International Business Machines Corporation (Armonk, NY)
The embodiments of the present invention address shortcomings in the art in respect to online simulations. A particular embodiment provides an approach to controlling the data of online simulations. The method may be based on determining that the initial experience for a person of an online simulation must be recorded. This could also mean recording the first experience and associating metadata to the recorded. This may also mean taking the metadata of a second experience by the participant in an online simulation and determining if the metadata matches that from the initial experience. This method may also include informing the user of the relationship of the recorded experience with the second experience.
1. Field of the Invention
The invention is related to online simulations, video games, and more specifically to the management of data recorded used in online simulations and videos.
2. Description of Related Art
In the last few years the World Wide Web has experienced rapid growth. Online games allow for multiplayer games and simulations. There are many multiplayer online games and simulations that are available on the internet, ranging from simple board games to complex virtual reality environments.
Virtual worlds are computer-generated simulated world that allows its users to live in and interact with via avatars. The actual habitation is usually depicted as a two- , or three-dimensional representation of humans (or other text-based or graphical avatars). The majority however, not all virtual worlds allow for multiple users. Computer-simulated worlds are typically like real-world environments such as gravity and topography, as well as locomotion. Real-world rules also apply in communications, real-time actions and real-time actions. Communication can be in the form of text, graphics or real-time voice communications via VoIP. Virtual worlds like this are typical in massively multiplayer online games specifically massively multiplayer online role-playing games. A metaverse is a term used to describe fully real-time 3D virtual environments.
Memories and the capability to recall past events is a powerful aspect of social interaction and business exchange. Virtual worlds that are traditional don’t allow avatars to keep records of events that have occurred in the past. This restricts the ability for the avatar user to draw data from prior interactions, transactions with commerce or experiences from the virtual world. When a person navigates an online world, he’s not equipped with an automated memory to recall with whom they spoke to, the places he traveled and how prior business transactions worked out. So, the users are forced to rely on the human memory which is prone to error and unreliable.
There is therefore an urgent need to improve the previous state of the art. And specifically it is necessary to provide a method for the recording of events in an online simulation as well as the management of these recordings.
The embodiments of the present invention address deficiencies of the art in respect to online simulations. One embodiment of the invention provides a method for managing online simulation data. This could include recording the first online experience of a user. The method could also include creating a record of the initial experience and associating metadata with the recording. The method may also involve taking the metadata of a second encounter by the user of the online simulation and finding out that the metadata from the second experience is in line with the metadata of the first experience. The method could also include informing the user that the recording is associated with the second experience.
A computer system for managing the recording of data is possible in another version of the invention. A repository could be integrated in the computer system to save experiences of users in the online simulation. A processor can be included in the computer system to decide that an online simulation user’s first experience needs to be documented. The repository can store the recorded experience and assign metadata to it. The computer system may also contain a processor designed for reading metadata of a second experience experienced by the person using the online simulation and then determining that the metadata from the second experience matches the metadata of the first experience. The computer system can further include a processor configured to inform the user that the recording is related to the second experience.
A different embodiment of the invention provides another method for managing the recorded data of an online simulator. The method may comprise reading metadata from the second experience of one of the users of the online simulation as well as reading metadata from a second user during the second experience wherein the metadata includes belonging of the second user within a group of friends and metadata on a variety of recordings made by the second user. Furthermore, the method can consist of determining whether the membership of the second person matches the membership of the first user. Notifying the user of the association of at most one recording with the second experience is an additional option.
Additional aspects of the invention are described in part in the description which follows, and in part will be evident from the description or can be learned through practice of the invention. It is possible to realize and achieve all the aspects of the invention by using the combinations and elements specifically described in the attached claims. It is important to note that both the foregoing general description and the subsequent specific description are intended to be exemplary and explanatory only and are notrestrictive of the invention as stated.
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