IP Library Granted Patent US 12689513
Granted Patent B2
US 12689513 · App. 18/530,734 · Granted Jul 21, 2026

Leveraging user's virtual interactions to influence preferred message communication timing

Inventors: Shilpa Shetty (Sydney, AU); Jignesh Karia (Thane, IN); Pankaj Satyanarayan Dayama (Bangalore, IN); Mukundan Sundararajan (Bangalore, IN); Neha Shah (Kolkata, IN)
Assignee: International Business Machines Corporation
H04L9/3213G06T17/00
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Quick Facts
Patent No.
US 12689513
App. No.
18/530,734
Granted
Jul 21, 2026
Kind
B2
Abstract

A computer-implemented method may include linking a user's virtual interaction data with a service or product to a virtual token; determining that the virtual token is associated with a user that provided consent to link a virtual avatar to a user's real-world computing device anonymously via TSP scrubbing; linking the virtual avatar to the user's real-world computing device anonymously; determining competitive recency, frequency, and time analysis (CRFT) based on the user's virtual interaction data with the service or product via the virtual avatar; determining, based on the CRFT metrics, a match between the virtual token and the service or product; and communicating to an entity associated with the service or product of a determination of the match between the virtual token and the service or product based on the CRFT metrics.

Claims (59)

1 . A computer-implemented method, comprising:

receiving, by a processor set, a user's virtual interaction data with a service or product as input from a user, the user's virtual interaction data comprising data related to usage of the service or product;

linking, by the processor set, the user's virtual interaction data with the service or product to a virtual token;

determining, by the processor set, that the virtual token is associated with the user that provided consent to link a virtual avatar to a user's real-world computing device anonymously via telecommunications service provider (TSP) scrubbing;

linking, by the processor set, the virtual avatar to the user's real-world computing device;

determining, by the processor set, competitive recency, frequency, and time analysis (CRFT) metrics based on the user's virtual interaction data with the service or product via the virtual avatar, wherein determining the CRFT metrics comprises:

tracking recency of virtual interactions between the virtual avatar and a virtual entity presence;

tracking frequency of virtual interactions between the virtual avatar and the virtual entity presence; and

tracking timing of virtual interactions between the virtual avatar and the virtual entity presence;

determining, by the processor set and based on the CRFT metrics, a match between the virtual token and the service or product; and

communicating, by the processor set and to an entity associated with the service or product, a determination of the match between the virtual token and the service or product based on the CRFT metrics.

2 . The computer-implemented method as in claim 1 , further comprising generating a list of matched virtual tokens and service or products.

3 . The computer-implemented method as in claim 1 , further comprising generating a ranked list of messages.

4 . The computer-implemented method as in claim 3 , wherein generating the ranked list of messages comprises generating a curated list of messages based on the match between the virtual token and the service or product based on the CRFT metrics.

5 . The computer-implemented method as in claim 1 , further comprising periodically updating the CRFT metrics based on additional virtual interactions of the virtual avatar with the service or product.

6 . The computer-implemented method as in claim 1 , wherein linking the virtual avatar to the user's real-world computing device comprises:

querying a scrubbing service of a TSP on a blockchain network, comprising:

communicating the virtual token and at least one virtual interaction with the service or product to the entity; and

determining that the virtual token is associated with the user that provided consent to link the virtual avatar and the user's real-world computing device anonymously via TSP scrubbing with respect to the service or product.

7 . The computer-implemented method as in claim 1 , wherein communicating the determination of the match comprises communicating a priority list of users to receive messaging based on CRFT metrics.

8 . The computer-implemented method as in claim 7 , wherein the CRFT metrics comprise target timing metrics.

9 . The computer-implemented method as in claim 1 , wherein determining the CRFT metrics further comprises:

determining a user score based on relative interactions between the virtual avatar and the virtual entity presence based on the recency of virtual interactions, the frequency of virtual interactions, and the timing of virtual interactions.

10 . A computer-implemented method as in claim 9 , wherein communicating the determination of the match comprises:

determining that the user score is above a predetermined threshold; and

notifying an entity associated with the virtual entity presence of the user score above the predetermined threshold.

11 . The computer-implemented method as in claim 10 , further comprising:

distributing messaging via a short messaging system to the user's real-world computing device associated with the user score above the predetermined threshold.

12 . The computer-implemented method as in claim 1 , wherein the user's virtual interaction data further includes user preferences related to receiving promotional messaging, location of the user, and the interaction of the user with the service or product.

13 . A computer program product comprising one or more computer readable storage media having program instructions collectively stored on the one or more computer readable storage media, the program instructions executable to:

receive a user's virtual interaction data with a service or product as input from a user, the user's virtual interaction data comprising data related to usage of the service or product;

link the user's virtual interaction data with the service or product to a virtual token;

determine that the virtual token is associated with the user that provided consent to link a virtual avatar to a user's real-world computing device anonymously via telecommunications service provider (TSP) scrubbing;

link the virtual avatar to the user's real-world computing device;

determine competitive recency, frequency, and time analysis (CRFT) metrics based on the user's virtual interaction data with the service or product via the virtual avatar, wherein to determine the CRFT metrics, the program instructions are executable to:

track recency of virtual interactions between the virtual avatar and a virtual entity presence;

track frequency of virtual interactions between the virtual avatar and the virtual entity presence; and

track timing of virtual interactions between the virtual avatar and the virtual entity presence;

determine, based on the CRFT metrics, a match between the virtual token and the service or product; and

communicate, to an entity associated with the service or product, a determination of the match between the virtual token and the service or product based on the CRFT metrics.

14 . The computer program product as in claim 13 , wherein the program instructions are executable to generate a ranked list of messages based on the match between the virtual token and the service or product based on the CRFT metrics.

15 . The computer program product as in claim 13 , wherein the program instructions are executable to periodically update the CRFT metrics based on additional virtual interactions of the virtual avatar with the service or product.

16 . The computer program product as in claim 13 , wherein linking the virtual avatar to the user's real-world computing device comprises:

querying a scrubbing service of a TSP on a blockchain network, comprising:

communicating the virtual token and at least one virtual interaction with the service or product to the entity; and

determining that the virtual token is associated with the user that provided consent to link the virtual avatar and the user's real-world computing device anonymously via TSP scrubbing with respect to the service or product.

17 . The computer program product as in claim 13 , wherein communicating the determination of the match comprises communicating a priority list of users to receive messaging based on CRFT metrics.

18 . A system comprising:

a processor set, one or more computer readable storage media, and program instructions collectively stored on the one or more computer readable storage media, the program instructions executable to:

receive a user's virtual interaction data with a service or product as input from a user, the user's virtual interaction data comprising data related to usage of the service or product;

link the user's virtual interaction data with the service or product to a virtual token;

determine that the virtual token is associated with the user that provided consent to link a virtual avatar to a user's real-world computing device anonymously via telecommunications service provider (TSP) scrubbing;

link the virtual avatar to the user's real-world computing device;

determine competitive recency, frequency, and time analysis (CRFT) metrics based on the user's virtual interaction data with the service or product via the virtual avatar, wherein to determine the CRFT metrics, the program instructions are executable to:

track recency of virtual interactions between the virtual avatar and a virtual entity presence;

track frequency of virtual interactions between the virtual avatar and the virtual entity presence; and

track timing of virtual interactions between the virtual avatar and the virtual entity presence;

determine, based on the CRFT metrics, a match between the virtual token and the service or product; and

communicate, to an entity associated with the service or product, a determination of the match between the virtual token and the service or product based on the CRFT metrics.