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Patent US20060089199 - Method and apparatus for interactive real time distributed gaming - Google PatentsSearch Images Maps Play YouTube News Gmail Drive More »Sign inAdvanced Patent SearchPatentsThe present invention relates to a method for playing an interactive real time distributed game including receiving at a scoring database a next play prediction for a sporting event from a remote terminal, determining an actual play outcome for the sporting event, transmitting an actual play outcome...http://www.google.com/patents/US20060089199?utm_source=gb-gplus-sharePatent US20060089199 - Method and apparatus for interactive real time distributed gamingAdvanced Patent SearchPublication numberUS20060089199 A1Publication typeApplicationApplication numberUS 11/115,976Publication dateApr 27, 2006Filing dateApr 27, 2005Priority dateNov 20, 2000Also published asUS6840861, US20020115489Publication number11115976, 115976, US 2006/0089199 A1, US 2006/089199 A1, US 20060089199 A1, US 20060089199A1, US 2006089199 A1, US 2006089199A1, US-A1-20060089199, US-A1-2006089199, US2006/0089199A1, US2006/089199A1, US20060089199 A1, US20060089199A1, US2006089199 A1, US2006089199A1InventorsKent Jordan, Jose Maria de Veigo FernandesOriginal AssigneeJordan Kent W, Fernandes Jose Maria De VeigoExport CitationBiBTeX, EndNote, RefManReferenced by (6), Classifications (6) External Links: USPTO, USPTO Assignment, EspacenetMethod and apparatus for interactive real time distributed gamingUS 20060089199 A1Abstract The present invention relates to a method for playing an interactive real time distributed game including receiving at a scoring database a next play prediction for a sporting event from a remote terminal, determining an actual play outcome for the sporting event, transmitting an actual play outcome representation to the remote terminal, and scoring the play prediction based on the actual play outcome and a predetermined offensive scoring ruleset. In one embodiment, the sporting event is a football game. Images(14) Claims(2)
In one implementation, game-players watch the field-game passively while their field-team is in the defensive-state. The game-server then awards points to the game-player automatically according to the defensive scoring ruleset shown in Table 5: TABLE 5 defensive scoring ruleset Event Points awarded Quarterback sack 5 Tackle for yardage loss 2 Fumble recovery 3 Interception 3 Safety 2 Defensive Touchdown 6 Note, however, that in other implementations of iTrackZONE Football, the game-player may also submit defensive next play predictions according to a predetermined defensive next play ruleset. The game-server automatically updates each game-player's point total after every play during the game-session. Preferably, point total scoring leaders are displayed on a leader board on the remote terminal. At the end of the field-game a game-player's point total is recorded and ranked against all other players, for example, by team, city, region and nation. The highest ranking game-players may then be determined according to each category and point total. Furthermore, the game-server may define numerous point totals corresponding to certain prizes or awards. A game-player's point total may be exchanged for a prize, or may be allowed to accrue for more valuable prizes at a future date. With reference to competition among game-players, all game-players on all platforms may competing against each other to gain the most points. Team play will be supported. Individual players can team up and compete against other teams of the same number (e.g., up to four per side). Individual or team point leaders may, for example, be divided into team, game, city, regional, and national leader board groups. Leader boards are preferably posted after every game and season totals may also be posted with a league MVP, All-Star teams for each of the two conferences and MVPs for each team. Grand prizes (e.g., vacations, season tickets, mountain bikes, skis, and the like) may be awarded at the end of the season to the game-players with the highest point totals, and smaller prizes (e.g., T-shirts, magazine subscriptions, and the like) may be awarded, for example, to the top 1,000 finishers overall. Turning next to FIG. 2, that figure illustrates one implementation of a modular game interface console 200. The console 200 is suitable for a browser used with personal computers and interactive TV (e.g., through WebTV and AOLTV). The modular design allows certain pieces of the game interface console to be omitted for devices with less screen real estate such as wireless PDAs, web enabled cell phones, and the like. The console 200 addresses three needs: (1) facilitate playing iTrackZONE Football; (2) provide an opportune venue for sponsorship and advertising (e.g., branding for sponsors, placing ads for advertisers that are fixed and/or rotating and scheduled to appear periodically, with hyper-links for e-commerce functionality to allow the game-player to buy merchandise before, during and after the game); and (3) provide a platform for viewing streaming field-game video from broadcasters. In one embodiment, the modular design of the console 200 includes six sections: the iTrackZONE Yardage Range Selector Module 202, the iTrackZONE Field-game Scoring Selector Module 204, the iTrackZONE Game Status Module 206, the iTrackZONE Play Selection Module 208, the iTrackZONE Game Field/Yard Marker Simulator Module 210, and the iTrackZONE Football live field-game Streaming Video Module 212. As illustrated, the yardage range selector module 202 includes six yardage range buttons 214, 216, 218, 220, 222, and 224, and the scoring selector module 204 includes four field-game scoring buttons 226, 228, 230, and 232 and one submit or send button 234. The buttons 214-224 allow the game-player to select a yardage next play prediction, the buttons 226-232 allow the game-player to select a scoring next play prediction, and the button 234 allows the game-player to submit a next play prediction to the game-server. In order for the game-server to award the game-player points, the game-player must select and submit a yardage next play prediction in advance of each play, as explained above. Then, the yardage gained on the subsequent play must be within the range selected by the user (e.g., a gain of 9 yards by a player is within the range of 6-10 yards). Thus, a game-player who submitted a next play prediction of 6-10 yards would be awarded points according to the offensive scoring ruleset given above (i.e., 5 points for example). Alternatively, the game-player may score points by selecting and submitting a field-game score in advance of each play, as explained above. The field-game scoring buttons 226-232 represent four possible field-game scores that might occur during an offensive play. Because scoring does not occur on every play, selecting a scoring button 226-232 is optional. Bonus points may be scored when a game-player selects a touchdown in addition to a yardage selection button 214-224. The bonus points are, in one implementation, equal to the points awarded for a touchdown (i.e., 6 points). As noted above, however, the game-player losses points after submitting a next play prediction including a scoring prediction if the scoring prediction does not actually result on the next play. With reference again to FIG. 2, the game status module 206 includes five fields: a down field 236 (providing the current down number), a distance field 238 (providing the distance to a first down), a Ball-On field 240 (providing the yard line on the playing field where the football is currently located), a Your-Score field 242 (providing the total points awarded to the game-player for this particular game-session), and a Last-Play-Result field 244 (providing the official result of the last play). The fields 236-242 thus represent the status of every down for each series of possession for each field-game team when it has the ball. The fields 236-242 (along with the Game Field/Yard Marker Simulator Module 210) assist a game-player to select a yardage range prior to any given field-game play. The game-player scoring is displayed in the Your-Score field 242 in conjunction with the results of every play. The play selection module 208 displays the predicted yardage range (if any) and/or predicted scoring (if any) prior to every play, after the next play prediction has been submitted. Note that next play prediction is not only submitted to the game-server, but it is also stored locally in the remote terminal. The game-server may then transmit an actual play outcome representation to the remote terminals that allows each remote terminal to locally score the next play prediction. The game-server, however, also scores the next play prediction and stores the results in an official scoring database. Still with reference to FIG. 2, the yard marker simulator module 210 graphically represents the game field. The yard marker simulator module 210 preferably shows the current location of the football and the first down marker before every down. The yard marker simulator module 210 may be updated for each series of downs for every offensive possession of each field-team in the field-game. The yard marker simulator module 210 includes: a Game Field color graphic 246 horizontally representing the football playing field; a first down graphic 248 across the width of the playing field that represents the current location of the first down marker; and a location graphic 250 across the width of the playing field that represents the current location of the ball. The first down graphic 248 and the location graphic 250 move in accordance with actual movement and placement of the first down marker and game ball throughout the entire game. To this end, the game-server may transmit the location for the first down graphic 248 and the location graphic 250 to each remote terminal. In addition, the console 200 includes a video module 212. The video module 212 provides live streaming game video transmitted by the television network(s) covering the games. The streaming game video preferably runs independently of the other modules 202-210. The streaming game video also provides an important resource for watching the live game action and to see the results of any given play. Thus, the iTrackZONE Football console 200 provides, in real time (i.e., as game events happen), interaction between the game-player and the game-server based on the underlying football game. One or more console 200 modules 202-212 (e.g., the video module 212) may be omitted on hardware platforms with limited screen real estate. A link system, tab system, or scrolling functionality may be used to view these modules. Preferably, however, at least the yardage range selector module 202 and scoring selector module 204 will be retained as the minimum. Not also that additional modules may be added to the console 200 to extend its functionality. Note also that the console 200 includes an auxiliary display 252 that the console 200 may use to display transmitted auxiliary information including text, graphic, video, and audio based advertising, iTrackZONE informational messages, recaps of the last play, or any other type of information. Furthermore, a chat window 254 provides a text messaging area that the game-server may use to display transmitted text information including, for example, a text chat session between multiple remote terminals each executing an iTrackZONE console 200. With reference next to FIG. 3, that figure illustrates a flow diagram 300 of a flow diagram for selecting a yardage next play prediction using the game interface console 200. As an initial matter, note that the console 200 resets all button selections at the beginning of a new start-mode state (i.e., at the beginning of a submit-prediction state). In other words, the game-player does not need to manually deselect buttons that were set for the prior next play prediction. As described below, however, the game-player, during a single submit-prediction state, may select and deselect buttons. At step 302, the game-player clicks on a yardage button 214-224. If the same yardage button 214-224 is already selected, then the console 200 deselects 304 the yardage button 214-224 previously clicked on. Alternatively, if no yardage button 214-224 is currently selected, then the console 200 selects 306 the clicked-on yardage button 214-224 (e.g., by highlighting it, changing its color, changing its shape, and the like). Note that if other yardage selection buttons 214-224 were previously selected, the console deselects them 308. For example, yardage button 220 is selected, and the game-player selects the yardage button 218, then the console 200 deselects the yardage button 220. Similarly, if a scoring button 228-232 (i.e., other than the touchdown button 226) was previously selected, then the console 200 deselects it (step 310), because, preferably, a yardage prediction may only be submitted with a touchdown prediction. Preferably, the console 200 activates the yardage selection buttons only when the game-play is in active-mode and the game-server is in a submit-prediction-mode. With regard to FIG. 4, that figure illustrates a flow diagram 400 for selecting a scoring next play prediction using the game interface console 200. At step 402 the game-player clicks on a scoring button 228-232. If the same scoring button 228-232 is already selected, then the console 200 deselects 404 the scoring button 228-232 clicked on. Alternatively, if no scoring button 228-232 is currently selected, then the console 200 selects 406 the clicked-on yardage button 228-232 (e.g., by highlighting it, changing its color, changing its shape, and the like). Note that if other scoring selection buttons 228-232 were previously selected, the console deselects them 408. For example, if scoring button 228 is selected, and the game-player selects the yardage button 230, then the console 200 deselects the scoring button 228. FIG. 5 illustrates a flow diagram 500 for selecting a touchdown scoring button using the game interface console 200. At step 502 the game-player clicks on the touchdown button 226. If the touchdown button 226 is already selected, then the console 200 deselects 504 the touchdown button 226. Alternatively, if the touchdown button 226 is not currently selected, then the console 200 selects 506 the touchdown button 226. Note that if any other scoring selection button 228-232 was previously selected, the console deselects them 508. For example, scoring button 228 is selected, and the game-player selects the touchdown button 226, then the console 200 deselects the scoring button 228. Thus, the game-player may submit: (1) a single scoring prediction; (2) a single yardage prediction, or 3) a single yardage prediction with touchdown. In other implementations, however, iTrackZONE Football may allow multiple yardage predictions, scoring predictions, or additional predictions (e.g., fumble, loss of yardage, and the like). FIG. 6 illustrates a flow diagram 600 for submitting a next play prediction to a game-server. At step 602, the console 200 detects that the game-player has pressed the Submit button 234. If the game-player did not select a next play prediction using the buttons 220-232, then the console 200 issues 604 a warning (e.g., a sound, graphic, or text display) to the game-player. If however, a next play prediction exists on the buttons 220-232, then the console 200 retrieves the next play prediction 606 and prepares a message 608 containing the next play prediction to the game-server. In addition, the console 200 stores the next play prediction locally 610. Next, at step 612, the console 200 sends the next play prediction and other option information (e.g., game-player identification, play number, and the like) to the game server. Once the console 200 has sent the next play prediction, the console 200 changes mode to a non-submit-mode 614. In other words, preferably, the game-player can only submit a single next play prediction for any given submit-prediction-mode state. At step 616, the console 200 updates (resets) the play selection module 208 in accordance with the next play selection. With reference to FIG. 7, a timing diagram 700 provides a high level summary of operation of iTrackZONE Football. In particular, the field-game time 702 starts (e.g., with kickoff) at point A and ends (e.g., with the final whistle) at point B. Preferably, up to 30 minutes before the game starts and until the field-game ends, a game-player may interact 704 with iTrackZONE Football game-servers (e.g., by logging in and submitting predictions). Game-server activity 706 occurs before period 704, however, in order to prepare, for example, for game-players logging in. In addition, the actual iTrackZONE Football game-session 708 extends from a few minutes before the field-game starts until a few minutes after the field-game ends. Game players may request rankings, point totals, and the like at the iTrackZONE web site any time between games. Turning next to FIG. 8, that figure illustrates a state table 800 with columns labeled A-K and rows labeled 1-17. The state table 800 provides one embodiment of the way in which the iTrackZONE Football states change before, during, and after a field-game. Thus, in row 2, representing more than 30 minutes before the field-game starts, all game-players, field-teams, and iTrackZONE-referees are inactive. In row 3, representing less than 30 minutes before the field-game starts, the iTrackZONE-referee, game-player A, and game-player B log in. Game-player A selects field-team C and game-player B selects field-team D. Next, in row 4, it is assumed that team C kicks off. Thus, field-team C is in a defensive state (cell B:4), field-team D is in an offensive state (cell C:4), and the game-session (column F) is now active. The iTrackZONE-referee sends from the game-server to the remote terminals a Start signal for field-team D (cell D:4). Thus, the game-server is now in a submit-prediction state with respect to game-player B (cell J:4), while the game-server is in a default-scoring-mode for game-player A (cell 1:4). When field-team C begins its play, the iTrackZONE-referee sends a Stop signal to the remote terminals (cell D:5). In other words, play has commenced, and next play predictions may no longer be submitted for the current play. Thus, game-player B enters a non-submit-mode (cell K:5). When the current play, completes, however, the iTrackZONE-referee again sends a Start signal to the remote terminals. As a result, game-player B again enters a submit-prediction-mode (cell K:6). The flow-of-events continues in similar fashion through cell C:10 where the state table 800 assumes that field-team C obtains possession of the football. Thus, field-team C enters the offensive state (cell B:10) and field-team D enters the defensive state (cell C:10). Because the field-game is in a play stopped state (cell G:10), game-player A is in a submit-prediction mode (cell 1:10) and may submit a next play prediction. As the flow-of-events proceeds, the field-teams enter and leave defensive and offensive states, the game-players enter and leave submit-prediction-mode and non-submit-mode, with coordination by the iTrackZONE-referee (who also transmits the results of each play to the remote terminals for local scoring purposes, and to the game-server for server scoring purposes). After the final play, both game-players enter game-stop-modes in which no next play predictions are allowed (cells 1:15 and K:15), the field-teams become inactive (cells B:15 and C:15), and the game-server enters a stopped state (cell E:15). The game-players may then proceed to logout (cells H:16 and J:16), with the game-server entering an inactive state (cell E:17), for example, 30 minutes after the end of the game. Turning next to FIG. 9, this figure illustrates a connection diagram of an iTrackZONE network 900. In order to facilitate explanation, the network 900 is described with regard to information flow around the network 900, beginning with the iTrackZONE-referee 902. The iTrackZONE-referee 902 inputs field-game play results (e.g., a gain of 12 yards, field goal, sack, fumble recovery, and the like), state-changes (e.g., shown in the state table 800), and other information (e.g., trivia questions, and the like) to the game-server 904. Subsequently, the game server 904 propagates outgoing data to one or more of the exemplary remote terminals, including, without limitation, an interactive television 906, a desktop computer 908, a cell phone 910, a pager 912, and a wireless Personal Data Assistant 914 (e.g., a PalmPilot). Thus, the game-server 904 communicates the outgoing data over the network link 916 to the television transmitter system 918. As an example, the game-server 904 may communicate an actual play outcome representation (i.e., a data representation of the outcome of a field-game play that may be decoded and processed by the remote terminals 906-914). In turn, the television transmitter system 918 formats the outgoing data for transmission on a preselected television station for reception by the interactive television 906. Similarly, the game-server 904 may communicate the outgoing information through the network link 920 (e.g., over the Internet or a local network) through the intermediate gateway 922 to the desktop computer 908. The game-server 904 may also send the outgoing information through the network link 924 to a cellular base station 926 to the cellular phone 910. As another alternative, the game-server 904 may send the outgoing information through the network link 928 to the paging transmitter 930 for delivery to the pager 912. Still another option is for the game-server 904 to transmit the outgoing information over the network link 932 to the PDA transmitter 934 for delivery to the wireless PDA 914. As noted above, when the remote terminals receive an actual play outcome representation, they score the next play prediction, if any, stored locally in the remote terminal. Furthermore, the remote terminals may also display other received outgoing information, such as streamed video, auxiliary information or text information including trivia questions, advertising, announcements, and the like. It is noted that where the remote terminal provides for transmit capability (e.g., as with the desktop computer 908), the remote terminals may also send information (e.g., next play predictions, trivia question answers, merchandise purchase selections, and the like) back to the iTrackZONE answer server 936. Continuing with reference to FIG. 9, note also that the game-server-system may optionally include an iTrackZONE web server 938, iTrackZONE database manager 940. In particular, the web server 938 may communicate with the terminals 906-914 to handle username and password validation, new game-player registration, general web browsing, merchandise purchase, and the like. The answer server 936 may comprise a network connected server that receives trivia answers and next play predictions from the remote terminals 906-914. The answer server 936, the web server 938, the game-server 904, and the remote terminals 906-914 may bi-directional communicate with the game database manager 940 over the network links 942, 944, 946, 948, 950, and 951. Thus, the iTrackZONE database manager 940 may hold a central repository of field-game and game-player information, statistics, merchandise order information, and the like. As one example, the database manager 940 may store game-player point totals for subsequent retrieval (including by the remote terminals 906-914), ranking, and awards. As another example, the database manager 940 may store each next play prediction from each game-player. Thus, the game-server 904 or iTrackZONE-referee 902 may communicate actual play outcome representations to the database manager 940 through the answer server 936. The database manager 940 may then apply offensive and defensive scoring rulesets to each game-player's next play prediction and obtain an official running tally of each game-player's point total. The network links illustrated in FIG. 9 may be implemented as terrestrial wire or wireless links, satellite links, and combinations of terrestrial and satellite links. As a result, the remote terminals 906-914 may be distributed around the world. Turning next to FIG. 10, this figure illustrates a flow diagram 1000 of active mode scoring. Updating the game-player's score proceeds according to the offensive scoring ruleset in Tables 3 and 4. First, a remote terminal receives an actual play outcome representation 1002 (e.g., from the game-server 904) for the field-team on offense. If the remote terminal is in the non-submit mode, then the remote terminal proceeds 1004, as noted below, to update the game-player's score. Otherwise, the remote terminal proceeds 1006 to the Default Scoring Mode illustrated in FIG. 11. As an initial matter, note that if the game-player has not placed a next play prediction or if the result is NULL (i.e., no scoring for this offensive play is applicable to what occurred on the play-field), then processing follows branch C. Otherwise the remote terminal determines 1008 whether the result is a yardage result (i.e., including yardage and/or touchdown information) or a scoring result (i.e., including scoring information other than touchdown information). A remote terminal processes a scoring result under branch A described below. With reference first to a yardage result, if the next play prediction included a touchdown, but no touchdown was scored, then the remote terminal subtracts 1010 six points from the player's score. When the play outcome includes a touchdown, the game-player is awarded 1012 six points for example if the game-player's next play prediction included a touchdown. The result may also include a yardage result. As set forth above in Table 3, a next play prediction that matches the yardage result causes the remote terminal to add 1014 five points for example to the game-player's score. No points are subtracted for an incorrect yardage prediction (as shown by branch 1016). Processing then continues at branch B. As noted above, when the play outcome includes a scoring result other than a touchdown, then processing continues along branch A. In particular, if the result includes a point-after-touchdown, the remote terminal adds 1018 one point to the score when the next play prediction specified a point-after touchdown, and subtracts 1020 one point from the score when the next play prediction specified a point-after-touchdown, but none was scored. Similarly, if the result includes a two point conversion, the remote terminal adds 1022 two points to the score when the next play prediction specified a two point conversion, and subtracts 1024 two points from the score when the next play prediction specified a two point conversion, but none was scored. In addition, if the result includes a field goal, the remote terminal adds 1026 three points to the score when the next play prediction specified a field goal, and subtracts 1028 three points from the score when the next play prediction specified a fieldgoal, but none was scored. Branches A and B converge at the point where the remote terminal updates 1030 the Your-score field 242 on the console 200. Branches A, B, and C meet at the point where the remote terminal shows 1032 the offensive play result in the Last-Play-Result field 244 (as examples, a gain of 20 yards, field goal, or no scorable play). With regard to FIG. 11, this figure illustrates a flow diagram 1100 of passive mode scoring. First, a remote terminal receives 1102 an actual play outcome representation (e.g., from the game-server 904) for the field-team on defense. If the remote terminal is in the default-scoring-mode, then the remote terminal proceeds 1104, as discussed below, to update the player's score. Otherwise, the remote terminal proceeds 1106 to Active Scoring Mode as illustrated in FIG. 10. As noted above with regard to the defensive scoring ruleset in Table 5, if the defensive play outcome is a quarterback sack, then the remote terminal adds 1108 five points to the game-players' score. Similarly, if the defensive play outcome is a tackle for yardage loss, then the remote terminal adds 1110 two points to the game-players' score. If the defensive play outcome is a fumble recovery, then the remote terminal adds 1112 three points to the game-players' score. If the defensive play outcome is an interception, then the remote terminal adds 1114 three points to the game-players' score. When the defensive play outcome is a safety, then the remote terminal adds 1116 two points to the game-players' score. When the defensive play outcome is a defensive touchdown, then the remote terminal adds 1118 six points to the game-players' score. After determining the new total for the game-player's score, the remote terminal updates 1120 the Your-score field 242 on the console 200. In addition, the remote terminal shows 1122 the defensive play result in the Last-Play-Result field 244. As noted above, iTrackZONE Football may be played on a variety of remote terminals. Turning next to FIG. 12, this figure illustrates one embodiment of a console 1200 that provides a user interface to iTrackZONE football on an interactive TV system (e.g., a WebTV� system). The user interface 1200 overlays a television broadcast signal and provides a combined yardage range and scoring selector module 1202, a Full-Screen button 1204, a Field-map button 1206, and a Stats button 1208. The Full-screen button 1204 switches the interactive television into a picture-in-picture mode that supports conventional web browsing operations. The Field-map button 1206 toggles the presentation of the Game Field/Yard Marker Simulator module 1210. Similarly, the Stats button 1208 toggles the presentation of the Game Status Module (not shown). Detailed information on the modules is presented above with reference to FIG. 2. Note, however, that the toggle function is used to show or hide selected modules at selected times, as desired by the game-player, or in keeping with the amount of screen real estate available for the console 1200. Thus, iTrackZONE provides a user friendly, easy to understand and play, interactive realtime distributed game. Next play predictions are scored locally at each remote terminal, while being scored officially within the game-server network. The iTrackZONE network configuration further provides each remote terminal with trivia, merchandising, and other informational and retail services. iTrackZONE Glossary: Active-game-state: A state describing that the game-system is active in processing next play predictions and the like. The game-server enters the active-game-state, for example, 5-30 minutes prior to the start of the field-game. Active-mode: a mode assigned to a game-player when the preselected-team is in the offensive-state. The active-mode allows the game-player to take specific actions and makes specific options available to the game-player. Default-scoring-mode: A state that exists when the game-player's preselected-team is in a defensive-mode. Points are scored by default and attributed to the game-player when that game-player's preselected-team scores points in the field-game. Defensive-state: a state assigned to the field-team when it does not have possession of the ball in the Field-Game. This state affects the actions and options available to the game-players that have chosen that field-team to be their selected-team. Field-game: refers to the actual physical football game that is ongoing for the duration of a game session. Field-teams: the teams that are playing football in the Field-Game. Flow-of-events: The flow-of-events refers to the actions that happen through time after the commencement of the Field-Game. The Flow-of-events will dictate the actions taken by the game-server and how a game-player may interact with the iTrackZONE game at any instant in time. The Flow-of-events provides specific game states and game-player modes to the game-players, the play-action results, the start and stop of the Field-Game clock, and the like, until the end of the Field-Game and game session. Game-player: the person playing iTrackZONE using the iTrackZONE game system. Game-server: a system comprised of a server or a group of servers that handle the iTrackZONE game flow-of-events, game-players actions, and the like. Game-session: The game-session starts, preferably, 30 minutes before the actual Field-Game starts (the field-game starts at kick-off) and the game-system becomes active. The game-session lasts until the end of the Field-Game. Inactive-game-state: refers to a state of the game-server during which the game-server is considered to be inactive, i.e., prior to the commencement of the Active-game-state (e.g., prior to 30 minutes before the scheduled kick-off in the Field-Game and/or after the Field-Game and game-session have finished). iTrackZONE Referee: The Game-session official(s) for the iTrackZONE game. The iTrackZONE Referee will monitor the flow-of-events of the Field-game to determine the states of the game-server during the game session. The iTrackZONE Referee instructs the game server to transmit the play results of each play to allow processing of the next play predictions, and set the start and stop prediction states that determine the prediction modes for the game-players. Non-submit-mode: The non-submit-mode coincides with the duration of the play-action-state of a game-players preselected field team. The non-submit-mode begins when a game-player's preselected-team breaks the huddle to approach the ball to commence a play in the field-game, initiating the play-action-state. During the non-submit-mode, a game-player in active-mode cannot submit next play predictions. A game-player is also automatically placed in n a non-submit-mode when he selects and submits a next play prediction to the game-system. In one embodiment, the next play prediction submission is irrevocably submitted to the game-system and temporarily suspends that game-player's game session, placing the game-player into the non-submit mode. Thus, preferably, the game-player cannot make a different selection and submission until after the ball is blown dead by a field referee and the next submit-prediction-mode begins. Offensive-state: a state assigned to the field-team when it has possession of the ball in the Field-Game. The offensive-state affects the actions and options available to the game-players that have chosen that field-team to be their selected-team. Passive-mode: a mode assigned to a game-player when the preselected-team is in defensive-state. In passive-mode, the game-player will not be able to select or submit any predictions until his preselected-team assumes an offensive-state. Play-action-state: refers to a state of the overall game-system that corresponds with the live action football plays in the Field-Game. The play-action-state begins when the ball is snapped and ends when a Field-Game official blows the whistle to indicate a dead ball. When the game-system is in the Play-action-state a game-player is not allowed to select and submit predictions. Play-stopped-state: refers to a state of the game-system that corresponds with the live action football plays in the Field-Game. The play-stopped-state begins when a Field-Game official blows the whistle to indicate a dead ball. When the game-system is in the Play-stopped-state a game-player is allowed to select and submit predictions. Preselected-team: the Field-team a game-player selects to side with prior to the commencement of the game-session and field-game. The preselected-team will determine the flow of events in the game-session and options available to that specific game-player or any other game-player that has chosen to side with that specific field-team. Remote terminal: the game apparatus, software or a machine that communicates between the game-server and the game-player, allowing the game-player to send and receive information synchronously or asynchronously. Submit-prediction-mode: the Submit-prediction-mode is determined, preferably, by the iTrackZONE-referee and starts when the ball is dead and ends when the ball is live or snapped. In the submit-prediction-mode, a game-player in active-mode can submit next play predictions. Submit-prediction-state: The Submit-prediction-state, preferably determined by the iTrackZONE referee, starts when the ball is dead and ends when the ball is live or snapped. In the submit-prediction-state, a game-player in active-mode can submit a next play prediction. While the invention has been described with reference to a preferred embodiment, those skilled in the art will understand that various changes may be made and equivalents may be substituted without departing from the scope of the invention. In addition, many modifications may be made to adapt a particular step, structure, or material to the teachings of the invention without departing from its scope. Therefore, it is intended that the invention not be limited to the particular embodiment disclosed, but that the invention will include all embodiments falling within the scope of the appended claims. Referenced byCiting PatentFiling datePublication dateApplicantTitleUS8577953 *Dec 9, 2005Nov 5, 2013At&T Intellectual Property I, LpSystem and method for providing multimedia servicesUS8634943 *Aug 11, 2009Jan 21, 2014Bleacher League Entertainment Inc.Interactive sports-themed gameUS20070136459 *Dec 9, 2005Jun 14, 2007Sbc Knowledge Ventures LpSession continuity in multimedia servicesUS20090176576 *Jan 5, 2009Jul 9, 2009YoubeqbPlaybook for online gamingUS20120142428 *Dec 1, 2011Jun 7, 2012Taktak Labs, LlcSystems and methods for online, real-time, social gamingUS20120240059 *Sep 8, 2011Sep 20, 2012Nhn CorporationMethod and system for renewing screen* Cited by examinerClassifications U.S. Classification463/42International ClassificationA63F13/12, A63F9/24Cooperative ClassificationA63F2300/8011, A63F13/12European ClassificationA63F13/12RotateOriginal ImageGoogle Home - Sitemap - USPTO Bulk Downloads - Privacy Policy - Terms of Service - About Google Patents - Send FeedbackData provided by IFI CLAIMS Patent Services©2012 Google

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Room was always very clean, peoples are very... - Review of Extended Stay America - Miami - Airport - Miami Springs - TripAdvisor
Room was always very clean, peoples are very... - Review of Extended Stay America - Miami - Airport - Miami Springs
“There was limited food at breakfast”
“The perfect studio suite hotel.... Room was like a...”
“Got into the room and the baby crib was not...”
1 review 1 helpful vote “Goooood”
I stayed a month at this time. Room was always very clean, peoples are very kind, all equipped kitchen, and convenient location. It was my 2nd visiting here. And probably I come here next year again..
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English first French first German first Portuguese first Spanish first Any Hamilton S
1 review 2 helpful votes “Tango Mike”
The good place for pilots in training.I'll back soon to enjoy the rooms that were clean and well taken care of.The guest service agents were very polite. i'll recommend the Extended Stay America -Miami-Airport-Miami Springs to air lines pilots that came to training on boeing . Was a pleasure .The grater is the silence the we need for revew few aviation lessons and the car park security.
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This review is the subjective opinion of a TripAdvisor member and not of TripAdvisor LLC. Trey32014
1 review 1 helpful vote “Good experience great staff”
This has been a pleasurable experiences staying at a hotel I was a guest for 30 days. Rooms were clean and well taken care of. Although the neighbors were sometimes loud the hotel staff was helpful in getting them to quiet down. They did offer a small continental breakfast, which was ok. The rooms are equipped with electric stoves to cook on, the rooms also have nice lg tvs but the cable is very limited. The beds were ok sometimes a little stiff. The hotel always had fresh towels upon request. Lobby is very comfortable and inviting. Overall not a bad experience
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Level Contributor 4 reviews 4 helpful votes “Just what I needed”
Thank gordon s Report Ask gordon s about Extended Stay America - Miami - Airport - Miami Springs
Thank you for your great review of our property. I'm thrilled that you enjoyed your stay and found the check in and check out process to be simple. I’m also happy to hear that you enjoyed our Grab and Go breakfast. We are constantly looking to improve our service and will work harder to improve the pick-up time to make sure our guest needs are being met in a timely manner. Thank you for choosing Extended Stay Hotels. We hope to see you again soon. Wilfredo BarreraGeneral Manager
1 helpful vote “Great hotel and staff ”
Helpful? Thank Buckeyeboy656 Report Ask Buckeyeboy656 about Extended Stay America - Miami - Airport - Miami Springs
Thank adam n Report Ask adam n about Extended Stay America - Miami - Airport - Miami Springs
Thank you for taking the time to write a review of your stay. It's great to hear that you enjoy the amenities and the great location of our hotel. Thank you again for your review. We look forward to seeing you again, should your travels bring you back to our area.
12 helpful votes “One Night Stay!”
I stay just for one night but it was excellent! it has a complete kitchen even with dishwasher. No room service at the hotel but many options for delivery available. At walking distance is a gas station for groceries, a Mc Donald, Chinese Restaurant, Subway and IHOP. Shuttle to and from airport available from 7am to 10pm. FREE BREAKFAST & WIFI!Cons: Waiting time for a TAXI! I almost miss my trip, it took like an hour
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Thank you for your great review of our property. I'm so pleased to hear that you found the proximity to the airport to be a convenience and the service by the staff to meet your expectations. Thank you for choosing Extended Stay America. We hope to see you again soon.
#5 of 12 in Miami Springs 833 reviews
#71 of 122 in Miami 406 reviews
#59 of 122 in Miami 992 reviews
TripAdvisor is proud to partner with Booking.com, Extended Stay, Travelocity, Hotels.com, Expedia, TripOnline SA, Odigeo, Priceline and Hotwire so you can book your Extended Stay America - Miami - Airport - Miami Springs reservations with confidence. We help millions of travelers each month to find the perfect hotel for both vacation and business trips, always with the best discounts and special offers.
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Words containing elinnaio | Words that contain elinnaio
Words containing elinnaio | Words that contain elinnaio http://www.thefreedictionary.com/words-containing-elinnaioPrinter Friendly
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Found 1 words containing elinnaio. Browse our Scrabble Word Finder, Words With Friends cheat dictionary, and WordHub word solver to find words that contain elinnaio. Or use our Unscramble word solver to find your best possible play!
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Addicted to Ansley by Linda Kage | 9781934912539 | Paperback | Barnes & Noble
Through all the years that passed,the memory of their love never faded.Motivational speaker and drug rehab counselor Ward Gemmell can hold an audience in the palm of his hand-because he knows what it's like to have everything he loved slip through his fingers. When a particularly heartfelt speech reunites him with the daughter he never knew he had, suddenly the…
Addicted to Ansley available in
9781934912539
Through all the years that passed,the memory of their love never faded.Motivational speaker and drug rehab counselor Ward Gemmell can hold an audience in the palm of his hand-because he knows what it's like to have everything he loved slip through his fingers. When a particularly heartfelt speech reunites him with the daughter he never knew he had, suddenly the love of his life is back within his grasp. What could a guy like him do to earn a second chance?Good girl Ansley Marlow was heartbroken the day Ward revealed his hidden life-the kind of secret that would tear anyone apart. But so many years have passed and so much has changed that it isn't as hard now for her to believe in fate and redemption, even when those around her are unforgiving. All she needs is the strength to reach out and reclaim the beautiful life she should have had so long ago.
Addicted to Ansley 4 out of 5 based on 0 ratings.
I'm a total sucker for the second-chance romance trope. Addicted to Ansley is a sweet, sweet story of a couple who gets a second chance at a love that survived against all odds.
Ansley Marlow is a single mom doing quite well for herself and her daughter, Brooklyn. She hasn't always had it easy - becoming a teen mom and Brooklyn's dad being completely out of the picture. But she's a good mom and has raised a smart, compassionate sixteen-year old. In the back of her mind of her mind, she holds out hope she'll one day meet the only man she's ever loved.
Ward Gemmell is an ex-addict working as a counselor with troubled teens. He's worked hard to get where he is today but he's a real success story. He's been clean and works hard to be a respectable man, if only for the memory of the only girl he's ever loved. While doing a presentation at a local high school, he is approached by a lovely young girl wanting to volunteer at his center.
As I said, this is a sweet story. Obviously the second chance is for Ansley and Ward. They each have some reservations over re-connecting. Not only is Brooklyn a consideration but both have hurt feelings over the past and lots of doubts. There is also tension due to Ansley's current relationship. But love will always find a way, right? Their connection to one another is palpable - even after so many hurts and so many years.
Addicted to Ansley is a feel good read. Ms. Kage has a gift in telling a story and captured my attention immediately. The pacing was nicely done as well. Although I did feel things wrapped up a bit too quickly and neatly, I still really enjoyed getting to know Ansley and Ward's story. And I was delighted this couple, who'd had the odds stacked against them as youth, got their second chance.

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text: Embossed Gloss 'Live, Love, Laugh' Expressions Bright Purple Photo Album (Holds 100 photos) Today: $6.69 Add to Cart

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Japanese Landscape Pictures Japan Natural Days by Pps Tong Xin Bian Zhu - AbeBooks
Japanese Landscape Pictures Japan Natural Days by Pps Tong Xin Bian Zhu
Author/Artist etc.: pps tong xin bian zhu ,
Title: japanese landscape pictures japan natural days
Japanese landscape pictures: Japan natural: days. Mountains Mori water the earth. Hai (soft hardcover) ***(Chinese Edition)
PPS TONG XIN SHE BIAN ZHU
About this Item: Unknown. Soft cover. Condition: New. Language:Chinese.Author:PPS TONG XIN SHE BIAN ZHU.Binding:.Publisher:Unknown. Seller Inventory # AD008360
Japanese landscape pictures: Japan natural: days mountain Sen Water earth sea (soft hardcover)(Chinese Edition)
About this Item: Unknown. Soft cover. Condition: New. Language:Chinese.Author:PPS TONG XIN SHE BIAN ZHU.Binding:.Publisher:Unknown. Seller Inventory # AE042703

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