Patent 11451883

Obviousness

Combinations of prior art that suggest the claimed invention would have been obvious under 35 U.S.C. § 103.

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Obviousness

Combinations of prior art that suggest the claimed invention would have been obvious under 35 U.S.C. § 103.

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To analyze the obviousness of US patent 11451883 under 35 U.S.C. § 103, we identify combinations of prior art references and the motivation a person having ordinary skill in the art (PHOSITA) would have to combine them. The analysis is based on information provided within the patent document itself, particularly the "BACKGROUND OF THE INVENTION" section and explicit prior art mentioned. The priority date for US11451883 is June 20, 2005.

Identified Prior Art

  1. U.S. Pat. No. 4,592,546 to Fascenda et al.: The patent's "BACKGROUND OF THE INVENTION" section explicitly mentions Fascenda et al., stating that its expiration enabled companies to "use the cell phone and other mobile communication devices utilizing a multicast network to control television viewers in games of skill based upon predicting, for example, what the quarterback may call on the next play." This establishes that systems for interactive games synchronized with television programming on mobile devices were known in the art.
  2. General knowledge in the art (as described in the "BACKGROUND OF THE INVENTION" of US11451883): The patent itself outlines several existing challenges and limitations in distributed entertainment systems involving mobile devices prior to the invention:
    • The "ability to play games and enjoy other activities corresponding to current events on cell phones exists."
    • Network Congestion/Overload: "Cellular networks and other networks are only able to handle a limited amount of traffic, so when millions of participants utilize the network at the same time for a regularly scheduled event, there are concerns of the network being overloaded and bogged down to a point where users do not receive necessary data in a timely manner."
    • Limited Mobile Device Memory: "cell phones and other computing devices have their own limitations as well. Although cell phone memory is increasing... cell phones still have a limited amount of memory. Moreover, many users still have somewhat older cell phones that have less memory than current models."
    • Download Latency: "Cell phone users are also sensitive to the time it takes to download the necessary data to play games or enjoy activities."
    • Device Fragmentation: "multiple cell phone service providers and a plethora of cell phone models using slightly different protocols. ... Therefore, slightly different software is likely required for each separate make and model of a user's device."
    • Server Resource Limitations: "Servers of the entertainment provider also have limited resources yet must be able to ensure the potentially millions of simultaneous users have the necessary and proper software resident on their cell phones."

Obviousness Analysis of Claim 1

Claim 1 of US11451883 describes a method of implementing a consumer service on a mobile Internet-connected computing device, including loading service-related information, selecting an option, downloading service-specific information, executing an application, receiving a list of necessary assets, comparing this list with existing assets on the device, and receiving only the assets not already resident.

A combination of Fascenda et al. (or the general state of the art it enabled) and the widely recognized challenges in mobile and distributed computing (as outlined in the patent's own background) would render Claim 1 obvious to a PHOSITA.

Reasoning for Obviousness:

  1. Basic Interactive Mobile Entertainment System (Fascenda et al. / Known Art): The "BACKGROUND OF THE INVENTION" confirms that the fundamental concept of delivering interactive entertainment (e.g., games of skill) to mobile devices synchronized with live events was known. This provides the basic framework of a "consumer service on a mobile Internet-connected computing device" where users could "select an option" and "execute an application" related to it. The general acts of loading information from a server to a client ("activity client" being a "program for managing activity information and data") and downloading application-specific data were also standard practices in client-server architectures.

  2. Motivation to Improve Efficiency (Problems from Background Art): The patent's "BACKGROUND OF THE INVENTION" explicitly details a series of well-known technical problems inherent in such interactive mobile entertainment systems at the time of the invention. These problems include:

    • Resource Constraints: The significant limitations of memory on mobile devices and the sensitivity of users to download times.
    • Network Bottlenecks: The potential for cellular networks and servers to be "overloaded and bogged down" when handling "millions of participants" for scheduled events.
    • Device Heterogeneity: The need to support a "plethora of cell phone models using slightly different protocols" and the resulting complexity of managing "slightly different software" for each.

    A PHOSITA, faced with these clear and acknowledged problems in the context of interactive mobile entertainment, would be strongly motivated to seek solutions for efficient resource management and data delivery. The goal would be to reduce network traffic, minimize download times, and conserve scarce device memory, thereby improving the user experience and system scalability.

  3. Obvious Solution (Combining Known Techniques): The solution presented in Claim 1—"receiving a list of assets necessary... comparing the list of assets with a first set of assets on the mobile Internet-connected computing device; and receiving only a second set of assets within the list of assets that are not already resident on the mobile Internet-connected computing device"—is a well-known and straightforward engineering technique in distributed software deployment and content delivery. This approach, often referred to as differential updating or lazy loading, was a conventional method to optimize software updates and content distribution to resource-constrained client devices. By only transmitting missing components, it directly addresses the problems of limited memory, download latency, and network congestion articulated in the background. The patent itself highlights this benefit: "By providing only the needed components instead of entire data packages, the present invention is able to much more efficiently prepare users' computing devices in time."

Therefore, a PHOSITA combining the basic interactive mobile entertainment systems (as taught by Fascenda et al. and acknowledged as existing in the background) with the common knowledge of efficient data management techniques (such as differential downloads based on asset manifests), motivated by the explicit problems of memory, bandwidth, and latency identified in the patent's own background, would find the method of Claim 1 obvious. The act of generating a list of required assets (a "manifest"), comparing it to locally resident assets, and only downloading the delta, represents a predictable application of known engineering principles to solve identified problems in a known field.

Generated 5/28/2026, 12:46:13 PM