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67 results about "Real world data" patented technology

Real world data (RWD) in medicine is data derived from a number of sources that are associated with outcomes in a heterogeneous patient population in real-world settings, such as patient surveys, clinical trials, and observational cohort studies.

On line gaming with real-world data

In one aspect, a method, systems, and apparatuses provide for online gaming that integrates sensory data and/or gameplay data from a real-world environment, and in particular, interactive online gaming within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment, wherein the online game may be provided in a delayed manner or in real-time. In one aspect, sensory data and/or gameplay data from a live card game in a real-world environment are recorded for delayed playback or streamed live in real-time, and a remote player is able to access the game online and participate in the game as if the remote player had been present at the original, live card game in the real-world environment. In one aspect, the remote player may play in the online game at the position/seat occupied by one or more of the original, real-world players in the original, real-world game. In one aspect, in games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position/seat in the original, real-world game. In one aspect, the remote player may able to make strategic decisions during gameplay that differ from those of the original, real-world player, wherein such strategic decisions may affect the outcome of the game for that player. In one aspect, the real-world environment is a gaming area at a casino.
Owner:INTERNET GAMING SERVICES INT

Local Causal and Markov Blanket Induction Method for Causal Discovery and Feature Selection from Data

In many areas, recent developments have generated very large datasets from which it is desired to extract meaningful relationships between the dataset elements. However, to date, the finding of such relationships using prior art methods has proved extremely difficult especially in the biomedical arts. Methods for local causal learning and Markov blanket discovery are important recent developments in pattern recognition and applied statistics, primarily because they offer a principled solution to the variable/feature selection problem and give insight about local causal structure. The present invention provides a generative method for learning local causal structure around target variables of interest in the form of direct causes/effects and Markov blankets applicable to very large datasets and relatively small samples. The method is readily applicable to real-world data, and the selected feature sets can be used for causal discovery and classification. The generative method GLL-PC can be instantiated in many ways, giving rise to novel method variants. In general, the inventive method transforms a dataset with many variables into either a minimal reduced dataset where all variables are needed for optimal prediction of the response variable or a dataset where all variables are direct causes and direct effects of the response variable. The power of the invention and significant advantages over the prior art were empirically demonstrated with datasets from a diversity of application domains (biology, medicine, economics, ecology, digit recognition, text categorization, and computational biology) and data generated by Bayesian networks.
Owner:ALIFERIS KONSTANTINOS CONSTANTIN F +1

On line gaming with real-world data

In one aspect, a method, systems, and apparatuses provide for online gaming that integrates sensory data and / or gameplay data from a real-world environment, and in particular, interactive online gaming within an environment incorporating playback of a recorded instance of an original, live card game played in a real-world environment, wherein the online game may be provided in a delayed manner or in real-time. In one aspect, sensory data and / or gameplay data from a live card game in a real-world environment are recorded for delayed playback or streamed live in real-time, and a remote player is able to access the game online and participate in the game as if the remote player had been present at the original, live card game in the real-world environment. In one aspect, the remote player may play in the online game at the position / seat occupied by one or more of the original, real-world players in the original, real-world game. In one aspect, in games where a player is dealt his or her own hand of cards, the remote player will receive cards as they were dealt to the original, real-world player that occupied the same position / seat in the original, real-world game. In one aspect, the remote player may able to make strategic decisions during gameplay that differ from those of the original, real-world player, wherein such strategic decisions may affect the outcome of the game for that player. In one aspect, the real-world environment is a gaming area at a casino.
Owner:INTERNET GAMING SERVICES INT

Data cells and data cell generations

InactiveUS20060085457A1Extrapolation is quick and easyData processing applicationsDigital data processing detailsSynapseEntity type
A method and system is presented for storing data in data cells that contain only a single element of data. Each data cell includes four components: an Entity Instance identifier (“O”), an Entity Type identifier (“E”) an Attribute Type identifier (“A”), and an Attribute Value (“V”). Groups of cells with identical O and E values constitute a cell set, and contain information about a specific instance of an entity. Every cell contains a unique combination of O, E, A, and V, meaning that each cell is unique within any particular information universe. Relationships between cell sets are created through the use of linking or synapse cells that are created through a process of transmutation. In transmutation, two cell sets are associated with each other through the creation of two synapse cells. The first synapse cell has the O and E values of the first cell set, and has an A and V value equal to the E and O value, respectively, of the second cell set. The second synapse cell has the O and E values of the second cell set, and has as its A and V values the E and O value, respectively, of the first cell set. Through the use of cell generations, it is possible to store information about attributes, entities, relationships, constraints, and default data formats in the same cell listing as the cells containing the actual real-world data. As a result, the data in a data cell can be considered self-identifying. The present invention also provides a way to normalize data using data pool cell sets. The data cells themselves can be stored in multiple, co-existing storage trees that are specialized for increased data query efficiency.
Owner:INFORMATION BIONICS +1
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