Further, the effects can or can not be set to music.
[0097] Game-related aspects
[0098] The computer system can support a variety of virtual environment game functionality throughout the virtual environment music world, where the functionality accrues benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0099] The computer system supports the creation of artist-centric or genre / sub-genre-centric treasure hunt games with rewards, where the items found are influenced by various aspects (location, skill, opportunity).
[0100] The computer system supports the creation of artist-centric or genre / sub-genre-centric dance games with rewards.
[0101] A computer system that supports the creation of a role playing game in which the top scoring players have status in the music industry world (such as mayor, tenant, tourist, etc.).
[0102] A computer system that supports the creation of a mixtape contest (e.g., which music related digital assets (such as mixtapes and similar music related digital assets) are copied the most, played the most, etc.).
[0103] A computer system that supports the creation of a new music “fight club” room or “crazy march” room for new song and / or music video streaming counts from publications or public information to determine winners and losers (winners get prizes).
[0104] A computer system that supports the creation of a virtual passport that is virtually stamped as you enter different cities / neighborhoods / rooms and that can be seen by other users, and as the number of stamps on their passport increases, additional benefits or status accrue to the user.
[0105] A computer system that supports the creation of a tracking and rewarding of users with the largest number of remixed mixtapes created.
[0106] A computer system that supports the creation of simple arcade games (like Flappy Bird (type), Corn Hole, Carnival Ball Throw, Shooting Range, Bowling Alley). As an extension, the present disclosure also contemplates making artists, records, guitars, speakers, disco balls, etc. the objects that are thrown or shot.
[0107] A computer system that supports the creation of betting type games (traditional or unique).
[0108] A computer system that supports the creation of a song guardian type game for “master” and “limited edition” songs in which the virtual environment owner of the song gets virtual environment world usage fees each time the song is played by others in the world.
[0109] A computer system that supports the creation of a music themed raffle with prizes.
[0110] Soundtrack-related aspects
[0111] A computer system can support a variety of mixtape creation, publishing, sharing, and exchange functionality throughout a virtual environment music world, where the functionality brings benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0112] Computer systems that support the creation of music-related digital assets (such as mixtapes and similar music-related digital assets) exchange and computer systems for enabling playback and socializing with a Walkman-type device.
[0113] Computer systems that support the creation of music-related digital assets (such as mixtapes and similar music-related digital assets) being placed within a virtual environment world for finding by other users.
[0114] Computer systems that support the creation of mixtape playback on a user's virtual mobile phone.
[0115] Computer systems that support the creation of music-related digital assets (such as mixtapes and similar music-related digital assets) created within a virtual environment world being placed within the real-world as geolocated music-related digital assets for finding by others (users or non-users of a mobile companion app or similar app).
[0116] Mobility-related aspects
[0117] Computer systems can support a variety of mobility features throughout the virtual environment music world that accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0118] Brand subway service that travels to cities, neighborhoods, or rooms (e.g., Boring Company).
[0119] Brand taxi service that travels to cities, neighborhoods, or rooms (e.g., Lyft).
[0120] Brand tour bus service that travels to cities, neighborhoods, or rooms (e.g., London double-decker bus).
[0121] Mobile phone UX commands - teleport, side and horizontal movement, quick search, hotkeys, etc.
[0122] Reward-related aspects
[0123] Computer systems can support a variety of reward features throughout the virtual environment music world that accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0124] Computer systems that support users attending concerts and getting rewards (virtual currency, content, music-related digital assets, etc.). In the case of rewards, they can be assets for use within the world or outside of the world, ranging from free items to discount coupons.
[0125] A computer system that supports users engaging in a specified feature (e.g., a new search feature or a new mix feature) and getting rewarded (virtual currency, content, music-related digital assets, etc.). In the case of rewards, they can be assets for use within or outside the world, ranging from free items to discount coupons.
[0126] A computer system that supports users engaging in a game (a treasure hunt game, a game, a wandering musician or a master who gives out rewards) and getting rewarded (virtual currency, content, music-related digital assets, etc.). In the case of rewards, they can be assets for use within or outside the world, ranging from free items to discount coupons.
[0127] A computer system that supports users engaging in a ride and getting rewarded (virtual currency, content, music-related digital assets, etc.). In the case of rewards, they can be assets for use within or outside the world, ranging from free items to discount coupons.
[0128] A computer system that supports users engaging in any other activity within a specified virtual environment world area and getting rewarded (virtual currency, content, music-related digital assets, etc.). In the case of rewards, they can be assets for use within or outside the world, ranging from free items to discount coupons.
[0129] Virtual music-related aspects
[0130] A computer system can support a variety of virtual music-related real estate features throughout the virtual environment music world, where these features accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0131] A computer system that supports users engaging in virtual music-related real estate created, managed, or owned by artists.
[0132] A computer system that supports users creating their own "settlements" (e.g., a house with my music collection), where other users can visit and leave them messages (maybe connecting your Instagram or FB here also works).
[0133] A computer system that supports users engaging in virtual music-related real estate created, managed, or owned by the virtual environment music world operator.
[0134] Attraction-related aspects
[0135] The computer system can support a variety of ride functions throughout the virtual environment music world that cumulate benefits for one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0136] A computer system that supports user engagement in a "fall down the rabbit hole" ride experience, where the user experience starts with one song and metadata and branches to five other songs and / or music videos (linked), which are further linked to another five songs and / or music videos, and so on.
[0137] A computer system that supports user engagement in an active ride experience, where user choices at different stages of the ride result in a changed narrative of the ride and rewards earned, if any.
[0138] A computer system that supports user engagement in a passive ride experience, where there are no user choices at various stages of the ride.
[0139] A computer system that supports rides that "leave" every few minutes, where multiple users can go through a particular virtual environment ride experience together (like a Disney park ride schedule).
[0140] A computer system that supports user engagement in a non-music themed ride associated with a movie, TV artist, or other genre.
[0141] A computer system that supports user engagement in a ride, where the user is guided through the ride experience by a celebrity, taxi driver, or other similar type of human or non-human entity.
[0142] Room-related aspects
[0143] The computer system can support a variety of room functions throughout the virtual environment music world that cumulate benefits for one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0144] A computer system that supports user engagement in a room that provides theme content associated with a mobile cellular communication company.
[0145] A computer system that supports user engagement in a room that provides theme content associated with a bar, sports bar, and restaurant.
[0146] A computer system that supports user engagement in a room that provides theme content associated with games and gambling (and prizes).
[0147] Computer systems that support user engagement in rooms that provide theme content associated with simple games (and prizes). In this regard, rooms like Flappy Bird (type), Corn Hole, Carnival Ball Throw, Shooting Range, Bowling Alley. As an extension, the present disclosure also contemplates making artists, records, guitars, speakers, disco balls, etc. the objects that are thrown or shot.
[0148] Computer systems that support user engagement in rooms that provide theme content associated with video game ratings.
[0149] Computer systems that support user engagement in rooms that provide theme content associated with health and wellness.
[0150] Computer systems that support user engagement in rooms that provide theme content associated with meditation and mindfulness.
[0151] Computer systems that support user engagement in rooms that provide theme content associated with museums.
[0152] Computer systems that support user engagement in rooms that provide theme content associated with non-Sony branded entertainment (e.g., comedy / movies / TV).
[0153] Computer systems that support user engagement in rooms that provide theme content associated with billiards halls.
[0154] Computer systems that support user engagement in rooms that provide theme content associated with record stores.
[0155] Computer systems that support user engagement in rooms that provide theme content associated with escape rooms (e.g., change password at the door / decipher puzzles / mention favorite brand to win access).
[0156] Computer systems that support user engagement in rooms that provide theme content associated with digital social events.
[0157] Computer systems that support user engagement in rooms that provide theme content associated with social responsibility (e.g., human habitat, shake the vote).
[0158] Computer systems that support user engagement in rooms that provide theme content associated with Sony branded entertainment (e.g., comedy / movies / TV).
[0159] Computer systems that support user engagement in rooms that provide theme content associated with stem rooms (e.g., listen to songs and / or music videos, where you can turn on / off the stem).
[0160] Computer systems supporting user engagement providing rooms with theme content associated with responsible human discussion of non-music content (movies, TV, news, sports, fashion, food) that can be live and / or recorded.
[0161] Computer systems supporting user engagement providing rooms with theme content associated with tattoo parlors.
[0162] Computer systems supporting user engagement providing rooms with theme content associated with user-generated content of the tilt-pen type.
[0163] Computer systems supporting user engagement providing rooms with theme content such as museum-type digital assets.
[0164] Computer systems supporting user engagement providing rooms with theme content associated with time capsule rooms / time travel rooms (e.g., user selects a year from outside, then inside the room converts to the style of that year and the playlist is only songs and / or music videos from that year).
[0165] Computer systems supporting user engagement providing rooms with theme content associated with trivia rooms. In this regard, the disclosure contemplates having music trivia nights (e.g., nightly at 7pm is a trivia contest with prizes). In later versions this can expand beyond music.
[0166] Computer systems supporting user engagement providing rooms with theme content associated with themes of personal inspiration.
[0167] Computer systems supporting user engagement providing rooms with theme content associated with invite-only rooms (e.g., personal rooms or exclusive to VIPs such as contest winners). Users can monetize their coolness by selling access to their space.
[0168] Computer systems supporting user engagement providing rooms with theme content associated with music artists.
[0169] Computer systems supporting user engagement providing rooms with theme content associated with DJs of a show.
[0170] Computer systems supporting user engagement providing rooms with theme content associated with music genres.
[0171] Computer systems supporting user engagement providing rooms with theme content associated with karaoke bars with scheduled events (e.g., nightly at 8pm is an 80s night).
[0172] Computer systems supporting user engagement providing rooms with theme content associated with music labels.
[0173] A computer system that supports user engagement with rooms that provide theme content associated with music sponsors.
[0174] A computer system that supports user engagement with rooms that provide theme content associated with music discovery (all music) such as discovered through traditional music channels or alternative social or web channels (e.g., Twitter, Wikipedia, YouTube, latest news).
[0175] A computer system that supports user engagement with rooms that provide theme content associated with music documentaries (all music); including but not limited to talk show style rooms with a host discussing music content (live and recorded) and rooms with narration / storytelling (e.g., Morgan Freeman's voice takes you through the history of the artist).
[0176] A computer system that supports user engagement with rooms that provide theme content associated with music education; including but not limited to classrooms on how to play the guitar, piano, music theory, music history, etc., and where such classes can also be sponsored by a general brand or a musical instrument brand.
[0177] A computer system that supports user engagement with rooms that provide theme content associated with music movie ratings. In this regard, the present disclosure can contemplate experiences based on partial music and partial movie content, as well as talk show style rooms with a host discussing music content, and in each case can be live and / or recorded.
[0178] A computer system that supports user engagement with rooms that provide theme content associated with music influencers (all music), where such experiences can focus on influences from artists about artists and other inspiring events. Other aspects can involve focusing on influencers and exploring what draws them to like certain types of music.
[0179] A computer system that supports user engagement with rooms that provide theme content associated with music performances and billboard type popularity rankings (all music), including data related to new entrants, leaders, laggards, etc.
[0180] A computer system that supports user engagement with rooms that provide theme content associated with music podcasts (all music) that focus on all stakeholders such as artists, critics, fans, or others.
[0181] A computer system that supports user engagement with rooms that provide theme content associated with music talk shows (all music). This will also extend to talk show style rooms with a host discussing music content, and can be live and / or recorded.
[0182] Computer systems that support users engaging in rooms that provide theme content associated with a music talk show (a mix of music and music commentary). Examples are music discovery and talk show style rooms with a host playing and discussing music content (e.g., GimmeRadio), and can be live and / or recorded.
[0183] Social-related aspects
[0184] Computer systems can support a variety of social functions throughout the virtual environment music world that accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0185] Computer systems that support users promoting their own rooms and user generated content with social mechanisms that purchase ads within the virtual environment world by users.
[0186] Computer systems that support users connecting social networks (like Instagram) to their personal real estate spaces and auto-populating these rooms with photos, etc. (e.g., photo frames on the wall auto-load your Instagram photos).
[0187] Computer systems that support users making peer-to-peer gifting of digital and physical goods, services, or currency with social mechanisms.
[0188] Computer systems that support users determining the identity of another user or their space by conducting a query (e.g., pressing button X) with social mechanisms.
[0189] Computer systems that support users easily importing third party social media data (ever-evolving / refreshing Twitter, Facebook, Instagram, etc. feeds) with social mechanisms.
[0190] Computer systems that support users making peer-to-peer mixtape sharing with social mechanisms.
[0191] Computer systems that support users making social media searches with social mechanisms.
[0192] Computer systems that support users communicating with others within and outside of the virtual environment world with social mechanisms that utilize traditional social APIs (Twitter / Instagram / Pinterest / FB).
[0193] “Song guardian”-related aspects
[0194] The computer system can support a "Song Guardian" game framework built across the virtual environment music world, where these features accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated.
[0195] The computer system supports user engagement in a Song Guardian Master virtual environment game, where users can claim ownership within the fictional world to manage songs or videos played within the virtual environment world.
[0196] In the process of becoming such a fictional owner, users will earn digital royalties (e.g., virtual environment royalties) based on their play of each song / video within the virtual environment world. Additionally, users can have to seek permission from the fictional owner to include a song in their mixtape, and the fictional owner can sell or trade the managed song or video for digital currency or other song or video ownership.
[0197] Additionally, fictional owners can lose their management rights to a song or video ownership based on lack of activity or failure to pay rent on owned content.
[0198] Another feature contemplated is that fictional owners can claim management of up to X song or video ownerships, where this cap is based on achievements, other user play counts, use of the song or video in music related digital assets such as mixtapes and similar music related digital assets, etc. Alternatively, fictional owners can claim management of up to X song or video ownerships but require approval from the virtual environment world operator.
[0199] Each song or video ownership will contain a history of the origins / provenance, and the amount shared within the world granted by the fictional owner determines an acceleration of the digital royalties earned as well as possible additional song and video management slots.
[0200] In the distribution aspect, certain upcoming popular songs and / or music videos and videos are required via a raffle that can contain additional entity loot.
[0201] Fictional owners can search and connect with others who have similar badge achievements.
[0202] The computer system supports user engagement in a Song Guardian Limited Edition virtual environment game, where users can claim ownership within the fictional world to manage "Limited Edition" (rare) songs or videos played within the virtual environment world.
[0203] In the process of becoming such a limited edition fictional owner, users will earn digital royalties (e.g., virtual environment royalties) based on the play of each song / video they own within the virtual environment world. Additionally, users can have to seek permission from the limited edition fictional owner to include a song in their mixtape, and the fictional owner can sell or trade the managed song or video for digital currency or other song or video ownership.
[0204] Additionally, limited edition fictional owners can lose their management of a song or video ownership based on lack of activity or failure to pay rent on owned content.
[0205] Another feature contemplated is that limited edition fictional owners can be required to manage up to X song or video ownerships, where this cap is based on achievements, other user play counts, usage of the song or video in music related digital assets such as mixtapes and similar music related digital assets, etc. Alternatively, limited edition fictional owners can be required to manage up to X song or video ownerships, but with approval from the virtual environment world operator.
[0206] Each limited edition song or video ownership will contain a history of provenance / origins, and the amount shared within the world granted by the fictional owner determines the acceleration of digital royalties earned and possibly additional song and video management slots.
[0207] In terms of distribution, certain upcoming popular limited edition songs and / or music videos and videos can be required via a raffle that can contain additional entity loot.
[0208] Limited edition fictional owners can search and connect with others who have similar badge achievements.
[0209] User-generated content (UGC)-related aspects
[0210] A computer system can support UGC aspects throughout the virtual environment music world, where these features accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0211] A computer system that supports users creating graffiti art around the world. Places the user's "<username> was here" message on the walls of the virtual environment world - just like people write their name on bathroom walls. Ability to see other users who have visited the room.
[0212] A computer system that supports users submitting new music for upload and voting by other users.
[0213] A computer system that supports users creating their own music via an artificial intelligence tool (e.g., such as Amper).
[0214] User voice command-related aspects
[0215] A computer system can support aspects of user voice commands throughout a virtual environment music world, where these features accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0216] A computer system that supports using user-controlled voice commands to enable commercial transactions within a virtual environment world.
[0217] A computer system that supports using user-controlled voice commands to enable user expressive actions such as performing dance moves, activating in-world special effects, or making emotional expressions (e.g., love, applause, hearts) within a virtual environment world.
[0218] A computer system that supports using user-controlled voice commands to search for relevant content (e.g., songs and / or music videos, artists, genres, metadata, history, locations, digital merchandise, commerce) within a virtual environment world.
[0219] A computer system that supports using user-controlled voice commands to enable social media interactions and communications within a virtual environment world.
[0220] A computer system that supports using user-controlled voice commands to enable social media searches within a virtual environment world.
[0221] A computer system that supports using user-controlled voice commands to enable transportation (by car, teleportation, portals) within a virtual environment world.
[0222] User room-related aspects
[0223] A computer system can support aspects of personalized user rooms throughout a virtual environment music world, where these features accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0224] A computer system that supports using personalized user rooms that can be decorated according to a user's tastes. Examples of items for personalization include furniture, photos, lighting, rugs, wall colors, etc.; some of which are free, some of which are purchased, and some of which are earned.
[0225] Computer systems are supported that use personalized user dressing rooms that can be stocked according to the user's tastes. Examples of items used in personalization include virtual clothing, wigs, makeup, etc.; some of which are free, some of which are purchased, and some of which are earned.
[0226] Computer systems are supported that use user rooms associated with a guestbook that can be modified / signed by other users that visit the room.
[0227] Computer systems are supported that use user rooms controlled by users to create music-related digital assets such as mixtapes and similar music-related digital assets.
[0228] Computer systems are supported that use user rooms in storing and displaying rewards, badges, and other accolades associated with users that control the user rooms.
[0229] Computer systems are supported that use user rooms in storing and displaying music-related digital assets owned or controlled by users that control the user rooms.
[0230] Computer systems are supported that use user rooms as places where users that control the user rooms can upload and display (for themselves and / or others) their own personal audio, photographic, artistic, video files, and similar user-originated content.
[0231] Computer systems are supported that use user rooms in which users can socialize with other users and virtual characters.
[0232] User status-related aspects
[0233] Computer systems can support aspects of user status throughout the virtual environment music world, where these features accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0234] Computer systems are supported that memorialize user status records for badges earned by users for participating in advertising. For example, users that have earned enough badges can be given the ability to take greater rewards and rights within the virtual environment world. Additionally, users can be able to display badges within user rooms, or search and connect with others that have similar badge achievements.
[0235] A computer system that supports user status records that memorialize badges earned by users for playing games, riding attractions, attending concerts, etc. For example, users who have earned enough badges can be given the ability to take greater rewards and rights within the virtual environment world. In addition, users can be able to display badges within a user room, or search and connect with others who have similar badge achievements.
[0236] A computer system that supports user status records that memorialize badges earned by users for playing music and watching music videos (this is different from the Songkeeper game referenced herein). For example, users who have earned enough badges can be given the ability to take greater rewards and rights within the virtual environment world. In addition, users can be able to display badges within a user room, or search and connect with others who have similar badge achievements.
[0237] A computer system that supports user status records that memorialize badges earned by users for interacting with other users within the world. For example, users who have earned enough badges can be given the ability to take greater rewards and rights within the virtual environment world. In addition, users can be able to display badges within a user room, or search and connect with others who have similar badge achievements.
[0238] User expression-related aspects
[0239] A computer system can support a variety of functions related to enabling user expression features within a virtual environment world system, where these functions accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0240] A computer system that supports creating fictional or non-fictional virtualized environments (e.g., rooms, streets, concert venues, stores) for user expression, including user expression capabilities represented by virtual special effects such as fireworks, light shows, flying objects, and the like generated by a platform administrator of the virtualized environment, a user of the virtualized environment, a collective of users of the virtualized environment, a brand sponsor of the virtualized environment, or a combination thereof.
[0241] A computer system that supports creating fictional or non-fictional virtualized environments (e.g., rooms, streets, concert venues, stores) for user expression, including user expression capabilities represented by virtual user expressions such as configurable user dance moves, expressions, object displays (e.g., sparklers, glow sticks), and the like generated by a platform administrator of the virtualized environment, a user of the virtualized environment, a collective of users of the virtualized venue, a brand sponsor of the virtualized environment, or a combination thereof.
[0242] Computer systems that support the creation of virtualized environments (e.g., rooms, streets, concert venues, stores) for user expressions, both fictional or non-fictional, including user expression capabilities represented by user avatars participating in virtual environments such as captured user avatar selfies generated by a virtualized environment’s platform administrator, a virtualized environment’s user, a collective of virtualized environment’s users, a virtualized environment’s brand sponsor, or a combination thereof, user’s in-environment virtual fly drone image capture, feeding user avatar activity to one or more video screens within a virtual environment (e.g., via fixed location or flying drone swarm cameras), and the like.
[0243] Video room-related aspects
[0244] Computer systems can support video room aspects throughout a virtual environment music world, where these features accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0245] Computer systems that support the use of video rooms that can be designed by theme to show concerts.
[0246] Computer systems that support the use of video rooms that can be designed by theme to show documentary films.
[0247] Computer systems that support the use of video rooms that can be designed by theme to show educational materials.
[0248] Computer systems that support the use of video rooms that can be designed by theme to show photo streams.
[0249] Computer systems that support the use of video rooms that can be designed by theme to show movies.
[0250] Computer systems that support the use of video rooms that can be designed by theme to show TV shows.
[0251] Computer systems that support the use of video rooms that can be designed by theme to show music story experiences.
[0252] Computer systems that support the use of video rooms that can be designed by theme to show sports and e-sports content.
[0253] Virtual wallet-related aspects
[0254] Computer systems can support virtual wallet aspects throughout a virtual environment music world, where these features accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0255] Computer systems are supported that use a virtual wallet that stores and manages music-related digital assets that can be purchased using a credit card or a world- wide virtual currency.
[0256] Computer systems are supported that use a virtual wallet that stores and manages entitlement data for users to purchase within the world (e.g., tickets to an amusement park, rooms, concerts, digital items).
[0257] Computer systems are supported that use a virtual wallet that stores and manages music-related digital assets that are not consumable in nature (such as badges, digital items and goods represented by actual digital items to be viewed and manipulated within the virtual environment world, and digital items and goods represented by actual digital items that cannot be viewed and manipulated within the virtual environment world (e.g., proof of ownership certificates)).
[0258] Miscellaneous aspects
[0259] Computer systems can support a variety of miscellaneous functions throughout the virtual environment music world, where these functions accrue benefits to one or more of the platform, users, content owners and producers, third parties, and advertisers. In this regard, the following are contemplated:
[0260] Computer systems are supported that create a variety of overt and covert wormholes or similar teleportation elements to move throughout the virtual environment world.
[0261] Computer systems are supported that create various room popularity rankings, including but not limited to creating a ranked list of rooms (what are the most popular cities, neighborhoods, rooms, etc.).
[0262] Computer systems are supported that create high resolution audio features (such as high resolution and / or immersive audio rooms). Additionally, in these scenarios, there will be the option to create audio hardware co-branding opportunities.
[0263] Computer systems are supported that create spatial audio customization, with the ability for the platform, artists, users, or other participants to program the audio acoustics of the specific virtual environment space they control or are experiencing. In this regard, there will also be aspects of control derived from one or more of the distance from the space, ceiling, floor, and walls, interior material types, interior openings, objects, and people filling the space.
[0264] Computer systems are supported that create troll rejection tools, whereby a user will have the ability to shut down, mute, or otherwise remove another person within the virtual environment world that is bothering the user. Additionally, these removal actions can be visualized through symbolic actions (explosions, rocket engines / fireworks, dissolving, melting, etc.).
[0265] Computer system that supports the creation of voice that occasionally gives the user tasks or jobs as part of a game or engagement mechanism (e.g., Wizard of Oz style voice or airport style voice with public address system).
[0266] Computer system that supports the creation of "spirit guides" to recommend or guide user engagement. The guides can be in the form of humans (e.g., musicians or historical figures) or non-humans (animals, ghosts, floating art, etc.) and can be selected by the user when they register with the platform. Some spirit guides can be free, earned, or purchased (music related digital assets). It is further envisioned that they can be programmed based on a user's own created profile and driven by artificial intelligence or machine learning technology.
[0267] Computer system that supports the creation of a mobile phone as a user's control center for user experience and virtual world and mimics typical applications on a real-world mobile phone. In this way, a mobile phone found in the virtual environment world will have similar value to a user as they might have in the real world. This customizable virtual mobile phone has the functionality that the user can easily change phone brands / colors / models (e.g., free, or reward / compensation for changing). Similarly, the virtual mobile phone will have other features that mimic other real-world phone elements (such as instances where the user drops the virtualized phone and the virtualized mobile phone screen breaks). The user will then need to spend in-world virtual currency to fix it.
[0268] Computer system that supports the creation of floating chain letters that randomly move across the virtual environment world - you can grab it and write your name or leave a message.
[0269] Computer system that supports the creation of an in-world friend search feature that helps users find existing and new friends by age / gender / location / play list characteristics.
[0270] Computer system that supports the creation of a virtualized geo-location synchronous search feature so that users can find another user's geo-location within the virtual world.
[0271] Computer system that supports the creation of a graffiti artist feature within the virtual environment music world. Users have the ability to draw on common areas, their own room, friends' spaces; and users use free paint, purchased paint, and earned paint.
[0272] A computer system supports the creation of digital artifacts that symbolically represent music to be consumed by a user, with the ability to collect, arrange, distribute, and consume music that presents itself in forms traditionally unassociated with music (as food, drink, pills, herbs, or the like). In these music-related artifacts, metadata and other properties related to the virtual environment music world or elements therein can be embedded.
[0273] FIG. 1 is a flowchart of a method 100 for adjusting a virtual environment using recommendations according to an embodiment of the present disclosure. In FIG. 1 In the embodiment shown in FIG. 1, character information is retrieved from a character database at step 110, where the character information is associated with a character associated with the virtual environment. In one embodiment, the character information includes character appearance information, character location information, and character action information. Profile information is then retrieved from a profile database at step 120, where the profile information indicates one or more profile characteristics and at least one of the profile characteristics is related to music. At step 130, at least a portion of the character information is compared to one or more of the profile characteristics to determine a comparison result. Adjustment information is then generated based on the comparison result at step 140. The adjustment information is sent to a client system over a network at step 150. An adjustment reply is received from the client system over the network at step 160, and information for the virtual environment is adjusted based on the adjustment reply at step 170.
[0274] In one embodiment, the profile information includes an appearance profile characteristic and a music type profile characteristic. In this embodiment, the character information is compared to the profile characteristics includes comparing the appearance profile characteristic to the character appearance information. The comparison result indicates the music type profile characteristic, and the adjustment information indicates a music recommendation related to music. In one embodiment, the appearance profile characteristic indicates clothing. In one embodiment, the music recommendation indicates a song. In one embodiment, the adjustment reply indicates a confirmation to access the song indicated by the music recommendation.
[0275] FIG. 2 is a block diagram of a system 200 for adjusting a virtual environment using recommendations according to an embodiment of the present disclosure. The system 200 includes a processor 220, a character database 230, and a profile database 240.
[0276] In one implementation, the processor 220 retrieves character information from the character database 230, where the character information is associated with a character associated with the virtual environment. In one implementation, the character information includes character appearance information, character location information, and character action information. The processor 220 also retrieves profile information from the profile database 240, where the profile information indicates one or more profile characteristics and at least one profile characteristic is related to music. The processor 220 compares at least a portion of the character information to one or more of the profile characteristics to determine a comparison result. The processor 220 then generates adjustment information based on the comparison result and transmits to the client system 210 over the network. In one implementation, the processor 220 receives an adjustment reply from the client system 210 over the network and adjusts information for the virtual environment based on the adjustment reply.
[0277] In one implementation, the system 200 is a system configured entirely with hardware, including one or more digital signal processors (DSPs), general purpose microprocessors, application specific integrated circuits (ASICs), field programmable gate / logic arrays (FPGAs), or other equivalent integrated or discrete logic circuitry. In another implementation, the system 200 is configured with a combination of hardware and software.
[0278] Further implementations include a method of adjusting a virtual environment using a profile, comprising: retrieving character information from a character database, where the character information is associated with a character associated with the virtual environment, and the character information includes character music information, character appearance information, character location information, and character action information; retrieving profile information from a profile database, where the profile information indicates one or more profile characteristics and at least one profile characteristic is related to music; comparing at least a portion of the character information to one or more of the profile characteristics to determine a comparison result; generating adjustment information based on the comparison result; and adjusting information for the virtual environment based on the comparison result.
[0279] In one implementation, the profile information includes an appearance profile characteristic and a music profile characteristic; comparing the character information to the profile characteristics includes comparing the music profile characteristic to the character music information; the comparison result indicates the appearance profile characteristic; and the adjustment information indicates an appearance adjustment. In one implementation, the appearance profile characteristic indicates a clothing. In one implementation, the music profile characteristic indicates a music artist. In one implementation, the character music information indicates one or more music preferences.
[0280] Additional embodiments include a method of presenting music popularity information for a virtual environment, comprising: retrieving object information from an object database, wherein the object information is associated with one or more objects associated with the virtual environment, and the object information includes object type information and object location information; sending the object information to a client system over a network; retrieving character information from a character database, wherein the character information is associated with a character associated with the virtual environment, and the character information includes character appearance information, character location information, and character action information; sending the character information to the client system over the network; retrieving music information from a music database, wherein the music information includes music audio information and music popularity information; updating the character information based on the music popularity information; and sending the updated character information to the client system over the network.
[0281] In one embodiment, the character action information includes one or more of character facial expression information, character motion information, and character speech information. In one embodiment, the character appearance information includes character clothing information. In one embodiment, the method further includes receiving user music information from the client system, and wherein retrieving the music information from the music database includes using the user music information to retrieve the music information.
[0282] Additional embodiments include a method of presenting music popularity information for a virtual environment, comprising: retrieving object information from an object database, wherein the object information is associated with one or more objects associated with the virtual environment, and the object information includes object type information, object location information, and object music information; sending the object information to a client system over a network; retrieving music information from a music database, wherein the music information includes music audio information and music popularity information; updating the object information based on the music popularity information; and sending the updated object information to the client system over the network.
[0283] In one embodiment, the object music information for an object identifies music that can be presented to a character having a location in the virtual environment within a threshold distance from the object.
[0284] Further embodiments include a method of adjusting music popularity information for a virtual environment, comprising: retrieving object information from an object database, wherein the object information is associated with one or more objects associated with the virtual environment, and the object information comprises object type information and object location information; sending the object information to a client system over a network; retrieving character information from a character database, wherein the character information is associated with a character associated with the virtual environment, and the character information comprises character appearance information, character location information, and character action information; sending the character information to the client system over the network; retrieving music information from a music database, wherein the music information comprises music audio information and music popularity information; sending the music information to the client system over the network; receiving user action information from the client system over the network; and updating the music popularity information based on the user action information.
[0285] In one embodiment, the user action information comprises one or more of user line of sight information, user focus point information, user object interaction information, and user movement information. In one embodiment, the user action information comprises user selection information indicative of a selection of music. In one embodiment, the user action information comprises user search information indicative of a search query for music. In one embodiment, the user action information comprises user sharing information indicative of a request to share a selection of music. In one embodiment, the method further comprises sending the updated music popularity information to a music service server over the network. In one embodiment, the method further comprises: receiving music service information from the music service server over the network; and updating the music popularity information based on the music service information.
[0286] Further embodiments include a method of providing music information for a virtual environment, comprising: receiving a music selection in a virtual environment app executed on a mobile device, wherein the virtual environment app is associated with a virtual environment provided by a server; sending the music selection to the server over a network; receiving music information from the server over the network, wherein the music information comprises music audio information; receiving an audio device selection in the virtual environment app, wherein the audio device selection is indicative of an audio device connected to the mobile device over a local network; and sending the music information to the audio device over the local network.
[0287] Further embodiments include a recommendation from a system (such as by a non-player virtual character avatar of the system) to a real life user of the system, wherein:
[0288] The virtualized environment system observes that:
[0289] a) a virtualized Personal appearance(current and historical), such as related to clothing, body type, gender, tattoos, jewelry, hairstyle or other identifying or expressive features;
[0290] b) the user's virtualized persona within the virtual world Room or home location (current and historical); such as being located within building "x" or house "y";
[0291] c) the user's virtualized persona Room or home appearance (current and historical), such as related to art, lighting, floor type, wall color, furniture type and / or other functional objects (TV, radio, communication device);
[0292] d) the user's virtualized personal room or home Guests (current and historical);
[0293] e) the user's virtualized Friend network within the virtualized world, and the level and type of engagement of this user with their network of friends;
[0294] f) the user's tastes and preferences related to the Virtualized entertainment content (songs, concerts, movies, TV shows, museum exhibits) including but not limited to the types of audio, image and / or video sought, collected and consumed;
[0295] g) the user's tastes and preferences related to the types of Virtualized digital goods sought, collected, earned, purchased and used by the user;
[0296] h) the user's tastes and preferences related to the types of Real-world entity goods Virtualized games sought, collected, earned and purchased by the user in the real world to deliver to such user; and
[0297] i) the user's tastes and preferences related to the types of Personal appearance and activities sought, played and interacted with by the user.
[0298] Thereafter, the virtualized environment system recommends to the user one or more of the following:
[0299] a) automatically recommending to the user in the virtualized environment how to adjust or optimize their virtualized Room or home location system, such as related to clothing, body type, gender, tattoos, jewelry or other identifying or expressive features;
[0300] b) automatically recommending to the user in the virtualized environment how to adjust or optimize any virtualized Room or home appearanceA system of virtual locations; such as being located within building "x" or house "y", or moving a virtualized structure from street "a" to street "b";
[0301] c) Automatically recommend to users in the virtualized environment how to adjust or optimize any virtualized individual within the virtual world. Guests Virtualized Friend network Systems such as those relating to artwork, lighting, flooring type, wall color, furniture type, and / or other functional objects (TV, radio, communication equipment);
[0302] d) Automatically recommend to users in the virtualized environment how to adjust or optimize their experience within the virtualized world. Virtualized entertainment content And the system through which they interact with each other;
[0303] e) Automatically recommend to users in virtualized environments how to adjust or optimize their connections. Virtualized digital goods Systems for accessing and incentivizing (songs, concerts, movies, television programs, museum exhibits), including but not limited to the types of audio, images, and / or video that are searched for, collected, and consumed;
[0304] f) Automatically recommend to users in virtualized environments how to adjust or optimize their data in relation to what users find, collect, earn, purchase, and use. Real-world entity goods A system for related access and incentives;
[0305] g) Automatically recommend to users in virtualized environments how to adjust or optimize their experiences in relation to what users find, collect, earn, and purchase in the real world to deliver to such users. Virtualized games Type-related access and incentive systems; and
[0306] h) Automatically recommend to users in the virtualized environment how to adjust or optimize their virtual world in relation to the world they find, play, and interact with. Personal appearance A system for accessing and incentivizing activities based on their type.
[0307] Another implementation includes the ability of the virtual environment to automatically change based on observed virtualized tastes, behaviors, and relevant characteristics of the system's real-life users. The virtualized environment system observes:
[0308] a) The user's virtualization Room or home location (Current and historical), such as those related to clothing, body type, gender, tattoos, jewelry, or other identifying or expressive characteristics;
[0309] b) The user's virtualized personal information in the virtual world Room or home appearance (Current and historical); such as being located within building "x" or house "y";
[0310] c) the virtualized persona of the user Guests (current and historical), such as related to art, lighting, floor type, wall color, furniture type, and / or other functional objects (TV, radio, communication device);
[0311] d) the virtualized room or home of the user Friend network (current and historical);
[0312] e) the virtualized Virtualized entertainment content of the user within the virtualized world, and the extent and type of the user's engagement with their network of friends;
[0313] f) the tastes and preferences of the user related to the virtualized Virtualized digital goods (current and historical), including but not limited to the types of audio, image, and / or video sought, collected, and consumed;
[0314] g) the tastes and preferences of the user related to the virtualized Real-world entity goods types sought, collected, earned, purchased, and used by the user;
[0315] h) the tastes and preferences of the user related to the Virtualized games Personal appearance types sought, collected, earned, and purchased by the user in the real world for delivery to such user; and
[0316] i) the tastes and preferences of the user related to the virtualized Room or home location and activities sought, played, and interacted with by the user within the world.
[0317] Thereafter, the virtualized environment system responds in one or more of the following ways:
[0318] a) automatically reconfiguring the virtualized Room or home appearance of any non-player character virtualized persona within the world, such as related to clothing, body type, gender, tattoos, jewelry, or other identifying or expressive features;
[0319] b) automatically reconfiguring the virtual location of any virtualized Guests within the virtual world; such as being located within building "x" or house "y", or moving a virtualized structure from street "a" to street "b";
[0320] c) automatically reconfiguring the virtualized Friend network Virtualized entertainment content of any virtualized persona within the world within the virtual world; Virtualized digital goodsSystems such as those relating to artwork, lighting, flooring type, wall color, furniture type, and / or other functional objects (TV, radio, communication equipment);
[0321] d) Automatically reconfigure which non-player characters visit virtualized personal rooms or homes;
[0322] e) Automatic reconfiguration of virtualized in-world users' virtualized virtualization Real-world entity goods How systems can participate with each other;
[0323] f) Automatic reconfiguration and Virtualized games (Songs, concerts, movies, TV shows, museum exhibits) related to user access and incentives, including but not limited to systems for finding, collecting and consuming types of audio, images and / or video;
[0324] g) Automatic reconfiguration of user-found, collected, earned, purchased, and used data. Personal appearance A system for accessing and incentivizing relevant users; and
[0325] h) Automatic reconfiguration with users in the real world to find, collect, earn, and purchase for delivery to such users. Room or home location A system for accessing and incentivizing users based on their type.
[0326] Automatically reconfigure the virtual world that users find, play with, and interact with. Room or home appearance A system for user access and incentives related to the type of activity.
[0327] Guests This is a representation of a computer system 300 and a user 302 according to an embodiment of this disclosure. User 302 uses the computer system 300 to implement a music-themed virtual world management application 390, as per [the relevant information]. Friend network and Virtualized entertainment content Method 100 and system 200 are shown and described in the text.
[0328] Computer system 300 Store and Execute Virtualized digital goods The music-themed virtual world management application 390 is also included. Furthermore, the computer system 300 can communicate with software program 304. Software program 304 may include software code for the music-themed virtual world management application 390. Software program 304 can be loaded onto external media such as a CD, DVD, or storage drive, as will be explained further below.
[0329] In addition, computer system 300 can be connected to a network 380. Network 380 can be connected in various 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 a server 385 that coordinates the engines and data used within music-themed virtual world management application management application 390. Also, network can be different types of networks. For example, network 380 can be the Internet, any variation of a local area network, a wide area network, a metropolitan area network, an intranet or extranet, or a wireless network.
[0330] Real-world entity goods is a functional block diagram illustrating computer system 300 hosting music-themed virtual world management application management application 390 in accordance with an embodiment of the present disclosure. Controller 310 is a programmable processor and controls the operation of computer system 300 and its components. Controller 310 loads instructions (e.g., in the form of a computer program) from memory 320 or embedded controller memory (not shown) and executes the instructions to control the system. In its execution, controller 310 provides a software system for music-themed virtual world management application management application 390, such as enabling the creation and configuration of engines and data extractors within music-themed virtual world management application management application 390. Alternatively, this service can be implemented as a separate hardware component in controller 310 or computer system 300.
[0331] Memory 320 temporarily stores data for use by other components of computer system 300. In one embodiment, memory 320 is implemented as RAM. In one embodiment, memory 320 also includes long-term or permanent memory, such as flash memory and / or ROM.
[0332] Storage 330 stores data either temporarily or long-term for use by other components of computer system 300. For example, storage 330 stores data used by music-themed virtual world management application management application 390. In one embodiment, storage 330 is a hard disk drive.
[0333] Media device 340 receives removable media and reads and / or writes data to the inserted media. In one embodiment, for example, media device 340 is an optical disk drive.
[0334] User interface 350 includes components for accepting user input from a user of computer system 300 and presenting information to user 302. In one embodiment, user interface 350 includes a keyboard, a mouse, an audio speaker, and a display. Controller 310 uses input from user 302 to adjust the operation of computer system 300.
[0335] I / O interface 360 includes one or more I / O ports to connect to corresponding I / O devices, such as external storage or supplemental devices (e.g., a printer or PDA). In one implementation, the ports of I / O interface 360 include ports such as USB ports, PCMCIA ports, serial ports, and / or parallel ports. In another implementation, I / O interface 360 includes a wireless interface for wireless communication with external devices.
[0336] Network interface 370 includes wired and / or wireless network connections, such as an RJ-45 for supporting Ethernet connections or a "Wi-Fi" interface (including but not limited to 802.11) for supporting wireless connections.
[0337] Computer system 300 includes additional hardware and software typical of computer systems (e.g., power, cooling, operating system), but these components are not specifically shown in Virtualized games FIGURE 1 for simplicity. In other implementations, different configurations of computer systems can be used (e.g., different bus or storage configurations or multi-processor configurations).
[0338] FIG. 3A An example of a map of a virtual music world is shown in accordance with one implementation of the present disclosure. In the illustrated implementation, there are three levels including an underground level, a ground level, and an overground level. Each level includes music-themed structures, music-themed roads, music-themed digital features or assets, and non-music-themed digital features or assets. Each level also includes advertisements, non-player characters, and live user avatars. FIG. 1
[0339] While the music-themed virtual environment can take any form (based on real-world locations, fantasy locations, combinations of both), a simple representation of the virtual environment can be found in FIG. 2 FIGURE 1. FIG. 3B It is shown that the virtual environment can be three-dimensional, with a user- explorable space that is ground level, subterranean level, and above ground level. Within this construct, the user can navigate freely or on a permitted basis, and encounter various musical and non-musical thematic elements. In one implementation, the elements can be actual or symbolic in nature, and can manifest as buildings and structures, as well as roads and non-road pathways. Additionally, the virtual environment can be populated by real human users (in the form of in-world avatars), as well as robotic non-player character avatars that possess artificial intelligence or scripts that dictate their behavior within the world. Finally, any variety of musical and non-musical thematic objects and items (representing physical items, sounds, and / or sights) can exist within the virtual environment, and for the purposes of user observation, interaction, collection, consumption, or other manner of singular or combined purpose. Examples of objects and items can be album covers, full songs, posters, digital merchandise clothing, potions, badges, jewelry, coins, or others.
[0340] FIG. 3B FIG. 3B FIG. 4 FIG. 4 FIG. 4 FIG. 4 FIG. 5is a flowchart of a method 500 of user experience of a virtual music world according to an embodiment of the present disclosure. Initially, a user downloads and installs the virtual music world software at step 510. In step 510, an interactive, ever-expanding virtual environment ("computer system") is created that is primarily music-themed, in which users can immerse themselves in experiencing various types of music through the use of virtual environment devices (e.g., computers, game consoles, virtual reality headsets, mobile phones, augmented reality devices) that can convey audio, visual, and tactile musical experiences to one or more virtual environment world users. In the course of this virtual environment engagement, users can interact with other users in a social manner, communicating through text, chat, voice, visual, or similar media. Users can also interact with others not simultaneously present within the virtual environment world, by leaving them messages in various forms, or by sending messages to others entirely outside the virtual environment world (e.g., a text message from within the virtual environment world to a text recipient on a real-world phone outside the virtual environment world). Additionally, the immersive nature of the virtual environment world will enable non-music types of interaction as a complement to the music engagement, including but not limited to brand engagement, consumer purchase engagement of digital and / or physical merchandise (standard issue, user-generated, customizable, or otherwise), video games, scavenger hunts, amusement park rides, games of chance, games of skill, virtual concerts, storytelling experiences, virtual movies, virtual TV shows, virtual sporting events, virtual e-sports events, ownership, customization, and use of virtual property, educational experiences, meditation, health and mindfulness experiences, and the like. To better support these types of diverse activities, the virtual environment world will employ virtual and non-virtual currency systems to facilitate economic interactions between users and among each other, the platform operator itself, and non-user participants in the platform. Similarly, the system will support various engagements of users through various forms of through-line informational cues, in which users can be intelligently directed to learn about features of the system that are explicitly relevant to the tastes and needs of these users (personalized guidance), and in some cases the informational cues can take the form of artificial intelligence avatars (non-personal characters) that present themselves to users as a character in the world with which to interact.
[0341] The user creates an account at step 520 and agrees to terms and conditions at step 530. The user then determines an avatar and a nickname at step 540 and is given in-world tools at step 550. In step 550, various in-world virtual tools (e.g., a walkman, headphones, a mobile phone, a wallet) are introduced immediately to convey: (a) how to listen to music; (b) how to share information / photos; (c) how to navigate the virtual world (a map); (d) how to communicate with others; (e) how to search the world (music, rooms, events, people, rewards); (f) where your wallet is; (g) what is in your wallet (coins, brand loyalty points, brand punch cards, photos, licenses, etc.).
[0342] At step 560, the user selects a Starter Pack of digital merchandise. In step 560, the Starter Pack of digital merchandise (e.g., simple clothing, furniture, music collectibles, expressions) introduces the digital merchandise value proposition immediately and lays the foundation for the user’s ongoing investment rationale (driving users through various monetization channels). The Montreaux music theme value proposition aspect of the music world is conveyed in that it: (a) builds on “real world” assets that are relevant to music in theme; (b) prioritizes the user’s music selection and taste; (c) empowers users to own and / or control scarce music assets and experiences; (d) works intuitively via traditional game play mechanics; and (e) is “free to play” and invites everyone.
[0343] At step 570, the user selects a Starter Song Guardian song or song token. In step 570, the Starter Song Guardian song or song token (e.g., the token is not specifically tied to a song, but instead is redeemable in the Song Guardian area of the virtual world) introduces the Song Guardian value proposition immediately and lays the foundation for the user’s ongoing investment rationale use (driving users through various monetization channels). The Montreaux music theme value proposition aspect of the music world is conveyed in that it: (a) builds on “real world” songs; (b) prioritizes the user’s music selection and taste; (c) empowers users to own and / or control scarce music assets and experiences; (d) works intuitively via traditional game play mechanics; and (e) is “free to play” and invites everyone.
[0344] The description of the disclosed implementations is provided to enable any person skilled in the art to make or use the disclosure. Many modifications to these implementations will be readily apparent to those skilled in the art, and the generic principles defined herein can be applied to other implementations without departing from the spirit or scope of the disclosure. For example, variations to the virtual environment include augmented reality (AR) environments, online environments (MMO, social networks, etc.), and mobile companions to AR / virtual environments. Variations to the content include content other than songs (e.g., videos, images, collections of digital objects, and mixed types). Other variations include editing objects in a collection (e.g., changing, combining, original content) and uniqueness limitations, scarcity. Thus, the disclosure is not intended to be limited to the implementations shown herein but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.
[0345] All features of each of the above-discussed examples are not necessarily required in a particular implementation of the present disclosure. Additionally, it should be understood that the description and drawings presented herein represent a broad conception of the subject matter disclosed. It should also be understood that the scope of the present disclosure fully encompasses other implementations that can become apparent to those skilled in the art and that the scope of the present disclosure is to be accorded the full breadth of the claims appended hereto.
Claims
1. A method of adjusting a virtual environment using a profile, comprising: retrieving character information from a character database, wherein the character information is associated with a character associated with the virtual environment, and the character information includes character appearance information, character location information, and character action information; retrieving profile information from a profile database, wherein the profile information indicates one or more profile characteristics and at least one profile characteristic is associated with music, wherein the profile information includes an appearance profile characteristic and a music type profile characteristic; comparing at least a portion of the character information to one or more of the profile characteristics to determine a comparison result, including comparing the appearance profile characteristic to the character appearance information; generating adjustment information based on the comparison result indicating the music type profile characteristic; sending the adjustment information to a client system over a network, wherein the adjustment information indicates a music recommendation associated with the music; receiving an adjustment reply from the client system over the network, wherein the adjustment reply indicates a confirmation to access a song indicated by the music recommendation; and adjusting information for the virtual environment based on the adjustment reply, wherein the music recommendation is embodied by a non-player virtual character from a music-themed virtual environment.
2. The method of claim 1, wherein: the appearance profile characteristic indicates a clothing.
3. A method of adjusting a virtual environment using a profile, comprising: retrieving character information from a character database, wherein the character information is associated with a character associated with the virtual environment, and the character information includes character music information, character appearance information, character location information, and character action information; retrieving profile information from a profile database, wherein the profile information indicates one or more profile characteristics and at least one profile characteristic is associated with music, wherein the profile information includes an appearance profile characteristic and a music profile characteristic; comparing at least a portion of the character information to one or more of the profile characteristics to determine a comparison result, including comparing the music profile characteristic to the character music information; generating adjustment information based on the comparison result indicating the appearance profile characteristic, wherein the adjustment information indicates an appearance adjustment; and adjusting information for the virtual environment based on the adjustment information, wherein the adjustment information is embodied by a non-player virtual character from a music-themed virtual environment.
4. The method of claim 3, wherein: the appearance profile characteristic indicates a clothing.
5. The method of claim 3, wherein: the music profile characteristic indicates a music artist.
6. The method of claim 3, wherein: the character music information indicates one or more music preferences.
7. A method of presenting music popularity information for a virtual environment provided by a server, comprising: retrieving object information from an object database, wherein the object information is associated with one or more objects associated with the virtual environment, and the object information includes object type information and object location information; sending the object information to a client system over a network; retrieving character information from a character database, wherein the character information is associated with a character associated with the virtual environment and the character information includes character appearance information, character position information, and character action information, wherein the character appearance information enables the server to automatically reconfigure a virtualized appearance of a non-player virtual character avatar of the virtual environment; sending the character information to the client system over the network; retrieving music information from a music database, wherein the music information includes music audio information and music popularity information; updating the character information based on the music popularity information; sending the updated character information to the client system over the network.
8. The method of claim 7, wherein the character action information includes one or more of character facial expression information, character motion information, and character speech information.
9. The method of claim 7, wherein the character appearance information includes character clothing information.
10. The method of claim 7, further comprising receiving user music information from the client system, and wherein retrieving the music information from the music database includes using the user music information to retrieve the music information.
11. A method of adjusting music popularity information for a virtual environment provided by a server, comprising: retrieving object information from an object database, wherein the object information is associated with one or more objects associated with the virtual environment and the object information includes object type information and object position information; sending the object information to the client system over the network; retrieving character information from a character database, wherein the character information is associated with a character associated with the virtual environment and the character information includes character appearance information, character position information, and character action information, wherein the character appearance information enables the server to automatically reconfigure a virtualized appearance of a non-player virtual character avatar of the virtual environment; sending the character information to the client system over the network; retrieving music information from a music database, wherein the music information includes music audio information and music popularity information; sending the music information to the client system over the network; receiving user action information from the client system over the network; updating the music popularity information based on the user action information.
12. The method of claim 11, wherein the user action information includes one or more of user gaze information, user focus information, user object interaction information, and user movement information.
13. The method of claim 11, wherein the user action information includes user selection information indicative of a selection of music.
14. The method of claim 11, wherein the user action information includes user search information indicative of a search query for music.
15. The method of claim 11, wherein the user action information includes user sharing information indicative of a request to share a selection of music.
16. The method of claim 11, further comprising sending the updated music popularity information to a music service server over the network.
17. The method of claim 11, further comprising: receiving music service information from a music service server over the network; updating the music popularity information based on the music service information.
Citation Information
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