Prosecution Insights
Last updated: April 19, 2026
Application No. 18/450,718

EXPRESSION DISPLAY METHOD AND APPARATUS IN VIRTUAL SCENE, DEVICE AND MEDIUM

Final Rejection §103
Filed
Aug 16, 2023
Examiner
CHAN, ALLEN
Art Unit
3715
Tech Center
3700 — Mechanical Engineering & Manufacturing
Assignee
Tencent Technology (Shenzhen) Company Limited
OA Round
2 (Final)
70%
Grant Probability
Favorable
3-4
OA Rounds
2y 8m
To Grant
99%
With Interview

Examiner Intelligence

Grants 70% — above average
70%
Career Allow Rate
473 granted / 679 resolved
At TC average
Strong +36% interview lift
Without
With
+35.7%
Interview Lift
resolved cases with interview
Typical timeline
2y 8m
Avg Prosecution
26 currently pending
Career history
705
Total Applications
across all art units

Statute-Specific Performance

§101
18.5%
-21.5% vs TC avg
§103
39.9%
-0.1% vs TC avg
§102
21.0%
-19.0% vs TC avg
§112
12.2%
-27.8% vs TC avg
Black line = Tech Center average estimate • Based on career data from 679 resolved cases

Office Action

§103
DETAILED ACTION Notice of Pre-AIA or AIA Status The present application, filed on or after March 16, 2013, is being examined under the first inventor to file provisions of the AIA . Claim Rejections - 35 USC § 103 The following is a quotation of 35 U.S.C. 103 which forms the basis for all obviousness rejections set forth in this Office action: A patent for a claimed invention may not be obtained, notwithstanding that the claimed invention is not identically disclosed as set forth in section 102, if the differences between the claimed invention and the prior art are such that the claimed invention as a whole would have been obvious before the effective filing date of the claimed invention to a person having ordinary skill in the art to which the claimed invention pertains. Patentability shall not be negated by the manner in which the invention was made. The factual inquiries for establishing a background for determining obviousness under 35 U.S.C. 103 are summarized as follows: 1. Determining the scope and contents of the prior art. 2. Ascertaining the differences between the prior art and the claims at issue. 3. Resolving the level of ordinary skill in the pertinent art. 4. Considering objective evidence present in the application indicating obviousness or nonobviousness. This application currently names joint inventors. In considering patentability of the claims the examiner presumes that the subject matter of the various claims was commonly owned as of the effective filing date of the claimed invention(s) absent any evidence to the contrary. Applicant is advised of the obligation under 37 CFR 1.56 to point out the inventor and effective filing dates of each claim that was not commonly owned as of the effective filing date of the later invention in order for the examiner to consider the applicability of 35 U.S.C. 102(b)(2)(C) for any potential 35 U.S.C. 102(a)(2) prior art against the later invention. Claim(s) 1-3, 5, 6, 8, 11, 13-15, and 17-19 is/are rejected under 35 U.S.C. 103 as being unpatentable over Kurabayashi (US 2018/0169522 A1) in view of Apex Legends (as shown by NPL document “Holospray”, dated August 18th, 2020 as shown NPL document “Season 6”, hereinafter referred to as Apex). Regarding claims 1, 13, and 19, Kurabayashi discloses an expression display method in a virtual scene, the method comprising: displaying a virtual scene with a controlled virtual object displayed in the virtual scene (see fig. 5 and par. [0116], In the example in part (A) of FIG. 5, one player is operating the player terminal 1-P to operate four ally characters C1 to C4); displaying a first expression corresponding to a first interaction event in the virtual scene in response to that the first interaction event happens in the virtual scene, the first interaction event being an interaction event associated with a first virtual object, the first virtual object being a virtual object in the same team as the controlled virtual object (see par. [0148], Accordingly, the player can send a stamp that suits the current game situation from the player terminal 1-P to the player terminal 1-Q just by performing an operation for selecting a high-ranking candidate stamp in the list (e.g., a single tap operation on that candidate stamp)); and displaying a second expression in the virtual scene in response to an operation on the first expression, the second expression being used for replying to the first expression (see par. [0067], it also becomes possible to send and receive stamps among the plurality of players participating in the game; thus a first player can send a stamp to a second player and a second player can reply with a stamp to the first player). With respect to claims 13 and 19, Kurabayashi further discloses a memory storing computer program instructions and a processor coupled to the memory and configured to execute the computer program instructions (see par. [0052], The player terminal 1 includes a CPU (Central Processing Unit) 21, a ROM (Read Only Memory) 22, a RAM (Random Access Memory) 23). However, Kurabayashi does not explicitly disclose the operation on the first expression being performed directly on the first expression in the virtual scene and without opening a new chat window for expression selection. Apex teaches a game where a first expression can be displayed in the virtual scene and an operation can be performed directly on the first expression in the virtual scene and without opening a new chat window for expression selection (see Holospray pg. 1, 1st par., Holosprays are bidimensional holographic images introduced in Season 6 projected from a throwable device on the floor and can be deployed during Skydiving. They can be liked by other players when using the ping input). It would have been obvious to one of ordinary skill in the art to modify the method of Kurabayashi to display and interact with expressions in a virtual scene as taught by Apex in order to have a simpler method of user interaction with game objects. Regarding claims 2 and 14, Kurabayashi discloses wherein displaying the first expression comprises one or more of: displaying the first expression in the virtual scene in response to that a control terminal of the first virtual object issues the first expression in the virtual scene (see par. [0148], Accordingly, the player can send a stamp that suits the current game situation from the player terminal 1-P to the player terminal 1-Q just by performing an operation for selecting a high-ranking candidate stamp in the list (e.g., a single tap operation on that candidate stamp)); displaying the first expression corresponding to a target event in the virtual scene in response to that the first virtual object triggers the target event in the virtual scene (see par. [0137], This makes it possible to recommend stamps having high correlations (place the stamps at high ranks in the listing order), while responding in real time to changes constantly occurring in the multi-battle situation); and displaying the first expression in the virtual scene in response to that the first virtual object is defeated in the virtual scene and the control terminal of the first virtual object issues the first expression in the virtual scene (see par. [0083], the multi-battle situations refer to the HPs or the statuses such as increased or decreased power of enemy characters or the HPs or the statuses such as increased or decreased power of ally characters; thus a defeated virtual object would have a decreased HP of zero). Regarding claims 3 and 15, Kurabayashi discloses wherein displaying the first expression comprises playing an animation corresponding to the first expression in the virtual scene (see par. [0154], For example, it is possible to assign a globally common ID (e.g., STAMP00001) to a stamp meaning “Heal me please” and to display a stamp including “hiru purizu” in Japanese on a player terminal 1 running the Japanese version while displaying a stamp including “ging yi zhi wo” in Chinese on a player terminal 1 running the Chinese version). Regarding claims 5 and 17, Kurabayashi discloses wherein displaying the second expression comprises one or more of displaying the second expression of the same type as the first expression in the virtual scene in response to a clicking operation on the first expression; displaying an expression selection area in the virtual scene in response to a dragging operation on the first expression, at least one candidate expression being displayed in the expression selection area; and displaying the second expression in the virtual scene in response to a clicking operation on the second expression in the at least one candidate expression (see fig. 5 and par. [0113], The stamp selecting screen 302 displays a list including a plurality of (six in the example in part (B) of FIG. 5) candidate stamps 310 that can be selected by the player; a second expression could be the player selecting another stamp). Regarding claims 6 and 18, Kurabayashi discloses wherein displaying the second expression comprises updating the first expression to the second expression in response to the operation on the first expression (see par. [0079], To summarize what has been described above, in the case where the method using a stamp sending function is adopted as a method that is suitable for communication among a plurality of players in a multi-battle, in which the situation changes in real time, it is necessary to enable each player to quickly select stamps in accordance with various situations; thus, stamps can be updated to reflect the real time situation). Regarding claim 8, Kurabayashi discloses updating the second expression to a third expression corresponding to a second interaction event in response to that the second interaction event happens in the virtual scene, the second interaction event being an interaction event associated with a second virtual object, the second virtual object being a virtual object in the same team as the controlled virtual object (see par. [0079], To summarize what has been described above, in the case where the method using a stamp sending function is adopted as a method that is suitable for communication among a plurality of players in a multi-battle, in which the situation changes in real time, it is necessary to enable each player to quickly select stamps in accordance with various situations; thus, stamps can be updated to reflect the real time situation). Regarding claim 11, Kurabayashi discloses displaying an interaction control corresponding to the first expression in the virtual scene; and displaying the second expression in the virtual scene in response to an operation on the interaction control (see fig. 5 and par. [0113], The stamp selecting screen 302 displays a list including a plurality of (six in the example in part (B) of FIG. 5) candidate stamps 310 that can be selected by the player; a second expression could be the player selecting another stamp). Claim(s) 4, 7, 9, 10, and 16 is/are rejected under 35 U.S.C. 103 as being unpatentable over Kurabayashi (US 2018/0169522 A1) in view of Apex Legends (as shown by NPL document “Holospray”, dated August 18th, 2020 as shown NPL document “Season 6”, hereinafter referred to as Apex) and further in view of Ishii et al. (US 2008/0102950 A1). Regarding claims 4 and 16, the combination of Kurabayashi and Apex discloses the method as discussed above. However, the combination of Kurabayashi and Apex does not explicitly disclose further comprising one or both of displaying an avatar of the first virtual object next to the first expression; and displaying an avatar of the controlled virtual object next to the second expression. Ishii teaches a video game processing apparatus comprising one or both of displaying an avatar of the first virtual object next to the first expression; and displaying an avatar of the controlled virtual object next to the second expression (see fig. 7 and par. [0105], Namely, when the panic reaction is started, an icon 52 is displayed in the vicinity of the display position of the enemy character 41 (in this case, an overhead position of the enemy character 41) on the image display screen 51 while rotating, for example). It would have been obvious to one of ordinary skill in the art to modify the method of Kurabayashi and Apex to display an avatar next to the first/second expression as taught by Ishii in order to easily view and recognize that the character is in a particular state (see Ishii, par. [0106]). Regarding claim 7, Kurabayashi discloses the method as discussed above. However, Kurabayashi does not explicitly disclose displaying the second expression above the controlled virtual object. Ishii teaches a video game processing apparatus including displaying the second expression above the controlled virtual object (see fig. 7 and par. [0105], Namely, when the panic reaction is started, an icon 52 is displayed in the vicinity of the display position of the enemy character 41 (in this case, an overhead position of the enemy character 41) on the image display screen 51 while rotating, for example). It would have been obvious to one of ordinary skill in the art to modify the method of Kurabayashi to display an expression above the virtual object as taught by Ishii in order to easily view and recognize that the character is in a particular state (see Ishii, par. [0106]). Regarding claims 9 and 10, the combination of Kurabayashi and Apex discloses the method as discussed above including wherein avatars of a plurality of virtual objects in the team are displayed in the virtual scene (see fig. 5). However, the combination of Kurabayashi and Apex does not explicitly disclose wherein displaying the first expression comprises displaying the first expression corresponding to the first interaction event below the avatar of the first virtual object in response to that the first interaction event happens in the virtual scene and displaying the corresponding second expression below the avatars of the plurality of virtual objects. Ishii teaches a video game processing apparatus wherein displaying the first expression comprises displaying the first expression corresponding to the first interaction event below the avatar of the first virtual object in response to that the first interaction event happens in the virtual scene and displaying the corresponding second expression below the avatars of the plurality of virtual objects (see fig. 7 and par. [0105], Namely, when the panic reaction is started, an icon 52 is displayed in the vicinity of the display position of the enemy character 41 (in this case, an overhead position of the enemy character 41) on the image display screen 51 while rotating, for example; an icon being displayed in the vicinity would also include being below the avatars). It would have been obvious to one of ordinary skill in the art to modify the method of Kurabayashi and Apex to display an expression below the avatars as taught by Ishii in order to easily view and recognize that the character is in a particular state (see Ishii, par. [0106]). Claim(s) 12 is/are rejected under 35 U.S.C. 103 as being unpatentable over Kurabayashi (US 2018/0169522 A1) in view of Apex Legends (as shown by NPL document “Holospray”, dated August 18th, 2020 as shown NPL document “Season 6”, hereinafter referred to as Apex) and further in view of Reicher et al. (US 2017/0038917 A1). Regarding claim 12, the combination of Kurabayashi and Apex discloses the method as discussed above. However, the combination of Kurabayashi and Apex does not explicitly disclose canceling the display of the first expression in response to that no operation on the first expression is detected within a target duration. Reicher teaches a user interface system where including canceling the display of the first expression in response to that no operation on the first expression is detected within a target duration (see par. [0127], In one embodiment, certain graphical menus may “time out,” so that if no user input is received for a predetermined time period, the user is considered to be finished with the graphical menu and the method continues to block 620). It would have been obvious to one of ordinary skill in the art to modify the method of Kurabayashi and Apex to time out a display as taught by Reicher in order to improve the speed and efficiency of interacting with graphical interfaces and menus (see Reicher, par. [0038]-[0039]). Response to Arguments Applicant’s arguments with respect to claim(s) 1-19 have been considered but are moot because the new ground of rejection does not rely on any reference applied in the prior rejection of record for any teaching or matter specifically challenged in the argument. Conclusion Applicant's amendment necessitated the new ground(s) of rejection presented in this Office action. Accordingly, THIS ACTION IS MADE FINAL. See MPEP § 706.07(a). Applicant is reminded of the extension of time policy as set forth in 37 CFR 1.136(a). A shortened statutory period for reply to this final action is set to expire THREE MONTHS from the mailing date of this action. In the event a first reply is filed within TWO MONTHS of the mailing date of this final action and the advisory action is not mailed until after the end of the THREE-MONTH shortened statutory period, then the shortened statutory period will expire on the date the advisory action is mailed, and any nonprovisional extension fee (37 CFR 1.17(a)) pursuant to 37 CFR 1.136(a) will be calculated from the mailing date of the advisory action. In no event, however, will the statutory period for reply expire later than SIX MONTHS from the mailing date of this final action. Any inquiry concerning this communication or earlier communications from the examiner should be directed to ALLEN CHAN whose telephone number is (571)270-5529. The examiner can normally be reached Monday-Friday, 11:00 AM EST to 7:00 PM EST. Examiner interviews are available via telephone, in-person, and video conferencing using a USPTO supplied web-based collaboration tool. To schedule an interview, applicant is encouraged to use the USPTO Automated Interview Request (AIR) at http://www.uspto.gov/interviewpractice. If attempts to reach the examiner by telephone are unsuccessful, the examiner’s supervisor, Dmitry Suhol can be reached at (571) 272-4430. The fax phone number for the organization where this application or proceeding is assigned is 571-273-8300. Information regarding the status of published or unpublished applications may be obtained from Patent Center. Unpublished application information in Patent Center is available to registered users. To file and manage patent submissions in Patent Center, visit: https://patentcenter.uspto.gov. Visit https://www.uspto.gov/patents/apply/patent-center for more information about Patent Center and https://www.uspto.gov/patents/docx for information about filing in DOCX format. For additional questions, contact the Electronic Business Center (EBC) at 866-217-9197 (toll-free). If you would like assistance from a USPTO Customer Service Representative, call 800-786-9199 (IN USA OR CANADA) or 571-272-1000. /ALLEN CHAN/Primary Examiner, Art Unit 3715 3/1/2026
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Prosecution Timeline

Aug 16, 2023
Application Filed
Nov 07, 2025
Non-Final Rejection — §103
Dec 05, 2025
Interview Requested
Dec 12, 2025
Examiner Interview Summary
Dec 12, 2025
Applicant Interview (Telephonic)
Feb 11, 2026
Response Filed
Mar 01, 2026
Final Rejection — §103 (current)

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Study what changed to get past this examiner. Based on 5 most recent grants.

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Prosecution Projections

3-4
Expected OA Rounds
70%
Grant Probability
99%
With Interview (+35.7%)
2y 8m
Median Time to Grant
Moderate
PTA Risk
Based on 679 resolved cases by this examiner. Grant probability derived from career allow rate.

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