H04L67/1095

REPLICATION GROUPS FOR CONTENT LIBRARIES
20170371946 · 2017-12-28 · ·

A distributed computer system and method for synchronizing content libraries in replication groups uses a synchronization control signal that is transmitted to a subscribed content library management module of each subscribed content library in a replication group from a content library management module of the master content library in the replication group to initiate a synchronization procedure. Using metadata of at least one consumable software item from the master content library, contents of a subscribed content library in the replication group are modified to synchronize its contents to the contents of the master content library.

Database Management for Mobile Devices
20170371922 · 2017-12-28 ·

Storing a subset of a database on a mobile device. The subset of the database stored on the mobile device being based on privilege information associated with the mobile device and/or a user of the mobile device. One of more mobile applications can access the subset of the database stored on the mobile device when the mobile device is offline and unconnected to a database management system associated with the database. A set of queries can be performed on the subset of the database stored on the mobile device.

Method and system for synchronizing a server and an on-demand database service

In accordance with embodiments, there are provided mechanisms and methods for synchronizing a server and an on-demand database service. These mechanisms and methods for synchronizing a server and an on-demand database service can enable embodiments to synchronize a larger amount of data. The ability of embodiments to provide such feature can enable more effective synchronization of a user-level sharing entity database with a multi-user on-demand database service.

IN-ORDER STREAMING IN-NETWORK COMPUTATION
20230208913 · 2023-06-29 ·

A device can include interfaces configured to receive data packets from compute nodes. The device can include circuitry provide data to the compute nodes to synchronize reception of data packets received from the compute nodes. The reception can be synchronized to provide data of the data packets to each memory slot of a memory in an order.

IN-ORDER STREAMING IN-NETWORK COMPUTATION
20230208913 · 2023-06-29 ·

A device can include interfaces configured to receive data packets from compute nodes. The device can include circuitry provide data to the compute nodes to synchronize reception of data packets received from the compute nodes. The reception can be synchronized to provide data of the data packets to each memory slot of a memory in an order.

SYSTEM AND METHOD FOR SYNCING LOCAL AND REMOTE AUGMENTED REALITY EXPERIENCES ACROSS DEVICES
20230206571 · 2023-06-29 · ·

Provided are a system and method for syncing local and remote augmented reality experiences across user devices. The system utilizes a User's hand held portable computing device (PCD) having at least a camera, a touch screen display, and a position determining systems. The system adapts the User's hand-held PCD with a software application, the software application enabling the hand-held PCD to process a video stream to identify a reference element within the User's real space as perceived by the camera. The software application also determines the location and orientation of the User's hand-held PCD with respect to the reference object. With a reference object defined, the User's real space is virtualized as a local space displayed on the PCD display. The User's location and position with respect to the reference element is shared with a remote computer system which disseminates the data to other Users, each User's PCD mapping the other remote User's location and position with respect to the reference element such that users perceive an augmented reality experience. Users may also indicate the location of virtualized objects that are shared with other Users. A method of use is also disclosed.

SYSTEM AND METHOD FOR SYNCING LOCAL AND REMOTE AUGMENTED REALITY EXPERIENCES ACROSS DEVICES
20230206571 · 2023-06-29 · ·

Provided are a system and method for syncing local and remote augmented reality experiences across user devices. The system utilizes a User's hand held portable computing device (PCD) having at least a camera, a touch screen display, and a position determining systems. The system adapts the User's hand-held PCD with a software application, the software application enabling the hand-held PCD to process a video stream to identify a reference element within the User's real space as perceived by the camera. The software application also determines the location and orientation of the User's hand-held PCD with respect to the reference object. With a reference object defined, the User's real space is virtualized as a local space displayed on the PCD display. The User's location and position with respect to the reference element is shared with a remote computer system which disseminates the data to other Users, each User's PCD mapping the other remote User's location and position with respect to the reference element such that users perceive an augmented reality experience. Users may also indicate the location of virtualized objects that are shared with other Users. A method of use is also disclosed.

Identifying workload and sizing of buffers for the purpose of volume replication

A controller is operable to: identify virtual machines to be protected in a first storage system; identify logical volumes used by the virtual machines based on first relationship information; calculate workload, based on information of workload monitored for the identified logical volumes; and calculate size of a buffer area in the first storage system to be used for temporarily storing copy data to be sent to a second storage system in remote copy procedure of one or more remote copy pairs, based on the calculated workload, each copy pair being formed by a logical volume of the identified logical volumes in the first storage system as primary logical volume and another logical volume in the second storage system as secondary logical volume, so that the buffer area having a size equal to or greater than the calculated size can be used to manage protection of the identified virtual machines.

Context-driven local network services

Various embodiments are generally directed to cooperation among networked devices to obtain and use a multiple-frame screenshot. In one embodiment, an apparatus comprises a processor circuit executing a sequence causing the processor circuit to receive a signal conveying a context data; retrieve an aspect of a current context of the apparatus; compare the aspect to the context data; determine whether a context defined as appropriate exists to engage in interactions with one or more other computing devices through a network based on the comparison, the interactions comprising providing a network service to the one or more other computing devices; and engage in the interactions with one or more computing devices through the network when the appropriate context to engage in the interactions exists. Other embodiments are described and claimed herein.

Method of synchronizing online game, and server device
09849389 · 2017-12-26 · ·

The present disclosure provides a method of synchronizing an online game, and a server device, that do not require centralized information management, reduce the processing burden on each device during online communication, and allow for continuation of processing in an offline environment. A method, according to the present disclosure, of synchronizing an online game that allows for transmission and reception of information related to game processing between a first client terminal and a second client terminal via a server includes: receiving, from the first client terminal connected online, first information related to game processing on the first client terminal; determining whether the first information is information that determines a game status; and storing the first information on the server and transmitting the first information to the second client terminal when the first information is determined to be information that determines the game status.