Some of the information on this Web page has been provided by external sources. The Government of Canada is not responsible for the accuracy, reliability or currency of the information supplied by external sources. Users wishing to rely upon this information should consult directly with the source of the information. Content provided by external sources is not subject to official languages, privacy and accessibility requirements.
Any discrepancies in the text and image of the Claims and Abstract are due to differing posting times. Text of the Claims and Abstract are posted:
(12) Patent Application: | (11) CA 2325153 |
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(54) English Title: | A SYSTEM AND METHOD FOR COLLECTING CONSUMER INFORMATION |
(54) French Title: | PROCEDE ET SYSTEME DE COLLECTE D'INFORMATION SUR LA CONSOMMATION |
Status: | Deemed Abandoned and Beyond the Period of Reinstatement - Pending Response to Notice of Disregarded Communication |
(51) International Patent Classification (IPC): |
|
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(72) Inventors : |
|
(73) Owners : |
|
(71) Applicants : |
|
(74) Agent: | FASKEN MARTINEAU DUMOULIN LLP |
(74) Associate agent: | |
(45) Issued: | |
(22) Filed Date: | 2000-11-06 |
(41) Open to Public Inspection: | 2002-05-06 |
Availability of licence: | N/A |
Dedicated to the Public: | N/A |
(25) Language of filing: | English |
Patent Cooperation Treaty (PCT): | No |
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(30) Application Priority Data: | None |
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and gift selected. The site automatically sends e-mails to the listed friends
and family,
inviting them to come to the site to view the list and to purchase the
products. Friends
and family who come to the site are also invited to set up their own wish
lists.
The component creates additional incentives for users, as well as their
friends and
families, to shop at partnering e-commerce sites. Furthermore, it provides
additional
information about users' consumer preferences. Finally, this component
provides viral
marketing for the network, since users request that e-mails describing the
network are
sent to friends and family.
The wish list site includes the following components: a graphical interface, a
log-
in/registration system (for both users who want to create a wish list and for
visitors who
want to access another's wish list), a CGI script to manage site
functionality, and a
database that keeps track of wish-list selections and which links to the game
site database
to improve each user's consumer profile.
3) A java applet that coordinates network functioning with third-party e-
commerce sites.
This is an applet that a user can load at either site in the network. It
appears as a small
window in the corner of the screen (though it can be moved around by the
user). After
users have loaded this applet, they will be able to visit partnering e-
commerce sites and
use the applet to redeem tokens or select products for a wish list.
A user redeems tokens by selecting products at an e-commerce site and putting
them in
the site's electronic shopping cart. The user then clicks on a button in the
applet, which
causes a form to appear requesting the user to indicate how many tokens he or
she would
like to redeem. The applet then adds a negative number, corresponding to the
number of
tokens selected, to the shopping cart total price, thus reducing the amount
that the user
has to pay for the selected product or products. The applet also signals the
network
database, such that it reduces the user's token account appropriately and
updates the
user's consumer profile.
A user selects a product for the wish-list by clicking on the appropriate
button in the Java
applet at the URL of a page displaying the desired product. Normally, only one
product
corresponds to each URL of an e-commerce site, but in case there is more than
one
product displayed, the user will be asked to write a short description of the
product. The
URL and the product description are then copied to the user's wish-list on
file in the
network's database. This function will be disabled if the user has not yet set
up a wish
list.
This component enables the coordination of network and partnership
functionality that is
enhances the business process.
This component includes: a graphical interface, and software that performs the
applet's
functionality and which links to the network database.
3
In this game, you want to try to form complete lines of bricks. Each time a
complete line
is formed, the line collapses. Collapsing lines is good, since you get points
for each line
collapsed, and it creates more space for you to continue laying bricks.
When you start the game, your first brick will start falling from the top of
the play area.
The brick will be one of several shapes. You can spin the brick around by
pressing the
up arrow on your keyboard. You can move the brick from side to side by using
the left
and right arrows on your keyboard. You can speed up the brick's descent by
pressing the
down arrow. The brick is automatically lain with a "soft drop" (ie, a slight
delay to
enable sliding) when it touches the bottom of the play area or a brick that
you've already
lain.
Periodically, after you've collapsed a certain number of brick lines, you will
advance a
level and the game will speed up.
Just for playing Brick Layer, we automatically give you one free token. In
fact, we'll
give you a free token for every 5 minutes you play (or part thereof), to a
maximum of
five per day. You can win a lot more tokens if you make high scores: 50 tokens
for the
top score in a ten minute period, 100 tokens for the top score in an hour, 500
tokens for
the top score in a day, 1,000 tokens for the top score in a week, and 5,000
tokens for the
top score in a month. In each case, the relevant period is the one you end
your game in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period
does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.
The object of this classic variation of solitaire is to stack all 52 cards in
the four piles at
the of your play area-in as little time as possible.
When the game starts, you will see 7 cards, face up. All but the first card is
placed on top
of one or more cards that are face down. You will also see the remaining cards
in a face
down deck at the top-left corner of the play area, and four blank spaces, each
one
representing a different suit. Those are the spaces where you have to pile up
all the cards
to win the game.
The face up cards can be moved around, just by clicking and dragging. A card
can be
placed under another face up card if it is one rank smaller than the card
under which it is
placed, and of the opposite color. So you can put a 7 of clubs (a black card)
under a 8 of
hearts (a red card that is one rank higher), or a Jack of diamonds under a
queen of spades.
There is no limit to how many cards you can place under one another, so it is
possible to
form lengthy vertical lines.
By moving face cards around, you may uncover a face down card. This is great
news,
because it means you can flip it over by clicking on it, thus bringing another
card into the
game.
Aces are also good news. When you get an ace, you can start one of the four
piles that
are needed to win. Just drag it up to one of the four spaces. The suit of the
ace will
designate which suit you need to pile into the space. Cards have to be piled
in the order
of their rank. So once you have, say, the Ace of clubs in one of the spaces,
you can then
put the 2 of clubs in the pile, and then the 3 of clubs, and so on. The pile
is complete
once you've placed all thirteen cards of the suit on it.
Kings are the highest ranking cards in solitaire (Aces are low), so they can't
be placed
under any other cards. If by uncovering and moving cards, however, you create
a blank
space, you may move the king to it in order to start a new line of cards.
Another source of new cards is the deck in the top-left corner of the play
area. Click on
it, and a card will flip up as if you were dealing out three cards and turning
over the third.
If possible, you can move this card to a line of cards, or you can add it to
your suit piles
at the top. If you can't do anything with it, you can just click on the deck
again to reveal
another card. This new card covers up the last one showing, so that it's no
longer
available~unless you're able to move the new card elsewhere. When you've gone
through all the cards in the deck, just click on it, and the deck will turn
over and you can
go through the same cards again.
6
The game, in theory, could last forever, because you can just keep going
through the deck
and flipping it over at the end. But soon you'll notice that you're not making
any
progress, since you can't play any of the cards that are showing up. That's a
good time to
start playing a new game.
Scoring
You'll get five points for every card you manage to put into a suit pile.
Since there are 52
cards, that means you can score up to 260 points. But speed also counts. If
two or more
people win the game by piling all the cards up, than whoever wins it fastest
is considered
to have the high score.
Winning Tokens
Just for playing Solitaire, we automatically give you one free token. In fact,
we'll give
you a free token for every 5 minutes you play (or part thereof), to a maximum
of five per
day. You can win a lot more tokens if you make high scores: 50 tokens for the
top score
in a ten minute period, 100 tokens for the top score in an hour, 500 tokens
for the top
score in a day, 1,000 tokens for the top score in a week, and 5,000 tokens for
the top
score in a month. In each case, the relevant period is the one you end your
game in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period
does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.
7
The goal of this game is to find all the bombs in the play area and defuse
them~as fast as
you can. But be careful, the game ends automatically if you accidentally set a
bomb off!
The play area is a grid. When you start playing, all the squares on the grid
are covered
up. Underneath this cover, some squares have bombs hiding. The other squares
are
empty, unless they're beside one or more bombs, in which case uncovering them
will
reveal a number equal to the number of bombs in adjacent squares just to help
you out a
little.
To uncover a square, just click on it with your left mouse button. Be careful!
If you
uncover a bomb, the area will blow up, and your game will end.
If you uncover a square with a number on it, you know that one or more bombs
are
nearby, and you should take extra care.
If you uncover a blank square, then there are no bombs in adjacent squares.
The
computer knows that you'll then want to uncover all the adjacent squares, so
it will do
that automatically for you. Since there might be a number of blank squares in
a row,
uncovering just one square can end up revealing a whole bunch.
With practice, you will learn to calculate which squares are safe ones to
uncover based on
the numbers and blank squares revealed nearby. You will also learn to
calculate which
uncovered squares must have bombs underneath. These squares you should defuse!
Just
click on them with your right mouse button. Note that you can defuse squares,
whether
or not a bomb lies underneath, but if you defuse a square that doesn't have a
bomb, you
will be penalized 5 points.
An important feature of Wintokens' Bomb Hunter is the clearing feature. When
you clear
a square by left clicking on it and a number appears, simply flag that number
of squares
adjacent to the original square that are still covered. When the number of
flagged
squares equals the number displayed on the original square, you can now use
the clearing
feature. Just left click on the original numbered square again, and all non-
flagged squares
around it will be cleared.
For example, if you see a square with the number "2", exactly two squares must
be
flagged around it for this feature to work, otherwise nothing happens. This is
so you
don't accidentally clear squares that contain bombs.
8
The game ends when you've defused all the squares with bombs underneath-or
when
you've blown yourself to smithereens.
Scoring
If the game ends in an explosion, your score is simply the number of squares
you've
correctly defused times 5, minus any penalties you've endured for defusing
squares
incorrectly.
If the game ends in victory, your time is your score.
When we calculate who has the highest score for any prize period, we look
first at the
times of completed games. Only if no one has successfully finished a game do
we look at
the scores of games that ended in explosion.
Winning Tokens
Just for playing Bomb Hunter, we automatically give you one free token. In
fact, we'll
give you a free token for every 5 minutes you play (or part thereof), to a
maximum of
five per day. You can win a lot more tokens if you make high scores: 50 tokens
for the
top score in a ten minute period, 100 tokens for the top score in an hour, 500
tokens for
the top score in a day, 1,000 tokens for the top score in a week, and 5,000
tokens for the
top score in a month. In each case, the relevant period is the one you end
your game in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period
does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.
9
Triple Token Slots Rules
Object
The object of Triple Token Slots is to "cash out" with as many credits as
possible.
How to Play
The first thing we should mention is that all betting, payouts and high score
calculation is
done with credits, not tokens! So, you can never lose tokens playing Triple
Token Slots -
you can only win. When you begin play, you start with 100 credits, and with
the bet set
at 1 credit.
You can increase the bet by increments of 1 credit by clicking on "bet one."
You can bet
the maximum - 5 credits - by clicking on "bet max." Once you increase your
bet,
however, you cannot lower it until the next pull (you "pull" the handle simply
by clicking
on it).
Scoring
There are two kinds of scoring going on here. The first is the number of
credits you win
or lose each time you bet and pull the handle. As you increase your bet, you
stand to win
that many times the indicated payout for a particular outcome. For example, if
you bet 1
credit and get "7 7 7" you win 100 credits. But if you bet 5 credits, you win
500 credits.
Of course, if you miss all the payout sequences, you lose 5 credits rather
than 1.
The second kind of scoring involves cashing out. When you click on "cash out,"
you
register your current number of credits as your score. After you cash out, you
are given
100 credits and can continue to play. You cannot cash out if you have less
than 100
credits.
Winning Tokens
Just for playing Triple Token Slots, we automatically give you one free token.
In fact,
we'll give you a free token for every 5 minutes you play (or part thereof), to
a maximum
of five per day. You can win a lot more tokens if you make high scores: 50
tokens for
the top score in a ten minute period, 100 tokens for the top score in an hour,
500 tokens
for the top score in a day, 1,000 tokens for the top score in a week, and
5,000 tokens for
the top score in a month. In each case, the relevant period is the one you end
your game
in.
The running high scores for the relevant periods are updated every two
minutes, as you
play, on the right hand side of the game console. This way you can keep tabs
on the
minimum score you will have to beat in order to win during a particular
period. Please
note that simply beating the last running high score posted for a particular
time period
10
does guarantee that you will win for that period. Someone else may also beat
the last
running high score posted, AND get a higher score than you!
We keep track of you current running high scores. You can check them by
clicking on
the "Check My High Scores" button.
11
At Wintokens, we play the seven card Texas Hold 'Em variation of poker.
Players win
by making the best five card poker hand from the seven cards available to
them.
Play begins by "anteing up". Everyone puts 1 token, the "ante", into the pot.
Two cards are dealt face-down to each player. These are known as "hole cards"--
cards
that can only be used by the player holding them to make a poker hand. This is
followed
by the first round of betting. Betting always begins with the player
immediately to the
left of the dealer, and from there it moves clock-wise. The first player can
elect to pass or
bet. The size of bets are subject to table limitations. Once a bet has been
made,
subsequent players cannot pass. They can either "call" the bet by matching it,
"raise" the
bet by increasing it (subject again to table limitations), or "fold", by
refusing to match the
bet and conceding the hand. Betting moves from player to player, clock-wise,
until it
returns to the last player to have made a bet or to have raised. At Wintokens,
this person
cannot raise any further, and the round of betting is closed. If, on the first
round of
betting, everyone passes, the cards are redealt.
After this first round of betting, three cards are dealt face-up to the middle
of the table.
These are "community cards"--cards that any player can use to make the best
possible
poker hand. Then there is another round of betting.
A fourth and fifth community card is then dealt, each followed by a separate
round of
betting.
After all betting is complete, the "pot", consisting of the antes and all the
bets, calls, and
raises made, goes to whomever can make the best five-card poker hand out of
the seven
cards available (the two hole cards, which only the holder can use, and the
five
community cards, which everybody can use). There is no obligation to use both,
or
either, hole card when making the hand. If there is a tie, the pot is split--
the two cards
that are not used in the poker hand are not used to settle it.
Poker hands are ranked, from best to worst, as follows:
straight flush - five consecutive cards of the same suit
four of a kind - four cards of the same value
full house - three cards of one value, and two cards of another value
flush - five cards of the same suit
straight - five consecutive cards
three of a kind - three cards of the same value
two-pair - two cards of one value, and two cards of another value
pair - two cards of one value
12
If two hands are within the same category, they're ranked according to the
value of the
cards. For a four of a kind, three of a kind or pair, the relevant value is
that of the cards
in the set. For a full house, it's the value of the cards in the set of three
that counts. For a
two-pair, it's the value of the higher pair. For the other hands, it's just
the highest card in
the hand. If there is still a tie, then the hand with the highest remaining
card wins (though
for a full house, look first to the cards in the set of two, and for a two
pair, look first to
the cards in the lower pair). Keep looking to lower cards until the tie is
settled or until it
is determined that the hands are equal.
Note that if no player has made any of the hands listed above, the winner is
simply the
player with the highest card (again, with ties settled by looking at lower-
valued cards).
After the money has been distributed, the dealer moves to the left, the
players ante up,
and play begins again.
Players may drop off a table at any time. If a player has placed any money in
the pot,
including the ante, and the player drops off prior to the end of the final
round of betting,
that player forfeits the hand and the money remains in the pot for the victor.
New hands
will not be dealt if there are fewer than four players at a table. Players
will automatically
be kicked off a table if they fail to ante up at the appropriate time within
30 seconds.
13
3 points re the optional rules:
1. Don't worry about beavers.
2. Do include an option for one, and only one, automatic double on the
openning role.
3. Do use the Jacobi rule in match play. We should have an option that lets
people play
matches against each other of 3,7 or 11 games.
Backgammon will not use a time control, except that each move must be made
within 1.5
minutes. So instead of time being one of the variables, let's use single and
multi-game
matches: { 1-3-7-11 }. So, the player-matching chart will cross ref the number
of points
per match with the size of the bet in tokens: {0-1-2-5-20}. However, the {20}
will be
greyed out for single game matches. And, the {2) will be greyed out for multi-
game
matches.
In single game matches, the cube will start at l and each point will be the
equivalent of 1
token. We'll have to say that people cannot enter a single game match with a
bet of more
than 1/3 their token holdings. For example, if the player has 6 tokens, he can
enter a
game with the stakes set at 2 (a 1/2), but cannot enter a game where the
initial bet is 5.
If a person does not hold three times the value of a cube that is passed to
him, he must
drop the cube. Thus, we'll provide a warning that it is very unwise to enter a
game with
less than 6 times the initial stakes, since the player would have to drop the
first pass of
the cube.
Token holdings will be hidden, so token rich players cannot pick on those less
well off.
In multi-game matches, the cube will represent not tokens but points toward
winning the
match, which is a simple race to the assigned number of points {3, 7, or 11 }.
For
example, we start at 0 - 0, and play a match to 7 points for 5 tokens. I win
the first game
with the cube at 2, so the score after one game is 2 - 0. But you gammon me
the second
game with the cube at 4, and thus win 8 points. So you win the match, 8 points
to 2
points, and therefore win the 5 token bet. Note that the only limitation on
the amount of
tokens a player can bet going into a multi-game match is the amount of tokens
the player
actually has, since the bet is fixed.
Ratings: Use the chess rating system (or one similar), but weight for the
number of points
in a multi-game match, and for the value of the cube (including gammons and
backgammons) in a single player match. For example, winning an 11-point match
counts
for 11 times the value of winning a single game match with the cube at 1
(i.e., never
14
passed). The chess rating system would be OK, but given the quickness of
backgammon
and the doubling cube/multi-game match factor, we should crank down the rating
points
won and lost for each individual backgammon game (or individual match point,
if a
multi-game match is played).
Possible move indicators: After every roll of the dice, a little green
indicator shows where
a particular checker (one the mouse is over or clicked on) can move, thus
eliminating the
need to count out where the checker can go, and speeding up the game. This is
useful,
because a typical complaint about online backgammon is the delay between
moves.
Each game table has a specific time and stake, set by the host of the table.
In addition to
losing under the rules of the traditional game, a player loses by running out
of time, as
long as the opponent has sufficient material to win the game (otherwise, the
game is
drawn). A player also loses if he leaves the table, disconnects from the
network for any
reason, or is idle for any three minute period (idleness can be avoided simply
by sending
a chat message to the other player). The stake is added to the token account
of the
winner, and subtracted from the token account of the loser. Players are free
to leave
tables between games without penalty. Only players with sufficient tokens can
join
tables with higher stakes.
Note: Claims are shown in the official language in which they were submitted.
Note: Descriptions are shown in the official language in which they were submitted.
2024-08-01:As part of the Next Generation Patents (NGP) transition, the Canadian Patents Database (CPD) now contains a more detailed Event History, which replicates the Event Log of our new back-office solution.
Please note that "Inactive:" events refers to events no longer in use in our new back-office solution.
For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Event History , Maintenance Fee and Payment History should be consulted.
Description | Date |
---|---|
Inactive: IPC expired | 2023-01-01 |
Inactive: IPC deactivated | 2012-01-07 |
Inactive: First IPC from PCS | 2012-01-01 |
Inactive: IPC from PCS | 2012-01-01 |
Inactive: IPC expired | 2012-01-01 |
Inactive: First IPC assigned | 2011-08-30 |
Inactive: IPC deactivated | 2011-07-29 |
Inactive: Cover page published | 2009-07-24 |
Inactive: First IPC derived | 2006-03-12 |
Inactive: IPC from MCD | 2006-03-12 |
Inactive: Dead - No reply to Office letter | 2003-02-07 |
Application Not Reinstated by Deadline | 2003-02-07 |
Deemed Abandoned - Failure to Respond to Notice Requiring a Translation | 2002-11-13 |
Deemed Abandoned - Failure to Respond to Maintenance Fee Notice | 2002-11-06 |
Inactive: Incomplete | 2002-08-13 |
Application Published (Open to Public Inspection) | 2002-05-06 |
Inactive: Cover page published | 2002-05-05 |
Inactive: Status info is complete as of Log entry date | 2002-03-19 |
Inactive: Abandoned - No reply to Office letter | 2002-02-07 |
Inactive: IPC assigned | 2001-01-05 |
Inactive: First IPC assigned | 2001-01-05 |
Filing Requirements Determined Compliant | 2000-12-15 |
Inactive: Filing certificate - No RFE (English) | 2000-12-15 |
Application Received - Regular National | 2000-12-12 |
Abandonment Date | Reason | Reinstatement Date |
---|---|---|
2002-11-13 | ||
2002-11-06 |
Fee Type | Anniversary Year | Due Date | Paid Date |
---|---|---|---|
Application fee - small | 2000-11-06 |
Note: Records showing the ownership history in alphabetical order.
Current Owners on Record |
---|
WINTOKENS.COM INC. |
Past Owners on Record |
---|
EVAN FOX-DECENT |
JEFFREY PATTEN |
MAGDI AHMED |