US 20070203984 A2
A system and method for sharing skins between a first user and a second user on a computerized network. A first skin selected by the first user is transferred to and displayed to the second user. The transfer and/or the display is performed automatically. A second skin selected by the second user is transferred to and displayed to the first user. In one embodiment, the first and second skins are alternately displayed (e.g. periodically in time) to the first and second users. Users can have one or more skins, including a default skin, associated with each of them. Options are available to allow a user to authorize skin sharing with other users, to specify which skins can be shared, to control the amount of time between alternating skin displays, and the number of times the skins are alternately displayed.
1. A method for sharing skins via an inter-party communication between a first user of a first personal computer and a second user of a second personal computer via a computer network, the method, comprising:
transferring a first skin associated with the first user to the second user, wherein the first skin comprises at least a graphical representation of an application; and
displaying the first skin to the second user;
wherein at least one of said transferring and said displaying is performed automatically.
2. The method, as set forth in
3. The method, as set forth in
4. The method, as set forth in
5. The method, as set forth in
determining a method for transferring the first skin.
6. The method, as set forth in
determining whether the first skin is currently stored in a second workstation associated with the second user.
7. The method, as set forth in
determining whether the second workstation can transfer the first skin directly from a first workstation associated with the first user.
8. The method, as set forth in
determining whether the second user is known to the first user.
9. The method, as set forth in
10. The method, as set forth in
determining whether the first skin is currently stored in the second workstation;
determining whether the second workstation can transfer the first skin directly from the first workstation, when the first skin is not currently stored in the second workstation; and
transferring the first skin via a skin sharing server, when the second workstation cannot transfer the first skin directly from the first workstation.
11. The method, as set forth in
establishing a messaging session between the first user and the second user; and
alternately displaying the first skin and a second skin associated with the second user to the first user.
12. The method, as set forth in
establishing a messaging session between the first user and the second user; and
alternately displaying the first skin and a second skin associated with the second user to the second user.
13. The method, as set forth in
establishing a messaging session between the first user and the second user;
alternately displaying the first skin and a second skin associated with the second user to the first user when the first user has authorized skin sharing; and
alternately displaying the first skin and a second skin associated with the second user to the second user when the second user has authorized skin sharing.
14. The method, as set forth in
selecting options to control how often the shared skins are displayed.
15. The method, as set forth in
selecting options to control whether the first user can receive a skin from the second user, and whether the second user can transfer the first skin.
16. The method, as set forth in
displaying options to control how often the shared skins are displayed and the number of times to display the shared skins.
17. The method, as set forth in
recording the display date and at least a portion of the identity of a skin that is shared between the first and second users.
18. The method, as set forth in
storing the first skin on a workstation associated with the second user.
19. The method, as set forth in
displaying the first skin simultaneously with one or more options for controlling skin sharing between the first and second users.
20. The method, as set forth in
transferring the first skin after the first user sends a message to the second user displaying the first skin to the one or more other users.
21. The method, as set forth in
22. The method, as set forth in
23. The method, as set forth in
24. The method, as set forth in
transferring the default skin until the first user authorizes transfer of the first skin.
25. The method, as set forth in
retrieving the first skin from cache memory in a second workstation associated with the second user when the first skin is the same as the second skin.
26. The method, as set forth in
transferring the first skin to a second workstation associated with the second user; and
retrieving the first skin from cache memory in the second workstation when the first skin is alternately displayed with the second skin.
27. A computer readable storage media comprising:
computer instructions to implement the method of
28. The method, as set forth in
29. A method for sharing a first skin associated with a first user of a first personal computer and a second skin associated with a second user of a second personal computer via an inter-party communication via a computer network, the method comprising:
transferring the first skin to the second user, wherein the first skin comprises at least a graphical representation of an application; and
alternately displaying the first skin and the second skin to the second user.
30. The method, as set forth in
displaying the first skin to the second user in place of the second skin; and
displaying the second skin to the second user in place of the first skin.
31. A method for sharing a first skin associated with a first user of a first personal computer and a second skin associated with a second user of a second personal computer via an inter-party communication via a computer network, wherein the first skin comprises at least a graphical representation of an application, the method comprising:
automatically transferring the first skin to the second user; and
automatically displaying the first skin to the second user, in place of the second skin.
32. The method, as set forth in
transferring the second skin to the first user; and
automatically displaying the second skin to the first user, in place of the first skin.
33. A method for sharing a first skin associated with a first user of a first personal computer and a second skin associated with a second user of a second personal computer via an inter-party communication via a computer network, wherein the first skin comprises at least a graphical representation of an application, the method comprising:
displaying the first skin to the second user; and
displaying the second skin to the first user.
34. The method, as set forth in
displaying the first skin to the first user in place of the second skin; and
displaying the second skin to the second user in place of the first skin.
35. The method, as set forth in
periodically repeating the acts of displaying.
36. A method for sharing a first skin associated with a first user of a first personal computer and a second skin associated with a second user of a second personal computer via an inter-party communication via a server, wherein the first skin comprises at least a graphical representation of an application, the method comprising:
transferring the first skin to the second user;
transferring the second skin to the first user; and
storing an indication of transfer of the first skin to the second user and vice versa.
37. The method, as set forth in
statistically reporting on the transfers.
38. An apparatus comprising a computer programmed to:
transfer a first skin to a first user of a first personal computer via an inter-party communication, wherein the first skin comprises at least a graphical representation of an application;
transfer a second skin to a second user of a second personal computer via the inter-party communication;
transfer the first skin to the second user via the inter-party communication; and
transfer the second skin to the first user via the inter-party communication.
39. The apparatus, as set forth in
report on the transfers in response to a query.
40. The method, as set forth in
Appendix A contains the following files in one CD-ROM (of which two identical copies are attached hereto), and is a part of the present disclosure and is incorporated by reference herein in its entirety.
Volume in drive D is Sharingskin
Volume Serial Number is 04D1-08B5
The files of Appendix A form source code of computer programs for an illustrative embodiment of the present invention.
The files client1.txt, client2.txt and client3.txt contain computer instructions in Borland's Delphi 5 for describing the behavior of one embodiment of a workstation that supports skin sharing. Note that instead of using Delphi language software for client computers, other embodiments may use software written in other languages such as C++ or Java.
The files server1.txt, server2.txt and server3.txt are computer instructions in the language Java for describing the behavior of one embodiment of a server that supports client computers programmed with the above-described Delphi software: client1.txt, client2.txt and client3.txt.
A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or the patent disclosure, as it appears in the Patent and Trademark Office patent files or records, but otherwise reserves all copyright rights whatsoever.
Users at two or more computers (called “workstations”) can communicate information between each other using a communication network. One such network includes one or more additional computers (called “servers”) that have data storage and routing facilities for transferring information between servers to a workstation. The workstations include network interfaces that allow them to transmit and receive information from the servers. Another commonly used network is a peer-to-peer network that includes a communication link between two or more workstations to communicate information directly between the workstations (without the need for a server).
Workstations connected to a network can include software for allowing users to exchange messages with one another in real-time. This type of exchange is commonly referred to as instant messaging and/or chat session. Instant messaging typically involves two users, whereas chat sessions typically involve more than two users. In both kinds of sessions, messages are entered and received via a user interface on the workstations.
For additional information on instant messaging, see U.S. Pat. No. 6,301,609 granted to Aravamudan, et al. on Oct. 9, 2001 and entitled “Assignable Associate Priorities For User-Definable Instant Messaging Buddy Groups” that is incorporated by reference herein in its entirety.
Examples of four commonly used software at a workstation, for instant messaging are: ICQ, MSN Messenger, Yahoo Messenger, and AOL Instant Messenger (AIM). Each of these software programs has, in the past, used proprietary interfaces and protocols to transfer instant messages among users, although newer software programs, such as Trillian 0.71 and Odigo 3.1 provide an interface to (and communicate with) the just-described four instant messengers.
According to a review article on the Internet at the website www.cnet.com, it is possible to “Switch Trillian 0.71's look and feel by downloading skins. We downloaded a few colorful ones from Cerulean's site and DeviantArt and settled on a skin that looks a lot less artistic but is much more functional.” Trillian is just one example of an instant messenger whose look and feel can be changed by use of different skins (also called “themes”). Other examples of instant messengers that support use of skins include MyCQ, ICQ with ICQPlus, Odigo and Yahoo Messenger.
Software that supports skins (also called “skinnable software”) is not limited to instant messengers. Other types of skinnable software include video games (such as Quake), media players (such as WinAmp and Windows Media Player), browsers (such as iNet-Tabs and BrowserBob, WebBlinds and Themebar), calculator (such as Beautiful Calculator from RaysLab), Microsoft Windows operating system desktop (such as eFX, Aston, Chroma, Cloud9ine, CustomEyes, Litestep, DarkStep, WindowBlinds), e-mail notificators (such as EzPop and Incredimail), file sharing utilities (such as eDonkey 2000), wcbcam utility (such as Argus 0.6b), news tickers (such as AMINews and HoverNews), message boards (such as Toast Forums 1.5), sticky notes reminder/scheduler (such as Aversoft Sticker), file transfer programs (such as 3D ftp), and Visual Basic applications (by use of Vbskinner available at sourcccode.8m.com/VBskinner/index.html).
To change a skin in certain prior art skinnable software, the user manually performs a number of acts such as the following: (1) download a file from a website of skins (e.g. Cerulean Studios' website) onto the desktop (2) unzip the file into a skins folder in the application folder (e.g. c:\program files\Trillian\skins\) while ensuring that the skin is placed only one directory deep (e.g.\skins\TrillianXP\trillian.xml) (3) load up the application (e.g. Trillian) and access preferences and (4) choose the ‘Skins’ option from and launch the skin chooser. If these four steps are performed correctly, the user is able to see the new skin and select it. At this stage, if the newly-downloaded skin is not available as one of the choices, the user must double check the previous steps while keeping in mind that only certain versions of skins will work on certain versions of the software. Once a newly-downloaded skin is selected in the application, the user must restart the application to actually experience the new look.
For more information on skinning, see the article entitled “The World of ‘Skinning’ an introductory primer” which is available on the Internet at www.stardock.net/media/skinprimer.html and this article is incorporated by reference herein in its entirety. See also another article entitled “Windows Customization 2002 A Primer” by Bradley Wardell, published April 2002, on the Internet at www.stardock.com/stardock/articles/skinprimer/skinprimer2002.html
In certain embodiments of the invention, when two or more users use skinnable software, each user may share their skin with the other user. During reciprocal sharing, cach user's skin is displayed to the other user. Such sharing of skins is done automatically in some embodiments, without any of the users doing anything other than the acts that the users normally perform in using the skinnable software. The just-described sharing of skins may be implemented in any skinnable software, although in some embodiments, the software is communication software (such as an instant messenger), and only users that are communicating with one another are involved in skin sharing.
In certain embodiments, a display of each user's skin is periodically replaced with a display of one (or more) other user(s) skin. For example, in a first user's instant messenger, the display of the first user's skin is automatically replaced by a display of a second user's skin. Similarly, in the second user's instant messenger, a display of the second user's skin is automatically replaced by the first user's skin. After a few moments, the just-described acts are performed in the reverse order, so that each user's own skin is displayed by their respective instant messenger. Then the entire process is repeated, thereby to alternately display the two skins to each user. Such a changing display of each user's skins to one or more other users results in a common shared experience for the users, thereby to allow, for example, sharing of each user's feelings with the other user(s). Depending on the embodiment, during a skin sharing process, the users may also communicate with one another, in this example by use of their instant messengers (e.g. by sending to one another text messages and/or emoticons and/or voice signals).
Although an instant messenger is one example of software in which skin sharing can be implemented, skin sharing as described herein can be implemented in any other software, such as chat software, email notification software or even browser software.
In accordance with the invention, a computer is programmed with skinnable software, and initially displays a skin to the user. The skin (also called “first skin”) that is displayed to the user may be a default skin (which is provided with the skinnable software), or alternatively a skin that the user has obtained. For example, the user may visit a website to download a skin or the user may create a skin of their own, depending on the embodiment.
Regardless of how obtained, the computer (also called “local computer”) initially displays a first skin (as per act 11 in
In certain embodiments, prior to act 12, a second skin is automatically transferred (as per act 13 in
In some embodiments, a user need not perform any acts to specifically download or display a second skin. Instead, the second skin is automatically downloaded, in the background, without involving the user in any manner. Thereafter, the remote user's skin is displayed to the local user. Note that during the display of the remote user's skin the local user may use (or continue to use) functionality provided by the skinnable software in the normal manner. For example if the user is in the process of typing a message when the skin display changes, the user can continue to type the message.
Therefore, in some embodiments, the user experiences a change in the display of a skin, without explicitly downloading and/or installing a skin. In some such embodiments, the skinnable software remains in its current state before and after the skin display changes, and the skinnable software is not passed through a reset state. So, any data that was displayed prior to the skin change (e.g. a history of text messages that were recently exchanged) continues to be displayed after the skin change. In some embodiments, all functionality of the skinnable software remains the same, while in other embodiments, one or more buttons in the software that are associated with a skin are changed when the skin is changed.
The skin replacement is effected in one embodiment by simply replacing a skin pointer in the skinnable software with another skin pointer (which points to the new skin). Therefore, the current state of the skinnable software remains identical before and after the skin replacement, except for the change in skin pointer. Depending on the embodiment, both skins may be made memory resident, so that replacement of a skin is done instantaneously (from the user's perspective).
In one particular example, both skin files are resident on workstation 15A as shown in
In certain embodiments, after performance of act 12, act 11 is again performed automatically (as per branch 14 in
In the above-described process, a second skin that is displayed to a user may be selected in any manner, depending on the embodiment. For example the second skin may be predetermined by the user in some embodiments, although in other embodiments the second skin is currently in use by another user with whom the user is communicating. Therefore, in some embodiments, the computers of two different users perform method 100 (sec
In an embodiment illustrated in
Assume that workstations 15A and 15B are programmed with skinnable software, and display skins A and B respectively (which are typically stored in their respective storage media, such as a hard disk), as illustrated in
Sharing of skins between two or more users may be implemented in any skinnable software. In some embodiments, a display of each user's skin is periodically exchanged with a display of another user's skin. The periodicity at which the displays are changed for each user may be predetermined in some embodiments, while other embodiments may allow each user to select their own time period (in which case the skin display changes at a different rate for the two users). In some embodiments, each user may specify a time period for which their own skin is to be displayed to the user, while other embodiments may allow each user to specify the time period for which their own skin is displayed to the other user. Also, some embodiments may allow each user to specify the total number of times their skin display may be changed (i.e. alternated with another user's skin display).
In some embodiments, replacement of one skin with another skin involves the use of a transition effect (such as smooth fading, box in/out, horizontal/vertical blinds, checkerboard, newsflash, wipe down/up/left/right or any other transition of the type available between POWERPOINT slides), although in other embodiments no transition effect is used. Several embodiments allow the user to select a specific transition effect to be used, although in other embodiments the transition effect is predetermined. Moreover, some embodiments allow a user to identify a transition effect to be associated with their own skin, so that display of their skin to any user is preceded (or followed) by the associated transition effect.
In one example, the display of a first user's skin in an instant messenger (
Although in some embodiments, each of computers A and B are programmed with the same client software, such as an instant messenger, in other embodiments, other client software may be used. For example, in one alternative embodiment, computers A and B are both programmed with browser software as the client. In another alternative embodiment, computer A is programmed with browser software as the client and computer B is programmed with an instant messenger as the client. Moreover, in some embodiments, computer A is programmed with Microsoft Windows as the operating system which is the client (and the skin is for the Windows operating system), whereas computer B is programmed with Linux as the operating system which is the client (and the skin is for the Linux operating system). Skins may also be exchanged between an operating system client in computer A and an application program client in computer B, such as browser software for example.
Therefore, sharing of skins can provide a joint experience to two users: an alternating display of the two skins to each user. Such sharing of skins is done automatically in some embodiments, without either of the two users doing anything other than the acts that the users normally perform with their instant messengers. In some embodiments, each user must explicitly approve the sharing of their skins. In such embodiments, if only one user has approved sharing of their current skin, then the other user is the only one to experience the alternating display of two skins (because this other user's skin is not shared). In other embodiments, unless both users have approved sharing of skins, there is no alternating skin display. Note that in several embodiments, the user has a choice of approving each skin for a particular group of users, such as users on their buddy list, and sharing of skins with non-buddys may be disapproved by the user (as an option).
In the above described example (
A skin that a user loads into their computer (e.g. into their instant messenger application) is akin to clothes (and/or cosmetics) that a user physically wears in the real world. Selection of a skin by a user provides an expression of self, but not a message directed at a specific person (such as a text message or emoticon). Hence, users may express their individual moods online simply by selecting an appropriate skin (which is automatically displayed to one or more other users), without concern that the other user(s) will misinterpret their skin selection as a personal message. Transfer and/or display of skins between users is performed automatically and simultaneously in some embodiments, whenever two (or more) users communicate with one another, e.g. via instant messengers or chat clients.
Moreover, in the above described example (
Depending on the embodiment, skins can be shared directly between workstations in a peer-to-peer network, as well as between a server and one or more workstations. Certain embodiments reduce the communication bandwidth required to implement skin sharing: by storing transferred skins on a receiving workstation. On each new access to a skin, a skin manager in the workstation displays the locally stored skin unless a newer version of the skin exists on a server or on the other user's workstation in which case the newer version skin is downloaded in the background.
When using instant messengers, users exchange messages with each other instantly (in a session called “messaging session”) either via server 16 or directly in case of a peer-to-peer network. A messaging session allows users to quickly exchange messages with other users who are online. Messaging sessions of the type described herein can be established using any skinnable instant messenger such as ICQ (with ICQPlus), Trillium, or Yahoo! Messenger from Yahoo! Inc.
Note that a skinnable e-mail client may also be used in the manner described herein, in place of an instant messenger. Unlike electronic mail, instant messages appear as soon as they are sent. One differentiation is that e-mail is “pulled” by the user while instant messeges are “pushed” from one user to the other. E-mail can be configured to check for mail every second thus giving the appearance on instant response. Regardless of how often mail is checked, an e-mail client software (such as Outlook) can perform method 100 (
Furthermore, instead of a messaging session, a “chat session” may use a changing skin display of the type described herein (except that instead of two skins, a number of skins are displayed, in a rotating manner). Chat refers to another method for two or more users to exchange messages instantly with each other via server 16 or peer-to-peer network. A chat session may be initiated from any of 3 places: (1) by clicking chat button in message window (now caption of the button is invite to be changed to chat). Message window will be kept open, (2) by clicking chat button in the buddy list (a chat button to be added there), or (3) from options menu. Clicking the chat button in any place opens a chat invitation form. The user can invite online buddies from the buddy list, and there is another tab to invite non-buddies. When a user initiates or joins a chat session, a message window appears that allows users to view messages from other users.
Buddies already chatting are notified when another buddy joins the chat session by the message ‘X has joined the conversation.’ Buddies already chatting are also notified when a buddy leaves the chat session by the message ‘X has left the conversation.’ Buddy who invited a certain user to the chat is displayed a message when this user declines the invitation (e.g. by a pop up message or in the conversation area).
A message entry window allows the user to enter and edit a message. When a send option is selected after the user is satisfied with the message just created, the message is added to end of the messages currently visible in the message window. Also, the message is sent to all buddies in the chat session. A list of users who have joined the chat session is also typically displayed in the message window. Such chat sessions can be established using client software that is available from commercial vendors, as well as shareware sources. A skinnable chat client can be used in the following manner in accordance with the invention: in case of a chat session among three users A, B, and C, their corresponding skins 1, 2 and 3 are faded from A to B, B to C, and C to A. The next rotation would follow suit:
In another embodiment, there is no fading of skins in a chat session, and the chat window is not skinnable. Instead, all users in the chat sessions are displayed a thumbnail of their current skin (which is rotated as noted above). This thumbnail is clickable and when clicked takes the user to preview the skin; and in preview window a bigger thumbnail picture (75% of message window size) is displayed, with the option to get the skin into their skin manager (but not selected as current skin) and a close button. The thumbnails for a chat session are downloaded from the server and stored in a temporary folder of its own (i.e. unique to the chat session), and are deleted at the end of the chat session. Note that a check for updated skin is performed in many embodiments, whenever a buddy changes his/her skin.
In addition to the just-described thumbnail, in some embodiments of a chat client, a thumbnail of each user's skin is displayed next to that user's screen name. Depending on the embodiment, a user may have the option to turn on/off fading with one or more selected users, while in other embodiments there may be no option.
Parameters that can be used in one or more of the messages include:
Username[n]—identifying name of nth user participating in the session;
Password[n]—used to authenticate user;
Userstatus[n]—provides user's status code (e.g., online, offline, etc.);
Requested ID—Identification code of skin requested by a user;
Database ID—database identification code of a skin;
Pointer—pointer to skin corresponding to Skin ID (e.g., an address or other identifier);
Version number[n]—version number of the component;
Error Code—error code indicating reason for failed download of a skin.
In one implementation, skin manager 15S locally stores the received skins in a disk drive (and temporarily in main memory) for faster subsequent access. Prior to usage of a skin, some embodiments determine if the skin in the local directory of the workstation 15A is the most current version. Specifically, a “check skin version” message 35 (see
Although the latest version of the skins is normally present, in the event there is no match, the skin is current message is not sent, and instead the current version of (or pointer to) the skin in server 16 is sent. When skin manager 15S attempts to download a skin, a “download failed” message can be sent to server skin manager 16S if the download is not successful. The message includes the skin identifier, and the pointer for the skin, as well as an error code indicating the reason for the failure.
Once the information pertaining to the skin versions is received in workstation 15A, skin manager 15S displays the current version skin to the user, receives an instant message from the user for display on the target workstation and thereafter sends the instant message 37 to server 16. The target user may respond with their own message 37 to be displayed on source workstation 15A. The target user's message also identifies the target user's skin. If the target user's skin is not locally present in source workstation 15A, that skin is obtained from the server as per messages 38 and 39, in the above-described manner. Thereafter an exchange of instant messages 40 occurs, in the normal manner except that during the exchange each workstation will alternate between display of the source and target skins.
Note that if on receipt of the target message initially, the target user's skin is found locally within source workstation 15A, then a check skin version message 35 and a skin is current message 36 may be generated (if the skin is current).
A message exchange of the type illustrated in
In some embodiments, when a server skin manager 16S provides an indication of the source user's skin to a target user, the server skin manager 16S also maintains a log of the following: the target user's identity, the source user's identity, the target user's original skin id and the source user's original skin id, and date and time of the exchange of skins and the duration for which the skins were exchanged. In other embodiments, not all of the just-described information may be logged. For example, the identities of the users may be not maintained, so as to ensure anonymity of which user is using which skin, although the remaining statistics may be logged (e.g. the target user's original skin and the source user's original skin, and date and time of the exchange of skins and the duration for which the skins were exchanged).
At approximately the same time as logging by the server, in many such embodiments, display of original skins is faded out for each user and the other user's skin is displayed, as described above. Moreover, in many embodiments that implement logging of such information, server 16 also implements web-based reporting of the logged information, e.g. to summarize the usage of each skin, or provide real-time statistics of the number of source users of each skin and the number of target users of each skin. For more information on logging of statistics, see client3.txt at line 208 and server3.txt at line 17, which illustrate the logging of what skin a user has and when they change skins, etc.
In the just-described embodiment, statistics logging happens on server 16, with a command to do the skin change coming from the client. Note that in peer-to-peer networks, information logging of the type described may be performed in each of the clients (e.g. in one embodiment cach client logs information about its own user, while in another embodiment each client logs information about both users). Furthermore, even in some server-based embodiments, information logging happens on each client, and the clients send the logged information to the server (e.g. in real time) for storage in a central database (e.g. from Oracle Corporation). The server may be programmed in the normal manner to supply a report (e.g. web-based report) of the information stored in the database, in response to a query. Such a report may contain statistical information on skin usage and on skin sharing. Therefore, in some embodiments, a server may even provide real time reports on users' usage of skins. If the skin being shared is provided by an advertiser, then advertising revenues may be based on such statistics.
Statistical information on skin usage and/or skin sharing may be used in any manner, depending on the embodiment. For example, in some embodiments, skin usage statistics may be used to identify advertisements or other information to be displayed to the user (e.g. in the skinnable application or in another application that is not skinnable). For example, if a user has a Tennis skin, then advertisements related to Tennis may be displayed to the user. Additional information displayed to the user may include, for example, identification of additional skins that may be of interest to the user, limited-time offers for goods or services, surveys, etc.
In some embodiments, when a skin is transmitted to a client for skin sharing, a check for new version of the skin is made, by comparing the md5 checksum of a version that may be present in the client computer and the md5 checksum of the version on the server computer 16. In this manner, a display of a skin that is out of date is minimized or even avoided. For more information on such comparison, see client1.txt at line 211 and server2.txt at lines 25-33.
Utility buttons 212 allow the user to invoke utility programs and/or change settings for various options. For example, the utility buttons 212 in
Edit window 220 shows the message as it is entered by the user. The user can enter and edit the message, using either an input device such as a keyboard, and/or a speech recognition system. When the user is finished entering the message, the send button 222 is selected to send the message to one or more other user(s).
The example of buddy window 204 shown in
When the buddy window icon (not shown) is selected, the buddy window 204 is presented to the user. When a user selects close button 228, buddy window 204 is removed from the display. Display region 230 can display a list of other users referred to as “buddies”, as shown in
Skin-specific button 240 provides information specific to a particular skin, and typically provides a number of categories in a drop-down list box 251, and selection of a category provides access to a number of links to websites in another drop-down list box 252, as illustrated in
In some embodiments, when a skin changes, the related button 240 also changes, thereby to cause a skin to have not only content (e.g. in the form of a bitmap image), but also functionality (in the form of a button). However, in other embodiments, a user can specify which components of a user's skin to transfer for the message window 202 (
In this same implementation, examples of message window components that do not change when another user's skin is displayed include status bar 210, utility buttons 212, skins button 214, choices button 216, send button 222, and invite button 218. Similarly, examples of some buddy window components that change in this implementation include the background color, button beveling, skin-specific button graphics, skin-specific button menus, and skin-specific buddies. Program elements that do not change in the buddy window 204 in this implementation include the buddy list 230, skins button 232, choices button 234, add button 236, talk button 238, user configurable buttons 244-248, minimize/close buttons 226, 228, and the advertising space 250.
An advertisement displayed in space 250 may be unrelated to the content of the skin in some embodiments, whereas in other embodiments the skin's content is taken into account in targeting advertisements. For example, if the skin contains the image of a landmark, a travel-related advertisement may be displayed (e.g. the icon of American Airlines).
During the skin sharing process, several embodiments of the invention may only change one or more of the following:
1) skin image on message window
2) buddy window background image
3) contents of a skin specific button; and/or
4) image of the skin specific button
Therefore, other items that may be displayed to the user remain unchanged in such embodiments. In several embodiments illustrated in
In some embodiments, skinnable software of the type described above in reference to
The various items in window 500 are as follows. Item 501 is the Minimize button which mininizes the Skin Manager window 500 to the task bar. The skin manager is a fixed size form. Item 502 is a Help Button which opens e.g. the URL http://meca.com/Helpjsp. A mouseover message for item 502 reads: “Click here for help.” When user glides mouse over this button, the mouseover message is displayed. Item 503 is the Close button—when user clicks on this button, Skin Manager closes. Item 504 is an icon that is a live link to the server's website home page—when user clicks on this graphic, e.g. the URL: http://meca.com opens in a new browser window. A mouseover on this item reads: “May Everyone Connect Always . . . the next generation of Instant Messaging!” which is a message from the operator of server 16.
Item 505 is a Get Skins button—when user clicks on this button, the URL: http://meca.com/Get Skins.jsp opens in a new browser window where user can view the Skin Gallery and download skins. Item 506 is the title Bar for the My Folders pane. This is where the user organizes his/her Skins Collection. A mouseover on item 506 reads: “Right-click to create, delete, or rename folders and skins, or drag and drop to move.” Folders open and close with the (+/−). When a folder is open a list of skin names can be seen. The user can drag and drop skins and folders in the directory and also skins within different folders. Parent folders can't be dragged and dropped. And the user cannot delete My Skins Folder or Shared Skins. Also, the user cannot drag or copy skins into the Shared Skins folder.
Item 507 is the Skin Manager where the user organizes the skins in his/her collection. A mouseover on item 507 reads: “Use Skin Manager to organize your Skins Collection”. The user may right click on a folder or skin name menu to;
Item 508 is the My Skins Folder which contains the individual skins the user has added to his collection. User can do the following: i) Create a mouseover that reads: “Skins you have Downloaded”, ii) Click on skin to select and iii) Drag and drop onto buddy name in My Buddies to assign skin. Items 509 are the skins in the user's Skin Collection. Items 510 are User Created Folders. Item 511 is the Shared Skins Folder. This folder automatically stores the skins the user's buddies have used to message him/her. This folder is already created for the user and user cannot delete it. A mouseover on item 511 reads: “Skins your buddies were using while you were messaging with them.” The user may click on a skin in item 511 to select it and drag and drop onto buddy name in My Buddies to add the skin.
Item 512 is space (e.g. 180×50 pixels) used for advertisements (“ads”) and promotions. The ads in this space are rotated on a schedule. When user clicks in space 512 the URL of the advertiser, opens in a new browser window. Item 513 is the title Bar for a My Buddies pane. This is where the user's Buddy List displays. This folder is already created for the user and user cannot delete it. A mouseover on item 513 reads:
Items 514 are Buddy Names in the user's Buddy List. (This buddy list pulls names from the buddy remote described above.) Items 515A and 515B are vertical Scroll Bars for the My Folders and My Buddies Panes (a horizontal scroll bar may also be present when needed). A bidirectional arrow appears when the user points the mouse cursor on the edge between the left and the right windows. Item 516 is the title bar for the Skin Preview pane. This pane displays the title, picture, and description of the highlighted skin in the Skin Folder pane. A mouseover reads: “This previews the selected skin from My Folders.” Item 517 indicates that the Skin Preview pane is resizable (vertically). Item 518 is the currently previewed skin, which is highlighted from My Folders. Item 519 is the Use Skin button which changes the
To get a new skin that is not displayed in any of lists 508, 510 and 511, the user operates button 505 that launches a browser which is directed to a predetermined website, as illustrated in
Referring now to
“Select Shared Skin Presentation Options” module 408 allows the user to control the amount of time required to fade a skin in and out of presentation to the user as illustrated by a slider 481 (
“Enable/Disable Skin Sharing” module 402 (
Specifically, “Select Options for Sharing Skins On Buddy By Buddy Basis” module 416 (
Note that the share per buddy feature just described in the previous paragraph is an optional feature that may or may not be implemented depending on the embodiment. Moreover, as noted above, in some embodiments, a skin that is currently displayed to the user is the skin that is shared, and is displayed only if that displayed skin is in the list of skins that have been preapproved by the user (i.e. marked as being allowed for sharing). In other embodiments, no preapproval is required, while in still other embodiments this feature is not even available.
Also, “Select How to Present Skins From Other Users” module 414 (
On such clicking, the selected transition effects are used (at random if multiple effects are selected) when displaying skins from the selected buddies.
“Select How To Share Skins” module 410 (
A user can select a type for each skin using the “Designate User's Skin Types” module 412. For example, the user can designate each of his or her own skins as public” or private. Other categories or types can be implemented in addition to, or instead of, the public/private designation. The interface to this feature can be made available through use of the “skins” button 232.
“Record Date and Version ID” module 406 stores the date of transfer and the version ID in workstation 15A when a skin is transferred to workstation 15A from another source, such as another workstation 15B or server 16 (
Referring again to
Those skilled in the art will appreciate that software program instructions are capable of being distributed as a program product in a variety of forms, and that the present invention applies equally regardless of the particular type of signal bearing media used to actually carry out the distribution. Examples of signal bearing media include recordable type media such as floppy disks and CD-ROM, enhanced CD (audio) as well as DVD-ROMS, transmission type media such as digital and analog communications links, as well as other media storage and distribution systems.
Additionally, the foregoing detailed description has set forth various embodiments of the present invention via the use of block diagrams, flowcharts, and examples. It will be understood by those within the art that each block diagram component, flowchart step, and operations and/or components illustrated by the use of examples can be implemented, individually and/or collectively, by a wide range of hardware, software, firmware, or any combination thereof.
In one embodiment, the present invention may be implemented via Application Specific Integrated Circuits (ASICs). However, those skilled in the art will recognize that the embodiments disclosed herein, in whole or in part, can be equivalently implemented in standard Integrated Circuits, as a computer program running on a computer, as firmware, or as virtually any combination thereof and that designing the circuitry and/or writing the code for the software or firmware would be well within the skill of one of ordinary skill in the art in light of this disclosure.
Various communication links can be utilized in computer network 20 (
An “On Demand Skin Sharing Options” module may be used in some embodiments to handle requests for a skin from a user. Such a skin manager (not shown) determines whether the latest version of the requested skin is currently stored in the user's workstation. When the requested skin is not currently stored in the workstation, the skin manager determines whether the requested skin can be transferred directly from another workstation, such as when peer-to-peer network is utilized and direct transfers of skins is authorized by the user from whom the skin is requested. The skin manager obtains a skin in this manner, when a direct transfer is possible. If a direct transfer is not possible, the skin manager transfers the requested skin via a server.
Those skilled in the art will appreciate that workstations 15A and 15B (also called “clients”) can be one of a variety of stationary and/or portable devices that are capable of receiving input from a user and transmitting data to the user. The devices can include visual display, audio output, tactile input capability, and/or audio input/output capability. Such devices can include, for example, desktop, notebook, laptop, and palmtop devices, television set-top boxes and interactive or web-enabled televisions, telephones, and other stationary or portable devices that include information processing, storage, and networking components. Additionally, each workstation 15A and 15B can be one of many workstations (not shown) connected to network 120 as well as to other types of networks such as a local area network (LAN), a wide area network (WAN), or other information network.
A server 16 (
Therefore, several embodiments of the type described herein provide a system for sharing the customized user interfaces between users who are communicating with one another, thereby allowing another level of communication to occur between users. Specifically, such systems automatically transfer and present the customized user interfaces of users engaged in the same instant messaging or chat session.
While the invention has been described with respect to the embodiments, examples, illustrations and variations set forth above, these descriptions are illustrative and the invention is not to be considered limited in scope to the described embodiments, examples, illustrations and variations. Numerous such modifications, improvements, and variations of the embodiments, illustrations and examples of the type described herein will be apparent to the skilled artisan in view of this disclosure.
For example, a single client computer (and a single user) may have any number of skinnable programs (such as an instant messenger, e-mail client, a browser, or any prior art program of the type described above in the section “BACKGROUND OF THE INVENTION”), and a given skin may be displayed by any one or more of these programs. Therefore, one user's skins can be exchanged with another user (regardless of which skinnable program the two users are using at any given moment).
In certain embodiments, if a user changes a skin after commencement of skin sharing, the skin sharing session completes based on skins that were present at the beginning of skin sharing, and the changed skin is not shared until the next session. In other embodiments, the changed skin is immediately shared during a current skin sharing session (if the skin sharing session lasts long enough for the new skin to be downloaded in the background from the server).
In certain embodiments, a workstation 15A (also called client) may send to a server 16 a request to download a skin. To send the request, the client needs to know the skin ID which is obtained from a servlet GetCustomerSkins executing on server 16 in either of the following ways in order: (1) the client sends a parameter called ‘sourceID’ (parameter is case sensitive) for a certain user; the servlet GetCustomerSkins returns the ‘skinid(s)’ for this ‘sourceID’; and (2) If the parameter ‘sourceID’ wasn't sent then the client should send the parameters ‘username’ and the ‘password’ (both case sensitive), the GetCustomerSkins servlet will authenticate this user to, then get the sourceID for this user, the GetCustomerSkins servlet then will return the ‘skinid(s)’ for this ‘sourceID’.
Errors that may be returned to the client while using the GetCustomerSkins servlet are:
The client also may ask for a skin to be downloaded by calling the GetSkinViaStream servlet: the client sends the parameter ‘skin’ (case sensitive represent the skinid) to the server; the server returns a binary stream represent the skin file.
The following table which is an integral part of this detailed description, sets forth certain acts performed in one specific embodiment which is illustrated in
Various embodiments and modifications and improvements of the examples, embodiments, and illustrations described herein are encompassed by the attached claims.