Ex Parte Akahori et alDownload PDFPatent Trial and Appeal BoardApr 26, 201611797558 (P.T.A.B. Apr. 26, 2016) Copy Citation UNITED STA TES p A TENT AND TRADEMARK OFFICE APPLICATION NO. FILING DATE 111797,558 0510412007 23117 7590 04/28/2016 NIXON & V ANDERHYE, PC 901 NORTH GLEBE ROAD, 11 TH FLOOR ARLINGTON, VA 22203 FIRST NAMED INVENTOR Eiji Akahori UNITED STATES DEPARTMENT OF COMMERCE United States Patent and Trademark Office Address: COMMISSIONER FOR PATENTS P.O. Box 1450 Alexandria, Virginia 22313-1450 www .uspto.gov ATTORNEY DOCKET NO. CONFIRMATION NO. DSG-723-2159 7924 EXAMINER MCCULLOCH JR, WILLIAM H ART UNIT PAPER NUMBER 3714 NOTIFICATION DATE DELIVERY MODE 04/28/2016 ELECTRONIC Please find below and/or attached an Office communication concerning this application or proceeding. The time period for reply, if any, is set in the attached communication. Notice of the Office communication was sent electronically on above-indicated "Notification Date" to the following e-mail address( es): PTOMAIL@nixonvan.com pair_nixon@firsttofile.com PTOL-90A (Rev. 04/07) UNITED STATES PATENT AND TRADEMARK OFFICE BEFORE THE PATENT TRIAL AND APPEAL BOARD Ex parte EIJI AKAHORI, SHIN GO MIYATA, TOSHIHARU IZUNO, TAKUJI HOTTA, and KENTARO NISHIMURA Appeal2014-001545 Application 11/797,558 Technology Center 3700 Before JENNIFER D. BAHR, GEORGE R. HOSKINS, and FREDERICK C. LANEY, Administrative Patent Judges. BAHR, Administrative Patent Judge. DECISION ON APPEAL STATEMENT OF THE CASE Appellants appeal under 35 U.S.C. § 134(a) from the Examiner's decision rejecting claims 1-19 and 21, which are all of the pending claims. We have jurisdiction under 35 U.S.C. § 6(b). We AFFIRM. Appeal2014-001545 Application 11/797,558 THE CLAIMED SUBJECT MATTER Claim 1, reproduced below, is illustrative of the claimed subject matter. 1. A non transitory computer-readable storage medium storing a game program instructing a computer of a game apparatus, which is connected to a sound inputting device and a display, to perform: generating a game image including a player object, of a virtual game world, which is operated by a player, and causing the display to display the game image; causing the player object to move in the virtual game world; determining whether a sound is inputted through the sound inputting device; determining whether the player object is positioned in a specific area of the virtual game world; and causing a body of the player object (a) to move in a specific manner when the sound is inputted and the player object is positioned in the specific area, and (b) not to move in the specific manner, when the sound is inputted and the player object is not positioned in the specific area, in order to avoid unintended movement of the player object based on sound received through the sound inputting device. REJECTIONS Claims 1-19 and 21 stand rejected under 35 U.S.C. § 103(a) as unpatentable over Shimizu (US 2005/0288099 Al, pub. Dec. 29, 2005) and SOCOM (SOCOM: U.S. Navy SEALs Review, http://www.gamerstemple.com/vg/games/OOO 165/000165r02.asp (last visited Nov. 13, 2012)). 2 Appeal2014-001545 Application 11/797,558 DISCUSSION Claims 1-3 and 6-19 Appellants group independent claims 1, 18, and 19 together in contesting the rejection. See Appeal Br. 11-14. Further, Appellants do not present any separate arguments for claims 2, 3, and 6-17, which depend from claim 1. See id. at 11-17. Thus, we decide the appeal as to these claims on the basis of claim 1, with claims 2, 3, and 6-19 standing or falling with claim 1. See 37 C.F.R. § 41.37(c)(l)(iv) (2015). Independent claim 1 recites, in pertinent part: causing a body of the player object (a) to move in a specific manner when the sound is inputted and the player object is positioned in the specific area, and (b) not to move in the specific manner, when the sound is inputted and the player object is not positioned in the specific area, in order to avoid unintended movement of the player object based on sound received through the sound inputting device. Appeal Br. 19 (Claims App.). The Examiner finds that Shimizu does not disclose feature (b) because the "punching movement might ostensibly be performed in locations away from the block as well as near." Final Act. 5. Further, the Examiner determines "the SOCOM reference provides for a single input to activate a number of different actions, the particular action being dependent upon the player's location." Id. According to the Examiner: SOCOM teaches that "[i]n addition to the button controls, icons appear along the bottom of the screen when an action is possible, with the X button used to activate the action," the actions including: open the door, throw the switch, restrain a captive, defuse a bomb, hide a body, hit someone over the head, or pick up weapons and ammunition (p. 1, par. 1 ). This demonstrates a known control scheme using a single input, in this case the X button, to perform a number of different actions depending on the player character's location. Thus, while the X 3 Appeal2014-001545 Application 11/797,558 Id. button might cause the player to defuse a bomb in a location near a bomb, it would not cause that action near a door. Rather, when near a door, the X button would cause the player to open the door. Therefore, SOCOM teaches causing a body of the player object (a) to move in a specific manner, when a command is inputted and the player object is positioned in the specific area (e.g., defuse a bomb when near a bomb), and (b) not to move in the specific manner (defusing a bomb), when the command is inputted and the player object is not positioned in the specific area (e.g., open a door when near a door). The Examiner then determines it would have been obvious to modify Shimizu's sound input "to function as an action input which causes different operations to take place based on a player's position, as taught by SOCOM ... in order to simplify the control scheme of Shimizu by allowing a single input to perform multiple different commands based on the player's location." Final Act. 6. Appellants do not contest the Examiner's reasons for combining Shimizu and SOCOM. Appeal Br. 11-13. Rather, Appellants submit the combination does not result in the invention of claim 1, because SOCOM fails to disclose: causing a body of the player object ... not to move in the specific manner, when the sound is inputted and the player object is not positioned in the specific area, in order to avoid unintended movement of the player object based on sound received through the sound inputting device. Id. at 14. Appellants contend that "SOCOM is not avoiding unintended movement of the player by not moving the player when an input is performed and the player is not positioned in a specific area." Id. at 12-13. 4 Appeal2014-001545 Application 11/797,558 Appellants agree with the Examiner to the extent that "SOCOM allows for a player to perform a particular movement (e.g., dismount) when the player performs an input and the player is positioned in a particular area," but argue that "SOCOM fails to positively describe that unintended movement is avoided by not moving the player when an input is performed and the player is not positioned in a specific area." Id. at 13. To emphasize this point, Appellants posit that "SOCOM may still perform a movement on the player character (e.g., discharge a weapon, lunge at a character) when the user presses the 'X' button and the game is not displaying an action indicator." Id.; see also Reply Br. 4 (theorizing that "SOCOM would move the player object or discharge a weapon based on user input even if no action item is present" and "thus SOCOM does not avoid unintended movement of a player object when input is made under certain conditions."). Appellants' argument is not commensurate with claim 1, which does not require that all movement of the player object be avoided when the sound is inputted and the player object is not positioned in the specific area. The recitation "move in a specific manner," properly construed, refers to a particular motion of the player object, for example, jumping or accelerating. See Spec. Figs. 4, 11; i-fi-1 51, 53. Likewise, the recitation "not to move in the specific manner," properly construed, requires that the player object not perform said particular motion (i.e., not jumping or not accelerating) when the player object is not positioned in the specific area of the virtual game world (i.e., jump ramp or acceleration lane) even though sound is inputted; this recitation does not preclude movement of the player object in a different manner. See id., Fig. 5; f 52. Accordingly, the recitation "not move in the specific manner" includes the player object not moving and also the player 5 Appeal2014-001545 Application 11/797,558 object moving in a manner that is not the same as the specific manner associated with the specific area of the virtual game world. As noted above, the Examiner finds that SOCOM "demonstrates a known control scheme using a single input, in this case the X button, to perform a number of different actions depending on the player character's location." Final Act. 5. The Appellants do not dispute the Examiner's finding. See Appeal Br. 12 (stating, "SOCOM thus describes ... where a player can perform a particular action by pressing an input button after an indicator is displayed in the game"); id. at 13 (stating, "SOCOM allows for a player to perform a particular movement (e.g., dismount) when the player performs an input and the player is positioned in a particular area"). Accordingly, when the SOCOM character (i.e., player object) is at a location that is in the vicinity of a switch (i.e., positioned in a specific area of the virtual game world), the available action, via the X button, for the SOCOM character is to throw the switch, and an icon will appear on the screen informing the player that the action is available. SOCOM 1. On the other hand, using the example provided by the Appellants, when the SOCOM character is mounted in the gun turret of a vehicle, a dismount action is available and an icon appears on the screen informing the player that the action is available. See Appeal Br. 12. When the SOCOM character is positioned in the gun turret, the character is not positioned near the switch (i.e., not positioned in the specific area of the virtual game world). Also, when the SOCOM character is positioned in the gun turret, the action to throw the switch is not available (i.e., the specific manner of movement is throwing the switch, an action which the SOCOM character cannot 6 Appeal2014-001545 Application 11/797,558 accomplish when positioned in the gun turret because that option is not made available). The Examiner insists that the clause "in order to avoid unintended movement of the player object based on sound received through the sound inputting device" in claim 1 "simply expresses the intended result of the process steps (a) and (b )"and, thus, cannot serve "to patentably distinguish the claimed invention from the prior art." Ans. 13-16. Our disposition of the rejection of claim 1 does not tum on whether the recitation "in order to avoid the unintended movement of the player object based on sound received through the sound inputting device" is merely an intended result, as asserted by the Examiner, or a positive method step, as argued by the Appellants, because we find that the combination of Shimizu and SOCOM teaches avoiding unintended movement of the player object. As explained above, when the SOCOM character is near a switch, the available and intended action is to throw the switch. Thus, unintended movement of the SOCOM character includes any action other than throwing the switch when the character is located near a switch. Because the action of dismounting the vehicle is not an available action when the SOCOM character is located near a switch, SOCOM avoids the unintended movement (i.e., dismounting the vehicle) when the player character is near a switch and input is received (i.e., X button depressed). Likewise, when the SOCOM character is not located near a switch, but, instead, is located in the gun turret, the action of throwing the switch is an unavailable and unintended movement. This unintended movement is avoided because it is unavailable. Although the available action of dismounting will be performed, this is an intended movement when the 7 Appeal2014-001545 Application 11/797,558 character is in the gun turret, and, thus, would not frustrate the avoidance of the unintended movement. For the reasons above, Appellants do not apprise us of error in the Examiner's rejection of claims 1-3 and 6-19. Accordingly, we sustain the rejection of claims 1-3 and 6-19 as being unpatentable over Shimizu and SOCOM. Claims 4 and 21 Appellants group claims 4 and 21 together. Appeal Br. 14--15. Thus, we decide the appeal as to these claims on the basis of claim 4, with claim 21 standing or falling with claim 4. The Examiner interprets the recitation "action which does not exert any influence on the movement of the player object," set forth in claim 4, "to mean that the player object is animated in some way but does not traverse from its current position." Final Act. 7. Based on this interpretation, the Examiner determines: "[t]he SOCOM teachings of throwing a switch or picking up ammunition meet this feature since the player performs an action but is stationary in terms of position. By contrast, the SOCOM teaching of hiding a body requires the player character to change location to move the body." Id. Appellants' arguments do not specifically challenge the Examiner's reasoning. Rather, Appellants argue: Inasmuch as SOCOM fails to describe causing the body of the player object not to move in a specific manner when sound is input and the player object is not positioned in a specific area, SOCOM also fails to disclose performing an action which does not exert any influence on the movement of the player object, when sound is input and the player is positioned outside of a specific area. 8 Appeal2014-001545 Application 11/797,558 Appeal Br. 15, see also Reply Br. 5. Notably, Appellants do not point out an error in the Examiner's interpretation of claim 4, which appears consistent with Appellants' Specification. See Spec. i-f 12 (stating, "'the action which exerts an influence on a movement of the player object' indicates an action in which at least one of a position, moving direction and moving speed of the player object is changed accordingly when the action is performed"). Further, Appellants do not specifically point out why the combination of Shimizu and SOCOM does not teach the claim limitation in question, as construed by the Examiner. For the above reasons, Appellants fail to apprise us of error in the Examiner's rejection of claim 4. Accordingly, we sustain the rejection of claims 4 and 21 under 35 U.S.C. § 103(a) as unpatentable over Shimizu and SOCOM. Claim 5 The Examiner determines that Shimizu provides a player with a specific challenge-"destroying the rock/stone/block that is 'hindering progress "'-and when the player character in Shimizu is not positioned near the rock (i.e., the specific challenge), the player character does not destroy the rock. Final Act. 8. The Examiner finds that this aspect of Shimizu teaches the feature "(b) an action which does not exert any influence on the success or failure of the specific challenge, when the sound is inputted through the sound inputting device and the player object is positioned outside the specific area of the virtual game world" of claim 5. Id. Appellants argue that "Shimizu does not disclose or suggest that the player object performs ... an action which does not exert any influence on the success or failure of the specific challenge" because the Shimizu "player 9 Appeal2014-001545 Application 11/797,558 character will still perform some type of action related to the success or failure of destroying the rock (e.g., the player character will swing even though the character may not be near the rock)." Appeal Br. 16-17. Appellants characterize this as an action that "would essentially result in a 'failure' of completion for the specific challenge." Id. at 16. According to Appellants, the action of punching which results in a failure to destroy the rock "still perform[ s] an action exerting influence on the success or failure of destroying the rock." Id. at 1 7. The Examiner identifies three different scenarios in Shimizu. The first scenario is pictured in Figure 1 O(A) where the player character is within reach of the rock, has an ability value of "20," and successfully breaks the rock with a punching motion; the second scenario is featured in Figure 1 O(B) where the player character is within reach of the rock, has an ability of" 10," and fails to break the rock with a punching motion. See Ans. 25-26; Shimizu i-f 98. The last scenario is where the player character is outside of arm's reach of the rock, the ability level is unknown, and the player character makes a punching motion. See Ans. 24. In the last scenario, the Examiner asserts that "[t]here is simply no way the character can exert influence on the success or failure of the specific challenge of breaking the rock when [the character] cannot reach [the rock]." Id. We agree with the Examiner. In the third scenario, the punching motion of the character clearly does not exert any influence on the success of the specific challenge (i.e., breaking a rock that hinders the path) because the punching motion does not make contact with the rock and, therefore, cannot successfully destroy the rock (i.e., punching motion does not exert an influence on the success of the specific challenge). Further, in the third 10 Appeal2014-001545 Application 11/797,558 scenario, the punching motion also does not exert influence on the failure of the specific challenge because the punching motion does not hinder breaking of the rock when the character in Shimizu is outside the area of the specific challenge. Appellants' assertion that a punching motion taken too far away from the rock comprises a "failure" to break the rock, while factually accurate, is not commensurate with the claim language. Claim 5 requires that the action does not exert any influence on the success or failure of breaking a rock. A punch taken too far away from the rock satisfies that requirement. For the above reasons, Appellants fail to apprise us of error in the Examiner's rejection of claim 5. Accordingly, we sustain the rejection of claim 5 under 35 U.S.C. § 103(a) as unpatentable over Shimizu and SOCOM. DECISION The Examiner's decision rejecting claims 1-19, and 21 under 35 U.S.C. § 103(a) as being unpatentable over Shimizu and SOCOM is AFFIRMED. No time period for taking any subsequent action in connection with this appeal may be extended under 37 C.F.R. § 1.136(a). See 37 C.F.R. § 1.136(a)(l )(iv). AFFIRMED 11 Copy with citationCopy as parenthetical citation