GAME MONEY TRADING METHOD AND DEVICE FOR PROVIDING SAME
20200134718 ยท 2020-04-30
Inventors
Cpc classification
A63F13/798
HUMAN NECESSITIES
A63F13/792
HUMAN NECESSITIES
A63F13/352
HUMAN NECESSITIES
G06Q20/02
PHYSICS
G07F17/3251
PHYSICS
G07F17/3244
PHYSICS
International classification
G06Q40/04
PHYSICS
G06Q20/06
PHYSICS
Abstract
Disclosed herein are a game money trading method and a device for providing the same. The device for providing a game money trading method includes: a communication unit configured to communicate with a user terminal and a plurality of game servers; and a control unit configured to select at least one of a plurality of game moneys corresponding to the plurality of game servers as base money, and to process the exchange of the plurality of game moneys for each other by using the base money in response to a request received from the user terminal.
Claims
1. A device for providing a game money trading method, the device comprising: a communication unit configured to communicate with a user terminal and a plurality of game servers; and a control unit configured to select at least one of a plurality of game moneys corresponding to the plurality of game servers as base money, and to process an exchange of the plurality of game moneys for each other by using the base money in response to a request received from the user terminal.
2. The device of claim 1, wherein the control unit obtains information about at least one of total numbers of users and popularity rankings of games provided by the plurality of game servers, and total amounts of money in circulation, amounts of trading, amounts of requested purchase and amounts of requested sales of the plurality of game moneys, and selects at least one of the plurality of game moneys as the base money by running an algorithm using the obtained information.
3. The device of claim 1, wherein the control unit: determines whether a preset condition for a change of the base money has been fulfilled; and when the condition for a change of the base money has been fulfilled, selects new base money by running a preset algorithm.
4. The device of claim 3, wherein the control unit sets the condition for a change of the base money by using at least one of total numbers of users and popularity rankings of games, and total amounts of money in circulation, amounts of trading, amounts of requested purchase and amounts of requested sales of the plurality of game moneys.
5. The device of claim 1, wherein the control unit, when a service of a new game is started, selects game money for the new game as the base money.
6. The device of claim 1, wherein the control unit determines exchange rates for the plurality of game moneys to the base money, and controls exchange based on the determined exchange rates.
7. The device of claim 6, wherein the control unit obtains information about at least one of total numbers of users, popularity rankings and remaining available periods of games provided by the plurality of game servers, and total amounts of money in circulation, amounts of trading, amounts of requested purchase and amounts of requested sales of the plurality of game moneys, and determines the exchange rates for the plurality of game moneys to the base money by running an algorithm using the obtained information.
8. The device of claim 7, wherein the control unit: determines whether a preset condition for an adjustment of exchange rates has been fulfilled; and when the condition for an adjustment of exchange rates has been fulfilled, adjusts the exchange rates by running a preset algorithm.
9. The device of claim 8, wherein the control unit sets the condition for an adjustment of exchange rates by using at least one of total numbers of users and popularity rankings of games, and total amounts of money in circulation, amounts of trading, amounts of requested purchase and amounts of requested sales of the plurality of game moneys.
10. The device of claim 6, wherein the control unit, when a service of a new game is started, determines an exchange rate for game money for the new game to be a preset value.
11. The device of claim 1, wherein the control unit transmits present details of game moneys held by a user to the user terminal through communication with the plurality of game servers, processes an exchange of the first game money and the base money for each other based on a predetermined exchange rate when receiving a request for a purchase or sales of first game money from the user terminal, and transmits results of the processing of the exchange to the plurality of game servers.
12. A game money trading method, the method comprising: selecting at least one of a plurality of game moneys corresponding to a plurality of games as base money; determining exchange rates for the plurality of game moneys to the base money; receiving a request for an exchange of game moneys from a user; and processing the requested exchange of game moneys by using the base money based on the determined exchange rates.
13. The method of claim 12, wherein selecting the base money comprises obtaining information about at least one of total numbers of users and popularity rankings of games provided by the plurality of game servers, and total amounts of money in circulation, amounts of trading, amounts of requested purchase and amounts of requested sales of the plurality of game moneys and selecting at least one of the plurality of game moneys as the base money by running an algorithm using the obtained information.
14. The method of claim 12, wherein determining the exchange rates comprises obtaining information about at least one of total numbers of users, popularity rankings and remaining available periods of games provided by the plurality of game servers, and total amounts of money in circulation, amounts of trading, amounts of requested purchase and amounts of requested sales of the plurality of game moneys and determining the exchange rates for the plurality of game moneys to the base money by running an algorithm using the obtained information.
15. A computer-readable storage medium having stored thereon a program which performs the method set forth in claim 12.
Description
DESCRIPTION OF DRAWINGS
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BEST MODE
[0030] According to one embodiment, there is provided a device for providing a game money trading method, the device including: a communication unit configured to communicate with a user terminal and a plurality of game servers; and a control unit configured to select at least one of a plurality of game moneys corresponding to the plurality of game servers as base money, and to process the exchange of the plurality of game moneys for each other by using the base money in response to a request received from the user terminal.
[0031] According to another embodiment, there is provided a game money trading method, the method including: selecting at least one of a plurality of game moneys corresponding to a plurality of games as base money; determining the exchange rates for the plurality of game moneys to the base money; receiving a request for the exchange of game moneys from a user; and processing the requested exchange of game moneys by using the base money based on the determined exchange rates.
[0032] According to another embodiment, there is provided a computer-readable storage medium having stored thereon a program which performs a game money trading method. In this case, the game money trading method includes: selecting at least one of a plurality of game moneys corresponding to a plurality of games as base money; determining the exchange rates for the plurality of game moneys to the base money; receiving a request for the exchange of game moneys from a user; and processing the requested exchange of game moneys by using the base money based on the determined exchange rates.
[0033] According to still another embodiment, there is provided a computer program which is executed by a device for providing a game money trading method and which is stored in a storage medium to perform a game money trading method. In this case, the game money trading method includes: selecting at least one of a plurality of game moneys corresponding to a plurality of games as base money; determining the exchange rates for the plurality of game moneys to the base money; receiving a request for the exchange of game moneys from a user; and processing the requested exchange of game moneys by using the base money based on the determined exchange rates.
MODE FOR INVENTION
[0034] Various embodiments will be described in detail below with reference to the accompanying drawings. The following embodiments may be modified to various different forms and then practiced. In order to more clearly illustrate features of the embodiments, detailed descriptions of items which are well known to those having ordinary skill in the art to which the following embodiments pertain will be omitted. Furthermore, in the drawings, portions unrelated to descriptions of the embodiments will be omitted. Throughout the specification, like reference symbols will be assigned to like portions.
[0035] Throughout the specification, when one component is described as being connected to another component, this includes not only a case where the one component is directly connected to the other component but also a case where the one component is connected to the other component with a third component disposed therebetween. Furthermore, when one component is described as including another component, this does not mean that the one component does not exclude the other component but means that the one component may further include the other component, unless explicitly described to the contrary.
[0036] The embodiments will be described in detail below with reference to the accompanying drawings.
[0037]
[0038] In this case, the term game money refers to virtual currency which is used within a game. In the following, it is assumed that unique game moneys are present for respective games and game moneys for different games are not compatible with each other. In other words, money for game A which is used in game A cannot be used in game B, game C, or the like.
[0039] Referring to
[0040] For the sake of convenience, the game servers shown in
[0041]
[0042] Referring to
[0043] Although embodiments will be described based on the system shown in
[0044]
[0045] The communication unit 110 is a component which performs wired/wireless communication with another device or a network. Accordingly, the exchange server 100 may communicate with the user terminal 10 and the game servers 20a, 20b and 20c through the communication unit 110. For this purpose, the communication unit 110 may include a communication module which supports at least one of various wired/wireless communication methods. For example, the communication module may be implemented in the form of a chipset.
[0046] In this case, the wireless communication supported by the communication unit 110 may be, for example, Wireless Fidelity (Wi-Fi), Wi-Fi Direct, Bluetooth, Ultra Wide Band (UWB), Near Field Communication (NFC), or the like. Furthermore, the wired communication supported by the communication unit 110 may be, for example, USB, High Definition Multimedia Interface (HDMI), or the like. Furthermore, the communication unit 110 may transmit data, a message, or the like to a destination over the Internet or a mobile communication network.
[0047] The control unit 120 controls the overall operation of the exchange server 100, and may include a processor, such as a CPU. According to an embodiment, the control unit 120 performs processes required during the process of trading game money. In particular, the control unit 120 selects base money which forms the basis of the trading of game money, determines the exchange rate between game moneys, and processes data attributable to the sales and purchase of game money. Detailed processes which are performed by the controller 120 will be described in detail below. In the embodiments described below, operations which are performed by the exchange server 100 are performed by the controller 120 of the exchange server 100 unless otherwise specified.
[0048] The storage unit 130 may store a program and data for the trading of the game money. In particular, the storage unit 130 may store an algorithm for selecting base money, an algorithm for determining an exchange rate, and the like.
[0049] Embodiments for providing the trading of game moneys will be described in detail with reference to the accompanying drawings. In the description of the embodiments, reference is made to
[0050]
[0051] When the game server 20 transmits the information about the amount of game money held by the user to the exchange server 100 at step 403, the exchange server 100 collects information about the amounts of game money held for a plurality of games at step 404. In other words, the exchange server 100 collects the amounts of game money held by the user who has requested the checking.
[0052] When the exchange server 100 transmits the collected information about the amounts of game money held to the terminal 10 at step 405, the terminal 10 may display the amounts of game money held by the user on a screen at step 406.
[0053] The screen which is displayed on the user terminal 10 through the above-described process is shown in
[0054] The details 510 of game money held by user A are displayed on the screen 500 of
[0055] Embodiments of selecting base money will be described below with reference to
[0056] Referring to
[0057] Furthermore, the exchange server 100 may receive information about the total amount of game money in circulation from the game servers 20. Furthermore, the exchange server 100 may extract information about the amount of game money traded, the amount of requested purchase and the amount of requested sales during the process of trading game money.
[0058] At step 602, the exchange server 100 may select at least one of the plurality of game moneys as base money based on the results of the running of an algorithm using at least one of the pieces of information obtained at step 601. For example, the exchange server 100 may select game money for a game, the total number of users of which is largest, as base money, or may select game moneys for top two or more games as base money in the descending order of the total number of users. Alternatively, the exchange server 100 may select game money, the total amount of which in circulation is largest, as base money, or may select top two or more game moneys as base money in the descending order of the total amount of money in circulation. Alternatively, the exchange server 100 may select game money, the sum of the amount of trading, amount of requested purchase and amount of requested sales of which is largest, as base money. Alternatively, the exchange server 100 may select game money for a game having the highest popularity ranking as base money, or may select game moneys for top two or more games as base money in the descending order to the popularity ranking.
[0059] Alternatively, the exchange server 100 may select base money by considering all combinations including at least one of the pieces of information obtained at step 601. As described above, exchange server 100 may select base money by considering some or all of the pieces of information obtained at step 601.
[0060] In other words, the exchange server 100 may select base money based on a result obtained by substituting some or all of the pieces of information, obtained at step 601, into a preset algorithm. In this case, the algorithm may be designed such that different weights are assigned to the individual pieces of information.
[0061] As one specific example, a process of selecting base money based on the popularity rankings of games is shown in
[0062] At step 703, the exchange server 100 determines the popularity rankings of a plurality of games by collecting information about the utilization rates of the plurality of games. In this case, an algorithm for determining the popularity rankings of the games may be also designed to use at least one of various types of information in various manners.
[0063] At step 704, the exchange server 100 selects base money based on the popularity rankings of the games. For example, the exchange server 100 may select game money having the highest popularity ranking as base money, or may select all game moneys having the three highest popularity rankings as base money.
[0064] At step 705, the exchange server 100 transmits information about the selected base money to the user terminal 10.
[0065] Meanwhile, the base money may be changed after being selected. For example, the exchange server 100 may periodically change the base money, or may change the base money when a specific condition is fulfilled or a specific event occurs.
[0066]
[0067] At step 801, the exchange server 100 determines whether a condition for a change of the base money has been fulfilled. For example, the exchange server 100 may determine that the condition for a change of the base money has been fulfilled when a preset predetermined period has elapsed after the selection of the base money. Alternatively, the exchange server 100 may determine that the condition for a change of the base money has been fulfilled when the amount of base money traded has been decreased below a preset reference. Alternatively, the exchange server 100 may determine that the condition for a change of the base money has been fulfilled when the popularity ranking of a game corresponding to the base money has been decreased below a predetermined value. Alternatively, the exchange server 100 may determine that the condition for a change of the base money has been fulfilled when a preset predetermined or larger number of users have requested a change of the base money. As another alternative, the exchange server 100 may set one of various conditions, and may change the base money when the set condition has been fulfilled.
[0068] When setting the condition for a change of the base money, the exchange server 100 may use at least one of the pieces of information used to select the base money at step 600. In this case, the exchange server 100 may set two or more conditions, and may determine that the condition for a change of the base money has been fulfilled when only any one of the two or more conditions has been fulfilled or when the two or more conditions have all been fulfilled.
[0069] When it is determined that the condition for a change of the base money has been fulfilled, the exchange server 100 may select new base money by running an algorithm corresponding to the fulfilled condition at step 802. In other words, the exchange server 100 may set two or more conditions for a change of the base money, and may apply an algorithm for selecting new base money which varies depending on a fulfilled condition. For this purpose, the exchange server 100 may design an algorithm corresponding to a condition for a change of the base money in advance. In this case, the algorithm may be designed to use part or all of the information used in the corresponding condition for a change of the base money, or may be designed completely regardless of the condition for a change of the base money. Alternatively, the exchange server 100 may select new base money by using the algorithm, used to select the base money at step 600, at step 802 in the same manner.
[0070] For example, when changing the base money because the total amount of base money in circulation has been decreased below a preset reference value, the exchange server 100 may check the total amounts of respective game moneys in circulation, and may select game money having the largest total amount of money in circulation as new base money. Alternatively, when changing the base money because a predetermined period has elapsed after the selection of the base money, the exchange server 100 may run an algorithm using the amounts of trading, amounts of requested purchase, and amounts of requested sales of the game moneys, and may select new base money based on the results of the running of the algorithm. Alternatively, when changing the base money because the popularity ranking of a game corresponding to the base money has been decreased below a reference value, the exchange server 100 may re-investigate the popularity rankings of the plurality of games, and may select new base money based on the popularity rankings of the games or select new base money by considering not only the popularity rankings of the games but also the amounts of requested purchase and amounts of requested sales of the game moneys.
[0071] Meanwhile, when a new game is launched, the exchange server 100 may select game money for the new game as base money in order to activate the new game. Furthermore, when the service of a game corresponding to the base money is to be ended, the exchange server 100 may change the base money to another type of game money. As described above, an embodiment in which base money is selected based on the launch of a game and the end of a service is shown in
[0072] Referring to
[0073] At step 902, the exchange server 100 determines whether the game service is to be ended through communication with the game servers. When, as a result of the determination, it is determined that the game service is to be ended, the exchange server 100 changes the base money to another type of game money at step 903. Alternatively, when communication with a game server which is one of the plurality of game servers and corresponds to the base money is released, the exchange server 100 may select game money, corresponding to another game server other than the game server with which communication is released, as new base money.
[0074] Referring back to
[0075]
[0076] When the user selects the Check Exchange Rate button 1030 on the screen 1000 of
[0077] Referring to
[0078] Meanwhile, the exchange server 100 may determine the exchange rate between game moneys according to various preset methods, and may adjust the exchange rate according to a situation. Embodiments in which the exchange server 100 determine and adjust an exchange rate will be described below with reference to
[0079]
[0080] Basically, the exchange server 100 determines the exchange rate between game moneys according to the principle of supply and demand. Referring to
[0081] At step 1202, the exchange server 100 determines the exchange rate for specific game money to the base money based on the identified demand and supply. In this case, the exchange server 100 may design an algorithm for determining an exchange rate based on demand and supply in various manners. For example, the exchange server 100 may determine an exchange rate based on a result value calculated by substituting a value, obtained by subtracting the amount of requested sales (supply) of specific game money from the amount of requested purchase (demand) of specific game money, into a preset equation. As another alternative, the algorithm may be designed using various methods such that basically, according to the principle of demand and supply, an exchange rate decreases as the supply of game money increases and increases as the demand for the game money increases.
[0082] Furthermore, the exchange server 100 may determine an exchange rate using not only the amount of requested purchase and amount of requested sales of game money but also various types of information. Referring to
[0083] At step 1302, the exchange server 100 may determine the exchange rate for each of a plurality of game moneys to the base money based on the results of running of an algorithm using at least one of the pieces of information obtained at step 1301. For example, the exchange server 100 may determine the exchange rate for game money to be lower as the total amount of game money in circulation increases. The reason for this is that when the total amount of money in circulation is larger, the value of the game money becomes lower. Alternatively, the exchange server 100 may determine an exchange rate to be higher as the total number of users of a corresponding game increases. The reason for this is that it may be expected that when the total number of users of a specific game is larger, the demand for game money for the game increases.
[0084] As another alternative, the exchange server 100 may determine the exchange rate for game money by considering all combinations including at least one of the pieces of information obtained at step 1301. As described above, the exchange server 100 may determine the exchange rate for game money by considering some or all of the pieces of information obtained at step 1301.
[0085] In other words, the exchange server 100 may determine the exchange rate for game money based on a result value obtained by substituting some or all of the pieces of information obtained at step 1301 into a preset algorithm. In this case, the algorithm may be designed such that different weights are assigned to the respective pieces of information.
[0086] Meanwhile, the exchange server 100 may adjust the exchange rate for the game money according to a situation and a condition. For example, the exchange server 100 may periodically change the exchange rate for the game money, or may change the exchange rate for the game money when a specific condition is fulfilled or a specific event occurs.
[0087]
[0088] At step 1401, the exchange server 100 determines whether a condition for the adjustment of an exchange rate has been fulfilled. For example, the exchange server 100 may determine that the condition for the adjustment of an exchange rate has been fulfilled when a preset predetermined period has elapsed after the determination of the exchange rate for game money. Alternatively, the exchange server 100 may determine that the condition for the adjustment of an exchange rate has been fulfilled when the total amount of game money traded has been decreased below a preset reference. Alternatively, the exchange server 100 may determine that the condition for the adjustment of an exchange rate has been fulfilled when the total number of users of a corresponding game has been decreased below a preset reference. Alternatively, the exchange server 100 may determine that the condition for the adjustment of an exchange rate has been fulfilled when any one or both of the amount of requested purchase and amount of requested sales of the game money have changed by a predetermined or higher rate.
[0089] When setting the condition for the adjustment of an exchange rate, the exchange server 100 may use at least one of the pieces of information used to determine the exchange rate at step 1300. In this case, the exchange server 100 may set two or more conditions, and may determine that the condition for the adjustment of an exchange rate has been fulfilled when only any one of the two or more conditions has been fulfilled or when the two or more conditions have all been fulfilled.
[0090] When it is determined that a condition for the adjustment of an exchange rate has been fulfilled, the exchange server 100 may re-determine the exchange rate for the specific game money by running an algorithm corresponding to the fulfilled condition at step 1402. In other words, the exchange server 100 may set two or more conditions for the adjustment of an exchange rate, and may apply an algorithm for determining an exchange rate which varies depending on the fulfilled condition. For this purpose, the exchange server 100 may design the algorithm corresponding to the condition for the adjustment of an exchange rate in advance. In this case, the algorithm may be designed to use some or all of the pieces of information used in the corresponding condition for the adjustment of an exchange rate, or may be designed completely regardless of the condition for the adjustment of an exchange rate. Alternatively, the exchange server 100 may re-determine an exchange rate by using the algorithm, used to determine the exchange rate at step 1300, at step 1402 in the same manner.
[0091] Meanwhile, when a new game is launched or a game service is to be ended, the exchange rate for game money for the corresponding game may be determined to be a preset value. An embodiment in which the exchange rate for game money is determined based on the launch of a game and the type of service is shown in
[0092] Referring to
[0093] Thereafter, the exchange server 100 may adjust the exchange rate for game money according to step 1400 of
[0094] At step 1502, the exchange server 100 determines whether a game service is to be ended by communicating with the game server. When it is determined that the game service is to be ended, the process proceeds to step 1503, at which the exchange rate for game money may be changed to a preset value. In this case, the exchange server 100 may change the exchange rate when a preset predetermined period remains from the time at which a game service is to be ended. Alternatively, when communication with at least one of a plurality of game servers with which the exchange server 100 is communicating is released or data has not been received from a corresponding game server for a predetermined period, the exchange server 100 may change the exchange rate for game money corresponding to the corresponding game server to a preset value.
[0095] Meanwhile, in the embodiment shown in
[0096] As described in conjunction with
[0097] Referring to
[0098] Referring back to
[0099] An overall process of processing the exchange of game moneys, which starts with a request for exchange from a user, will be described below with reference to
[0100] Referring to
[0101] At step 1806, the game server 20a for game A subtracts the money for game A from the account of the user, and the server 20c for game C adds the money for game C to the account of the user. Meanwhile, the user terminal 10 displays the results of the exchange of the game moneys on a screen at step 1808.
[0102] Referring to
[0103] A result screen which is obtained when a user selects the Yes button 1720 in
[0104] The process of selling game money has been described so far. In the following, a process of purchasing game money will be described with reference to
[0105]
[0106] Referring to
[0107] Referring to
[0108] Referring to
[0109] A process in which the exchange server 100 processes the purchase of game money is shown in
[0110] The game server 20b for game B adds the money for game B to the account of the user at step 2406, and the server 20c for game C subtracts the money for game C from the account of the user. Meanwhile, at step 2408, the user terminal 10 displays the results of the exchange of the game moneys on a screen.
[0111] The screen which is displayed on the user terminal after the money for game B has been purchased through the above-described process is shown in
[0112] Meanwhile, as described above, the exchange server 100 may select two or more game moneys as base money. Furthermore, in the case where two or more base moneys are selected, the exchange server 100 may perform setting such that game money can be purchased or sold only when two or more base moneys are combined. For example, in the case where there are three types of base money, the exchange server 100 may perform setting such that game money can be purchased or sold only when there is used the combination in which a specific type of base money selected from the three types of base money is essentially included and at least one type of base money selected from the remaining types of base money is additionally included. This embodiment will be described in detail below with reference to
[0113]
[0114] Referring to
[0115] From the details 2610 of game money held by the user, it can be seen that the user holds five types of game money and three types of game money (game money C, game money D, and game money E) selected from the five types of game money are selected as base money. When the user selects the Sell button 2620, the screen 2700 of
[0116] Referring to
[0117] Referring to the screen 2800 of
[0118] When the user selects the Exchange button 2820 on the screen 2800 of
[0119] A process in which the exchange server 100 processes the exchange of game moneys in response to a request for the sales of game money from a user is similar to the process described in conjunction with
[0120]
[0121] Referring to
[0122] The term unit used in the above-described embodiments means software or a hardware component such as a field-programmable gate array (FPGA) or application-specific integrated circuit (ASIC), and a unit performs a specific role. However, a unit is not limited to software or hardware. A unit may be configured to be present in an addressable storage medium, and also may be configured to run one or more processors. Accordingly, as an example, a unit includes components, such as software components, object-oriented software components, class components and task components, processes, functions, attributes, procedures, subroutines, segments in program code, drivers, firmware, microcode, circuits, data, a database, data structures, tables, arrays, and variables.
[0123] Components and a function provided in unit(s) may be coupled to a smaller number of components and unit(s) or divided into a larger number of components and unit(s).
[0124] In addition, components and unit(s) may be implemented to run one or more CPUs in a device or secure multimedia card.
[0125] The game money trading methods according to the embodiments described in conjunction with
[0126] Furthermore, the game money trading methods according to the embodiments described in conjunction with
[0127] Accordingly, the game money trading methods according to the embodiments described in conjunction with
[0128] In this case, the processor may process instructions within a computing apparatus. An example of the instructions is instructions which are stored in memory or a storage device in order to display graphic information for providing a Graphic User Interface (GUI) onto an external input/output device, such as a display connected to a high-speed interface. As another embodiment, a plurality of processors and/or a plurality of buses may be appropriately used along with a plurality of pieces of memory. Furthermore, the processor may be implemented as a chipset composed of chips including a plurality of independent analog and/or digital processors.
[0129] Furthermore, the memory stores information within the computing device. As an example, the memory may include a volatile memory unit or a set of the volatile memory units. As another example, the memory may include a non-volatile memory unit or a set of the non-volatile memory units. Furthermore, the memory may be another type of computer-readable medium, such as a magnetic or optical disk.
[0130] In addition, the storage device may provide a large storage space to the computing device. The storage device may be a computer-readable medium, or may be a configuration including such a computer-readable medium. For example, the storage device may also include devices within a storage area network (SAN) or other elements, and may be a floppy disk device, a hard disk device, an optical disk device, a tape device, flash memory, or a similar semiconductor memory device or array.
[0131] The above-described embodiments are intended for illustrative purposes. It will be understood that those having ordinary knowledge in the art to which the present invention pertains can easily make modifications and variations without changing the technical spirit and essential features of the present invention. Therefore, the above-described embodiments are illustrative and are not limitative in all aspects. For example, each component described as being in a single form may be practiced in a distributed form. In the same manner, components described as being in a distributed form may be practiced in an integrated form.
[0132] The scope of protection desired via the present specification should be defined by the attached claims, rather than the detailed description. All modifications and variations which can be derived from the meanings, scopes and equivalents of the claims should be construed as falling within the scope of the present invention.