(WO/2004/079530) USING AVATARS TO COMMUNICATE
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- Description
- Claims
- National Phase
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USING AVATARS TO COMMUNICATE TECHNICAL FIELD This description relates to projecting a graphical representation of a communications application operator (hereinafter"sender") in communications sent in a network of computers.
BACKGROUND Online services may provide users with the ability to send and receive instant messages. Instant messages are private online conversations between two or more people who have access to an instant messaging service, who have installed communications software necessary to access and use the instant messaging service, and who each generally have access to information reflecting the online status of other users.
An instant message sender may send self-expression items to an instant message recipient. Current implementations of instant messaging self-expression enable a user to individually select self-expression settings, such as a Buddy Icon and a Buddy Wallpaper, which settings thereafter project to other users who see or interact with that person online.
SUMMARY
A graphical user interface on a display device of a computer enables
communications using an avatar. The graphical user interface includes an instant
message sender display. The instant message sender display has a sender portion that
displays a sender avatar capable of displaying multiple animations. The instant
message sender display also has a message compose area capable of displaying text
included in the message sent from the sender to the recipient and communication
controls. At least one communication control is operable to receive an indication that
the message displayed in the message compose area is to be sent from the sender to
Implementations may include one or more of the following features. For example, the instant message sender display may include a recipient portion that displays a recipient avatar and a message history area. The recipient avatar may be capable of displaying multiple animations in response to a trigger related to content of a message sent from a sender to a recipient. The message history area may be capable of displaying the content of multiple messages sent between the sender and the recipient and identifying an identity associated with the recipient. The recipient avatar is animated in response to an animation of the sender avatar.
The graphical user interface may include a contact list display for displaying potential recipients. The contact list display may indicate whether each potential recipient is available to receive a message. The potential recipients may be grouped and associated with an indication of a group identity.
The graphical user interface may be a graphical user interface that is used for an instant messaging communication session. The trigger comprises a portion or all of the text of the message.
The appearance or animation of the sender avatar may indicate an
environmental condition, a personality characteristic associated with the sender, an
emotional state associated with the sender, a setting characteristic or an activity
associated with the sender.
The sender avatar may be animated in response to the passing of a predetermined amount of time during which the sender does not communicate a message to the recipient or during which the sender does not use a computing device that is used by the sender to communicate with the recipient in the communications session.
The avatar animation used as the communication conduit may include a breakout animation that involves displaying avatar outside of normal display space occupied by the avatar. The sender avatar may be animated to produce sounds used for verbal communication.
Implementations of the techniques discussed above may include a computer program product for generating a graphical user interface, a graphical user interface configured for presentation on a display device, or a system or apparatus.
In another general aspect, communicating includes graphically representing, with an avatar capable of being animated, a first user in a communication session involving the first user and a second user. A message is communicated between the first user and the second user. The message conveys explicit information from the first user to the second user. Out-of-band information is communicated to the second user using a change in the avatar appearance or avatar animation as a communication conduit. The out-of-band communication includes a communication that is related to a context of the first user and that differs from the information conveyed in the message sent between the first user and the second user.
Implementations may include one or more of the following features. For example, the communication session may be an instant messaging communication session. The avatar may be a facial animation that does not include a body having an ear or a leg or may be a facial animation, including a neck, that does not include a body having an ear or a leg.
The out-of-band information may include information indicating an
environmental condition associated with the first user. The environmental condition
may include an environmental condition related to weather occurring in a geographic
location near the first user. The out-of-band information may indicate a personality
The out-of-band information may include information indicating a setting characteristic associated with the first user. The setting characteristic may include a characteristic related to time of day of the first user or a characteristic related to time of year. The time of year may include a holiday or a season that is one of spring, summer, fall or winter. The setting characteristic may include a characteristic associated with a work setting or a recreation setting. The recreation setting may include a beach setting, a tropical setting or a winter sport setting.
The out-of-band information may include information related to a mood of the first user. The mood of the first user may be one of happy, sad or angry.
The out-of-band information may include information associated with an activity of the first user. The activity may be performed by the first user at substantially the same time that the out-of-band message is communicated from the first user to the second user. The activity may be working or listening to music. The out-of-band information may include information conveying that the first user has muted sounds associated with the avatar.
An animation of the avatar to convey the out-of-band information from the first user to the second user may be triggered based on the information conveyed in the message from the first user to the second user. The trigger may include a portion or all of the text of the message. The trigger may include an audio portion of the message. The trigger may include the passing of a predetermined amount of time during which the first user does not communicate a message to the second user or does not use a computing device that is used by the first user to communicate with the second user in the communication session.
The avatar animation used as the communication conduit may include a facial
expression of the avatar, a gesture made by a hand or arm of the avatar, movement of
a body of the avatar or sounds made by the avatar. At least some of the sounds may
include a voice based on a voice of the first user. The avatar animation used as the
communication conduit may include a breakout animation that involves displaying
The first user may be provided with multiple preconfigured avatars having associated preselected animations. The first user may be enabled to select a particular avatar to represent the user in the communications session. The first user may be persistently associated with the selected avatar to represent the first user in subsequent communication sessions.
The first user may be enabled to modify the appearance of the avatar.
Enabling the first user to modify the appearance of the avatar may include enabling the first user to use a slide bar to indicate a particular modification of a particular feature of the avatar or enabling the first user to modify appearance of the avatar to reflect a characteristic of the first user. The characteristic of the first user may be one of age, gender, hair color, eye color, or a facial feature.
Enabling the first user to modify the appearance of the avatar may include enabling the first user to modify the appearance of the avatar by adding, changing or deleting a prop displayed with the avatar. A prop may be one of eyeglasses, sunglasses, a hat, or earrings.
The first user may be enabled to modify a trigger used to cause an animation of the avatar. The trigger may include text included in the message sent from the first user to the second user.
The avatar may be animated for use as an information assistant to convey information to the first user. Use of the avatar by an application other than a communications application, including an online journal, may be enabled.
A depiction of the avatar may be displayed in the form that is substantially similar to a trading card. The trading card depiction of the avatar may include characteristics associated with the first user.
In yet another general aspect, perception of multiple online personas is
enabled in an instant messaging communications session. At least two identities
within a communications environment to whom messages may be directed are
identified. A first persona of a user is enabled to be projected to a first of the
identities while a second persona of the same user is enabled to be concurrently
Implementations may include one or more of the following features. For example, the first persona may differ from the second persona such that first persona invokes a different avatar than an avatar invoked by the second persona.
The first persona may invoke a first avatar, and the second persona may invoke a second avatar. The first avatar and the second avatar may be the same avatar. An animation associated with the first avatar may be different from animations associated with the second avatar. An appearance associated with the first avatar may be different from appearances associated with the second avatar.
An avatar may be associated with multiple sounds. An avatar may be capable of being animated based on text of a message sent in the instant message communications session. An avatar also may be capable of being animated to send an out-of-band communication.
The first persona may be associated with a first group of identities so that the first persona is projected in communications sessions with members of the first group of identities. The second persona may be associated with a second group of identities so that the second persona is projected in communications sessions with members of the second group of identities.
A persona may be associated with the first of the identities, and a different persona may be associated with a group of the identities with which the first of the identities is associated. The first persona projected to the first of the identities may be an amalgamation of the persona associated with the first of the identities and the different persona associated with the group of the identities. The persona associated with the first of the identities may override the different persona associated with the group of the identities to the extent a conflict exists.
In still another general aspect, perception of multiple online personas is
enabled in an instant messaging communications session. An instant messaging
application user interface for an instant messaging communications session is
rendered on an instant messaging recipient system. The communications session
involves at least one potential instant messaging recipient and a single potential
Implementations may include one or more of the following features. For example, the sender persona may be selected by the instant messaging sender from the multiple possible personas associated with the instant messaging sender. The persona may be rendered before or after communications are initiated by the potential instant messaging sender. The self-expression items may include one or more of a wallpaper, an emoticon, and a sound. One or more personas may be defined.
A first persona may be assigned to a first potential instant messaging recipient so that the first persona is thereafter automatically invoked and projected in an instant messaging communications session involving the first potential instant messaging recipient. A second persona may be assigned to a second potential instant messaging recipient so that the second persona is thereafter automatically invoked and projected in an instant messaging communications session involving the second potential instant messaging recipient. The second persona may be at least partially distinguishable from the first persona.
A first persona may be assigned to a first group of potential instant messaging recipients so that the first persona is thereafter automatically invoked and projected in an instant messaging communications session involving a member of the first group of potential instant messaging recipients. A second persona may be assigned to a second potential instant messaging recipient so that the second persona is thereafter automatically invoked and projected in an instant messaging communications session involving the second potential instant messaging recipient. The second persona may be at least partially distinguishable from the first persona.
The use of one of the multiple personas may be disabled. Disabling the use of
one of the multiple personas may be based on the instant messaging recipient.
One of the multiple personas may be a work persona associated with presence of the instant messaging sender at a work location associated with the instant messaging sender. One of the multiple personas may be a home persona associated with presence of the instant messaging sender at home. A determination may be made as to whether the instant messaging sender is at home or at the work location. In response to a determination that the instant messaging sender is at home, the home persona may be selected for use in the instant messaging communications session. In response to a determination that the instant messaging sender is at the work location, the work persona may be selected for use in the instant messaging communications session.
A persona to be displayed may be selected by the potential instant messaging recipient based on time of day, day of week, or a group of potential instant messaging recipients that are associated with the potential instant messaging recipient.
At least some of characteristics of
In yet another general aspect, an avatar is used to communicate.
Implementations may include one or more of the following features. For
example, the avatar may be associated with a description that identifies the
personality of the avatar. The personality of the avatar may include at least some
characteristics that are distinct of at least some characteristics of
In yet another general aspect, a first avatar is animated based on perceived animation of a second avatar. A first user is graphically represented with a first avatar capable of being animated, and a second user is graphically represented with a second avatar capable of being animated. Communication messages are being sent between the first user and the second user. An indication of an animation of the first avatar is received, and, the second avatar is animated in response to, and based on, the received indication of the animation.
Implementations may include one or more of the following features. For example, the indication of an animation received may be any type of animation of the first avatar or may be an indication of a particular animation of multiple possible animations of the first avatar. The first avatar may be subsequently animated in response to and based on the animation of the second avatar.
The first avatar may be animated in response to a particular portion of a message sent between the first user and the second user. The message may be sent from the first user to the second user or may be sent to the first user from the second user. The first avatar may be animated to send an out-of-band communication from the first user to the second user.
Implementations of the techniques discussed above may include a method or process, a system or apparatus, or computer software on a computer-accessible medium.
The details of one or more of the implementations are set forth in the accompanying drawings and description below. Other features will be apparent from the description and drawings, and from the claims.
DESCRIPTION OF DRAWINGS
FIGS.
FIG. 3 is a flow chart of a process for animating an avatar based on the content
of an instant message.
FIG.
FIG. 6 is a diagram illustrating an exemplary process involving communications between two instant messaging client systems and an instant message host system, whereby an avatar of a user of one of the instant message client systems is animated based on the animation of an avatar of a user of the other of the instant message client systems.
FIG. 7 is a flow chart of a process for selecting and optionally customizing an avatar.
FIG.
FIG.
FIG. 10 is a diagram of a user interface used to present a snapshot description of an avatar.
FIG.
FIG.
FIG.
FIG.
FIG.
FIG.
FIGS. 16,17 and 18 are diagrams of exemplary communications systems
capable of enabling an instant message user to project an avatar for self-expression.
DETAILED DESCRIPTION An avatar representing an instant messaging user may be animated based on the message sent between a sender and recipient. An instant messaging application interface is configured to detect entry of predetermined or user-defined character strings, and to relate those character strings to predefined animations of an avatar.
The avatar representing or selected by the sender is animated in the recipient's instant messaging application interface and, optionally, in the sender's instant messaging application interface. The avatar is rendered based on an animation model including a mesh that defines, using polygons, the form of the avatar, a texture defines an image to covers the mesh of the avatar, and a light map that defines the effect of a light source on the avatar. The animation model for the avatar includes particular geometry, including at least one thousand polygons in the underlying wire model that makes up the avatar's mesh, and at least twenty blend shapes, each of which defines a different facial expression or shape. The animation model includes multiple animations capable of being rendered for the avatar defined by the animation model and the animations being capable of association with one or more sound effects. The animation model for the avatar may include only a face and/or a face and neck of the avatar.
An avatar representing
A user may name and save multiple different"online personas"or"online
personalities, "which are groups of instant messaging self-expression settings such as,
for example, avatars, Buddy Sounds, Buddy Wallpaper and Emoticons (e. g.,
Smileys). Then, depending on the identity with whom the user communicates, they
may access and project a preselected one of their online personas in an instant
An avatar that represents a user in a communications session may be animated, without user manipulation, based on the animation of another avatar that represents another user in the same communications session. This may be referred to as an automatic response of an avatar to the behavior of another avatar.
FIG. 1 illustrates an exemplary graphical user interface 100 for an instant messaging service capable of enabling a user to project an avatar for self-expression.
The user interface 100 may be viewed by a user who is an instant message sender and
whose instant messaging communications program is configured to project an avatar
associated with and used as an identifier for the user to one or more other users or
user groups (collectively, instant message recipients). In particular, the user
The user interface
The instant message user interface 105 has an instant message recipient portion 110 and an instant message sender portion 130. The instant message recipient portion 110 displays the recipient avatar 115 chosen by the instant message recipient with whom the instant message sender is having an instant message conversation.
Similarly, the instant message sender portion 130 displays the sender avatar 135
chosen by the instant message sender. The display of the sender avatar 135 in the
instant message user interface 105 enables the instant message sender to perceive the
The instant message user interface 105 includes an instant message composition area 145 for composing instant message messages to be sent to the instant message recipient and for message history text box 125 for displaying a transcript of the instant message communications session with the instant message recipient. Each of the messages sent to, or received from, the instant message recipient are listed in chronological order in the message history text box 125, each with an indication of the user that sent the message as shown at 126. The message history text box 125 optionally may include a time stamp 127 for each of the messages sent.
Wallpaper may be applied to portions of the graphical user interface 100. For example, wallpaper may be applied to window portion 120 that is outside of the message history box 125 or window portion 140 that is outside of the message composition area 145. The recipient avatar 115 is displayed over, or in place of, the wallpaper applied to the window portion 120, and the wallpaper applied to the window portion 120 corresponds to the recipient avatar 115. Likewise, the sender avatar 135 is displayed over, or in place of, the wallpaper applied to the window portion 140 and the wallpaper applied to the window portion 120 corresponds to the sender avatar 135. In some implementations, a box or other type of boundary may be displayed around the avatar, as shown by boundary 157 displayed around the sender avatar 135. A different wallpaper may be applied to window portion 158 inside the boundary 157 than the wallpaper applied to the window portion 140 outside of the message composition area 145 but not within the boundary 157. The wallpaper may appear to be non-uniform and may include objects that are animated. The wallpapers applied to the window portions 120 and 140 may be personalization items selectable by an instant message user for self-expression.
The instant message user interface 105 also includes a set of feature controls
165 and a set of transmission controls 150. The feature controls 165 may control
features such as encryption, conversation logging, conversation forwarding to a
The instant message buddy list window 170 includes an instant message
sender-selected list 175 of potential instant messaging recipients ("buddies") 180a-
180g. Buddies typically are contacts who are known to the potential instant message
sender (here, IMSender). In the list 175, the representations 180a-180g include text
identifying the screen names of the buddies included in list 175; however, additional
or alternative information may be used to represent one or more of the buddies, such
as an avatar associated with the buddy, that is reduced in size and either still or
animated. For example, the representation 180a includes the screen name and avatar
of the instant message recipient named SuperBuddyFanl. The representations
Buddies may be grouped by an instant message sender into one or more user-
defined or pre-selected groupings ("groups"). As shown, the instant message buddy
list window 170 has three groups, Buddies
As illustrated in FIG. 1, each of the sender avatar 135 and the recipient avatar 115 is a graphical image that represents a user in an instant message communications session. The sender projects the sender avatar 135 for self-expression, whereas the recipient projects the recipient avatar 115 also for self-expression. Here, each of the animation avatars 135 or 115 is an avatar that only includes a graphical image of a face, which may be referred to as a facial avatar or a head avatar. In other implementations, an avatar may include additional body components. By way of example, a Thanksgiving turkey avatar may include an image of a whole turkey, including a head, a neck, a body and feathers.
The sender avatar 135 may be animated in response to an instant message sent to the instant message recipient, and the recipient avatar 115 may be animated in response to an instant message sent by the instant message recipient. For example, the text of an instant message sent by the sender may trigger an animation of the sender avatar 135, and the text of an instant messages sent by the instant message recipient to the sender may trigger an animation of the recipient avatar 115.
More particularly, the text of
When the send button 160 is activated, the instant message application searches the
text of the message for animation triggers. When an animation trigger is identified,
the sender avatar 135 is animated with an animation that is associated with the
identified trigger. This process is described more fully later. In a similar
Alternatively or additionally, the sender avatar 135 may be animated in
response to an instant message sent from the instant message recipient, and the
More particularly, the text of a message to be sent is specified by the sender in the message specification text box 145. The text entered in the message specification text box 145 is sent to the recipient when the sender activates the send button 160.
When the send button 160 is activated, the instant message application searches the text of the message for animation triggers. When an animation trigger is identified, the recipient avatar 115 is animated with an animation that is associated with the identified trigger. In a similar manner, the text of a message sent by the instant message recipient and received by the sender is searched for animation triggers and, when found, the sender avatar 135 is animated with an animation associated with the identified trigger.
In addition, the sender avatar 135 or the recipient avatar 115 may be animated
in direct response to a request from the sender or the recipient. Direct animation of
the sender avatar
An animation in one of the avatars 135 or 115 displayed on the instant
messaging user interface 105 may cause an animation in the other avatar. For
example, an animation of the recipient avatar 115 may trigger an animation in the
sender avatar 135, and vice versa. By way of example, the sender avatar 135 may be
animated to appear to be crying.
Alternatively, the recipient avatar 115 may be animated to appear comforting or sympathetic in response to the crying animation of the sender avatar 135. In another example, a sender avatar 135 may be animated to show a kiss and, in response, a recipient avatar 115 may be animated to blush.
The recipient avatar 115 may appear to respond to a mood of the sender
communicated by the sender avatar 135. By way of example, in response to a
frowning or teary animation of the sender avatar
An avatar
The sender avatar
For example, if rain is falling at the geographic location of the sender, then the sender avatar 135 may be animated to put on a rain coat or open an umbrella. The wallpaper corresponding to the sender avatar 135 also may include rain drops animated to appear to be failing on the sender avatar 135. The animation of the sender avatar 135 or the recipient avatar 115 played in response to the weather may be triggered by weather information received on the sender's computer or the recipient's computer, respectively. For example, the weather information may be pushed to the sender's computer by a host system of an instant messaging system being used. If the pushed weather information indicates that it is raining, then an animation of the sender avatar 135 corresponding to rainy weather is played.
Furthermore, the avatar may be used to audibly verbalize content other than
the text communicated between parties during a communications session. For
example, if the
The sender may mute the recipient avatar 115 or the sender avatar
The voice of an avatar may correspond to the voice of a user associated with
the avatar. To do so, the characteristics of the user's voice may be extracted from
audio samples of the user's voice. The extracted characteristics and the audio samples
The sender avatar 135 may be used to communicate an aspect of the setting or the environment of the sender. By way of example, the animation and appearance of the sender avatar 135 may reflect aspects of the time, date or place of the sender or aspects of the circumstances, objects or conditions of the sender. For example, when the sender uses the instant messaging user interface 105 at night, the sender avatar 135 may appear to be dressed in pajamas and have a light turned on to illuminate an otherwise dark portion of the screen on which the avatar is displayed and/or the sender avatar 135 may periodically appear to yawn. When the sender uses the instant messaging user interface 105 during a holiday period, the sender avatar 135 may be dressed in a manner illustrative of the holiday, such as appearing, as Santa Claus during December, a pumpkin near Halloween, or Uncle Sam during early July. The appearance of the sender avatar 135 also may reflect the climate or geographic location of the sender. For example, when rain is falling in the location of the sender, wallpaper corresponding the sender avatar 135 may include falling raindrops and/or the sender avatar 135 may wear a rain hat or appear under an open umbrella. In another example, when the sender is sending instant message from a tropical location, the sender avatar 135 may appear in beach attire.
The sender avatar 135 also may communicate an activity being performed by the sender while the sender is using the instant messaging user interface 105. For example, when the sender is listening to music, the avatar 135 may appear to be wearing headphones. When the sender is working, the sender avatar 135 may be dressed in business attire, such as appearing in a suit and a tie.
The appearance of the sender avatar 135 also may communicate the mood or
an emotional state of the sender. For example, the sender avatar 135 may
communicate a sad state of the sender by frowning or shedding a tear. The
appearance of the sender avatar 135 or the recipient avatar 115 may resemble the
sender or the recipient, respectively. For example, the appearance of the sender avatar
135 may be such that the sender avatar 135 appears to be of a similar age as the
In some implementations, the wallpaper applied to the window portion 120 and/or the wallpaper applied to the window portion 140 may include one or more animated objects. The animated objects may repeat continuously or periodically on a predetermined or random basis a series of animations. Additionally or alternatively, the wallpapers applied to the window portions 120 and 140 may be animated to in response to the text of messages sent between the sender and the recipient. For example, the text of an instant message sent by the sender may trigger an animation of the animated objects included in the wallpaper corresponding to the sender avatar 135, and the text of an instant messages sent by the instant message recipient to the sender may trigger an animation of the animated objects included in the wallpaper corresponding to the recipient avatar 115. The animated objects included in the wallpapers may be animated to reflect the setting or environment, activity and mood of the recipient and the sender, respectively.
An avatar may be used as a mechanism to enable self-expression or additional
non-text communication by a user associated with the avatar. For example, the sender
avatar
Referring to FIG. 2, the animation of an avatar may involve resizing or
repositioning the avatar such that the avatar occupies more or different space on the
instant message user interface 105 than the original boundary of the avatar. In the
Referring to FIG. 3, a process 300 is illustrated for animating an avatar for
self-expression based on the content of an instant message.
The wallpaper displayed for the avatar includes an animated object or animated objects. The object or objects may be animated based on the content of the instant message sent or may be animated based on other triggers, including (but not limited to) the passing of a predetermined amount of time, the occurrence of a particular day or time of day, any type of animation of the sender avatar, a particular type of animation of the sender avatar, any type of animation of the recipient avatar, or a particular type of the animation of the recipient avatar. Also, when the sender is inactive for a predetermined duration, the avatar sequentially displays each of multiple animations associated with an idle state.
The process 300 begins when an instant message sender who is associated
with an avatar starts an instant messaging communications session with an instant
message recipient (step 305). To do so, the sender may select the name of the
recipient from a buddy list, such as the buddy list 170 from FIG. 1. Alternatively, the
name of the recipient may be entered into a form that enables instant messages to be
specified and sent. As another alternative, the sender may start an instant messaging
The processor displays a user interface for the instant messaging session
including the avatar associated with the sender and wallpaper applied to the user
interface over which the avatar is displayed (step 307). The avatar may be displayed
over, for example, wallpaper applied to
The processor receives text of a message entered by the sender to be sent to the instant message recipient (step 310) and sends a message corresponding to the entered text to the recipient (step 315). The processor compares the text of the message to multiple animation triggers that are associated with the avatar projected by the sender (step 320). A trigger may include any letter, number, or symbol that may be typed or otherwise entered using a keyboard or keypad. Multiple triggers may be associated with an animation.
Referring also to FIG. 4, examples 400 of triggers associated with animations
405a-405q of a particular avatar model are shown. Each of the animations 405a-405q
has multiple associated triggers 410a-410q. More particularly, by way of example,
the animation 405a, in which the avatar is made to smile, has associated triggers
Each of the triggers 410a includes multiple character strings.
Referring again to FIG. 3, the processor determines whether a trigger is
included within the message (step 325). When the message includes a trigger (step
325), the processor identifies a type of animation that is associated with the identified
trigger (step 330). This may be accomplished by using a database table, a list, or a
file that associates one or more triggers with a type of animation for the avatar to
Optionally, the processor may identify and play an animation of at least one wallpaper object based on the match of a trigger with the text of the message sent (step 337).
The processor monitors the communications activity of the sender for periods
of inactivity (step 340) to detect when the sender is in an idle state or an idle period of
communications activity (step 345). The sender may be in an idle state after a period
during which no messages were sent. To detect an idle state, the processor may
determine whether the sender has not typed or sent an instant message or otherwise
interacted with the instant message communications application for
When the processor detects inactivity (which may be referred to an idle state),
a type of animation associated with the idle state is identified (step 350). This may be
accomplished by using a database table, list or file that identifies one or more types of
animations to play during a detected idle period. The type of animations played
during a detected idle state may be the same as or different from the types of
animations played based on a trigger in an instant message. The identified type of
animation is played (step 355). In one implementation, multiple types of animation
associated with the idle state may be identified and played. When the processor
detects that the sender is no longer idle, such as by receiving an input from the sender,
the processor may immediately stop playing the animation event (not shown). In
some implementations, a user may select types of animations to be played during an
idle period and/or select the order in which the animation are played when multiple
In some implementations, the processor may detect a wallpaper object trigger
that is different than the trigger used to animate the sender avatar (step 360). For
example, the processor may detect the passage of a predetermined amount of time. In
another example, the processor may detect that the content of the instant message
includes a trigger for a wallpaper object animation that is different from the trigger
used to animate the sender avatar. Other wallpaper object triggers may include (but
are not limited to) the occurrence of a particular day or a particular time of day, the
existence of any animations by the sender avatar, the existence of a particular type of
animation by the sender avatar, the existence of animations by the recipient avatar,
When the processor detects a wallpaper object trigger (step 360), the processor identifies and plays an animation of at least one wallpaper object (step 337).
The process of identifying and playing types of animations during a sent instant message (steps 310-335) is performed for every instant message that is sent and for every instant message that is received by the processor. The process of identifying and playing types of animation events during periods of inactivity (steps 340-355) may occur multiple times during the instant messaging communications session. Steps 310-355 may be repeated indefinitely until the end of the instant messaging communications session.
The process of identifying and playing the types of animations that correspond
to a sent instant message or that are played during a period of sender inactivity (steps
320-355) also are performed by the processor of the instant message communications
application that received the message. In this manner, the animation of the sender
Referring to FIG. 5, an instant messaging interface 500 may be used by a sender of a speech-based instant messaging system to send and receive instant messages. In the speech-based instant messaging system, instant messages are heard rather than read by users. The instant messages may be audio recordings of the users of the speech-based instant messaging system, or the instant messages may include text that is converted into audible speech with a text-to-speech engine. The audio recordings or the audible speech are played by the users. The speech-based instant messaging interface 500 may display an avatar 505 corresponding to a user of the instant messaging system from which speech-based instant messages are received.
The avatar 505 may be animated automatically in response to the received instant messages such that the avatar 505 appears to be speaking the contents of the instant message. The recipient may view the animation of the avatar 505 and gather information not directly or explicitly conveyed in the instant message. Depending on the animation played, the recipient may be able to determine, for example, the mood of the sender or whether the sender is being serious or joking.
More particularly, the audio message may be processed in the same or similar manner as a textual instant message is processed with respect to the animation process 300 of FIG. 3. In such a case, types of animations are triggered by audio triggers included in an instant message.
In some implementations, the avatar 505 may appear to be speaking the instant
message. For example, the avatar 505 may include animations of mouth movements
corresponding to phonemes in human speech to increase the accuracy of the speaking
animations. When the instant message includes text, a text-to-speech process may
be generate sounds spoken by the avatar 505, animations corresponding to phonemes
in the text may be generated, and a lip synchronization process may be used to
synchronize the playing of the audio with the lip animation such that the phonemes
are heard at the same time that the corresponding animation of the mouth of the avatar
505 is seen. When the instant message includes an audio recording, animations
In another example, a sender may record an audio portion to be associated with one or more animations of the avatar 505. The recording then may be played when the corresponding animation of the avatar 505 is played.
FIG. 6 illustrates an example process 600 for communicating between instant message clients 602a and 602b, through an instant message host system 604, to animate one avatar in response to an animation played in a different avatar. Each of the users using client 602a or client 602b is associated with an avatar that represents and projects the user during the instant message session. The communications between the clients 602a and 602b are facilitated by an instant messaging host system 604. In general, the communications process 600 enables a first client 602a and a second client 602b to send and receive communications from each other. The communications are sent through the instant messaging host system 604. Some or all of the communications may trigger an animation or animations in an avatar associated with the user of the first client 602a and an animation or animations in an avatar associated with the user of the second client 602b.
An instant messaging communications session is established between the first
client 602a and the second client 602b in which communications are sent through the
instant messaging server host system 604 (step 606). The communications session
involves a first avatar that represents the user of the first client 602a and a second
avatar that represents the user of the second client 602b. This may be accomplished,
for example, as described previously with respect to step 305 of FIG. 3.
During the instant messaging communications session, a user associated with
the first client 602a enters text of an instant message to be sent to a user of the second
client 602b, which is received by the processor on the client 602aexecuting the instant
Specifically, the host system 604 receives the message and forwards the message from the first client 602a to the second client 602b (step 612). The message then is received by the second client 602b (step 614). Upon receipt of the message, the second client 602b displays the message in a user interface in which messages from the user of the first client 602a are displayed. The user interface may be similar to the instant messaging user interface 105 from FIG. 1, in which avatars corresponding to the sender and the recipient are displayed.
Both the first client 602a and the second client 602b have a copy of the
message, and both the first client 602a and the second client 602b begin processing
the text of the message to determine if the text of the message triggers any animations
in the respective copies of the first and second avatar models. When processing the
message, the first client 602a and the second client
Specifically, the first client
The animation from the first avatar model triggers an animation from the
second avatar model. To do so, the first client 602a identifies, based on the identified
type of animation played for the first avatar in response to the text trigger, a type of
The first client also may identify a type of animation to be played for
wallpaper corresponding to the first avatar and plays the identified wallpaper
animation of the first avatar (step 626a). The wallpaper of the avatar may include an
object or objects that are animated during the instant message communications
session. The animation of the object or objects may occur based on, for example, a
trigger in an instant message or the passage of a predetermined amount of time. The
animation of wallpaper objects also may be user-configurable such that a user selects
whether a particular type animation, or any animations, are played, and the triggers
for one or more of the wallpaper objects. A trigger for a type of animation of a
wallpaper object or objects may be the same as, or different from, one of the triggers
associated with animating the avatar. After the message has been sent and processed,
the user of the first client 602a may not send any additional messages for a period of
time. The first client 602a detects such a period of inactivity (step
The second client 602b processes the instant message in the same was as the first client 602a. Specifically, the second client 602b processes the message with steps 616b through 630b, each of which are substantially the same as parallel the message processing steps 616a through 630a performed by the first client 602a.
Because each of the first client 602a and the second client 602b have copies of the avatars corresponding to the users of the first client 602a and the second client 602b, the same animations that were played on the first client 602a as a result of executing steps 616a through 630a are played on the second client 602b as a result of executing the similar steps 616b through 630b.
During the communications process 600, a text-based message indicates the
types of animations that occur. However, messages with different types of content
Referring to FIG. 7, a process 700 is used to select and optionally customize
an avatar for use with an instant messaging system. An avatar may be customized to
reflect a personality to be expressed or another aspect of self-expression of the user
associated with the avatar. The process 700 begins when a user selects an avatar from
multiple avatars and the selection is received by the processor executing the process
700 (step 705). For example, a user may select a particular avatar from multiple
avatars such as the avatars illustrated in FIG. 8. Each of the avatars 805a-805r is
associated with an avatar model that specifies the appearance of the avatar. Each of
the avatars 805a-805r also includes multiple associated animations, each animation
identified as being of a particular animation type. The selection may be
accomplished, for example, when a user selects one avatar from a group of displayed
avatars. The display of the avatars may show multiple avatars in
FIG. 8 illustrates multiple avatars
Each of the avatars 805a-805r has a base state expression. For example, the avatar 805f appears to be happy, the avatar 805j appears to be sad, and the avatar 805m appears to be angry. Avatars may have other base state expressions, such as scared or bored. The base state expression of an avatar may influence the behavior of the avatar, including the animations and the sounds of the avatar. In one example, the avatar 805f has a happy base state expression and consequently has a generally happy behavior, whereas the avatar 805m has a creepy base state expression and consequently has a generally scary, creepy and spooky demeanor. In another example, a happy avatar may have upbeat sounds while an angry avatar may appear to be shouting when a sound is produced. The base state expression of an avatar may be changed as a result of the activities of a user associated with the avatar. By way of example, the degree of happiness expressed by the avatar may be related to the number of messages sent or received by the user. When the user sends or receives many messages in a predetermined period of time, the avatar may appear happier than when the user sends or receives fewer messages in the predetermined period of time.
One of multiple avatars 805a-805r may be chosen by a user of the instant
messaging system. Each of the avatars 805a-805r is associated with an appearance,
characteristics and behaviors that express
Each of the avatars 805a-805r is a multi-dimensional character with depth of
personality, voice, and visual attributes. In contrast to representing a single aspect of
a user through the use of an unanimated, two-dimensional graphical icon, an avatar of
the avatars 805a-805r is capable of indicating a rich variety of information about the
user projecting the avatar. Properties of the avatar enable the communication of
physical attributes, emotional attributes, and other types of context information about
the user that are not well-suited (or even available) for presentation through the use of
two-dimensional icons that are not animated. In one example, the avatar may reflect
the user's mood, emotions, and personality. In another example, the avatar may
reflect the location, activities and other context of the user. These characteristics of
In one example of an avatar personality, an avatar named SoccerBuddy (not shown) is associated with an energetic personality. In fact, the personality of the SoccerBuddy avatar may be described as energetic, bouncy, confidently enthusiastic, and youthful. The SoccerBuddy avatar's behaviors reflect events in soccer matches.
For example, the avatar's yell animation is an"ole, ole, ole"chant, his big-smile animation is"gooooooaaaaaallllll, "and, during a frown animation or a tongue-out animation, the avatar shows a yellow card. Using wallpaper, the SoccerBuddy is customizable to represent a specific team. Special features of the SoccerBuddy avatar include cleated feet to represent the avatar's base. In general, the feet act as the base for the avatar. The SoccerBuddy avatar is capable of appearing to move about by pogo-sticking on his feet. In a few animations, such as when the avatar goes away, the avatar's feet may become large and detach from the SoccerBuddy. The feet are able to be animated to kick a soccer ball around the display.
In another example, a silent movie avatar is reminiscent of silent film actor in the 1920's and 1930's. A silent movie avatar is depicted using a stove-pipe hat and a handle-bar moustache. The silent movie avatar is not associated with audio. Instead of speaking, the silent movie avatar is replaced by, or displays, placards having text in a manner similar to how speech was conveyed in a silent movie.
In other examples, an avatar may be appropriate to current events or a season.
In one example, an avatar may represent a team or a player on a team involved in
professional or amateur sport. An avatar may represent a football team, a baseball
team, or a basketball team, or a particular player of a team. In one example, teams
engaged in a particular
Animation triggers of the avatar may be modified to customize when various
types of animations associated with the avatar are to occur (step 710). For example, a
user may modify the triggers shown in FIG. 4 to indicate when an avatar is to be
A user also may configure the appearance of an avatar (step 715). This also may help define the personality of the avatar, and communicate a self-expressive aspect of the sender. For example, referring also to FIG. 9, an appearance modification user interface 900 may be used to configure the appearance of an avatar.
In the example of FIG. 9, the appearance modification user interface 900 enables the
user to modify multiple characteristics of a head of an avatar. For example, hair,
eyes, nose, lips and skin tone of the avatar may be configured with the appearance
modification user interface 900. For example, a hair slider 905 may be used to
modify the length of the avatar's hair. The various positions of the hair slider 905
represent different possible lengths of hair for the avatar that correspond to different
representations of the hair of the avatar included in the avatar model file associated
with the avatar being configured. An eyes slider
The appearance of the avatar that is created as a result of using the sliders 905- 925 may be previewed in an avatar viewer 930. The values chosen with the sliders 905-925 are reflected in the avatar illustrated in the avatar viewer 930. In one implementation, the avatar viewer 930 may be updated as each of the sliders 905-925 is moved such that the changes made to the avatar's appearance are immediately visible. In another implementation, the avatar viewer 930 may be updated once after all of the sliders 905-925 have been used.
A rotation slider
The appearance modification user interface 900 also includes a hair tool
button
For example, the tool displayed as a result of selecting the hair tool button 940 may enable changes to, for example, the length, color, cut, and comb of the avatar's hair.
In one implementation, the changes made to the avatar's hair with the tool displayed as a result of selecting the hair tool button 940 are reflected in the illustration of the avatar in the avatar viewer 930.
Similarly, selecting a skin tool button 945 displays a tool for modifying
various aspects of the avatar's skin. For example, the tool displayed as a result of
selecting the skin tool button 945 may enable, for example, changing the color of the
avatar's skin, giving the avatar a tan, giving the avatar tattoos, or changing the
weathering of the avatar's skin to give appearances of the age represented by the
avatar. In one implementation, the changes made to the avatar's skin with the tool
In a similar manner, selecting the props tool button 950 displays a tool for
associating one or more props with the avatar. For example, the avatar may be given
eyeglasses, earrings, hats, or other objects that may be worn by, or displayed on or
near, the avatar through use of the props tool. In one implementation, the props given
to the avatar with the tool displayed as a result of selecting the props tool button 950
are shown in the illustration of the avatar in the avatar viewer 930. In some
implementations, all of the props that may be associated with the avatar are included
in the avatar model file. The props controls whether each of the props is made visible
when the avatar is displayed.
Once all desired changes have been made to the avatar's appearance, the user may accept the changes by selecting a publish button 955. Selecting the publish button 955 saves the changes made to the avatar's appearance. In addition, when copies of the avatar are held by other users of the instant messaging system to reflect the change made9 the other users are sent updated copies of the avatar that reflect the changes made by the user to the avatar. The copies of the avatar may be updated so that all copies of the avatar have the same appearance such that there is consistency among the avatars used to send and receive out-of-band communications. The appearance modification user interface 900 may be used by the user to change only copies of the avatar corresponding to the user. Therefore, the user is prevented from making changes to other avatars corresponding to other users that may be overwritten he user is sent updated copies of the other avatars because the other users made changes to the other avatars. Preventing the user from modifying the other avatars ensures that all copies of the avatars are identical.
The avatar illustrated in the avatar viewer 930 may have an appearance that
does not include one of hair, eyes, a nose, lips, or skin tone that are modified with the
sliders 905-925. For example, the appearance of the avatar 8051 from FIG. 8 does not
In another example of configuring the appearance of an avatar, a configurable facial feature of an avatar may be created using blend shapes of the animation model corresponding to the avatar. A blend shape defines a portion of the avatar that may be animated. In some implementations, a blend shape may include a mesh percentage that may be modified to cause a corresponding modification in the facial feature. In such a case, a user may be able to configure a facial feature of an avatar by using a slider or other type of control to modify the mesh percentage of the blend shapes associated with the facial feature being configured.
Furthermore, the width, length, texture, and color of particles of the avatar may be customized. In one example, particles of the avatar used to portray hair or facial hair, such as a beard, may be modified to show hair or beard growth in the avatar.
Referring again to FIG. 7, wallpaper over which the avatar is illustrated and an animation for objects in the wallpaper may be chosen (step 720). This may be accomplished by, for example, choosing wallpaper from a set of possible wallpapers.
The wallpapers may include animated objects, or the user may choose objects and animations for the chosen objects to be added to the chosen wallpaper.
A trading card that includes an image of the avatar, a description of the avatar
may be created (step 725). In some implementations, the trading card also may
include a description of the user associated with the avatar. The trading card may be
shared with other users of the instant messaging system to inform the other users of
the avatar associated with the user.
Referring also to FIG. 10, one example of a trading card is depicted. The front
side 1045 of the trading card shows the avatar 1046. The animations of the avatar
may be played by selecting the animations control 1047. The back side 1050 of the
trading card includes descriptive information 1051 about the avatar, including the
avatar's name, date of birth, city, species, likes, dislikes, hobbies, and aspirations. As
illustrated in FIG. 10, both the front side 1045 and the back side 1050 of the trading
card is shown.
Referring again to FIG. 7, the avatar also may be exported for use in another
application (step 730). In some implementations, an avatar may be used by an
application other than
The avatar is saved and made available for use in an instant messaging communications session.
Referring again to FIG. 10, the avatar settings user interface 1000 includes a
personality section 1002. Selecting a personality tab 1010 displays a personality
section of the avatar settings interface 1000 for modifying the behavior of the one or
more avatars. In one implementation, the avatar settings user interface 1000 may be
used with the process 700 of FIG. 7 to choose the wallpaper of an avatar
The personality section 1002 of the avatar settings interface 1000 includes an
avatar list
Names of the avatars included in the avatar list may be changed through
selection of a rename button 1025. Selecting the rename button displays a tool for
changing the name of an avatar selected from the avatar list 1015. Similarly, an
avatar may be designated as a default avatar by selecting a default button 1030 after
selecting the avatar from the avatar list 1015. Avatars may be deleted by selecting a
delete button 1035 after selecting the avatar from the avatar list 1015. In one
implementation, a notification is displayed before the avatar is deleted from the avatar
list 1015. Avatars also may be created by selecting a create button 1040. When the
create button 1040 is pressed, a new entry is added to the avatar list 1015. The entry
may be selected and modified in the same way as other avatars in the avatar list
The behavior of the avatar is summarized in a card front 1045 and a card back
1050 displayed on the personality section. The card front 1045 includes an
illustration of the avatar and wallpaper over which the avatar 1020 is illustrated. The
card front 1045 also includes a shopping control 1049 to a means for purchasing props
for the selected avatar 1020. The card back 1050 includes information describing the
selected avatar 1020 and a user of the selected avatar. The description may include a
name, a birth date, a location, as well as other identifying and descriptive information
The personality section 1002 of the avatar settings interface 1000 may include
multiple links 1055-1070 to tools for modifying other aspects of the selected avatar's
1020 behavior. For example, an avatar link 1055 may lead to a tool for modifying the
appearance of the selected avatar 1020.
A wallpaper link 1060 may be selected to display a tool for choosing the
wallpaper over which the selected avatar 1020 is drawn.
A sound link 1065 may be selected to display
An emoticon link 1070 may be selected to display a tool for specifying emoticons that are available when communicating with the selected avatar 1020.
Emoticons are two-dimensional non-animated images that are sent when certain triggers are included in the text of an instant message. Changes made using the tools that are accessible through the links 1055-1070 may be reflected in the card front 1045 and the card back 1050. After all desired changes have been made to the avatars included in the avatar list 1015, the avatar settings interface 1000 may be dismissed by selecting a close button 1075.
It is possible, through the systems and techniques described herein,
particularly with respect to FIGS.
Each self-expression item is used to represent the instant message sender or a characteristic or preference of the instant message sender, and may include user- selectable binary objects. The self-expression items may be made perceivable by a potential instant message recipient ("instant message recipient") before, during, or after the initiation of communications by a potential instant message sender ("instant message sender"). For example, self-expression items may include an avatar, images, such as wallpaper, that are applied in a location having a contextual placement on a user interface. The contextual placement typically indicates an association with the user represented by the self-expression item. For instance, the wallpaper may be applied in an area where messages from the instant message sender are displayed, or in an area around a dialog area on a user interface. Self-expression items also include sounds, animation, video clips, and emoticons (e. g., smileys). The personality may also include a set of features or functionality associated with the personality. For example, features such as encrypted transmission, instant message conversation logging, and forwarding of instant messages to an alternative communication system may be enabled for a given personality.
Users may assign personalities to be projected when conversing with other
users, either in advance of
In many instances, an instant message sender may have multiple online personas for use in an instant message communications session. Each online persona is associated with an avatar representing the particular online persona of the instant message sender. In many cases, each online persona of a particular instant message sender is associated with a different avatar. This need not be necessarily so.
Moreover, even when two or more online personas of a particular instant message
sender include the same avatar, the appearance or behavior of the avatar may be
different for each of the online personas. In one example, a starfish avatar may be
associated with two online personas of a particular instant message sender. The
starfish avatar that is associated with one online persona may have different
animations than the other starfish avatar that is associated with the other online
persona. Even when both of the starfish avatars include the same animations, one of
the starfish avatars may be animated to display an animation of
FIG.
Each of the online personas
Multiple online personas may use the same avatar. This is illustrated by the
online personas
In creating personalities, the instant message sender may forbid
FIG.
Creating an online persona generally involves the instant message sender selecting
one or more self-expression items and/or features and functionalities to be displayed
to a certain instant message recipient or group of instant message recipients. A user
interface may be provided to assist the instant message sender in making such
FIG. 12 shows a chooser user interface 1200 that enables the instant message
sender to select among available personalities 1205,
Alternatively, the selection of a personality also may occur automatically
without sender intervention. For example, an automatic determination may be made
that the sender is sending instant messages from work. In such a case, a personality to
be used at work may be selected automatically and used for all communications. As
another example, an automatic determination may be made that the sender is sending
instant messages from home, and a personality to be used at home may be selected
automatically and used for all communications. In such an implementation, the
FIG. 13 shows a series 1300 of exemplary user interfaces for enabling an instant message sender to create and store a personality, and/or select various aspects of the personality such as avatars, buddy wallpaper, buddy sounds, and smileys. As shown, user interface 1305 enables an instant message sender to select a set of one or more self-expression items and save the set of self-expression items as a personality.
The user interface 1305 also enables an instant message sender to review and make
changes to an instant message personality. For example, the user interface 1305
enables an instant message sender to choose an avatar
Also, an instant message sender may be enabled to choose a pre-determined theme,
for example, by using a user interface 1380. In user interface 1380, the instant
message sender may select various categories 1385 of pre-selected themes and upon
selecting a particular category 1390, a set of default pre-selected, self-expression
items is displayed, 1390a, 1390b, 1390c, 1390d, 1390e, and 1390f. The set may be
As
In the example above, the"Work"personality may have been be set up as a
"professional"personality type and the"Casual"personality may have been set up as
an"informal"personality type. In another implementation, the instant message
sender may individually select the features and functionalities associated with the
personality.
Referring again to FIG.
Next, the instant message sender assigns a personality to be projected during future instant message sessions or when engaged in future instant message conversations with an instant message recipient (step 1115). The instant message sender may wish to display different personalities to different instant message recipients and/or groups in the buddy list. The instant message sender may use a user interface to assign personalization items to personalities on at least a per-buddy group basis. For example, an instant message sender may assign a global avatar to all personalities, but assign different buddy sounds on a per-group basis to other personalities (e. g. work, family, friends), and assign buddy wallpaper and smileys on an individual basis to individual personalities corresponding to particular instant message recipients within a group. The instant message sender may assign other personality attributes based upon the occurrence of certain predetermined events or triggers. For example, certain potential instant message recipients may be designated to see certain aspects of the Rainy Day personality if the weather indicates rain at the geographic location of the instant message sender. Default priority rules may be implemented to resolve conflicts, or the user may select priority rules to resolve conflicts among personalities being projected or among self-expression items being projected for an amalgamated personality.
For example, a set of default priority rules may resolve conflicts among
assigned personalities by assigning the highest priority to personalities and self-
expression items of personalities assigned on an individual basis, assigning the next
highest priority to assignments of personalities and personalization items made on a
group basis, and assigning the lowest priority to assignments of personalities and
personalization items made on a global basis. However, the user may be given the
option to override these default priority rules and assign different priority rules for
resolving conflicts.
Next, an instant message session between the instant message sender and the instant message recipient is initiated (step 1120). The instant message session may be initiated by either the instant message sender or the instant message recipient.
An instant message user interface is rendered to the instant message recipient, configured to project the personality, including the avatar, assigned to the instant message recipient by the instant message sender (step 1125), as illustrated, for example, in the user interface 100 in FIG. 1. The personality, including an avatar associated with the personality, chosen by an instant messaging recipient may be made perceivable upon opening of a communication window by the instant message sender for a particular instant message recipient but prior to initiation of communications. This may allow a user to determine whether to initiate communications with instant message recipient. For example, an instant message sender may notice that the instant message recipient is projecting an at-work personality, and the instant message sender may decide to refrain from sending an instant message. This may be particularly true when the avatar of the instant message recipient is displayed on a contact list. On the other hand, rendering the instant message recipient avatar after sending an instant message may result in more efficient communications.
The
An instant message session between the instant message sender and another
instant message recipient also may be initiated (step
Relative to the second instant message session, a second instant message user interface is rendered to the second instant message recipient, configured to project the personality, including the avatar, assigned to the second instant message recipient by the instant message sender (step 1135), similar to the user interface illustrated by FIG.
1. The personality may be projected in a similar manner to that described above with respect to step 1125. However, the personality and avatar projected to the second instant message recipient may differ from the personality and avatar projected to the first instant message recipient described above in step 1125.
Referring to FIG. 14, an exemplary process 1400 enables an instant message
sender to change a personality assigned to an instant message recipient. In process
1400, a user selection of a new online persona, including an avatar, to be assigned to
the instant message recipient is received (step 1405). The change may be received
through an instant message chooser 1200, such as that discussed above with respect to
FIG. 12, and may include choosing self-expression items and/or features and
functionality using such as interface or may include"snagging"an online persona or
an avatar of the buddy using such an interface. Snagging an avatar refers to the
appropriation by the instant message sender of one or more personalization items,
such as the avatar, used by the instant message recipient. Typically, all
personalization items in the online persona of the instant message recipient are
appropriated by the instant message sender
Next, the updated user interface for that instant message recipient is rendered based on the newly selected personality (step 1410).
FIG. 15 illustrates an example process 1500 for modifying the appearance, or
the behavior, of an avatar associated with an instant message sender to communicate
an out-of-band message to an instant message recipient. The process may be
performed by an instant messaging system, such as communications systems 1600,
1700, and
The process 1500 begins with the instant messaging system monitoring the
communications environment and sender's environment for an out-of-band
communications indicator (step
In addition, the indicator may indicate the activities of the sender that take place at, or near, the time when an instant message is sent. For example, the indicator may determine from the sender's computer other applications that are active at, or near, the time that an instant message is sent. For example, the indicator may detect that the sender is using a media-playing application to play music, so the avatar associated with the sender may appear to be wearing headphones to reflect that the sender is listening to music. As another example, the indicator may detect that the sender is working with a calculator application, so the avatar may appear to be wearing glasses to reflect that sender is working.
The activities of the sender also may be monitored through use of a camera
focused on the sender. Visual information taken from the camera may be used to
determine the activities and mood of the sender. For example, the location of points
on the face of the sender may be determined from the visual information taken from
The indicator of the sender's mood also may come from another device that is operable to determine the sender's mood and send an indication of mood to the sender's computer. For example, the sender may be wearing a device that monitors heart rate, and determines the sender's mood from the heart rate. For example, the device may conclude that the sender is agitated or excited when an elevated heart rate is detected. The device may send the indication of the sender's mood to the sender's computer for use with the sender's avatar.
The instant messaging system makes a determination as to whether an out-of-
band communications indicator has been detected (step 1520). When an out-of-band
communications indicator is detected, the instant messaging system determines
whether the avatar must be modified, customized, or animated to reflect the detected
out-of-band communications indicator (step 1530); meanwhile or otherwise, the
instant messaging system continues to monitor for out-of-band communications
indicators (step
When action is required (step 1540), the appearance and/or behavior of the avatar is modified in response to the out-of-band communications indicator (step 1550).
In one example, when an out-of-band communications indicator shows that the sender is sending instant messages at night, the appearance of the avatar is modified to be dressed in pajamas. When the indicator shows that the sender is sending instant messages during a holiday period, the avatar may be dressed in a manner illustrative of the holiday. By way of example, the avatar may be dressed as Santa Claus during December, a pumpkin near Halloween, or Uncle Sam during early July.
In another example, when the out-of-band indicator shows that the sender is at the office, the avatar may be dressed in business attire, such as a suit and a tie. The appearance of the avatar also may reflect the weather or general climate of the geographic location of the sender. For example, when the out-of-band communications indicator shows that it is raining at the location of the sender, the wallpaper of the avatar may be modified to include falling raindrops or display an open umbrella and/or the avatar may appear to wear a rain hat.
As another example, when the out-of-band communications indicator shows that the sender is listening to music, the appearance of the avatar may be changed to show the avatar wearing headphones. Additionally or alternatively, the appearance of the avatar may be changed based on the type of music to which the sender is listening.
When the indicator indicates that the sender is working (at the sender's work location or at another location), the avatar may appear in business attire, such as wearing a suit and a tie. As indicated by this example, different out-of-band communications indicators may trigger the same appearance of the avatar. In particular, both the out- of-band communications indicator of the sender being located at work and the out-of- band communications indicator of the sender performing a work activity causes the avatar to appear to be wearing a suit and tie.
In yet another example of an out-of-band communications indicator, the mood
of the sender may be so indicated. In such a case, the appearance of the avatar may be
changed to reflect the indicated mood. For example, when the sender is sad, the
After the avatar appearance and/or behavior has been modified to reflect the
out-of-band indicator (step 1550), the updated avatar, or an indication that the avatar
has been updated, is communicated to the recipient (step 1560). Generally, the
updated avatar, or indication that the avatar has been changed, is provided in
association with the next instant message sent by the sender; however, this is not
necessarily so in every implementation. In some implementations, a change in the
avatar may be communicated to the recipient independently of the sending of a
communication. Additionally or alternatively, when a buddy list of the instant
message user interface includes a display of a sender's avatar, the change of the avatar
appearance may be communicated to each buddy list that includes the sender. Thus,
the recipient is made able to perceive the updated avatar, the behavior
FIG. 16 illustrates a communications system 1600 that includes an instant
message sender system 1605 capable of communicating with an instant message host
system 1610 through a communication link
Using the communications system 1600, a user of the instant message sender system 1605 is capable of exchanging communications with a user of the instant message recipient system 1620. The communications system 1600 is capable of animating avatars for use in self-expression by an instant message sender.
In one implementation, any of the instant message sender system 1605, the
instant message recipient system 1620, or the instant message host system 1610 may
include one or more general-purpose computers, one or more special-purpose
computers (e. g. , devices specifically programmed to communicate with each other),
or a combination of one or more general-purpose computers and one or more special-
purpose computers. By way of example, the instant message sender system 1605 or
The instant message sender system 1605, the instant message recipient system
1620 and the instant message host system
Examples of a delivery network include the
Each of the communication
The instant message host system 1610 may support instant message services
irrespective of an instant message sender's network or Internet access. Thus, the
instant message host system 1610 may allow users to send and receive instant
messages, regardless of whether they have access to any particular Internet service
provider (ISP). The instant message host system 1610 also may support other
services, including, for example, an account management service, a directory service,
and a chat service. The instant message host system 1610 has an architecture that
enables the devices (e. g. , servers) within the instant message host system 1610 to
communicate with each other. To transfer data, the instant message host system 1610
employs one or more standard or proprietary instant message protocols.
To access the instant message host system 1610 to begin an instant message
session in the implementation of FIG. 16, the instant message sender system 1605
establishes a connection to the instant message host system 1610 over the
communication link 1615. Once a connection to the instant message host system
Furthermore, the instant message sender may view or perceive an avatar and/or other aspects of an online persona associated with the instant message sender prior to engaging in communications with an instant message recipient. For example, certain aspects of an instant message recipient selected personality, such as an avatar chosen by the instant message recipient, may be perceivable through the buddy list itself prior to engaging in communications. Other aspects of a selected personality chosen by an instant message recipient may be made perceivable upon opening of a communication window by the instant message sender for a particular instant message recipient but prior to initiation of communications. For example, animations of an avatar associated with the instant message sender only may be viewable in a communication window, such as the user interface 100 of FIG. 1.
In one implementation, the instant messages sent between instant message
sender system 1605 and instant message recipient system 1620 are routed through the
instant message host system 1610. In another implementation, the instant messages
sent between instant message sender system 1605 and instant message recipient
system 1620 are routed through a third party server (not shown), and, in some cases,
The techniques, processes and concepts in this description may be
implemented using communications system 1600. One or more of the processes may
be implemented in a
FIG. 17 illustrates a communications system 1700 that includes an instant
message sender system 1605, an instant message host system 1610, a communication
link 1615, and an instant message recipient
In one implementation, the instant message sender system 1605 establishes a
connection to the login server 1770 in order to access the instant message host system
In one implementation, the instant message host system 1610 also includes a
user profile server (not shown) connected to a
Because the instant message sender's data are stored in the instant message
host system 1610, the instant message sender does not have to
Accordingly, when an instant message sender accesses the instant message host system 1610, the instant message server can instruct the user profile server to retrieve the instant message sender's profile data from the database and to provide, for example, the instant message sender's self-expression items and buddy list to the instant message server. Alternatively, user profile data may be saved locally on the instant message sender system 1605.
FIG. 18 illustrates another example communications system 1800 capable of exchanging communications between users that project avatars for self-expression.
The communications system 1800 includes an instant message sender system 1605, an instant message host system 1610, a communications link 1615 and an instant message recipient system 1620.
The host system 1610 includes instant messaging server software 1832 routing
communications between the instant message sender system 1605 and the instant
message recipient system
One implementation of user profile data 1834 appears in the table below. In this example, the user profile data includes a screen name to uniquely identify the user for whom the user profile data applies, a password for signing-on to the instant message service, an avatar associated with the user, and an optional online persona.
As shown in Table 1, a user may have multiple online personas, each associated with
the same or a different avatar.
The host system
The avatar model files
When an instant message user projects an avatar self-expression, it may be
desirable to define an avatar with multiple animations, including facial animations, to
provide more types of animations usable by the user for self-expression. Additionally,
Various data management techniques may be used to implement the avatar model files. In some implementations, information to define an avatar may be stored in multiple avatar files that may be arranged in a hierarchical structure, such as a directory structure. In such a case, the association between a user and an avatar may be made through an association of the user with the root file in a directory of model files for the avatar.
In one implementation, an avatar model file may include all possible
appearances of an avatar, including different features and props that are available for
The avatar model repository 1835 also includes avatar expression files 1837.
Each of the avatar expression files 1837 defines triggers that cause animations in the
avatars. For example, each of the avatar expression files
In some implementations, the association between a particular animation for a
particular animation identifier is indirectly determined for a particular trigger or out-
of-band communication indicator. For example, a particular trigger or out-of-band
communication indicator may be associated with a type of animation (such as
The avatar expression files 1837 also include information to define the way that an avatar responds to an animation of another avatar. In one implementation, an avatar expression file includes pairs of animation identifiers. One of the animation identifiers in each pair identifies a type of animation that, when the type of animation is played for one avatar, triggers an animation that is identified by the other animation identifier in the pair in another avatar. In this manner, the avatar expression file may define an animation played for an instant message recipient's avatar in response to an animation played by an instant message sender's avatar. In some implementations, the avatar expression files 1837 may include XML files having elements for defining the text triggers for each of the animations of the corresponding avatar and elements for defining the animations that are played in response to animations seen from other avatars.
The avatar model repository 1835 also includes avatar wallpaper files
Each of the instant message sender system 1605 and the instant message
recipient system 1620 includes an instant messaging communication application 1807
or
Each of the instant message sender system 1605 and the instant message
recipient system 1620 also includes avatar data 1808 or
In one implementation, the avatar data
The avatar expression files 1808b or 1828b are used to determine when an
avatar is to be rendered on the instant message sender system 1605 or the instant
message recipient 1620, respectively. To render an avatar, one of the avatar model
files 1808a is displayed on the two-dimensional display of the instant messaging
system 1605 or 1620 by an avatar model player 1809 or 1829, respectively. In one
implementation, the avatar model player 1808 or 1829 is an animation player by
Viewpoint Corporation. More particularly, the processor of the instant messaging
system 1605 or 1620 calls the avatar model player 1809 or
In the system 1800, four animations may be separately initiated based on a text trigger in one instant message. An instant message sender projecting a self-expressive avatar uses instant message sender system 1605 to sends a text message to an instant message recipient using instant message recipient system 1620. The instant message recipient also is projecting a self-expressive avatar. The display of the instant message sender system 1605 shows an instant message user interface, such as user interface 100 of FIG. 1, as does the display of instant message recipient system 1620.
Thus, the sender avatar is shown on both the instant message sender system 1605 and
the instant message recipient system 1620, as is the recipient avatar. The instant
message sent from instant message sender system includes a text trigger that causes
the animation of the sender avatar on the instant message sender system 1605 and the
sender avatar on the instant message recipient system 1620. In response to the
animation of the sender avatar, the recipient avatar is animated, as described
previously with respect to FIG. 6. The reactive animation of the recipient avatar
In some implementations, an instant messaging user is permitted to customize one or more of the animation triggers or out-of-band communications indicators for avatar animations, wallpaper displayed for an avatar, triggers or out-of-band communications indicators for animating objects of the wallpaper, and the appearance of the avatar. In one implementation, a copy of an avatar model file, an expression file or a wallpaper file is made and the modifications of the user are stored in the copy of the avatar model file, an expression file or a wallpaper file. The copy that includes the modification is then associated with the user. Alternatively or additionally, only the changes-that is, the differences between the avatar before the modifications and the avatar after the modifications are made-are stored. In some implementations, different versions of the same avatar may be stored and associated with a user. This may enable a user to modify an avatar, use the modified avatar for a period of time, and then return to using a previous version of the avatar that does not include the modification.
In some implementations, the avatars from which a user may choose may be
limited by the instant message service provider. This may be referred to as a closed
implementation or a locked-down implementation. In such an implementation, the
animations and triggers associated with each avatar within the closed set of avatars
may be preconfigured. In some closed implementations, the user may customize the
animations
In other closed implementations, the user is also prevented from adding animations to an avatar.
In some implementations, the set of avatars from which a user may choose is
not limited by the instant message service provider, and the user may use an avatar
other than an avatar provided by the instant message service provider. This may be
referred to as an open implementation or an unlocked implementation. For example,
an avatar usable in an instant message service may be created by a user using
In some implementations, a combination of a closed-implementation and an open-implementation may be used. For example, an instant message service provider may limit the selection by users who are minors to a set of predetermined avatars provided by the instant message service provider while permitting users who are adults to use an avatar other than an avatar available from the instant message service provider.
In some implementations, the avatars from which a user may select may be
limited based on a user characteristic, such as age. As illustrated in Table 4 below
and using the avatars shown in FIG. 8 only as an example, a user who is under the age
of 10 may be limited to one group of avatars. A user who is between 10 and 18 may
be limited to a different group of avatars, some of which are the same as the avatars
selectable by users under the age of 10. A user who is
Instant messaging programs typically allow instant message senders to
communicate in real-time with each other in a variety of ways. For example, many
instant messaging programs allow instant message senders to send text as an instant
message, to transfer files, and to communicate by voice. Examples of instant
messaging communication applications include AIM (America Online Instant
For example, the techniques and concepts may be applied to an animated avatar that acts as an information assistant to convey news, weather, and other information to a user of a computer system or a computing device.
The techniques and concepts generally have been described in the context of an instant messaging system that uses an instant messaging host system to facilitate the instant messaging communication between instant message senders and instant message recipients. Other instant message implementations are contemplated, such as an instant message service in which instant messages are exchanged directly between an instant message sender system and an instant message recipient system.
For example, although the examples above are given in an instant message
context, other communications systems with similar attributes may be used. For
example, multiple personalities may be used in a chat room or in e-mail
communications. Also, the user interface may be a viewable interface, an audible
interface, a tactile interface, or
Other implementations are within the scope of the following claims.