System and method for managing usage rights of digital assets across heterogeneous virtual platforms

CN122536092APending Publication Date: 2026-08-07NIKE INNOVATE CV
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
NIKE INNOVATE CV
Filing Date
2025-01-09
Publication Date
2026-08-07

AI Technical Summary

Technical Problem

这些系统和方法使得用户能够从开放市场、资产可移植性和有保障的排他性中受益,同时消除了重复区块链查询和耗时文件传输的需要,并且解决了大量的符合性复杂性问题

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Abstract

Presented are computing systems for transferring digital assets between virtual platforms, methods for manufacturing / using such systems, and digital assets imported / exported by such systems. A method for controlling the transfer of digital assets includes storing a homogenized digital asset on a digital platform in association with a user's personal account. A server computer of the digital platform receives a user request to transfer the homogenized digital asset to another digital platform; in response, the homogenized digital asset is converted to a non-homogenized digital asset by generating a crypto token, assigning the crypto token to the digital asset, and recording the crypto token on a blockchain ledger. The newly minted digital asset is transferred to an intermediary computing node and associated with another personal account of the user. The non-homogenized digital asset is then transferred to the requested digital platform and associated with yet another personal account of the user.
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Description

[0001] Cross-references to related applications

[0002] This disclosure claims the priority interests of U.S. Patent Application No. 18 / 581,363, filed February 19, 2024, and U.S. Provisional Patent No. 63 / 619,225, filed January 9, 2024. Technical Field

[0003] This disclosure relates to computing systems and logic for managing the rights to use digital assets across different platforms, including decentralized and centralized computing environments. Background Technology

[0004] The internet has evolved rapidly over the past few decades, undergoing different phases of transformation driven by emerging technologies. The current phase is often referred to as the Web 2.0 era. Web 2.0 platforms and services are characterized by highly centralized and generally closed ecosystems, with many platforms rapidly gaining popularity through user-generated content, social media, and online gaming applications. A few large tech companies often wield enormous power, controlling vast networks and the data of billions of users. These major networks typically act as walled gardens, serving as gatekeepers while setting rules for participation by users and developers.

[0005] The core architecture of Web 2.0 follows the traditional client-server model, where centralized servers (owned or leased in the cloud) deliver content and services to users. This architecture concentrates data and control in the hands of the platform owner, while users have virtually no ownership or control. In the context of video games, acquired in-game digital assets are typically confined to a specific game or developer platform, and users have little ability to export, trade, or take away what they earn or purchase during gameplay.

[0006] In contrast to this centralized Web 2.0 architecture is the concept of decentralized control and ownership, which is the premise of what is known as "Web 3.0." More specifically, the Web 3.0 architecture aims to decentralize power and asset ownership through the use of public blockchain technology, user marketplaces, and decentralized protocols. By building on public blockchains and peer-to-peer networks, Web 3.0 technologies allow the creation of decentralized applications and services that are not controlled by any single entity. This shifts power from centralized technology companies as intermediaries to users of technology products and services. Related concepts such as self-identity and decentralized autonomous organizations (DAOs) further reinforce the concepts of user control, ownership, and transparency.

[0007] An early application of Web3.0 architecture / technology was the unique registration of digital collectibles or other creative works via unique “tokens” registered on the blockchain. As the name suggests, non-fungible tokens (NFTs) are unique and non-fungible digital assets recorded on the blockchain (“tokenized”) and are typically designed to be resold or traded between different market participants. NFTs are functionally maintained in digital wallets, which are typically controlled directly by the consumer or through a third-party escrow service. This digital wallet provides the consumer with exclusive ownership / holding of the asset, much like physical possession of a real-world object.

[0008] NFTs can be applied to various use cases, including certifying ownership or usability rights to associated or linked assets or content (e.g., music, art, media, avatars / characters, wearables, etc.). For example, an NFT can serve as a digital certificate of authenticity and proof of ownership (or license) for a corresponding digital or physical good (or both, when used in conjunction with an NFC tag attached to / linked to the NFT on a physical object) (such as a pair of shoes or a digital representation of a pair of shoes). An NFT is a digital record with a cryptographic identifier code, stored on an immutable digital ledger (such as a blockchain-type ledger), which can be distributed among many different nodes or ledger-maintaining participants. Such a blockchain ledger uses a cryptographic hash function (CHF) to encode and map selected portions of the NFT record while referencing previous blocks (blocks in the blockchain) to provide continuity of holdings. Therefore, blockchain technology with NFTs can provide users with provenance and ownership / rights credentials that can then be used to “unlock” access to associated licensed content and / or experiences.

[0009] NFTs are digital identifiers that can include various elements such as identifier information (public and private keys), a connection to a blockchain computer-programmed "smart contract" (which (via "minting") assigns NFT ownership to a first owner and manages the process of NFT ownership transfer, use, activation / deactivation, and nature), and metadata. For example, the metadata of a Basic Profile Picture (PFP) NFT might include a title, description, creator attribution, blockchain details (such as a "smart contract" address link, token ID, token standard (e.g., ERC-721 or ERC-1155), chain information (e.g., Ethereum, Polygon, etc.), last update date, secondary royalty rate (e.g., royalties the creator / IP owner is entitled to for licensing the relevant content based on NFT ownership), and functional links (e.g., a Uniform Resource Identifier (URI)) pointing to a digital image stored on a centralized server (e.g., an AWS instance managed by a company) or a decentralized server (e.g., IPFS storage on a blockchain), licensing / legal agreements, etc. As stated above, due to the complexity associated with pushing large amounts of data through the transaction verification process via blockchain, NFT metadata can typically include pointers or references to individual on-chain or off-chain data / digital files, such as licensed content including photos, graphics, videos, and / or audio content. When digital content associated with an NFT is displayed, such as on a user's social media account or in a user's digital wallet, the associated software program can view the metadata and digitally retrieve the associated photos from the referenced file repository for display. For the purposes of this disclosure, the term "NFT" is intended to refer to any tokenized and / or recorded digital collectible or recorded digital asset on a blockchain, and particularly those created pursuant to Ethereum Request for Comments (ERC) 721 or ERC-1155 protocols, or any similar protocols built on Ethereum, Polygon, Solana, Bitcoin, or other networks. The terms "recorded on a blockchain" and "based on blockchain" are used interchangeably.

[0010] Many existing Web 2.0 companies have been reluctant to embrace truly portable NFTs and other Web 3.0 digital assets for logistical and economic reasons. Logically, since NFTs can typically be transferred between digital wallets, it may be necessary to query the blockchain before each use of the asset to ensure the claimed owner still holds a record of the token. This query takes time and can negatively impact the user experience, assuming the transfer is immediately verifiable, which is often not the case. Furthermore, if moving or downloading an NFT or its associated data files is required, companies or users may incur time and money, again affecting the user experience. Finally, many Web 2.0 companies worry about interoperability issues, as tokenized assets gradually become frozen to some extent as their software evolves. Economically, with non-transferable digital assets locked within walled platforms, platform technology companies have complete control. In the case of blockchain-based digital assets, licensing from creators / creative companies and the portability of digital assets across platforms and experience versions can have a significant impact on the economics of technology platform businesses.

[0011] As an example, in traditional video games, if the console system allows the use of in-game NFTs, the console or video game service will need to periodically query the blockchain to ensure that the digital asset is still held by the user (i.e., not transferred or sold on the market). This repetitive querying can burden the network and negatively impact the user's gaming experience. Additionally, many Web3.0 digital assets may not be optimized for in-game use, especially for games released after the initial NFT sale, which can also negatively affect the user experience. Finally, under current technology, there is little to prevent users from importing the same Web3.0 digital asset into multiple games / environments simultaneously, thus compromising the asset's uniqueness. In all these scenarios, solutions need to be created to address creative content licensing, as well as the technology to connect users, accounts, platforms, and digital assets. Summary of the Invention

[0012] The following discusses systems and methods that enable consumers / users to bridge the Web 2.0 and Web 3.0 internet worlds, particularly in conjunction with digital collectibles and / or virtual goods. These systems and methods allow users to benefit from open marketplaces, asset portability, and guaranteed exclusivity, while eliminating the need for repetitive blockchain queries and time-consuming file transfers, and resolving numerous compliance complexities. In some embodiments, this disclosure describes in detail Web 2.5 mediation systems that can be used to bridge user access to creative digital assets across open platform Web 3.0 environments and more closed Web 2.0 environments, prioritizing stability and speed over openness.

[0013] For the purposes of this disclosure, Web3.0 digital assets can be interchangeably referred to as blockchain-based or blockchain-recorded digital assets, cryptographic digital assets, tokenized digital assets, or simply NFTs. Whether recorded on a public blockchain, a private blockchain, or other similar distributed ledger technology, these Web3.0 digital assets remain the proprietary property of the end-user / client (and typically include a license to the creative content associated with the “token” or digital asset). Conversely, Web2.0 digital assets (often locked within Walled Gardens digital platforms) can be interchangeably referred to as virtual goods (VGOOD) or non-blockchain digital assets. Each of the different Web2.0 and Web3.0 terms can be used to refer to the common “digital asset” or “digital collectible,” but may differ in the form in which the digital asset is registered / recorded.

[0014] Enabling interoperability between consumer choice and both Web 2.0 and Web 3.0 ecosystems in the manner described in this paper can help increase consumer choice, including user access to secondary markets for digital assets. The disclosed features also make it easier for users to integrate with Web 2.0 video games to unlock corresponding virtual goods within third-party gaming environments, without requiring a digital wallet or digital wallet connection to retrieve / unlock NFTs.

[0015] Generally, this system may include an intermediary "host" system / platform that maintains multiple member accounts within a software environment. When a user corresponding to one of these member accounts wants to import an NFT into the software environment, the system can receive it and immediately destroy or otherwise suspend the NFT. Simultaneously with the transfer of the NFT from the user, the system can create a corresponding Web 2.0 virtual good and associate it with that user's member account. If the user wishes to withdraw the virtual good from the software environment (e.g., to trade the digital asset as an NFT on an open market), the virtual good can be minted or otherwise returned to the user in the form of an NFT, while the corresponding Web 2.0 virtual good is simultaneously deleted from the user's member account.

[0016] While this technology enables consumers to choose between, move between, and / or interact with Web 2.0 and Web 3.0 ecosystems, in some embodiments, it is important for the Web 2.5 server (i.e., the “hosting platform”) not to actually hold the user’s NFTs through custodial control (i.e., providing custodial wallet services by holding NFTs on behalf of the consumer or directly accessing the consumer’s private cryptographic keys). By not exercising custodial control or holding of NFTs, intermediary companies can reduce their custody, compliance, and / or trust risks, without having to report the asset as a liability on their books.

[0017] Once a virtual item is created within a hosting platform and associated with a membership account, the hosting platform can also be configured to facilitate its use in participating video games, user experiences, or other third-party (“Platform Partner”) applications. While in some embodiments the hosting platform may send the virtual item and its associated data files entirely to the third party, moving large data files associated with virtual items (such as 3D virtual game skin models) is generally undesirable because different versions of the files may exist on different platforms, any file transfer inherently involves latency, and large file transfers can consume significant bandwidth for the relevant parties. Instead of requiring platform-to-platform transfer of virtual item data files, in some embodiments, digital assets can be encoded with access rights that can be queried to unlock the associated, but not the, virtual item within the third-party platform. To facilitate this unlocking, the hosting platform can enable consumers to associate their membership accounts on the hosting platform with virtual item files stored on the partner game platform. Consumers can then unlock the virtual item files through their associated membership accounts on the hosting platform for use on the third-party game platform. In this context, third-party gaming platforms are prevented from accessing (“unable to know”) the form in which assets exist on the hosting platform website (e.g., regardless of whether the user’s underlying digital assets are in the form of Web 3.0 NFTs or Web 2.0 VGOODs).

[0018] In some non-limiting instances, a digital asset (or "object") may represent a physical good, a digital image or design rendering of a physical good, a digital collectible, a two-dimensional (2D) or three-dimensional (3D) design rendering or design file that may be suitable for future production, a virtual representation of an object that is not currently intended for physical creation / production, or any combination thereof. To further enhance customer engagement and brand awareness, in some embodiments, the visual representation and other attributes of a digital asset may be altered or modifiable by the user, and the user may import and export digital assets (or the right to access such digital assets) across a wide range of heterogeneous virtual platforms. For example, the visual characteristics of digital shoes or clothing may be adjusted, or access to them may be unlocked, for transfer to and use within a virtual platform (VP) environment (such as virtual reality (VR), augmented reality (AR), or video game (VG) environments).

[0019] This paper presents, through examples rather than limitations, crypto-digital assets protected by a blockchain ledger of transaction blocks. These digital assets can function solely as limited-edition digital collectibles, or, if desired, link real-world products (such as physical shoes) with digital collectibles (such as digital shoes). For instance, when a consumer purchases a pair of real physical shoes (commonly known as "kicks"), a digital representation of the shoe can be generated or retrieved, linked to the consumer, and minted into crypto tokens (e.g., NFTs). In this example, the digital shoe and the crypto tokens can collectively represent a "digital collectible" and be referred to as "CryptoKick" (CryptoKickS®). The digital representation can include 2D or 3D digital renderings, computer-generated avatars, or artistic renderings of the shoe. The digital asset can be recorded as an NFT protected by crypto-protected blocks containing transaction timestamps, transaction data, and hash pointers that serve as links to previously recorded blocks in the decentralized blockchain (e.g., the genesis block or previous transaction blocks). Using digital assets, creators and / or owners can securely trade or sell the physical shoe, trade or sell the digital shoe, store the digital shoe in a crypto wallet or other digital blockchain locker, mix or alter the digital shoe, and / or customize the mixed / modified shoe into a new physical shoe (e.g., subject to a predetermined set of rules for acceptable shoe manufacturability defined by the manufacturer).

[0020] In another instance, when a consumer purchases a pair of physical or digital shoes, the digital representation of the shoe can be retrieved from a database of existing digital representations of the shoe, assigned a crypto token (e.g., an NFT) / associated with the crypto token, and combined with a license to that digital representation. The digital representation of the shoe and the associated token with the license can be collectively referred to as a “digital collectible.” Alternatively, the digital collectible can be sold to the consumer first, and then a pair of physical shoes can be ordered and linked to CryptoKick (via an NFC chip or other connectivity / security technology), thereby associating it with the consumer / owner. The crypto assets can be “protected” on a decentralized blockchain by cryptographically protected blocks containing transaction timestamps, transaction data, and hash pointers as links to the relevant blocks. Utilizing features or experiences involving crypto assets, the owner can securely transfer, trade, or sell the physical and / or digital shoes, store the digital shoes in a crypto wallet or other digital blockchain locker, and / or customize the digital shoes into a new physical pair as described herein.

[0021] Minting new crypto assets or unlocking existing crypto assets and associated digital images / content can be activated in a variety of ways. For example, when a person purchases a pair of physical shoes from a registered seller, the physical shoe's unique (e.g., 10-digit) Physical Shoe Identifier (ID) code can be linked to the buyer's unique (e.g., 42-digit) Owner ID code. An access hint with a unique (e.g., 64-digit) key can be incidentally issued to the digital crypto wallet account associated with the Owner ID code so that the buyer can retrieve the digital shoes using crypto tokens; the key, tokens, and digital shoes are assigned to the Owner ID code. For example, a first Ethereum Request for Comments (ERC) 721 or ERC-1155 token can be granted for authenticating and trading the physical shoes, and a second ERC-721 / ERC-1155 token can be granted for owning, modifying, and trading the digital shoes. Appropriate crypto tokens can be assigned to both the physical shoes and the crypto assets; alternatively, a single crypto token can be assigned to both the physical shoes and the digital assets. In addition to requiring the purchase of physical goods or as a substitute, cryptographic digital assets can be minted or unlocked in response to a user completing one or more predefined tasks, participating in one or more predefined events, or reaching one or more predefined states. In some embodiments, digital assets can be purchased directly from another user or issuing company.

[0022] In at least some applications, digital assets may contain attribute information that defines the visual, auditory, and / or other representational characteristics of the asset, as well as certain rights or conditions of use. Attribute information may represent the content, size, color, style, fixity, reference, origin, context, etc. of the digital asset and may be coordinated according to predefined rules governing changes to the digital asset. The right to use a digital asset may depend on any one or more of the following: (1) the current or initial virtual environment and its associated effects; (2) the anticipated or future virtual environment and its associated effects; (3) time-related restrictions (e.g., the asset can only be used within 30 days, or cannot be modified after a 30-day window); (4) restrictions set by the creator (e.g., the asset can only be used on a specified platform, or only limited characteristics of the asset can be modified); (5) destination-specific restrictions (e.g., restrictions imposed by the game creator on the asset type and / or asset modifications); (6) source-specific restrictions (preset maximum number of uses and / or number of modifications), etc. Some optional features may also include: a consignment rule set that defines the actions and services that a third-party entity holding but not owning the digital asset can take / provide; a destination rule set that defines the ability of the desired destination platform to make / use / modify the digital asset; a manufacturer rule set that contains manufacturing restrictions that define the options and permissible modifications to the digital asset; and a physical product rule set that defines the ability of each subsequent owner of the digital asset to modify the digital asset based on the original real-world goods (e.g., via an encryption key to the original associated virtual product), etc.

[0023] The following also discusses systems, methods, and logic for managing the selective export and import (or unlocking of rights to access / use digital assets) of digital assets from an initial “source” or “origin” platform to a second “endpoint” or “destination” platform. In a non-limiting instance, a digital asset (e.g., a non-tokenized virtual good (VGOOD)) is created on a source (centralized) digital platform computing environment (e.g., as a recorded asset / ID) and assigned to an initial user or the administrator / owner (e.g., creator or company) of the source (centralized) platform computing environment. The initial user can execute a transfer (export) operation of the VGOOD digital asset from the source centralized digital platform to a digital wallet in the destination (decentralized) digital platform computing environment via an NFT request minted from a smart contract and recorded on the blockchain. For example, the source (centralized) digital platform can receive a request from the initial user to export the digital asset or unlock access rights to the digital asset or related assets on the destination platform. Upon receiving the request, the source (centralized) digital platform can responsively prompt the user to approve the asset conversion, or it can automatically convert the asset without the user's approval.

[0024] To convert assets, the source (centralized) digital platform can initiate a smart contract to mint an NFT (recorded on the blockchain) using metadata that associates the NFT with the digital asset and a set of digital licenses / usage rights governing the use of the asset (e.g., its content). After the NFT is minted into the user's designated digital wallet, the VGOOD on the source centralized digital platform is deleted. If the initial user wishes to return the NFT as VGOOD to the source centralized digital platform, they can convert the digital asset back to VGOOD assigned to their centralized platform account, for example, by choosing to destroy the NFT (sending the NFT to a destruction wallet) or transferring the NFT (and therefore ownership, not its managed custody) to a digital wallet managed by a representative of the source (centralized) digital platform.

[0025] In another non-restrictive instance of managing the right to use digital assets across different virtual platforms and computing environments, a user may choose to request the unlocking of access rights to digital assets on a digital platform. To execute a user's request to unlock access rights on a digital platform, a member account on the source-centralized digital platform can be linked / connected to the member account on the digital platform from which the user wishes to unlock access rights. The source-centralized digital platform can determine a user's ownership of the digital asset by having VGOOD in the user's member account or by checking the ownership of the NFT via a digital wallet connected to the source-centralized digital platform and linked to the user's member account on that platform. In this way, the source-centralized digital platform acts as a mediator, arbitrating the timing, manner, and compliance of the rights to use the digital asset on the digital platform in cooperation with the entity operating the source-centralized digital platform. For example, the source-centralized digital platform may confirm that the asset complies with both the originator's (first) rule set (e.g., confirming ownership and the right to unlock the digital asset) and the partner platform's (second) rule set (e.g., confirming asset compatibility and compliance with game environment restrictions). After confirming compliance, the user can be allowed to "unlock" the right to use the digital asset on the partner platform.

[0026] This allows consumers to choose between Web 2.0 digital assets (VGOODs on centralized digital platform computing environments) and Web 3.0 digital assets (NFTs stored in consumer digital wallets on decentralized computing environments), providing them with access to the benefits and opportunities of both decentralized and centralized computing. These benefits can include "unlocking" the right to use digital assets within Web 2.0 and Web 3.0 platform partners, as well as trading NFTs on Web 3.0 secondary markets. Additionally, with the source (centralized) computing digital platform acting as a "mediator," Web 2.0 platform partners are no longer involved in consumers' choice of digital assets (VGOODs or NFTs), thus enabling a seamless connection between brand / IP owners (the source / creator of digital assets) and platform partners. This also allows consumers / holders of brand / IP digital assets to access the benefits of "unlocking" rights within the traditional Web 2.0 "walled garden" of centralized computing digital platform partners.

[0027] Various aspects of this disclosure relate to methods for providing, modifying, and transferring digital assets between heterogeneous virtual platforms. In an example, a method for controlling the import and export (collectively, “transfer”) of digital assets is presented. This representative method, in any order and in any combination with the features and options disclosed above and below, includes, for example, storing VGOOD (first) digital assets associated with a user's registered (first) personal account via a resident or remote storage device of a host (first) digital platform; for example, receiving a request from a user to transfer VGOOD to a destination (second) digital platform via a server computer of the host digital platform, for example, the destination (second) digital platform being separate from the host platform and operating under different operating parameters; for example, in response to receiving an asset transfer request, converting VGOOD into NFT (second) digital assets via a server computer (directly or via a provider) by generating crypto tokens, assigning crypto tokens to NFTs, and recording crypto tokens on a blockchain transaction block; for example, transferring NFTs from the host digital platform to an intermediate computing node via a distributed computing network via a server computer (directly or via a provider), and incidentally associating the transferred assets with another (second) registered personal user account of the user; and transferring NFTs from the intermediate computing node to the destination platform, and incidentally associating the transferred assets with yet another (third) registered personal account of the user hosted by the destination platform.

[0028] Other aspects of this disclosure relate to decentralized computing systems having accompanying control logic for minting, modifying, and exchanging blockchain-protected digital assets and / or the rights of use associated with such digital assets. As an example, a decentralized computing system for automating the transfer of digital assets across discrete platforms is presented. The decentralized computing system includes: a server database that provides a host digital platform and optionally stores the digital assets; and communication devices that communicatively connect the host platform to the destination digital platform, for example via an intermediate computing node through a distributed computing network. The computing system also includes server-level (middleware or backend) computers interconnected with the server database and the communication devices.

[0029] Continuing the previous example, the server computer is programmed, for example, to execute firmware and software residing in a server database to store VGOOD in the storage device and simultaneously associate the VGOOD with a user's registered account on the host platform. The server computer then receives a request from a user to transfer the VGOOD to a destination platform; in response, the VGOOD is converted into an NFT. This conversion process may include generating cryptographic tokens (e.g., selecting type, blockchain, wallet, etc.), assigning the tokens to new digital assets (e.g., creating identification codes, metadata, etc.), and recording (tokenizing) the cryptographic tokens on a blockchain transaction block. The newly minted digital asset is then transferred from the host platform to an intermediate computing node, and the transferred asset is associated with the user's intermediate platform account. The server computer can then request to transfer the NFT from the intermediate computing node to the destination platform, simultaneously associating the transferred asset with the user's account on the destination platform.

[0030] Another aspect of this disclosure relates to a non-transitory computer-readable medium (CRM) storing instructions executable by one or more processors of one or more controllers on a computing system network. When executed by at least one of the one or more processors, these instructions cause at least one of the one or more controllers to perform operations including: storing a first digital asset having a first digital construct in a first memory device of a first digital platform, and thereby associating the first digital asset with a first user account of a first user; receiving a first transfer request from the first user to transfer the first digital asset to a second digital platform; in response to receiving the first transfer request, converting the first digital asset into a second digital asset having a second digital construct different from the first digital construct, the conversion including generating a cryptographic token, assigning the cryptographic token to the second digital asset, and recording the cryptographic token on a transaction block of a blockchain; transferring the second digital asset from the first digital platform to an intermediate computing node via a distributed computing network, and thereby associating the second digital asset with a second user account of the first user; and requesting a transfer of the second digital asset from the intermediate computing node to the second digital platform, and thereby associating the second digital asset with a third user account of the first user.

[0031] This disclosure also relates to methods for managing digital rights to digital assets. A representative method for managing digital asset rights, in any order and in any combination with the features and options disclosed above and below, includes: retrieving a digital asset from a storage device of a first digital platform, the digital asset having an associated asset content file and a set of digital usage rights; receiving a transfer request from a user's computing device via a server computer of the first digital platform to export the asset content file or a derivative file of the asset content file to a second digital platform; in response to receiving the transfer request from the user, creating an NFT token for the digital asset, creating a transaction block including recording the crypto token on a blockchain, and storing the crypto token in a digital wallet maintained by a digital wallet platform different from the first digital platform; and after creating the crypto token, transferring the asset content file or a derivative file of the asset content file from the first digital platform to the second digital platform via a distributed computing network based on one or more usage rights from the set of digital usage rights.

[0032] Another representative method for managing digital rights to digital assets, in any order and in any combination with the features and options disclosed above and below, includes: receiving a transfer request from a user's computing device via a server computer of a first digital platform to import a digital asset from a second digital platform to the first digital platform, the digital asset having a set of digital usage rights and asset content files associated therewith; retrieving an NFT associated with the digital asset and recorded on a blockchain transaction block from a digital wallet maintained by a digital wallet platform different from the first digital platform; destroying the cryptographic token of the digital asset in response to receiving the transfer request to import the digital asset; and after destroying the cryptographic token, transferring the digital asset from the second digital platform to the first digital platform via a distributed computing network based on one or more usage rights from the set of digital usage rights.

[0033] Another representative method for managing digital rights to digital assets, in any order and in any combination with the features and options disclosed above and below, includes: receiving a transfer request from a user's computing device via a server computer of a first digital platform to export a digital asset from a file repository system to a second digital platform, the digital asset having a set of digital usage rights and asset content files associated with it; retrieving an NFT associated with the digital asset and recorded on a blockchain transaction block from a digital wallet maintained by a digital wallet platform different from the first digital platform; destroying the cryptographic token of the digital asset in response to receiving the transfer request to export the digital asset; and after destroying the cryptographic token, transferring the asset content files of the digital asset or derivative files of the asset content files to the second digital platform via a distributed computing network based on one or more usage rights from the set of digital usage rights.

[0034] Another representative method for managing digital asset rights, in any order and in any combination with the features and options disclosed above and below, includes: importing a digital asset with a set of digital usage rights and asset content files associated with it to a first digital platform via a distributed computing network; destroying an NFT associated with the digital asset and recorded on a blockchain transaction block in response to the import of the digital asset; linking a user's account to a digital asset record created for the digital asset on the first digital platform via a server computer of the first digital platform; linking the user account to a Video Game (VG) partner platform provided on a second digital platform; activating an asset badge containing an unlock code via the server computer, the unlock code enabling access to one or more of the set of digital usage rights of the digital asset; and sending the unlock code from the first digital platform to the second digital platform via a distributed computing network, thereby enabling the user to access the VG asset associated with the digital asset in the VG partner platform.

[0035] For any publicly disclosed system, method, CRM, and digital asset, the server computer can automatically close the user's account on the host digital platform in response to transferring an NFT to an intermediate compute node. Alternatively, the server computer can automatically remove VGOOD from the host platform in response to transferring an NFT to an intermediate compute node. In some system architectures, the intermediate compute node is a digital wallet platform, and the intermediate node user account is a digital cryptographic wallet that supports the NFT. In a more specific instance, the digital cryptographic wallet can be in the form of a self-identified identity (SSI) digital wallet, which operates through a software application that connects to an encrypted database and stores a set of user credentials and keys indicating the user's self-identity.

[0036] For any of the publicly disclosed systems, methods, CRMs, and digital assets, the server computer of the host platform can receive an import (second) transfer request to transfer an NFT from a destination platform and / or intermediate computing nodes to the host platform. In response to receiving this new transfer request, the server computer can directly or indirectly convert the NFT back to VGOOD through a vendor or requesting user. In this case, converting the NFT to VGOOD may include destroying (e.g., disabling personal access / ownership) the cryptographic tokens assigned to the NFT. After destroying the NFT, the host system server computer may, for example, receive the new "deminted" digital asset from the destination platform or intermediate node and store it in the host system's memory. Destroying the cryptographic tokens may include sending the cryptographic tokens (i.e., the token's private key) to an inaccessible digital wallet or an unavailable blockchain address.

[0037] For any of the publicly disclosed systems, methods, CRMs, and digital assets, the intermediate computing node includes a Web 2.5 intermediary platform capable of arbitrating the transfer of digital assets between a host and a destination digital platform. In this case, the server-level computer of the Web 2.5 intermediary platform can determine whether the asset transfer request conforms to a predefined host rule set established by the host platform. Similarly, the server-level computer of the Web 2.5 intermediary platform can determine whether the asset transfer request conforms to a predefined destination rule set established by the destination platform. In any of the foregoing cases, such as transferring digital assets to / from a host and destination platform via an intermediate node, it may be in response to confirmation that the transfer request conforms to the rule sets of the host platform and / or the destination platform.

[0038] For any of the publicly disclosed systems, methods, CRM, and digital assets, the host digital platform can be a hybrid centralized / decentralized Web 2.5 virtual goods platform, and VGOOD can be an intangible virtual good. In this case, the destination digital platform can be a Web 2.0 or Web 3.0 online gaming platform. As an alternative, the destination platform can include one or more video game environments, one or more virtual reality environments, and / or one or more augmented reality (AR) environments. It may be desirable that the host platform is owned and operated by a host (first) entity, the intermediate nodes are owned and operated by a middleware (second) entity distinct from the host entity, and the destination platform is owned and operated by a destination (third) entity distinct from the other two entities.

[0039] The foregoing summary does not represent every embodiment or aspect of this disclosure. Rather, it provides only a summary of some novel concepts and features set forth herein. The foregoing features and advantages, as well as other features and incidental advantages, of this disclosure will become apparent from the following detailed description of illustrative examples and representative modes for carrying out this disclosure when considered in conjunction with the accompanying drawings and appended claims. Furthermore, this disclosure expressly includes any and all combinations and sub-combinations of the features presented above and below. Attached Figure Description

[0040] Figure 1 The illustration is a perspective view of representative footwear products associated with digital assets protected by crypto tokens, which are protected by a blockchain ledger.

[0041] Figure 2 This is a schematic diagram of a representative distributed computing system for accessing, modifying, and transferring digital assets across heterogeneous digital platforms, based on various aspects of this disclosure.

[0042] Figure 3 This is a schematic diagram of a representative decentralized computing system architecture for generating, enhancing, and importing / exporting encrypted digital assets, based on various aspects of this disclosure.

[0043] Figure 4 This is an illustration of a representative graphical user interface (GUI) of a personal computing device according to various aspects of this disclosure, illustrating a user-selectable digital badge library including badges for unlocking digital assets that can be obtained and / or transferred to third-party platforms.

[0044] Figure 5 This is a schematic diagram illustrating a representative blockchain-protected digital asset according to various aspects of this disclosure, which includes an underlying digital asset, a set of asset usage rights, and at least one unlocking feature.

[0045] Figure 6 This is a schematic diagram of a representative distributed computing network for unlocking the right to use underlying digital assets of blockchain-protected digital assets across heterogeneous digital platforms, according to various aspects of this disclosure.

[0046] Figure 7 This is a schematic diagram illustrating a representative system framework, according to various aspects of this disclosure, that enables users to select Web 2.0 and Web 3.0 ecosystems, move between them, and / or interact with them.

[0047] Figure 8 This is a schematic diagram illustrating a representative decentralized and distributed computing network for unlocking digital assets and / or user rights to digital assets across heterogeneous digital platforms, according to various aspects of this disclosure.

[0048] Figure 9 This is an illustration of how users, according to various aspects of this disclosure, unlock the right to use virtual goods and / or virtual goods on digital partner platforms for their own use.

[0049] This disclosure can be modified and substituted in various ways, and some representative embodiments have been illustrated by way of example in the accompanying drawings and will be described in detail below. However, it should be understood that the novel aspects of this disclosure are not limited to the specific forms illustrated in the drawings listed above. Rather, this disclosure covers all modifications, equivalents, combinations, sub-combinations, arrangements, groupings, and substitutions that fall within the scope of this disclosure, for example, as covered by the appended claims. Detailed Implementation

[0050] This disclosure allows for numerous different forms of embodiments. Representative examples of this disclosure are shown in the accompanying drawings and will be described in detail herein. It should be understood that these representative examples are provided as illustrations of the disclosed principles and not as limitations on the broad aspects of this disclosure. In this sense, elements and limitations described in the abstract, technical field, background, summary, and detailed implementation sections but not expressly set forth in the claims should not be incorporated, individually or collectively, by implication, inference, or otherwise, into the claims. Furthermore, the use of terms such as "first," "second," "third," etc., in the specification or claims is not in itself intended to set sequential or numerical limitations; unless otherwise specifically stated, these designations are intended to facilitate reference to similar features in the specification and drawings and to distinguish similar elements in the claims.

[0051] For the purposes of this detailed description, unless explicitly waived: the singular includes the plural, and vice versa; the words “and” and “or” should be conjunctions and separators, respectively; the words “any” and “all” both mean “any and all”; and the words “including,” “comprising,” “having,” “containing,” etc., should each mean “including but not limited to.” Furthermore, approximate words such as “about,” “almost,” “basically,” “approximately,” etc., may be used herein in the sense of, for example, “at, near, or close to” or “within 0 to 5%” or “within acceptable manufacturing tolerances” or any logical combination thereof. Finally, directional adjectives and adverbs, such as front, back, inner, outer, proximal, distal, vertical, horizontal, top, bottom, front, back, left, right, etc., may refer to footwear articles worn on a user’s foot and, for example, operatively oriented such that the ground-joint portion of the sole structure is in place on a flat surface.

[0052] Various aspects of this disclosure relate to computer-generated digital / virtual assets, such as collectible digital shoes (e.g., “CryptoKicks” or “CK”), in some cases where computer-generated digital / virtual assets may be protected and / or uniquely identified by cryptographic tokens and may be associated with and / or distributed with real-world physical products (such as tangible shoes). In some applications, digital assets may not be associated with or distributed with real-world physical products, but rather with 2D or 3D design files (such as CAD models, graphic renderings, images, videos, or drawing packages) that can be used to construct or otherwise represent physical products.

[0053] For example, companies can use various digital assets to understand consumer trends and preferences in real time. For instance, a company can create multiple manufacturable designs with different textures, shapes, colors, etc., and distribute them as digital assets on one or more digital platforms. It can then monitor the popularity, value, demand, and / or virtual usage of different product designs and textures. By doing so, companies can gain valuable insights into the real-time demand for their products, which can be helpful in prioritizing designs for future manufacturing.

[0054] For example, digital assets can be created and distributed for brand promotion purposes. Digital shoes can be created, for example, in a pre-set and / or controlled limited quantity and distributed as part of a promotion, event, game, or competition. For example, spectators of a professional sporting event (e.g., a home opening match) can be granted the right to acquire one unique digital asset from a limited number of unique digital assets, each unique digital asset being individually protected via its own crypto token.

[0055] As used herein, “digital asset” can refer to any computer-generated virtual object, including digital footwear, apparel, headwear, eyeglasses, avatars, pets, images, sounds, videos, etc. In contrast, the term “crypto-digital asset” or “NFT” can refer to a digital asset protected by a unique, non-fungible token (“token”) registered and verified on a blockchain platform or otherwise registered in an immutable database. Furthermore, all references to “CryptoKicks” and its variants in this disclosure should be understood as merely examples of digital assets and should not be limited to footwear alone. All such references should be understood to equally apply to apparel (e.g., “CryptoThreads”), headwear (e.g., “CryptoLids”), and sports equipment (e.g., “CryptoGear”) or other such digital assets.

[0056] Typically, digital assets (including both NFTs and VGOODS) can comprise virtual objects with attribute information that defines the asset's visual, auditory, and / or other representational characteristics, as well as certain accompanying rights or conditions of use. In some cases, these attributes can be represented or derived, at least in part, from encrypted alphanumeric strings that may be associated with the digital asset. For example, in the context of footwear, each digital asset can comprise a virtual object resembling a digital art version of a sneaker. The provided digital shoe attributes can then include properties describing the digital shoe, such as style, material, family, popularity, color scheme, future attributes, brand, model, pattern scheme, image background, etc. In some embodiments, the initially created digital asset, and particularly NFTs, may include metadata representing the attributes of the accompanying physical shoe in its record.

[0057] In some implementations, a user's digital assets can be exported from a hosting platform or an NFT-enabled crypto wallet and imported into one or more third-party digital platforms. For example, CryptoKick, CryptoThread, or CryptoLid can be converted into downloadable graphical "skins" that can be imported into an online VG platform and "worn" by a user-developed and / or controlled video game character. For instance, if a user is active in a basketball video game, CryptoKick can be imported into that game and worn by the user's player or team. When CryptoKick is imported into a video game, its various attributes may alter the abilities / level of the user character equipped with that asset. In one instance, a user character's attributes may be positively (or negatively) affected by rarity (or abundance), exclusivity (or commonality), trademarked name (or generic brand / model), and / or the unique attributes of the imported digital assets. For example, a rare CryptoKick might grant better jumping ability or lateral speed, a rare CryptoThread might grant better strength or speed, and a rare CryptoLid might grant better vision.

[0058] In other embodiments, the host system may not export Cryptokick specifically to the VG platform. Instead, it may convey the access rights associated with Cryptokick to the VG platform, where these access rights can be received and used to unlock the video game or the corresponding digital asset within the VG platform. This strategy reduces the need to transfer large data files between platforms, which could lead to speed and performance degradation and negatively impact the user experience.

[0059] Referring now to the accompanying drawings, in which the same reference numerals in several views denote the same features, Figure 1The illustrated footwear article 10 is generally designated as 10 and, for the purposes of discussion, is described herein as a sneaker or "sneaker." The illustrated footwear article 10 (also referred to herein as "footwear" or "shoes" for brevity) is merely an exemplary application of the novel aspects and features of the invention that can be practiced. In an example, the illustrated footwear article 10 may be linked to or similar to a digital image created for CryptoKick. Similarly, implementations of the concept for digital shoes and crypto tokens for footwear should also be understood as representative implementations of the concepts of this disclosure. Therefore, it will be understood that aspects of this disclosure can be used for any logically related consumer product or tangible good, can be backed by various decentralized blockchain ledgers, and can be implemented by various distributed computing networks. As used herein, the terms "shoes" and "footwear" (including their various variant forms) are used interchangeably and synonymously to refer to any suitable type of clothing worn on the human foot. Finally, the features presented in the figures are not necessarily to scale and are provided for illustrative purposes only. Therefore, the specific and relative dimensions shown in the accompanying drawings should not be interpreted as limiting.

[0060] Generally speaking, Figure 1 Each element, panel, section, material, and physical property of the footwear 10 shown can be rendered or defined individually in the digital CryptoKick. For example, high-resolution digital images (e.g., 300+ DPI), artistic digital renderings, or 3D image files can be exported from the footwear 10 and stored in a suitable image file format (e.g., JPEG XL, Vector, etc.). These visual creations can be referenced in the metadata via pointers to the file locations. Furthermore, these properties can be similarly reflected in the metadata of the corresponding NFT that has been minted and assigned to [the device / entity]. Figure 1 The digital assets corresponding to footwear category 10.

[0061] Figure 2This is a schematic illustration of an exemplary distributed computing network, generally indicated by 30, with accompanying control logic for accessing, modifying, and transferring blockchain-enabled digital assets. User 11 is shown communicatively connected to a remote host system 34 (e.g., the NIKE® .SWOOSH® platform) and / or a cloud computing system 36 (e.g., an NFT-enabled digital wallet platform or a Web 2.5 asset exchange arbitration platform) via a wireless communication network 38. While the illustration shows a single user 11 communicating with a single host system 34 and a single cloud computing system 36 via the distributed computing network 30, it is conceivable that any number of users can communicate with any number of remote computing nodes appropriately equipped for exchanging information and data across the distributed network. Wireless data exchange between user 11 and the remote computing nodes on the distributed computing network 30 can occur directly, for example, through direct communication between the host system 34 / cloud computing system 36 and the user device 39 (e.g., the user's smartphone 40, smartwatch 42, or other suitable personal computing device), or indirectly, for example, through all communication between user 11 and other computing nodes routed via the host system 34. As discussed herein, the terms Web 2.0, Web 2.5, and Web 3.0 may be used interchangeably with the terms Web 2.0, Web 2.5, and Web 3.0, respectively, without departing from the intended scope and spirit of this disclosure.

[0062] Only shown Figure 2 Distributed computing networks 30 and Figure 3 Selected components of the decentralized computing system 130 are described in further detail herein. Nevertheless, the networks, systems, and devices discussed herein may include many additional and alternative features, as well as other available hardware and peripheral components, for example, for performing the various methods and functions disclosed herein. For example, while the described system relies on blockchain ledgers and processes to record ownership of digital assets, it should be understood that this technology can operate on or communicate with public or private blockchains and can utilize one or more forms of cryptography, coding, proof-of-work challenges, or other concepts and technologies involved in available blockchain standards or suitable alternative immutable databases / ledgers.

[0063] Continue to refer to Figure 2The host system 34 can be implemented as a high-speed server-type computer or large computing device capable of batch data processing, resource planning, and transaction processing. For example, the host system 34 can act as middleware in a client-server interface, exchanging and communicating with one or more "third-party" servers as necessary to complete a specific transaction. On the other hand, the cloud computing system 36 can act as middleware for IoT (Internet of Things), WOT (World Wide Internet of Things), Internet of Adaptive Apparel and Footwear (IoAAF), and / or M2M (Machine-to-Machine) services, connecting various heterogeneous electronic devices to a service-oriented architecture (SOA) via a data network. As an example, the cloud computing system 36 can be implemented as a middleware node to provide different functionalities for dynamically accessing heterogeneous devices, multiplexing data from each of these devices, and routing data through reconfigurable processing logic for processing and transmission to one or more destination applications. The network 38 can be any available type of network, including a combination of public distributed computing networks (e.g., the Internet) and secure private networks (e.g., LANs, WANs, VPNs). It may also include wireless and wired transmission systems (e.g., satellite, cellular networks, terrestrial networks, etc.). Most (if not all) data transaction functions performed by user 11 can be performed via, for example, wireless networks (such as wireless local area networks (WLANs) or cellular data networks).

[0064] As a decentralized blockchain platform, the computing system 130 operates as an open but encrypted peer-to-peer network where asset transaction records (called “blocks”) are linked in a distributed, immutable ledger (i.e., a “blockchain”) of interconnected blocks via cryptographic hash functions. Each block in the chain includes one or more digital asset transactions, accompanied by verification information indicating the validity of each transaction as assessed by peer-to-peer verification devices. The encrypted, decentralized computing architecture allows for the authentication and certification of transaction assets while preventing the duplication of cryptographically protected (“encrypted”) digital assets registered to the platform. Decentralized asset management can be achieved by encrypting proprietary asset files, breaking down the encrypted code into tiny, “meaningless” fragments, and sending these fragments to numerous different computing nodes on the decentralized computing network. Verified owners are provided with private keys indicating the asset’s location within the network and how the files can be reassembled or “decrypted.” For use as a distributed ledger, a single blockchain is typically managed by a host administrator and distributed to multiple peers who collectively adhere to inter-node communication and block verification protocols.

[0065] It should be understood that the disclosed systems and technologies offer numerous advantageous technical effects, including the construction and storage of digital asset blockchains representing user-to-user transactions of virtual collectibles and other digital assets. Furthermore, blockchain technology enables the creation of unique yet fully transferable digital assets that maintain value through methods that typically cannot be losslessly copied (unlike traditional, unprotected digital files). Additional advantageous technical effects may include secure network architectures and control logic for importing and exporting digital assets across heterogeneous digital platforms, where platform-to-platform security, accessibility, and interoperability may be asynchronous and incompatible. As another example, the disclosed systems and methods allow host digital platforms to provide digital assets and selectively tokenize these assets without custodial holding of the generated non-fungible assets.

[0066] Figure 3 An example of the functional architecture of the decentralized computing system 130 is provided, which user 11 can access via, for example... Figure 2 The distributed computing network 30 shown accesses the decentralized computing system. As shown, user 11 can operatively interact with user device 39 (human-machine interface (HMI)), which may include one or more of the following: a wireless-enabled smartphone 40, tablet, smartwatch 42, laptop computer, desktop computer, standalone video game console, smart footwear / clothing, or other internet-enabled computing device. User device 39 is shown wirelessly communicating with multiple remote computing nodes, including an immutable public database (in... Figure 3 This includes blockchain services 60 (e.g., Ethereum, Solana, Polygon, Tezos, etc.), virtual object generators 62, online digital marketplaces 64, third-party integration engines 66, and / or middleware and backend service providers.

[0067] Figure 3The blockchain service 60 maintains a cryptographic distributed ledger with a continuously growing list of recorded blocks, at least some of which have registered one or more non-fungible tokens (NFTs), each containing descriptions and identification information representing a digital asset. User 11 can use user device 39 to set up and access a digital blockchain locker or an NFT-enabled crypto wallet that securely stores a private encryption key that allows the user device to retrieve, read, and manipulate cryptographic data associated with the tokens. For example, this private key can allow user 11 to freely transfer ownership of the NFTs and any associated digital assets. It should be understood that not all digital wallets support blockchain-backed objects, and not all crypto wallets support NFTs. Similarly, not all distributed ledgers support blockchain-backed objects, and not all blockchains and blockchain service providers support NFTs.

[0068] Continue to refer to Figure 3 A virtual object generator 62 can be accessed to create digital assets (interchangeably referred to as "digital objects") based on information provided by the host system 68, user 11, collaborators, artists, or designers. The virtual object generator 62 can be responsible for expressing the underlying object code (e.g., genomic information) as observable characteristics (e.g., phenotypic traits). The virtual object generator 62 can employ a set of stylized and artistic rules to ensure that the generated digital objects are unique yet identifiable based on predefined outlines, styles, artifacts, roles, etc. The virtual object generator 62 can optionally generate digital assets based on other factors, such as the asset's age, user activity (e.g., tracked via user device 39), or use of the asset by a third-party individual and / or platform. In this case, these inputs can alter the visual, auditory, and / or contextual representation of the digital asset, unlock new capabilities associated with the asset, enable additional import / export / trade rights, activate physical production rights, etc. By way of non-limiting instance, CryptoKick's color or color scheme may depend on a "gene-assigned" color, as well as the asset's age and / or its use in the virtual world or via a pair of physical shoes linked in the real world. The initial color, along with age / experience-based changes, may produce a new color with its own relative rarity score / value.

[0069] As illustrated in the example, blockchain service 60 and virtual object generator 62 can communicate with hosting platforms, digital marketplaces, vendors, forums, social platforms, etc. (collectively, "digital marketplace 64"). Digital marketplace 64 can represent various digital assets in a manner that allows for the organized trading, transfer, or sale / purchase of these assets between parties. For example, at the end of a sale, digital marketplace 64 can update blockchain 60 with new ownership information and facilitate the transfer of new or existing keys to new asset holders. Marketplace 64 can also enable various social interaction functions, such as voting or commenting on the represented virtual objects. Similarly, in some cases, marketplace 64 can assess and score the rarity of a particular virtual object based on the sum of its expressive properties. Such a rarity score can then enable the marketplace and / or users participating in the marketplace to better evaluate the value of the object.

[0070] Figure 3 The decentralized computing system 130 may include a third-party integration engine 66 that enables digital assets to be used in different contexts, in different ways, or on different platforms. The third-party integration engine 66 may operate as an application programming interface (API) on a dedicated mobile app provided on user device 39, or as a dedicated cloud-based middleware service. The third-party integration engine 66 may optionally make digital assets (e.g., expressed by the virtual object generator 62) and / or underlying asset code available for external use (e.g., for importing into and using in augmented reality (AR), virtual reality (VR), or video game (VG) platforms). Examples of such use may include digital game "skins" worn by third-party video game characters, digital game assets usable by third-party video game characters, digital footwear / clothing overlaid or printed in AR or VR environments, digital artwork displays, physical print generation, manufacturing, etc.

[0071] like Figure 3 As further illustrated, the enterprise host system 68 can communicate with user device 39, blockchain service 60, virtual object generator 62, and digital marketplace 64 to create new digital assets, provide pre-existing digital assets, and / or directly or indirectly provide blockchain-protected digital assets. Additionally, the host system 68 can provide one or more rules to the virtual object generator 62 to constrain the manner and style of visual / artistic expression of the underlying asset code and accompanying information from blockchain 60. The host system 68 can facilitate the export of digital assets to third-party platforms directly or through a third-party integration engine 66, through an NFT-enabled crypto wallet service, and / or through an intermediary arbitrator platform.

[0072] As will be explained in more detail below, users can create, retrieve, access, or receive (collectively, “acquire”) Web 2.0 VGOODs, for example, through a personal account registered on Host System 68. If a user subsequently wishes to export the VGOOD to a third-party virtual platform or leave the Host platform from which the VGOOD was acquired, the Host platform can automatically mint an NFT for the VGOOD and, if desired, prompt the user to approve the minting. The newly minted NFT can be placed in a self-contained wallet for subsequent transfer to any of a large number of third-party platforms. If a user wishes to return to the Host platform and / or import the VGOOD back to the Host platform, the user may be required to destroy the NFT or hand it over to the Host platform for disposal. With this arrangement, the Host platform does not need to provide custodial or crypto wallet services to store the minted NFTs.

[0073] according to Figure 2 and Figure 3 In a non-limiting instance, host system 68 can be configured as a non-blockchain Web 2.5 virtual goods platform with an active database that allows registered members to trade VGOOD and other non-NFT digital assets. This Web 2.5 platform can act as a membership platform, or, for example, connect to one or more AR, VR, or VG gaming platforms via the coordination and compliance features provided by integration engine 66. If user 11 wishes to export digital assets to a Web 3.0 platform, host system 68 can automatically mint NFTs for the corresponding VGOOD; for at least some applications, NFTs can be transferred to a Self-Sovereign Identity (SSI) digital wallet, and VGOODs can be removed from host system 68. Unlike conventional digital wallets, SSI digital wallets enable individual users to control the types of information used to prove their identity to websites, services, and applications on the Web. SSI digital wallets can operate as software applications associated with an encrypted database that stores credentials, keys, and other unique information, such as one or more decentralized identifiers (DIDs), to generate a self-sovereign identity for the user. After minting the NFT and effectively transferring VGOOD from Host System 68, User 11 can sell, trade, modify, transfer, and / or implement the NFT and associated assets on Web 3.0 or other virtual platforms. It may be expected that Host System 68 does not host or hold the NFT; therefore, User 11 does not need to mint digital assets to use existing services on the Host System 68 platform.

[0074] User 11, who acquires an NFT from an individual or vendor outside the host system (e.g., via an online digital marketplace 64), may wish to import the digital assets associated with that NFT into the host system 68. In this case, the host system 68 can import the digital assets of the NFT, or generate a corresponding VGOOD compatible with the platform's operating system upon the import request. User 11 may then need to purchase the generated assets, destroy the NFT, and / or relinquish ownership of the NFT to the host system 68 or a trusted third party. In some implementations, the host system 68 may hold the NFT until user 11 wishes to export the digital assets and / or leave the host system 68 platform (e.g., deactivate their personal account); the NFT can then be returned to user 11. Alternatively, the host system 68 may destroy any relinquished NFTs and mint new NFTs each time a user requests to export or leave.

[0075] As another option to facilitate the transfer of digital assets between heterogeneous virtual platforms, Host System 68 can provide NFT minting services by procuring or operating as a Web 2.5 intermediary platform, acting as a mediator for the timing, manner, and compliance of asset transfers between source and destination platforms. This Web 2.5 intermediary platform can connect registered member accounts on Host System 68 with corresponding Web 2.0 gaming accounts or Web 3.0 AR / VR accounts to selectively import and export digital assets. Alternatively, Host System 68 can operate as a Web 2.5 ecosystem, connecting to users' NFT-enabled digital encrypted wallets and arbitrating the transfer of NFT-protected digital assets from wallets to third-party virtual platforms. For example, Host System 68 can evaluate NFTs held in user 11's SSI digital wallet to confirm that the NFT is "unlockable" for use on another partner platform and / or compliant / compatible for transfer to that partner platform. Web 2.5 entities can be typically categorized as convergence services existing at the intersection of traditional "centralized" Web 2.0 nodes and emerging "decentralized" Web 3.0 entities. Web 2.5 can be considered a participatory “social network” whose sites emphasize user-generated content, ease of use, participatory culture, and interoperability with other products, systems, and devices. In contrast, Web 2.0 connected devices use HTTP with unique web address formats to locate information that is typically stored in a fixed location (e.g., on a single server), while Web 3.0 connected devices primarily locate information based on content and are therefore often stored in multiple locations simultaneously.

[0076] Next turn Figure 4An example of a graphical user interface (GUI) 200 is illustrated, which operates on a personal computing device (e.g., user device 39) and displays a badge library 202 containing user-selectable digital badges 204A to 204E for acquiring and trading digital assets, physical goods, virtual experiences, and user rights to use digital assets. According to the illustrated example, user 11 can select the PRODUCT DROP (first) badge 204A to retrieve information about a limited-edition release of physical footwear, apparel, or other goods or experiences (“Limited Release”) and request access to (“Unlock”) that limited release. User 11 can also select the MINT PASS (second) badge 204B to retrieve information about a limited-edition release of virtual products, VGOOD, or NFTs and request access to that limited release, or request access to the right to use digital assets.

[0077] User 11 can choose the Social Filter (Third) badge 204C to access filters and, if desired, various user-selectable modification options for modifying the user's virtual creations or other digital assets. User 11 can also choose badge 204C to access augmented reality filters to interact with the user's virtual creations and / or merge the virtual and physical worlds (e.g., converting virtual creations into physical goods, or vice versa). The Social Filter badge 204C also allows user 11 to export their modified creations / assets to an augmented reality environment and interact with those creations / assets within that third-party platform. User 11 can also choose the Gaming Skin (Fourth) badge 204D to export digital assets (such as a high-resolution 3D digital shoe image 210) to a destination digital platform, such as an online video game. As an alternative, badge 204D can be unlocked to access licenses, permissions, rights, etc., for using digital assets within a gaming environment. Figure 4 The badge library 202 also includes a tokenized experience (fifth) badge 204E, which provides users 11 with access to tokenized experiences and prizes (e.g., NFTs associated with meeting fellow professional athletes, meeting famous footwear designers, etc.). It should be understood that the GUI badge library 202 may contain more or fewer badges that provide additional or alternative functionality to the aforementioned features. Furthermore, providers of such badges may require the purchase, earning, or activation of any one or more of the illustrated badges before granting access to the badges to a given user.

[0078] As described above, Badge Library 202 includes one or more badges for unlocking digital assets and / or the right to use, modify, or transfer digital assets to third-party platforms. Traditional third-party gaming platforms may restrict the amount of NFT usage on their platforms (e.g., single-use restrictions, each shoe NFT or apparel NFT can only be unlocked once) or strictly enforce user restrictions on NFT usage on their platforms (e.g., only specific types of athletic shoes with a specific set of attributes can be unlocked and imported into a basketball video game). To address these types of third-party restrictions and limitations, NFT badges can be integrated into multi-layered “nested” NFTs, an example of which is provided in U.S. Patent No. 11,475,449, which is incorporated herein by reference in its entirety and for all its disclosures. In a non-limiting example, Game Skin Badge 204D can provide user 11 with a one-time unlock NFT badge embedded in an AIRFORCE ONE® (AF1) shoe NFT. In a specific example, a blockchain-protected multi-layered digital asset contains nested references to a primary crypto NFT token corresponding to a digital AF1 shoe and a secondary crypto NFT token corresponding to a license to unlock the digital AF1 shoe for import into a selected virtual platform. If user 11 activates this feature to export the digital AF1 shoe to a third-party VG platform, the secondary NFT badge may be destroyed when the AF1 shoe is exported; however, the primary shoe NFT remains active (continues to exist) and can continue to be traded, sold, etc.

[0079] Next reference Figures 5 to 9This document illustrates representative examples of systems, methods, and control logic for managing digital rights, such as managing the transfer of digital assets across heterogeneous digital platforms and / or selectively unlocking user rights to use, transfer, or modify digital assets. As explained below, digital assets (whether as Web 2.0 VGOODs or Web 3.0 NFTs as previously described) are typically characterized by an asset content file and a set of digital usage rights. The asset content file (BASE LAYER) may contain a date code indicating a digital image, in-game asset, or other digital content that can be managed by a set of basic licensing rights. Digital usage rights (RIGHTS LAYER) may contain one or more usage rights that describe how the asset content can be used. For example, these digital usage rights may contain unlock codes (TRANSFERRABLE CODEs) that can have the properties of NFT embedding codes, database storage codes, user-redeterminable codes, etc., enabling access to, modification of, and / or creation of derivatives from the relevant asset content. As an alternative, digital usage rights may include supplemental feature data (Asset Additions) that enable the functionality of virtual goods, 3D files, and / or files embedded within third-party digital platforms and associated with separate licenses within the platform / game.

[0080] To facilitate user navigation between Web 2.0 technology VGOOD and Web 3.0 technology NFTs (as described above), a Digital Rights Management (DRM) framework enables users to destroy or surrender NFTs, for example, to access a Web 2.0 enterprise database containing digital assets associated with the NFT, and to mint or acquire NFTs, for example, to leave the Web 2.0 enterprise database containing digital assets. Using this framework, the enterprise entity associated with the enterprise database does not need to custodian "hold" the NFT, for example, when a user wishes to return from a Web 3.0 NFT to a Web 2.0 VGOOD. To prevent the unauthorized copying or use of digital assets and thereby maintain control over the total market size of a particular asset, the DRM framework can systematically track asset usage, proactively prevent asset copying, and, when desired, provide users with the right to view the activity of assets on Web 2.0 platforms, Web 3.0 platforms, and / or intermediary Web 2.5 middleware. The DRM framework can also make one or more asset add-ons, additional benefits, and / or options for “upgrade purchase” enhancements (such as when a user buys an NFT on the secondary market) available for digital assets.

[0081] Centralization and decentralization are key factors that can hinder or completely prevent users from navigating between Web 2.0 and Web 3.0 digital platforms. For example, application delivery, system resource services, and platform-to-platform interoperability on Web 2.0 are typically managed and operated by centralized sources. In contrast, these same core functionalities on Web 3.0 are often achieved through features such as decentralized blockchain records, peer-to-peer consensus, and edge computing. To help avoid issues associated with NFT custody and secondary market considerations, publicly available DRM system frameworks can offload web-to-web interoperability to third-party intermediaries (e.g., middleware APIs) or third-party mediators (e.g., Web 2.5 intermediaries) to facilitate exchange between Web 2.0 and 3.0 platforms.

[0082] Reconciling activities conducted through Web 3.0 digital crypto wallets linked to Web 2.0 user accounts also presents inherent challenges. In a non-restricted instance, a Web 3.0 digital crypto wallet can hold the private key to an NFT associated with a digital asset stored in a Web 2.0 database. A user can purchase the digital asset associated with that NFT and import it into their Web 2.0 platform account. Once imported, the user can then export the asset to a destination (VG) platform or unlock the right to use the asset or its associated features on the destination (VG) platform. The user can then sell the NFT and transfer it out of their Web 3.0 wallet without the recipient's knowledge that the asset / rights to use it have been exhausted. Therefore, the recipient of the NFT may be prevented from importing the associated digital asset into their own Web 2.0 platform account or into a video game partner that explicitly restricts the use of any given asset to only once on their platform.

[0083] To reconcile web-to-web transactions of blockchain-protected tokens and their associated digital assets, these tokens can be configured as nested NFTs with metadata restricting the transfer of the NFTs to anyone other than the current "custodian" of the associated digital assets (e.g., containing single-use badges for VG platform 1, single-use badges for storing assets in the enterprise database, etc.). This allows for Web 3.0 transactions of NFTs while also enabling Web 2.0 account connections and reconciling "uses" unlocked between different enterprise entities. With this construct, users can use assets during regular gameplay on one or more VG platforms without running a secondary market; a designated (source) platform can act as a "master" node to which the user returns to obtain "new" badges, or to unlock assets with affiliated "walled garden" Web 2.0 partners. Additionally, users can have a Web 3.0 digital crypto wallet connected to their Web 2.0 master platform account, which in turn connects to a third-party Web 2.0 platform.

[0084] Example systems, methods, and control logic for managing digital rights may include a host digital platform that provides user accounts for trading digital assets and is communicatively connected to a destination VG platform and a blockchain service platform via a distributed computing network. The destination VG platform contains a collection of pre-programmed digital assets, and the blockchain service platform provides custodial wallet services for non-fungible cryptographic tokens associated with the digital assets. Users submit unlocking requests via personal computing devices to access digital assets (digital shoes) for use with desired virtual platforms, such as in a VG / AR / VR suite provided by the destination computing environment. Digital assets (if not already existing) can be imported from an asset repository identified by metadata to a resident server on the host platform. Upon confirmation of the transfer request, the blockchain tokens associated with the asset are destroyed, and a corresponding asset record is created by the host platform, for example, to ensure that only one copy of the imported digital asset exists. If not already connected, users can link their host platform account to the VG platform account assigned to them.

[0085] Once the digital asset exists on the console platform and the user's console platform account is linked to their VG platform account, the console platform sends an import request to transfer the digital asset to the VG platform. The import of the digital asset may incidentally require the console platform to examine the predefined set of usage rights associated with the digital asset to determine whether the user's rights permit or exclude the requested transfer. In a first instance, the digital asset may have already been imported to a console server with an unlockable badge that, upon unlocking, enables the use of the digital asset or a comparable in-game asset during gameplay within the VG suite. In response to receiving a transfer request from the user, the console platform can retrieve the unlockable badge, unlock it, and send the unlock code contained within to the VG platform. If the code is accepted, the VG platform can either enable the import of the digital asset or unlock a version of the comparable asset for in-game use retrieved from its pre-programmed digital asset collection.

[0086] In the second instance, the host platform may determine that the digital asset was not imported along with the unlockable badge; in this case, the host platform can offer the user the option to purchase or otherwise acquire the badge required to complete the requested asset transfer. Once the user acquires the badge, it is unlocked, the unlock code is sent to the VG platform, and the VG platform imports the digital asset or unlocks the comparable asset. In either of the aforementioned instances, the host platform may not transfer the asset content file (e.g., digital shoe image file) to the VG platform; instead, the “asset transfer” may simply require the host platform to transfer the unlock code to unlock a pre-existing asset pre-programmed for use in the VG suite. As an alternative, the destination VG platform may employ a dedicated digital asset API that uses the unlock code to access the associated asset content file and retrieve data indicating the characteristics of the user's digital asset. The asset API or a third-party vendor can use this data to “on-the-fly” construct comparable assets for in-game use.

[0087] After the digital asset or its corresponding unlock code is "imported" to the destination VG platform, the unlocked badge can be permanently deactivated (e.g., the associated badge NFT is destroyed), preventing the asset / unlock code from being re-imported by the user or a third party (e.g., without acquiring another badge). If a user wishes to transfer their digital asset (e.g., sell their digital shoes), they can export the digital asset from the host platform server to the blockchain service platform, which will simultaneously mint a new NFT for the transferred asset. The new NFT can be created as a new unlockable badge with attributes as part of the asset, or alternatively, the unlockable badge can be nested within the NFT metadata via a reference. When the digital asset is exported and the NFT is protected on the blockchain, the host platform can automatically remove the digital shoes from the user's account on the host platform server, and optionally, can request the VG platform to remove the digital asset / comparable asset from the user's VG platform account.

[0088] Turn Figure 5 An example of a blockchain-enabled digital asset 502 is presented, typically consisting of: (1) an NFT 504 with embedded metadata; (2) a set of asset use (license) rights 506 that may contain at least one transferable unlock code; and (3) an underlying digital asset 508 that may be detailed in an asset content file. It should be understood that all three components of the blockchain-enabled digital asset 502 may be stored in a single location (e.g., on a blockchain) or in multiple discrete locations (e.g., on three independently operating platforms across Web 2.0 and 3.0). The asset use rights 506 may, in particular, include a resale royalty restriction that defines a licensing fee payable to the owner of the NFT 504 each time the underlying digital asset 508 is used. The asset use rights 506 may also include a digital collectible agreement that defines additional benefits for the NFT holder, such as transferable 3D files, unlockable features on partner platforms, access rights (e.g., forging physical products from the digital asset, obtaining event tickets, etc.), and the user's commercial rights. A set of additional benefit licenses 514 can be created and associated with digital assets 502 to define one or more usage rights for each of the additional benefits.

[0089] Figure 6Another example of a decentralized and distributed computing network 600 for transferring digital assets and / or user rights to digital assets across heterogeneous digital platforms is illustrated. In this non-restrictive example, the computing network 600 can be divided into three interoperable segments: (1) a Web 3.0 platform 602 (e.g., a decentralized computing environment; a digital access rights system); (2) a Web 2.5 platform 604 (e.g., a world fusion system that allows conversion between VGOOD and NFTs for consumers to choose from and use virtual platforms supporting Web 2.0 and Web 3.0); and (3) a Web 2.0 platform 606 (e.g., a centralized computing environment for a digital access rights system where Web 2.1 and traditional Web 2.0 exist, but both involve account connections between a “host” platform and a “partner” platform). The Web 3.0 platform 602 includes a Web 3.0 digital wallet 608 with NFT connectivity to connect to the virtual world and exchange blockchain-backed assets. The dedicated royalty engine 610 can proactively track whether a predefined royalty rate has been paid before allowing the use / transfer of an NFT contained in a digital wallet 608. To facilitate the conversion of an NFT to VGOOD, the World Fusion System may be expected to check whether royalties have been paid on the NFT, as it is required to do so when requesting a VGOOD conversion.

[0090] Once cleared by the royalty engine 610, the Partner Platform Virtual Goods (PPVG) module 612 can operate to unlock virtual goods files stored and maintained by the Partner Platform. Alternatively, the royalty engine 610 of the Web 3.0 platform 602 can also enable the Owner Platform Virtual Goods (OPVG) module 614 to unlock virtual goods files stored and maintained by the virtual goods' owner's server system. The Virtual Goods Portal (VPG) module 616 can be enabled by the royalty engine 610 to unlock the portal and incidentally upload licensed virtual goods files, such as "bringing in" license files obtained by NFT owners from the owners of digital assets, or unlocking files from decentralized web storage nodes to pull them into the desired platform.

[0091] Continue to refer to Figure 6The intermediary (middleware) Web 2.5 platform 604 functionally intervenes between the Web 3.0 platform 602 and the Web 2.0 platform 606, and arbitrates navigation between them. The Web 2.5 platform 604 may employ a web-to-web fusion engine 618 to bridge the structural differences between Web 2.0-based nodes and Web 3.0-based nodes, for example, to reconcile activities conducted through a Web 3.0 digital cryptographic wallet (e.g., an NFT wallet 608) associated with a Web 2.0 member account (e.g., user account 626), and vice versa. The Web 2.5 platform 604 may be a standalone user interface / user experience (UI / UX) system that implements blockchain-based decentralized application (dApp) connections 620 to bridge the gap between Web 2.0 and Web 3.0 through blockchain-enabled applications (e.g., asset tokenization), while prioritizing user privacy and control.

[0092] In some non-limiting instances, the Web 2.0 platform 606 may include a Web 2.1 module 622 that interacts with a Web 3.0 wallet connection module 624, which can provide communication and data exchange between a Web 2.0-based host platform user account 626 and a Web 3.0-based digital wallet, for example, as can be arbitrated by the Web 2.5 platform 604. In this way, users can interact with the host platform without “converting” NFTs to VGOOD, but can still inform the host platform of the virtual assets held. The host platform user account 626 can connect to a Web 2.0-based partner platform user account 628 for any of the asset / asset rights transfers described herein. The line connecting the Web 3.0 wallet connection module 624 and the Web 2.0 host platform user account 626 can be designated as a "Web 2.1 connection," and the line connecting the Web 2.0 host platform user account 626 and the Web 2.0-based partner platform user account 628 can be designated as a "Web 2.0 account connection." The Web 2.0 account connection is how the host platform notifies third-party platforms which digital assets can be unlocked or used on the third-party platform. In this way, the third-party platform cannot know the version of the digital assets held by the user (e.g., Web 2.0 VGOOD or Web 3.0 NFT).

[0093] As described above, digital assets can consist of an asset content file (e.g., a base layer with a digital image of the virtual item) and a set of digital usage rights (e.g., base layer rights, unlockable badges, asset add-ons, asset-attached rights, etc.). Digital assets can be protected on Web 3.0 by a single NFT (e.g., an embedded pointer to the asset content file and any accompanying digital usage rights) or multiple NFTs (one NFT for the asset content file, one NFT for the unlockable badge, one NFT for asset add-ons and rights, etc.). Alternatively, digital assets can be protected by Web 2.0 platforms via a single VGOOD (e.g., with the asset content file and any accompanying digital usage rights, including one or more accompanying badges) and a pointer to storage on the host platform and / or partner platforms. Web 2.5 intermediary platforms can act as arbitrators (e.g., for DRM) to mediate activities involving users and digital assets on Web 2.0 and Web 3.0, including: (1) activities involving Web 3.0 secondary markets and / or partners supporting Web 3.0; and (2) activities involving partners supporting Web 2.0 linked to host platform user accounts (including any account connections between user accounts on Web 2.0 asset retention hosts and Web 3.0 wallets (including, if applicable, custodial wallets of custodial wallet partners supporting Web 3.0).

[0094] For at least some DRM system frameworks, Web 3.0-enabled platforms (e.g., Web 3.0 platform 602 involving OPVG 614) may retain an “NFT record” associated with a set of licenses for relevant content associated with the “underlying NFT”. The NFT record may contain: (1) metadata describing the “properties” of the digital asset, which can be selectively unlocked or modified; and / or (2) an association with an NFT-backed badge associated with the underlying NFT. To unlock licenses for the asset content or related content of the NFT record (e.g., for Web 3.0 platform 602 utilizing modules PPVG 612, OPVG 614, and / or VGP 616), the aforementioned “properties” and / or NFT-backed badges may be altered. Similarly, Web 2.0-based platforms may maintain an asset record database storing a separate record for each digital asset and a user rights database storing a separate set of usage rights for each digital asset. To unlock one or more uses of a digital asset or one of the user rights associated with the digital asset (e.g., additional benefits), a user may need to use a corresponding "ticket" (which could also be a badge in visual form). If users wish to navigate between Web 2.0-based platforms and Web 3.0-based platforms, they may need to mint / destroy NFTs for this functionality.

[0095] Figure 7 The illustration depicts a representative system framework 700 that enables users to select between Web 2.0 ecosystem 704 and Web 3.0 ecosystem 702, move between them, and / or interact with them. In this example, Web 3.0 ecosystem 702 includes a Web 3.0 Digital Asset Collection (DAC) 706, and accompanying Digital Asset Management (DAM) software for managing access to, use of, and sharing of content within Web 3.0 DAC 706. Similarly, Web 2.0 ecosystem 704 includes a Web 2.0 DAC 708, and accompanying DAM software for managing access to, use of, and sharing of content within Web 2.0 DAC 708. To interact with Web 3.0 ecosystem 702, decentralized and consumer-controlled digital assets (such as NFTs 714) are functionally "maintained" in consumer-controlled digital wallets (such as digital wallets 710, which could be custodial or self-governed digital wallets). In order to interact with the Web 2.0 ecosystem 702, centralized and corporate-controlled assets (such as virtual goods 716) are functionally maintained by the hosting company (“behind the wall”) and associated with end-user accounts (such as membership accounts 712). Figure 7 NFT 714 can be configured as a nested NFT, or can be associated with a nested NFT (e.g., via a pointer in the nested NFT metadata). Furthermore, Virtual Goods 716 can be associated with one or more VGOOD badges, the unrestricted instances of which are described above regarding... Figure 4 It has been described.

[0096] Figure 7 The Web3.0 ecosystem 702 can be embodied as a Web3.0-enabled virtual platform (VP) that establishes wallet connections between the Web3.0 platform and the digital wallet 710 (including any NFTs 714 stored in the wallet 710). Figure 7The Web 2.0 ecosystem 704 can be embodied as a Web 2.0-enabled virtual platform that establishes account connections between a Web 2.0 platform and member accounts 712 (including any virtual goods 716 stored in those accounts 712). A Web 2.5 intermediary platform 718 can operate via API 722 with a Web 2.5 Digital Asset Repository (DAR) and User License Agreement (ULA) database 720 to bridge wallet and account interoperability across Web 2.0 and Web 3.0-based nodes. Using this framework, users can choose to configure asset usage rights in a blockchain-enabled NFT asset format (e.g., to allow secondary trading and / or use in a Web 3.0-enabled VP). Alternatively, users can choose to configure asset usage rights in a centralized asset format (e.g., to allow account linking and use in a Web 2.0-enabled VP).

[0097] Figure 8 The presentation showcases a representative decentralized and distributed computing network 800 for transferring digital assets and / or a set of user rights associated with digital assets across heterogeneous digital platforms. This representative decentralized and distributed computing network 800 incorporates third-party partners who provide custodial digital wallet services to users. As mentioned above, Figure 8 The computing network 800 may consist of one or more host (first) digital platforms 802 (such as the VGOODS Web 2.0 centralized computing digital platform), which are connected via a distributed computing network (e.g., Figure 2The network 802 (VGOODS) is communicatively connected to one or more partner VP (second) digital platforms 804 (such as desired VG / AR / VR kits) and one or more blockchain-enabled service (third) platforms 806 (such as custodial wallet platform partners, allowing users to hold NFTs 820 in custodial wallets, and any other associated blockchain-enabled services). One or more digital asset APIs 808 can facilitate any communication and / or transfer between various other platform nodes interconnected on the computing network 800 as described herein. Each host (VGOODS) digital platform 802 may contain a digital asset repository (DAR) 810 and a user license agreement (ULA) database 812. Each partner (VP) platform 804 may contain a video game kit (VGS) 814 and a digital asset collection (DAC) 816. The blockchain-enabled service platform 806 may include decentralized cloud storage, such as the InterPlanetary File System (IPFS) 818, and custodial wallet services for NFTs 820. For at least some applications, the host platform 802 and the partner platform 804 are Web 2.0 nodes, while the blockchain platform 806 is a Web 3.0 node, and the digital asset API 808 can be a Web 2.5 node.

[0098] A framework can be used to leverage decentralized storage of content files, regardless of whether the digital asset is tracked in VGOOD or NFT format. Upon receiving a transfer request via host platform 802 for importing / exporting digital assets and / or associated user rights (via the relevant VGOOD or NFT user ownership), the unlock code or asset content file used to access the rights (e.g., a 3D model of a digital shoe) can be directly transferred from the blockchain-enabled service platform 806's IPFS 818 to the VP platform 804 for use in the VGS 814 video game suite. Alternatively, the asset content file or unlock code can be transferred from the blockchain-enabled service platform 806's IPFS 818 to API 808; at this crucial moment, API 808 generates a derived model based on selected content from the asset content file (utilizing generative AI or a large number of services supporting spatial computing) and transfers this derived model to the VG platform 804 for use in the VGS 814 video game suite. As an alternative, host platform 802 can retrieve thematic digital assets from IPFS 818 on blockchain-enabled service platform 806 and then store the retrieved assets in the digital asset repository DAR 810 of VP platform 802. As described above, host platform 802 then retrieves unlockable badges from the digital assets and, upon unlocking, transfers the unlock code contained within the badge to VG platform 804, for example, to unlock game skins or other in-game assets associated with the unlock code stored in DAC 816. Any combination of cross-platform digital asset storage can be used for access and “unlocking” using APIs and other communication services between platforms and networks, including the previously described world fusion technology.

[0099] Figure 9 The illustration depicts a pair of users (Athlete 902 and Musician 904) exchanging and unlocking virtual items for use on a video game platform. In this illustrated example, Athlete 902 and Musician are wearing their respective CTMK or Friendship Bracelets 906 and 908, which are compatible with each other to exchange virtual items. The first Friendship Bracelet 906 can have both physical "real-life" (iRL) components and digital components. Athlete 902 can use Friendship Bracelet 906 to send an invitation to Musician 904's wireless-enabled handheld computing device 910 to unlock virtual items (e.g., avatar skins) for use in a video game suite (e.g., King of Thieves). Figure 9The illustration shows a user's ability to unlock centralized digital assets (VGOOD) or blockchain-enabled assets (NFTs) using a physical item (bracelet). The user can then connect to a Web 2.0-enabled virtual platform and unlock usage rights associated with the digital asset on the Web 2.0-enabled VP (e.g., playing as "Virtual Taylor" in a rock band video game, or "Virtual Travis" in an American football video game). Using digital assets in this way can then unlock "additional benefit" rewards, such as VIP tickets to a "Taylor in Real Life (iRL)" concert.

[0100] Continue to refer to Figure 9 Real-life football players can purchase a physical friendship bracelet; this bracelet then unlocks a digital version. When a football player receives the collectible digital version of the bracelet, he gains an additional benefit: unlocking a musician avatar, which helps him win corresponding video games, such as "King of Thieves." The musician avatar might even wear a digital friendship bracelet that matches the one the football player purchased! When playing video games as the musician avatar, the football player might receive unexpected unlock rewards, such as box office tickets to the real-life musician's next concert (for example, a concert on the same weekend he's playing a football match in the same city!). Figure 9 This can be seen as an example demonstrating how users can use physical products to unlock digital assets, and then use those digital assets to unlock another digital asset (VP unlock), and then play games on the VP to unlock digital rewards related to physical iRL experiences associated with the VP experience. Physical and digital experiences interconnected through heterogeneous digital platforms and technologies can provide a higher level of community engagement and connectivity, elevating the relationships between community members, fans, and creators to a new level.

[0101] For example, aspects of this disclosure can be implemented by computer-executable instructions, such as program modules, which are generally referred to as software applications or application programs, and are executed by any of the controllers or controller variants described herein. In non-limiting instances, the software may include routines, programs, objects, components, and data structures that perform specific tasks or implement specific data types. The software may form an interface to allow a computer to react to an input source. The software may also cooperate with other code segments to initiate various tasks in response to received data, which is received along with the source of the received data. The software may be stored on any of a variety of storage media, such as CD-ROMs, disks, solid-state drives (SSDs), hard disk drives (HDDs), and semiconductor memories (e.g., various types of RAM or ROM).

[0102] Furthermore, aspects of this disclosure can be practiced with various computer systems and computer network configurations, including multiprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, mainframes, etc. Additionally, aspects of this disclosure can be practiced in distributed computing environments, where tasks are performed by resident and remote processing devices linked via communication networks. In distributed computing environments, program modules can reside on both local and remote computer storage media, including memory storage devices. Therefore, aspects of this disclosure can be implemented in combination with various hardware, software, or combinations thereof in computer systems or other processing systems.

[0103] As noted in this disclosure, the system can utilize public or private blockchain infrastructure, distributed ledgers, append-only databases, etc. In one instance, the cryptographically protected digital assets described herein can initially be stored / pinned to a private blockchain residing on infrastructure maintained by a single entity or consortium of entities. While the assets of any single entity can be maintained by that entity, each entity can agree on a common form or data structure for the infrastructure. This model can provide shared network and infrastructure costs / resources while allowing each entity to maintain its own asset independence. For further public trust, assets created on this private or semi-private blockchain can be transferred to a public blockchain at the user's discretion (potentially subject to one or more transfer conditions).

[0104] Any of the methods described herein may include machine-readable instructions for execution by: (a) a processor, (b) a controller, and / or (c) any other suitable processing device. Any algorithm, software, control logic, protocol, or method disclosed herein may be embodied as software stored on a tangible medium, such as, for example, flash memory, CD-ROM, solid-state drive (SSD) devices, hard disk drive (HDD) devices, digital multi-disk (DVD) devices, or other storage devices. The entire algorithm, control logic, protocol, or method and / or portions thereof may alternatively be executed by a device other than a controller and / or embodied in firmware or dedicated hardware (e.g., implemented by application-specific integrated circuits (ASICs), programmable logic devices (PLDs), field-programmable logic devices (FPLDs), discrete logic, etc.). Furthermore, although specific algorithms are described with reference to the flowcharts depicted herein, many other methods for implementing the example machine-readable instructions may be used alternatively.

[0105] Additional features and options of this disclosure may be reflected in the following terms:

[0106] Clause 1: A method for controlling the transfer of digital assets, the method comprising: storing a first digital asset having a fungible digital structure in a first storage device of a first digital platform, and thereby associating the first digital asset with a first user account of a first user; receiving, via a server computer of the first digital platform, a first transfer request from the first user to transfer the first digital asset to a second digital platform; in response to receiving the first transfer request, converting the first digital asset into a second digital asset having a non-fungible digital structure via the server computer, the conversion including generating a crypto token, assigning the crypto token to the second digital asset, and recording the crypto token on a transaction block of a blockchain; transferring the second digital asset from the first digital platform to an intermediate computing node via the server computer on a distributed computing network, and thereby associating the second digital asset with a second user account of the first user; and transferring the second digital asset from the intermediate computing node to the second digital platform, and thereby associating the second digital asset with a third user account of the first user.

[0107] Clause 2: The method according to Clause 1 further includes: in response to transferring the second digital asset to the intermediate computing node, closing the first user account on the first digital platform via the server computer.

[0108] Clause 3: The method according to Clause 1 further includes: in response to transferring the second digital asset to the intermediate computing node, removing the first digital asset from the first storage device of the first digital platform via the server computer.

[0109] Clause 4: The method described in Clause 1, wherein the intermediate computing node includes a digital wallet platform and the second user account includes a digital encrypted wallet.

[0110] Clause 5: The method described in Clause 4, wherein the digital encrypted wallet is a self-identity (SSI) digital wallet, the SSI digital wallet being operated via a software application connected to an encrypted database that stores a set of user credentials and keys indicating the self-identity of the first user.

[0111] Clause 6: The method according to Clause 1 further includes: receiving a second transfer request to transfer the second digital asset to the first digital platform via the server computer of the first digital platform; in response to receiving the second transfer request, converting the second digital asset into the first digital asset having the homogenized digital structure via the server computer, the conversion including destroying the cryptographic token assigned to the second digital asset; and receiving the second digital asset from the second digital platform or the intermediate computing node via the server computer through the distributed computing network.

[0112] Clause 7: The method described in Clause 6, wherein destroying the crypto token includes sending the crypto token to an inaccessible digital wallet or an unavailable blockchain address.

[0113] Clause 8: The method described in Clause 1, wherein the intermediate computing node includes a Web 2.5 intermediary platform capable of arbitrating the transfer of the first digital asset between the first digital platform and the second digital platform.

[0114] Clause 9: The method according to Clause 8 further includes: determining, via an intermediary server computer of the Web 2.5 intermediary platform, whether the first transfer request conforms to a first rule set predefined by the first digital platform, wherein transferring the first digital asset from the intermediate computing node to the second digital platform is in response to determining that the first transfer request conforms to the first rule set.

[0115] Clause 10: The method according to Clause 9 further includes: determining, via the intermediary server computer of the intermediate computing node, whether the first transfer request conforms to a second rule set predefined by the second digital platform, wherein transferring the first digital asset from the intermediate computing node to the second digital platform also responds to determining that the first transfer request conforms to the second rule set.

[0116] Clause 11: The method described in Clause 1, wherein the first digital platform includes a hybrid Web 2.5 virtual goods platform, and the first digital asset includes intangible virtual goods.

[0117] Clause 12: The method described in Clause 11, wherein the second digital platform is a Web 2.0 or Web 3.0 online gaming platform.

[0118] Clause 13: The method described in Clause 12, wherein the second digital platform includes a video game (VG) environment, a virtual reality (VR) environment, and / or an augmented reality (AR) environment.

[0119] Clause 14: A decentralized computing system for transferring digital assets, the decentralized computing system comprising: a server database providing a first digital platform; a communication device configured to connect the first digital platform to a second digital platform via an intermediate computing node through a distributed computing network; and a server computer operatively connected to the server database and the communication device, the server computer being programmed to: store a first digital asset having a homogeneous digital structure in a first storage device of the first digital platform, and thereby associate the first digital asset with a first user account of a first user; and receive transfers of the first digital asset from the first user. The first transfer request to the second digital platform; in response to receiving the first transfer request, converting the first digital asset into a second digital asset with a non-fungible digital structure, the conversion including generating a crypto token, assigning the crypto token to the second digital asset, and recording the crypto token on a transaction block of the blockchain; transferring the second digital asset from the first digital platform to the intermediate computing node via the communication device, and thereby associating the second digital asset with the second user account of the first user; and requesting to transfer the second digital asset from the intermediate computing node to the second digital platform, and thereby associating the second digital asset with the third user account of the first user.

[0120] Clause 15: A non-transitory computer-readable medium storing instructions executable by one or more processors of a controller of a computing system, the instructions, when executed by the one or more processors, causing the controller to perform operations including: storing a first digital asset having a fungible digital construct in a first memory device of a first digital platform, and thereby associating the first digital asset with a first user account of a first user; receiving a first transfer request from the first user to transfer the first digital asset to a second digital platform; in response to receiving the first transfer request, converting the first digital asset into a second digital asset having a non-fungible digital construct, the conversion including generating a crypto token, assigning the crypto token to the second digital asset, and recording the crypto token on a transaction block of a blockchain; transferring the second digital asset from the first digital platform to an intermediate computing node via a distributed computing network, and thereby associating the second digital asset with a second user account of the first user; and requesting the transfer of the second digital asset from the intermediate computing node to the second digital platform, and thereby associating the second digital asset with a third user account of the first user.

[0121] Clause 16: The computer-readable medium pursuant to Clause 15, wherein the instructions further cause the controller to: close the first user account on the first digital platform in response to transferring the second digital asset to the intermediate computing node.

[0122] Clause 17: The computer-readable medium pursuant to Clause 15, wherein the instructions further cause the controller to: remove the first digital asset from the first storage device of the first digital platform in response to transferring the second digital asset to the intermediate computing node.

[0123] Clause 18: The computer-readable medium pursuant to Clause 15, wherein the intermediate computing node comprises a digital wallet platform and the second user account comprises a digital encrypted wallet.

[0124] Clause 19: The computer-readable medium as described in Clause 18, wherein the digital encrypted wallet is a self-identity (SSI) digital wallet, the SSI digital wallet being operated via a software application connected to an encrypted database that stores a set of user credentials and keys indicating the self-identity of the first user.

[0125] Clause 20: The computer-readable medium pursuant to Clause 15, wherein the instructions further cause the controller to: receive a second transfer request to transfer the second digital asset to the first digital platform; in response to receiving the second transfer request, convert the second digital asset into the first digital asset having the homogenized digital construct, the conversion including destroying the cryptographic token assigned to the second digital asset; and receive the second digital asset from the second digital platform via the distributed computing network.

[0126] Clause 21: The computer-readable medium described in Clause 20, wherein destroying the crypto token includes sending the crypto token to an inaccessible digital wallet or an unavailable blockchain address.

[0127] Clause 22: The computer-readable medium pursuant to Clause 15, wherein the intermediate computing node includes a Web 2.5 intermediary platform capable of arbitrating the transfer of the first digital asset between the first digital platform and the second digital platform.

[0128] Clause 23: The computer-readable medium pursuant to Clause 22, wherein the instructions further cause the controller to: receive from the intermediary server computer of the intermediate computing node an indication that the first transfer request conforms to a first rule set predefined by the first digital platform, wherein transferring the first digital asset from the intermediate computing node to the second digital platform is in response to determining that the first transfer request conforms to the first rule set.

[0129] Clause 24: The computer-readable medium according to Clause 23, wherein the instructions further cause the controller to: receive from the intermediary server computer an indication that the first transfer request conforms to a second rule set predefined by the second digital platform, wherein transferring the first digital asset from the intermediary computing node to the second digital platform also responds to determining that the first transfer request conforms to the second rule set.

[0130] Clause 25: The computer-readable medium pursuant to Clause 15, wherein the first digital platform comprises a hybrid centralized and decentralized Web 2.5 virtual goods platform, and the first digital asset comprises intangible virtual goods.

[0131] Clause 26: The computer-readable medium described in Clause 25, wherein the second digital platform is a Web 2.0 or Web 3.0 online gaming platform.

[0132] Clause 27: The computer-readable medium as described in Clause 26, wherein the second digital platform includes a video game (VG) environment, a virtual reality (VR) environment, and / or an augmented reality (AR) environment.

[0133] Clause 28: A method for managing digital rights to a digital asset, the method comprising: retrieving a digital asset from a storage device of a first digital platform, the digital asset having an associated asset content file and a set of digital usage rights; receiving a transfer request from a user's computing device via a server computer of the first digital platform to export the asset content file or a derivative file of the asset content file to a second digital platform; in response to receiving the transfer request from the user, creating a non-fungible cryptographic token for the digital asset, including recording the cryptographic token on a transaction block of a blockchain and storing the cryptographic token in a digital wallet maintained by a digital wallet platform different from the first digital platform; and after creating the cryptographic token, transferring the asset content file or a derivative file of the asset content file from the first digital platform to the second digital platform via a distributed computing network based on one or more usage rights from the set of digital usage rights.

[0134] Clause 29: A method for managing digital rights to a digital asset, the method comprising: receiving a transfer request from a user's computing device via a server computer of a first digital platform to import a digital asset from a second digital platform to the first digital platform, the digital asset having a set of digital usage rights and asset content files associated therewith; retrieving a non-fungible cryptographic token associated with the digital asset and recorded on a blockchain transaction block from a digital wallet maintained by a digital wallet platform different from the first digital platform; destroying the cryptographic token of the digital asset in response to receiving the transfer request to import the digital asset; and after destroying the cryptographic token, transferring the digital asset from the second digital platform to the first digital platform via a distributed computing network based on one or more of the set of digital usage rights.

[0135] Clause 30: A method for managing digital rights to a digital asset, the method comprising: receiving a transfer request from a user's computing device via a server computer of a first digital platform to export a digital asset from a file repository system to a second digital platform, the digital asset having a set of digital usage rights and an asset content file associated therewith; retrieving a non-fungible cryptographic token associated with the digital asset and recorded on a blockchain transaction block from a digital wallet maintained by a digital wallet platform different from the first digital platform; destroying the cryptographic token of the digital asset in response to receiving the transfer request to export the digital asset; and after destroying the cryptographic token, transferring the asset content file of the digital asset or a derivative file of the asset content file to the second digital platform via a distributed computing network based on one or more of the set of digital usage rights.

[0136] Clause 31: A method for managing digital rights to a digital asset, the method comprising: importing a digital asset, having a set of digital usage rights and asset content files associated therewith, into a first digital platform via a distributed computing network; destroying a non-fungible crypto token associated with the digital asset and recorded on a blockchain transaction block in response to the import of the digital asset; associating a user's account with a digital asset record created for the digital asset on the first digital platform via a server computer of the first digital platform; linking the user account to a Video Game (VG) suite provided on a second digital platform; activating an asset badge containing an unlock code via the server computer, the unlock code enabling access to one or more of the set of digital usage rights of the digital asset; and sending the unlock code from the first digital platform to the second digital platform via the distributed computing network, thereby enabling the user to access VG assets associated with the digital asset in the VG suite.

[0137] Various aspects of this disclosure have been described in detail with reference to the illustrated embodiments; however, those skilled in the art will recognize that many modifications can be made thereto without departing from the scope of this disclosure. This disclosure is not limited to the precise construction and composition disclosed herein; and any and all modifications, alterations, and variations apparent in the foregoing description are within the scope of this disclosure as defined by the appended claims. Furthermore, the concept of this disclosure expressly includes any and all combinations and sub-combinations of the foregoing elements and features.

[0138] Embodiments of this disclosure are provided in the following set of terms, which should be read in conjunction with the foregoing disclosure and the interpretation of the technology.

[0139] Clause 1: A method for controlling the transfer of digital assets, the method comprising: storing a first digital asset having a fungible digital structure in a first storage device of a first digital platform, and thereby associating the first digital asset with a first user account of a first user; receiving, via a server computer of the first digital platform, a first transfer request from the first user to transfer the first digital asset to a second digital platform; in response to receiving the first transfer request, converting the first digital asset into a second digital asset having a non-fungible digital structure via the server computer, the conversion including generating a crypto token, assigning the crypto token to the second digital asset, and recording the crypto token on a transaction block of a blockchain; transferring the second digital asset from the first digital platform to an intermediate computing node via the server computer on a distributed computing network, and thereby associating the second digital asset with a second user account of the first user; and transferring the second digital asset from the intermediate computing node to the second digital platform, and thereby associating the second digital asset with a third user account of the first user.

[0140] Clause 2: The method according to Clause 1 further includes: in response to transferring the second digital asset to the intermediate computing node, closing the first user account on the first digital platform via the server computer.

[0141] Clause 3: The method according to Clause 1 further includes: in response to transferring the second digital asset to the intermediate computing node, removing the first digital asset from the first storage device of the first digital platform via the server computer.

[0142] Clause 4: The method described in Clause 1, wherein the intermediate computing node includes a digital wallet platform and the second user account includes a digital encrypted wallet.

[0143] Clause 5: The method described in Clause 4, wherein the digital encrypted wallet is a self-identity (SSI) digital wallet, the SSI digital wallet being operated via a software application connected to an encrypted database that stores a set of user credentials and keys indicating the self-identity of the first user.

[0144] Clause 6: The method according to Clause 1 further includes: receiving a second transfer request to transfer the second digital asset to the first digital platform via the server computer of the first digital platform; in response to receiving the second transfer request, converting the second digital asset into the first digital asset having the homogenized digital structure via the server computer, the conversion including destroying the cryptographic token assigned to the second digital asset; and receiving the second digital asset from the second digital platform or the intermediate computing node via the server computer through the distributed computing network.

[0145] Clause 7: The method described in Clause 6, wherein destroying the crypto token includes sending the crypto token to an inaccessible digital wallet or an unavailable blockchain address.

[0146] Clause 8: The method described in Clause 1, wherein the intermediate computing node includes a Web 2.5 intermediary platform capable of arbitrating the transfer of the first digital asset between the first digital platform and the second digital platform.

[0147] Clause 9: The method according to Clause 8 further includes: determining, via an intermediary server computer of the Web 2.5 intermediary platform, whether the first transfer request conforms to a first rule set predefined by the first digital platform, wherein transferring the first digital asset from the intermediate computing node to the second digital platform is in response to determining that the first transfer request conforms to the first rule set.

[0148] Clause 10: The method according to Clause 9 further includes: determining, via the intermediary server computer of the intermediate computing node, whether the first transfer request conforms to a second rule set predefined by the second digital platform, wherein transferring the first digital asset from the intermediate computing node to the second digital platform also responds to determining that the first transfer request conforms to the second rule set.

[0149] Clause 11: The method described in Clause 1, wherein the first digital platform includes a hybrid Web 2.5 virtual goods platform, and the first digital asset includes intangible virtual goods.

[0150] Clause 12: The method described in Clause 11, wherein the second digital platform is a Web 2.0 or Web 3.0 online gaming platform.

[0151] Clause 13: The method described in Clause 12, wherein the second digital platform includes a video game (VG) environment, a virtual reality (VR) environment, and / or an augmented reality (AR) environment.

[0152] Clause 14: A decentralized computing system for transferring digital assets, the decentralized computing system comprising: a server database providing a first digital platform; a communication device configured to connect the first digital platform to a second digital platform via an intermediate computing node through a distributed computing network; and a server computer operatively connected to the server database and the communication device, the server computer being programmed to: store a first digital asset having a homogeneous digital structure in a first storage device of the first digital platform, and thereby associate the first digital asset with a first user account of a first user; and receive transfers of the first digital asset from the first user. The first transfer request to the second digital platform; in response to receiving the first transfer request, converting the first digital asset into a second digital asset with a non-fungible digital structure, the conversion including generating a crypto token, assigning the crypto token to the second digital asset, and recording the crypto token on a transaction block of the blockchain; transferring the second digital asset from the first digital platform to the intermediate computing node via the communication device, and thereby associating the second digital asset with the second user account of the first user; and requesting to transfer the second digital asset from the intermediate computing node to the second digital platform, and thereby associating the second digital asset with the third user account of the first user.

[0153] Clause 15: A non-transitory computer-readable medium storing instructions executable by one or more processors of a controller of a computing system, the instructions, when executed by the one or more processors, causing the controller to perform operations including: storing a first digital asset having a fungible digital construct in a first memory device of a first digital platform, and thereby associating the first digital asset with a first user account of a first user; receiving a first transfer request from the first user to transfer the first digital asset to a second digital platform; in response to receiving the first transfer request, converting the first digital asset into a second digital asset having a non-fungible digital construct, the conversion including generating a crypto token, assigning the crypto token to the second digital asset, and recording the crypto token on a transaction block of a blockchain; transferring the second digital asset from the first digital platform to an intermediate computing node via a distributed computing network, and thereby associating the second digital asset with a second user account of the first user; and requesting the transfer of the second digital asset from the intermediate computing node to the second digital platform, and thereby associating the second digital asset with a third user account of the first user.

[0154] Clause 16: The computer-readable medium pursuant to Clause 15, wherein the instructions further cause the controller to: close the first user account on the first digital platform in response to transferring the second digital asset to the intermediate computing node.

[0155] Clause 17: The computer-readable medium pursuant to Clause 15, wherein the instructions further cause the controller to: remove the first digital asset from the first storage device of the first digital platform in response to transferring the second digital asset to the intermediate computing node.

[0156] Clause 18: The computer-readable medium pursuant to Clause 15, wherein the intermediate computing node comprises a digital wallet platform and the second user account comprises a digital encrypted wallet.

[0157] Clause 19: The computer-readable medium as described in Clause 18, wherein the digital encrypted wallet is a self-identity (SSI) digital wallet, the SSI digital wallet being operated via a software application connected to an encrypted database that stores a set of user credentials and keys indicating the self-identity of the first user.

[0158] Clause 20: The computer-readable medium pursuant to Clause 15, wherein the instructions further cause the controller to: receive a second transfer request to transfer the second digital asset to the first digital platform; in response to receiving the second transfer request, convert the second digital asset into the first digital asset having the homogenized digital construct, the conversion including destroying the cryptographic token assigned to the second digital asset; and receive the second digital asset from the second digital platform via the distributed computing network.

[0159] Clause 21: The computer-readable medium described in Clause 20, wherein destroying the crypto token includes sending the crypto token to an inaccessible digital wallet or an unavailable blockchain address.

[0160] Clause 22: The computer-readable medium pursuant to Clause 15, wherein the intermediate computing node includes a Web 2.5 intermediary platform capable of arbitrating the transfer of the first digital asset between the first digital platform and the second digital platform.

[0161] Clause 23: The computer-readable medium pursuant to Clause 22, wherein the instructions further cause the controller to: receive from the intermediary server computer of the intermediate computing node an indication that the first transfer request conforms to a first rule set predefined by the first digital platform, wherein transferring the first digital asset from the intermediate computing node to the second digital platform is in response to determining that the first transfer request conforms to the first rule set.

[0162] Clause 24: The computer-readable medium according to Clause 23, wherein the instructions further cause the controller to: receive from the intermediary server computer an indication that the first transfer request conforms to a second rule set predefined by the second digital platform, wherein transferring the first digital asset from the intermediary computing node to the second digital platform also responds to determining that the first transfer request conforms to the second rule set.

[0163] Clause 25: The computer-readable medium pursuant to Clause 15, wherein the first digital platform comprises a hybrid centralized and decentralized Web 2.5 virtual goods platform, and the first digital asset comprises intangible virtual goods.

[0164] Clause 26: The computer-readable medium described in Clause 25, wherein the second digital platform is a Web 2.0 or Web 3.0 online gaming platform.

[0165] Clause 27: The computer-readable medium as described in Clause 26, wherein the second digital platform includes a video game (VG) environment, a virtual reality (VR) environment, and / or an augmented reality (AR) environment.

[0166] Clause 28: A method for managing digital rights to a digital asset, the method comprising: retrieving a digital asset from a storage device of a first digital platform, the digital asset having an associated asset content file and a set of digital usage rights; receiving a transfer request from a user's computing device via a server computer of the first digital platform to export the asset content file or a derivative file of the asset content file to a second digital platform; in response to receiving the transfer request from the user, creating a non-fungible cryptographic token for the digital asset, including recording the cryptographic token on a transaction block of a blockchain and storing the cryptographic token in a digital wallet maintained by a digital wallet platform different from the first digital platform; and after creating the cryptographic token, transferring the asset content file or a derivative file of the asset content file from the first digital platform to the second digital platform via a distributed computing network based on one or more usage rights from the set of digital usage rights.

[0167] Clause 29: A method for managing digital rights to a digital asset, the method comprising: receiving a transfer request from a user's computing device via a server computer of a first digital platform to import a digital asset from a second digital platform to the first digital platform, the digital asset having a set of digital usage rights and asset content files associated therewith; retrieving a non-fungible cryptographic token associated with the digital asset and recorded on a blockchain transaction block from a digital wallet maintained by a digital wallet platform different from the first digital platform; destroying the cryptographic token of the digital asset in response to receiving the transfer request to import the digital asset; and after destroying the cryptographic token, transferring the digital asset from the second digital platform to the first digital platform via a distributed computing network based on one or more of the set of digital usage rights.

[0168] Clause 30: A method for managing digital rights to a digital asset, the method comprising: receiving a transfer request from a user's computing device via a server computer of a first digital platform to export a digital asset from a file repository system to a second digital platform, the digital asset having a set of digital usage rights and an asset content file associated therewith; retrieving a non-fungible cryptographic token associated with the digital asset and recorded on a blockchain transaction block from a digital wallet maintained by a digital wallet platform different from the first digital platform; destroying the cryptographic token of the digital asset in response to receiving the transfer request to export the digital asset; and after destroying the cryptographic token, transferring the asset content file of the digital asset or a derivative file of the asset content file to the second digital platform via a distributed computing network based on one or more of the set of digital usage rights.

[0169] Clause 31: A method for managing digital rights to a digital asset, the method comprising: importing a digital asset, having a set of digital usage rights and asset content files associated therewith, into a first digital platform via a distributed computing network; destroying a non-fungible crypto token associated with the digital asset and recorded on a blockchain transaction block in response to the import of the digital asset; associating a user's account with a digital asset record created for the digital asset on the first digital platform via a server computer of the first digital platform; linking the user account to a Video Game (VG) suite provided on a second digital platform; activating an asset badge containing an unlock code via the server computer, the unlock code enabling access to one or more of the set of digital usage rights of the digital asset; and sending the unlock code from the first digital platform to the second digital platform via the distributed computing network, thereby enabling the user to access VG assets associated with the digital asset in the VG suite.

[0170] Clause 41: A system for managing digital assets across heterogeneous virtual platforms, the system comprising: a server computer of an intermediary platform, the server computer being configured to: maintain a plurality of user accounts, each user account being associated with at least one fungible digital asset on a first digital platform, wherein the first digital platform is a centralized platform where the digital asset is not recorded on a blockchain and cannot be freely transferred from the first digital platform; receive from the first user account of the plurality of user accounts a transfer request to transfer a first fungible digital asset to a second digital platform, wherein the second digital platform is a decentralized platform where the digital asset is recorded on a blockchain and can be freely transferred from or within the second digital platform; in response to receiving the transfer request: verify compliance with a first rule set established by the first digital platform and a second rule set established by the second digital platform; generate or cause the generation of a first non-fungible token (NFT) corresponding to the first fungible digital asset, wherein the first NFT is recorded on a blockchain; and remove or disable the first fungible digital asset from the first user account; and transfer or cause the first NFT to be transferred to a digital wallet associated with the first user account, wherein the intermediary platform does not hold or manage the first NFT.

[0171] Clause 42: The system according to Clause 41, wherein the server computer is further configured to: enable the first user account to link to a user account on the partner platform; verify the ownership or use rights of the first user account to the first fungible digital asset; generate an unlock code associated with the first fungible digital asset; and send the unlock code to the partner platform, wherein the partner platform, upon receiving the unlock code, grants access rights to the corresponding digital asset within the partner platform's system.

[0172] Clause 43: The system according to Clause 42, wherein the server computer is further configured to: maintain a badge system for cross-platform management of one-time use rights; associate the unlock code with the digital badge; and deactivate the digital badge after the unlock code is sent.

[0173] Clause 44: In the system described in Clause 41, the digital wallet is a self-identity (SSI) digital wallet, which operates via a software application connected to an encrypted database storing user credentials.

[0174] Clause 45: The system according to Clause 41, wherein the server computer is further configured to: receive from a second user account a second transfer request to transfer a second NFT to the first digital platform, wherein the second NFT is recorded on a blockchain; verify ownership of the second NFT via the blockchain; cause the destruction or shelving of the second NFT; and create or restore a second fungible digital asset in the second user account on the first digital platform.

[0175] Clause 46: The system described in Clause 45, wherein destroying the second NFT includes sending the second NFT to an inaccessible digital wallet or an unavailable blockchain address.

[0176] Clause 47: The system described in Clause 41, wherein the first digital platform is a virtual goods platform.

[0177] Clause 48: A method for transferring digital assets between platforms, the method comprising: receiving, by a server computer of an intermediary platform, a transfer request from a first user account for transferring a first fungible digital asset from a centralized platform to a decentralized platform, wherein: the centralized platform maintains protected digital assets not recorded on a blockchain and not freely transferable from the centralized platform, and the decentralized platform maintains digital assets recorded on a blockchain and transferable from or within the decentralized platform; in response to receiving the transfer request: verifying compliance with a set of rules established by both the centralized platform and the decentralized platform; generating or facilitating the generation of a first non-fungible token (NFT) corresponding to the first fungible digital asset; recording the first NFT on a blockchain; and transferring or facilitating the transfer of the first NFT to a digital wallet associated with the first user account, wherein the intermediary platform does not hold or manage the first NFT.

[0178] Clause 49: The method described in Clause 48 further includes: enabling the first user account to link to a user account on a partner platform; verifying the ownership or use rights of the first user account to the first fungible digital asset; generating an unlock code associated with the first fungible digital asset; and sending the unlock code to the partner platform, wherein the partner platform, upon receiving the unlock code, grants access rights to the corresponding digital asset within the partner platform's system.

[0179] Clause 50: The method described in Clause 49 further includes: maintaining a badge system for cross-platform management of one-time use rights; associating the unlock code with the digital badge; and deactivating the digital badge after sending the unlock code.

[0180] Clause 51: The digital wallet described in accordance with Clause 48 is a Self-Identified Identity (SSI) digital wallet.

[0181] Clause 52: The centralized platform described in accordance with Clause 48 is a virtual goods platform.

[0182] Clause 53: A method for transferring digital assets between platforms, the method comprising: receiving, by a server computer of an intermediary platform, a transfer request from a first user account to transfer a first non-fungible token (NFT) from a decentralized platform to a centralized platform, wherein: the decentralized platform maintains digital assets recorded on a blockchain and transferable from or within the decentralized platform, the centralized platform maintains digital assets not recorded on a blockchain and not freely transferable from the centralized platform, and the first NFT corresponds to a first fungible digital asset; the server computer: verifies ownership of the first NFT via the blockchain, and verifies compliance with a set of rules established by both the decentralized platform and the centralized platform; in response to verifying ownership and compliance: causes the destruction or shelving of the first NFT, and creates or restores the first fungible digital asset in the first user account on the centralized platform.

[0183] Clause 54: The method described in Clause 53, wherein destroying the first NFT includes sending the first NFT to an inaccessible digital wallet or an unavailable blockchain address.

[0184] Clause 55: The method according to Clause 53, wherein setting aside the first NFT includes transferring the first NFT to a digital wallet controlled by an administrator of the centralized platform or the decentralized platform.

[0185] Clause 56: The method described in Clause 53 further includes: enabling the first user account to link to a user account on a partner platform; verifying the ownership or right of use of the first user account to the first fungible digital asset; generating an unlock code associated with the first fungible digital asset; and sending the unlock code to the partner platform, wherein the partner platform, upon receiving the unlock code, grants access rights to the corresponding digital asset within the partner platform's system.

[0186] Clause 57: The method described in Clause 56 further includes: maintaining a badge system for cross-platform management of one-time use rights; associating the unlock code with the digital badge; and deactivating the digital badge after sending the unlock code.

[0187] Clause 58: The centralized platform described in accordance with Clause 53 is a virtual goods platform.

[0188] Clause 59: The method according to Clause 53 further includes: storing the first homogenized digital asset in association with metadata defining one or more characteristics of the first homogenized digital asset; and maintaining synchronization between the metadata and the corresponding NFT attributes recorded on the blockchain.

[0189] Clause 60: The method described under Clause 53 further includes: tracking the usage of the first fungible digital asset across multiple platforms; and preventing the simultaneous use of the first fungible digital asset and the first NFT.

[0190] Clause 61: A system for managing the right to use digital assets across heterogeneous platforms, comprising: a server computer configured to: maintain a plurality of digital badges in a badge repository, wherein each digital badge is associated with a single-use right to a digital asset on a partner platform; receive a request from a first user account to access the digital asset on the partner platform; verify ownership of the first user account over the corresponding underlying digital asset; in response to verifying the ownership: retrieve an unused digital badge from the badge repository, generate an unlock code associated with the retrieved digital badge, send the unlock code to the partner platform to enable access to the digital asset on the partner platform, and deactivate the digital badge to prevent subsequent use; and maintain badge usage records to prevent repeated unlocking of the digital asset across multiple partner platforms.

[0191] Clause 62: The system according to Clause 61, wherein each digital badge includes a nested nonfungible token embedded within a primary nonfungible token associated with the underlying digital asset, and wherein deactivating the digital badge includes destroying the nested nonfungible token while retaining the primary nonfungible token.

[0192] Clause 63: The system according to Clause 62, wherein the server computer is further configured to: track the total number of nested nonfungible tokens associated with each primary nonfungible token; and prevent the creation of additional nested nonfungible tokens once the total number reaches a predetermined threshold.

[0193] Clause 64: The system according to Clause 61, wherein the server computer is further configured to: maintain different types of digital badges corresponding to different levels of access rights on the partner platform; and select appropriate badge types based on the characteristics of the underlying digital assets and predefined rules of the partner platform.

[0194] Clause 65: The system pursuant to Clause 64, wherein the server computer is further configured to: monitor the usage patterns of the digital assets on the partner platform; generate usage analysis based on the monitored usage patterns; and adjust badge availability or access rights based on the usage analysis.

[0195] Clause 66: A method for maintaining consistency of digital assets across heterogeneous platforms, comprising: storing an underlying digital asset by a server computer, the underlying digital asset having a first digital construct associated with first metadata, the first metadata defining characteristics of the underlying digital asset; generating a non-fungible token (NFT) corresponding to the underlying digital asset, wherein the NFT includes second metadata reflecting the characteristics defined in the first metadata; recording the NFT on a blockchain; monitoring modifications by the server computer to either the first metadata associated with the underlying digital asset or the second metadata recorded on the blockchain; upon detecting a modification to either the first metadata or the second metadata: updating unmodified metadata to maintain synchronization between the first metadata and the second metadata, and propagating the modification to any partner platform that has unlocked the digital asset; and preventing the underlying digital asset and the NFT from being active simultaneously across different platforms.

[0196] Clause 67: The method described in Clause 66 further includes: implementing a version control system to track modifications to the digital asset; assigning a version number to each modification of the first metadata and the second metadata; and maintaining a modification history that associates each version number with a corresponding characteristic of the digital asset.

[0197] Clause 68: The method described in Clause 67 further includes: establishing a platform hierarchy, wherein modifications from higher priority platforms are automatically propagated to lower priority platforms; and requiring manual approval for modifications propagated from the lower priority platforms to the higher priority platforms.

[0198] Clause 69: The method described in Clause 66 further includes: generating a platform-specific representation of the digital asset for each partner platform based on synchronized metadata; and maintaining a mapping table that maps the features between different platform-specific representations.

[0199] Clause 70: The method described in Clause 69, wherein generating the platform-specific representation includes: analyzing the technical requirements and limitations of each of the partner platforms; adjusting the digital asset characteristics to comply with the technical requirements while retaining the basic attributes; and recording the adjustment parameters in the modification history.

[0200] Clause 71: A method for enforcing digital asset compliance across heterogeneous platforms, comprising: maintaining, by a server computer, a first rule set associated with a first platform and a second rule set associated with a second platform, wherein: the first rule set defines permitted characteristics of digital assets on the first platform, and the second rule set defines permitted characteristics of digital assets on the second platform; receiving a request to transfer digital assets from the first platform to the second platform; analyzing the characteristics of the digital assets according to both the first rule set and the second rule set; when the characteristics conform to the two rule sets: generating a platform-specific version of the digital assets compatible with the second platform, while maintaining the basic characteristics of the digital assets from the first platform; recording the relationship between the platform-specific versions in a digital asset registry; and enabling the transfer of the platform-specific versions to the second platform while maintaining synchronization between the versions.

[0201] Clause 72: The method described in Clause 71 further includes: maintaining a rule hierarchy that defines the relationships and priorities between conflicting rules from different platforms; automatically resolving rule conflicts based on the rule hierarchy; and generating a notification when manual resolution of the rule conflicts is required.

[0202] Clause 73: The methods described in Clause 72 also include: tracking rule modification history across platforms; analyzing the impact of rule changes on existing digital assets; and automatically initiating compliance checks when platform rules are modified.

[0203] Clause 74: The method described in Clause 71, wherein analyzing the characteristics includes: decomposing the digital asset into components; assessing each component according to applicable platform rules; identifying specific violations at the component level; and generating a detailed compliance report.

[0204] Clause 75: The method described in Clause 74 further includes: maintaining a database of common violations and corresponding remediation strategies; automatically applying the remediation strategies when possible; and learning from manual remediation actions to update the remediation strategies.

[0205] Clause 76: The method described in Clause 71 further includes: implementing a compliance verification API that enables the platform to: query the current compliance status of the digital asset, request real-time compliance checks on proposed modifications, and receive notifications of compliance-related events.

Claims

1. A system for managing digital assets across heterogeneous virtual platforms, the system comprising: The intermediary platform's server computer, wherein the server computer is configured as follows: Maintain multiple user accounts, each of which is associated with at least one fungible digital asset on a first digital platform, wherein the first digital platform is a centralized platform on which the digital assets are not recorded on a blockchain and cannot be freely transferred from the first digital platform; A transfer request is received from a first user account among the plurality of user accounts to transfer a first homogenized digital asset to a second digital platform, wherein the second digital platform is a decentralized platform in which digital assets are recorded on a blockchain and can be freely transferred from or within the second digital platform. In response to receiving the transfer request: Verify the conformity of the first rule set established by the first digital platform and the second rule set established by the second digital platform. Generate or cause the generation of a first non-fungible token (NFT) corresponding to the first fungible digital asset, wherein the first NFT is recorded on a blockchain, and Remove or disable the first homogenized digital asset from the first user account; as well as The first NFT is transferred or facilitated to be transferred to a digital wallet associated with the first user account, wherein the intermediary platform does not hold or manage the first NFT.

2. The system according to claim 1, wherein the server computer is further configured to: Enable the first user account to link to the user account on the partner platform; Verify the ownership or right to use the first homogenized digital asset by the first user account; Generate an unlock code associated with the first homogenized digital asset; and The unlock code is sent to the partner platform, whereby, upon receiving the unlock code, the partner platform grants access rights to the corresponding digital assets within its system.

3. The system according to claim 2, wherein the server computer is further configured to: Maintain the badge system for cross-platform management of one-time use rights; Associate the unlock code with the digital badge; and The digital badge is deactivated after the unlock code is sent.

4. The system of claim 1, wherein the digital wallet is a self-identity (SSI) digital wallet, the SSI digital wallet being operated via a software application connected to an encrypted database storing user credentials.

5. The system according to claim 1, wherein the server computer is further configured to: Receive a second transfer request from a second user account to transfer a second NFT to the first digital platform, wherein the second NFT is recorded on a blockchain; Ownership of the second NFT is verified via the blockchain; This would prompt the destruction or postponement of the second NFT; as well as Create or restore a second homogenized digital asset in the second user account on the first digital platform.

6. The system of claim 5, wherein destroying the second NFT comprises sending the second NFT to an inaccessible digital wallet or an unavailable blockchain address.

7. The system according to claim 1, wherein the first digital platform is a virtual goods platform.

8. A method for transferring digital assets between platforms, the method comprising: The intermediary platform's server computer receives a transfer request from the first user account to transfer the first fungible digital asset from the centralized platform to the decentralized platform, wherein: The centralized platform maintains digital assets that are not recorded on the blockchain and cannot be freely transferred from the centralized platform. The decentralized platform maintains digital assets recorded on the blockchain that can be transferred from or within the decentralized platform. In response to receiving the transfer request: The server computer verifies the conformity of the rule set established by both the centralized platform and the decentralized platform; Generate or cause the generation of a first non-fungible token (NFT) corresponding to the first fungible digital asset. Record the first NFT on the blockchain, and The first NFT is transferred or facilitated to be transferred to a digital wallet associated with the first user account, wherein the intermediary platform does not hold or manage the first NFT.

9. The method according to claim 8, further comprising: Enable the first user account to link to the user account on the partner platform; Verify the ownership or right to use the first homogenized digital asset by the first user account; Generate an unlock code associated with the first homogenized digital asset; as well as The unlock code is sent to the partner platform, whereby, upon receiving the unlock code, the partner platform grants access rights to the corresponding digital assets within its system.

10. The method of claim 9, further comprising: Maintain the badge system for cross-platform management of one-time use rights; Associate the unlock code with the digital badge; as well as The digital badge is deactivated after the unlock code is sent.

11. The method of claim 8, wherein the digital wallet is a self-identity (SSI) digital wallet.

12. The method according to claim 8, wherein the centralized platform is a virtual goods platform.

13. A method for transferring digital assets between platforms, the method comprising: The intermediary platform's server computer receives a transfer request from the first user account to transfer the first non-fungible token (NFT) from the decentralized platform to the centralized platform, wherein: The decentralized platform maintains and records digital assets on the blockchain that can be transferred from or within the decentralized platform. The centralized platform maintains digital assets that are not recorded on the blockchain and cannot be freely transferred from the centralized platform. The first NFT corresponds to the first homogenized digital asset; By the server computer: Ownership of the first NFT is verified via the blockchain, and Verify the conformity of the rule set established by both the decentralized platform and the centralized platform; In response to verifying ownership and conformity: To cause the destruction or shelving of the first NFT, and Create or restore the first homogenized digital asset in the first user account on the centralized platform.

14. The method of claim 13, wherein destroying the first NFT comprises sending the first NFT to an inaccessible digital wallet or an unavailable blockchain address.

15. The method of claim 13, wherein setting aside the first NFT comprises transferring the first NFT to a digital wallet controlled by an administrator of the centralized platform or the decentralized platform.

16. The method of claim 13, further comprising: Enable the first user account to link to the user account on the partner platform; Verify the ownership or right to use the first homogenized digital asset by the first user account; Generate an unlock code associated with the first homogenized digital asset; as well as The unlock code is sent to the partner platform, whereby, upon receiving the unlock code, the partner platform grants access rights to the corresponding digital assets within its system.

17. The method of claim 16, further comprising: Maintain the badge system for cross-platform management of one-time use rights; Associate the unlock code with the digital badge; as well as The digital badge is deactivated after the unlock code is sent.

18. The method according to claim 13, wherein the centralized platform is a virtual goods platform.

19. The method of claim 13, further comprising: The first homogenized digital asset is stored in association with metadata that defines one or more characteristics of the first homogenized digital asset; as well as Maintain synchronization between the metadata and the corresponding NFT attributes recorded on the blockchain.

20. The method of claim 13, further comprising: Track the usage of the first homogenized digital asset across multiple platforms; as well as Prevent the simultaneous use of the first homogenized digital asset and the first NFT.

Citation Information

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