U.S. patent application number 10/232602 was filed with the patent office on 2004-03-04 for gaming system emulating a set top box.
Invention is credited to Willis, Daniel.
Application Number | 20040043819 10/232602 |
Document ID | / |
Family ID | 31977047 |
Filed Date | 2004-03-04 |
United States Patent
Application |
20040043819 |
Kind Code |
A1 |
Willis, Daniel |
March 4, 2004 |
Gaming system emulating a set top box
Abstract
A gaming system is disclosed. The gaming system includes a
gaming console, which comprises a processor and a storage medium,
and is in connection with a network, a monitor and a sound system,
the method. First instruction data are received from an external
storage medium read by the gaming console. These instruction data
and include one of set-top instruction data for receiving and
decoding digital broadcast data and set-top applications when
executed on the gaming console, and communication data for use in
retrieving via the network the set-top instruction data for
receiving and decoding digital broadcast data and set-top
applications when executed on the gaming console. The set-top
instruction data are executed on the gaming console, and encoded
digital broadcast data is received via the network. The received,
encoded digital broadcast data are decoded and displayed on the
monitor and on the sound system. The gaming system is therefore
functioning as a set-top box.
Inventors: |
Willis, Daniel;
(Stittsville, CA) |
Correspondence
Address: |
FREEDMAN & ASSOCIATES
117 CENTREPOINTE DRIVE
SUITE 350
NEPEAN, ONTARIO
K2G 5X3
CA
|
Family ID: |
31977047 |
Appl. No.: |
10/232602 |
Filed: |
September 3, 2002 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
A63F 2300/409 20130101;
A63F 13/71 20140902; G07F 17/32 20130101; A63F 13/95 20140902; A63F
13/12 20130101; A63F 2300/60 20130101; G07F 17/3223 20130101; H04N
21/4781 20130101; A63F 13/792 20140902; A63F 13/338 20140902; G07F
17/323 20130101; A63F 2300/206 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 009/24 |
Claims
What is claimed is:
1. A gaming console for use as a gaming client, the gaming console
connected to a broadband access network and comprising: at least a
volatile storage medium for having stored therein client
instruction data relating to a gaming client and game instruction
data relating to a current game in execution; at least an external
storage medium reading circuit for sensing data from an external
storage medium and for storing the received data in the at least a
volatile storage medium; at least a processor in communication with
the at least a volatile storage medium, the processor for
retrieving game instruction data therefrom for executing a game on
the gaming console, and for retrieving client instruction data
therefrom for executing a gaming client function on the gaming
console; and a transceiver for establishing a connection between
the gaming console and the broadband access network, the connection
for being controlled by the at least a processor in execution of
the client instruction data; wherein when set-top client
instruction data and set-top application instruction data are
stored in the at least a storage medium and are executed on the at
least a processor, the gaming console emulates a set-top box for
use in displaying video information extracted from digital
television signals.
2. A gaming console according to claim 1, wherein the gaming
console comprises an external local storage medium, and wherein the
client instruction data and game instruction data are loaded from
the external local storage medium into the at least a storage
medium.
3. A gaming console according to claim 2, wherein the external
local storage medium is a compact disc.
4. A gaming console according to claim 2, wherein the external
local storage medium is a removable read-only memory cartridge.
5. A method for emulating a set-top box on a gaming console, the
gaming console comprising at least a processor and at least a
storage medium, and being in connection with at least a network, a
monitor and a sound system, the method comprising the steps of:
receiving first instruction data from an external storage medium
read by the gaming console and including one of set-top instruction
data for receiving and decoding digital broadcast data when
executed on the gaming console and communication data for use in
retrieving via the network the set-top instruction data for
receiving and decoding digital broadcast data when executed on the
gaming console; executing the set-top instruction data on the
gaming console; receiving encoded digital broadcast data via the
network; decoding the received, encoded digital broadcast data; and
displaying the decoded digital broadcast data on the monitor and on
the sound system.
6. The method according to claim 5, wherein the set-top instruction
data are received from a network in connection with the gaming
console.
7. The method according to claim 5, wherein the set-top instruction
data are received from an external storage medium in connection
with the gaming console.
8. The method according to claim 5, further comprising the steps
of: receiving a conditional access module; and verifying access
authorization for encoded digital broadcast data with the
conditional access module.
9. The method according to claim 8, wherein access authorization is
verified using authorization data provided from a smart card, the
smart card in connection with the gaming console through an
interface.
10. The method according to claim 8, wherein the encoded digital
broadcast data are scrambled, encoded digital broadcast data.
11. The method according to claim 10, wherein the scrambled,
encoded digital broadcast data is descrambled by the conditional
access module before being decoded.
12. The method according to claim 5, wherein the gaming console is
in communication with a monitor, and wherein the gaming console is
emulating a set-top box for receiving and displaying on the monitor
services other than gaming services.
13. The method according to claim 12, wherein the monitor is a
monitor included in an analog transmission television set.
14. The method according to claim 12, wherein the gaming console is
in communication with at least another network
15. The method according to claim 14, wherein the at least another
network is a community antenna television network.
16. The method according to claim 14, wherein the at least another
network is a telephone line network.
17. The method according to claim 14, wherein the at least another
network is a wireless network.
18. The method according to claim 12, wherein the services relate
to digital television broadcast.
19. The method according to claim 12, wherein the services relate
to Transmission Control Protocol/Internet Protocol access.
20. The method according to claim 12, wherein the services relate
to interactive television applications.
Description
FIELD OF THE INVENTION
[0001] The present invention generally relates to gaming systems,
and more specifically to systems combining access to gaming
services with access to digital television broadcast and access to
the Internet.
BACKGROUND OF THE INVENTION
[0002] New and exciting developments are currently taking place in
computer gaming using gaming consoles (GC), and especially in
interactive on-line computer gaming. During the last couple of
years, on-line computer gaming has gained increasing popularity,
and today thousands of players are playing on-line all around the
world. Many people stereotype these players as techno kids only,
but this could not be more wrong. Both females and males of all
ages can be found daily trying to out-think, out-maneuver, or just
having a good time on-line. It is predictable that interactive
on-line computer gaming will blur the line between games and other
entertainment or communication media, and that the avenues explored
in the development of on-line gaming might well break new ground
for interactive Internet applications in all areas of business
relations and social life.
[0003] One recent advancement in the area of communication media is
digital television (DTV) broadcast, which is transmission of
television signals using digital rather than conventional analog
methods. DTV offers many advantages over analog TV, including
superior image resolution for a given bandwidth, smaller bandwidth
for a given image resolution, compatibility with computers and the
Internet, superior audio quality, consistency of reception over
varying distances, capacity for multicasting, and interactivity and
interactive TV (ITV) To access DTV and ITV services, a set-top box,
also referred to as a receiver, is necessary to television viewers,
who wish to use their current analog television sets to receive
digital broadcasts. It is estimated that 35 million homes will use
digital set-top boxes by the end of 2006, the anticipated year
ending the transition to DTV as new standard in television
broadcast.
[0004] The idea of combining gaming and television experiences is
not a new concept. Nevertheless, the general idea is under
continuous development, and new improvements are constantly
introduced. For example, in U.S. Pat. No. 6,264,559 to Lawrence et
al., issued Jul. 24, 2001, an interactive television system is
described. The interactive television system includes a set top box
and a remote control unit having an input device and control logic.
The control logic processes input signals to transmit television
control signals to control television programming, and is
configured to execute game software instructions stored on a local
medium and to process input signals to play the game. Further, the
set top box interacts with the remote control unit during
gaming.
[0005] However, all of the known systems combining gaming and
television experiences have in common that a gaming console (GC)
adapts a game for being played on an analog television set. If the
analog television set is further used to receive digital television
broadcast, an additional set-top box is needed to adapt the digital
television signal to be capable of display on an analogue
television or to extract data from a digital television signal for
display on a television.
OBJECT OF THE INVENTION
[0006] It is therefore an object of the instant invention to
provide a set-top box for digital television that is more commonly
available and at a reduced cost to a consumer.
SUMMARY OF THE INVENTION
[0007] In accordance with an aspect of the instant invention, there
is provided a gaming console for use as a gaming client, the gaming
console connected to a broadband access network and comprising at
least a volatile storage medium for having stored therein client
instruction data relating to a gaming client and game instruction
data relating to a current game in execution, at least an external
storage medium reading circuit for sensing data from an external
storage medium and for storing the received data in the at least a
volatile storage medium, at least a processor in communication with
the at least a volatile storage medium, the processor for
retrieving game instruction data therefrom for executing a game on
the gaming console, and for retrieving client instruction data
therefrom for executing a gaming client function on the gaming
console, and a transceiver for establishing a connection between
the gaming console and the broadband access network, the connection
for being controlled by the at least a processor in execution of
the client instruction data, wherein when set-top client
instruction data and set-top game instruction data are stored in
the at least a storage medium and are executed on the at least a
processor, the gaming console emulates a set-top box for use in
displaying video information extracted from digital television
signals.
[0008] In accordance with an aspect of the instant invention, there
is further provided a method for emulating a set-top box on a
gaming console, the gaming console comprising at least a processor
and at least a storage medium, and being in connection with at
least a network, a monitor and a sound system, the method
comprising the steps of receiving first instruction data from an
external storage medium read by the gaming console and including
one of set-top instruction data for receiving and decoding digital
broadcast data when executed on the gaming console and
communication data for use in retrieving via the network the
set-top instruction data for receiving and decoding digital
broadcast data when executed on the gaming console, executing the
set-top instruction data on the gaming console, receiving encoded
digital broadcast data via the network, decoding the received,
encoded digital broadcast data and displaying the decoded digital
broadcast data on the monitor and on the sound system.
[0009] It would be highly advantageous to provide a system
comprising a gaming console and a monitor, the monitor optionally
being the monitor of an analog television set, that not only
provides the possibility of gaming, and especially of interactive
on-line gaming, but furthermore emulates a set-top box for
processing digital television signals. Only one single device would
be sufficient to participate both in interactive gaming as well as
in interactive and digital television broadcast, thus truly
combining the two major developments currently taking place in the
entertainment and communication media sector.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] An exemplary embodiment of the present invention will be
described in conjunction with the following drawings, in which
similar reference numbers designate similar items:
[0011] FIG. 1 shows a schematic diagram of a gaming console
according to the instant invention;
[0012] FIG. 2 displays a flow chart illustrating a procedure of
playing a game on a gaming console;
[0013] FIG. 3 displays a flow chart illustrating a procedure of
emulating a set-top box with a gaming console; and
[0014] FIG. 4 displays a flow chart illustrating a procedure of
emulating a set-top box with a gaming console, and considering
aspects of conditional access.
DETAILED DESCRIPTION OF THE INVENTION
[0015] The instant invention is now described with respect to a
specific embodiment thereof, in which a gaming console is
configured to operate as a set-top box. Of course, the invention
described herein is not restricted to a particular example, which
will be described in what follows, but equally applies to other
gaming devices emulating set-top boxes.
[0016] Referring to FIG. 1, a schematic diagram of a gaming console
(GC) according to the instant invention is shown. The gaming
console 100 includes at least a storage medium 110, at least a
processor 120, and a transceiver 130. The at least a storage medium
110 is for storing game instruction data relating to a current game
in execution on the GC 100, as well as for storing client
instruction data relating to a gaming client, the gaming client
selecting and coordinating events taking place on the gaming
console 100. Preferably, the gaming client is an ultra-thin client
(UTC). The storage medium 110 comprises at least one of
non-volatile random access memory, random access memory, and
read-only memory. The at least a processor 120 is in communication
with the storage medium 110 for receiving client instruction data
and game instruction data, the client instruction data and the game
instruction data to be executed on the at least a processor 120.
Further, the at least a processor 120 includes at least an external
storage medium reading circuit for sensing data from an external
storage medium and for storing the received data in the at least a
storage medium 110. The external storage medium is either a local
external storage medium, or a remote external storage medium. For
example, service provider facilities serve as remote external
storage medium, and are accessed via a network. The transceiver
130, being in communication with the at least a storage medium 110,
is for establishing a connection to at least one network, the at
least one network possibly being a broadband access network. A
gaming service provider possibly offers services over the at least
one network. The gaming service provider offers client instruction
data and/or game instruction data, which are loaded over the at
least one network into the at least a storage medium 110.
Optionally, the GC 100 is in communication with an external storage
medium 140, the external storage medium being a compact disc,
read-only memory cartridge, or any other storage medium, for
receiving client instruction data and/or game instruction data from
the external storage medium 140, the data to be stored in the at
least a storage medium 110, and to be executed by the at least a
processor 120. The gaming console 100 is in communication with a
monitor 150 and with a sound system 160, for displaying graphical
images and sound, both produced by the at least a processor 120,
when executing client instruction data and game instruction data.
Optionally, the monitor is a monitor included in a television set.
Additionally, the GC 100 is in connection with peripheral devices
such as a keyboard, joysticks, and the like (not shown). Further
optionally, the gaming console 100 comprises an interface 170 for
accepting a smart card, or a related security device, the interface
in communication with the at least a storage medium 110 and the at
least a processor 120.
[0017] Referring now to FIG. 2, a flow chart is shown illustrating
a procedure 20 for playing a game on the gaming console 100. In a
first step 201, client instruction data (CID) a received, and
stored in the at least a storage medium 110. The CID is received
over a network, or from the external storage medium 140.
Alternatively, the CID is received only once, and is stored in a
non-volatile random access memory section of the at least a storage
medium 110. Further alternatively, existing CID is replaced and/or
updated by new CID. The CID is executed by the at least a processor
120, step 202. A gaming client is now running on the gaming console
100. The gaming client selects and coordinates events taking place
on the gaming console. Next, gaming instruction data (GID) are
received, step 203. The at least a processor 120 executes the GID,
step 204. A game is now in execution on the gaming console 100. The
steps 201, 202, 203, and 204 are either executed sequential, or
they are executed in parallel. Also, depending on the nature of the
CID and GID, the procedure possibly steps back to a step previously
performed, and repeats the step.
[0018] Typically, all the CID and GID are a same application loaded
from a storage medium and for, in execution, providing a user with
a desirable gaming experience. As such, it might be considered that
the CID and GID are a same dataset. That said, for ease of
description and reference, they will be labeled separately
herein.
[0019] When the client instruction data (CID) and the game
instruction data (GID) stored in the at least a storage medium 110
are for emulating a set-top box-set-top client instruction data
(STCID) and set-top game instruction data (STGID), and when the
set-top client instruction data (STCID) and set-top game
instruction data (STGID) are executed by the at least a processor
120, the gaming console 100 emulates a set-top box. Generally, a
set-top box is either a device that enables a television set to run
applications related to the Internet and/or a device that enables a
television set to receive and decode digital television (DTV)
broadcasts. However, set-top boxes are not restricted to be used
with televisions sets only, but for example are used with gaming
consoles connected to a monitor and a stereo. In the Internet
realm, a set-top box emulates a specialized computer for
communication with the Internet. It contains a Hypertext Transfer
Protocol (HTTP) client, i.e. a Web browser, and it runs the
Internet's main protocol, i.e. the Transmission Control
Protocol/Internet Protocol (TCP/IP). The service to which the
set-top box is attached, is possibly provided through a telephone
line, through a cable TV company network, or through any other
broadband access network. In the DTV realm, a typical digital
set-top box contains at least a processor for running an operating
system, possibly Linux or Windows CE, and for parsing a digital
data transport stream. A set-top box also includes random access
memory, and is capable of decoding and processing the digital data
transport stream. Optionally, set-top boxes contain a hard drive
for storing recorded television broadcasts, for downloaded software
relating to set-top box operation, and for other applications
provided by a DTV service provider.
[0020] When emulating a set-box, the set-top client instruction
data (STCID) relate to a set-top client, which when executed by the
at least a processor 120, fulfills the tasks of connecting to a
network, and of receiving a digital data transport stream. The
set-top game instruction data (STGID) relate to a "game" of
decoding a digital data transport stream, and displaying the
decoded data. For example, the DTV broadcast signal is most often
offered in the Moving Picture Experts Group (MPEG) format. Thus,
when executing the set-top game instruction data, the at least a
processor 120 functions as an MPEG decoder. Further, the at least a
processor 120 also functions as a processor for audio decoding and
processing. Optionally, game instruction data (GID) and the set-top
game instruction data (STGID) are application instruction data
(AID) and set-top application instruction data (STAID), referring
to any application received, stored, and executed on the gaming
console 100.
[0021] Referring now to FIG. 3, a flow chart is presented
illustrating a procedure 30 of emulating a set-top box with a
gaming console. The procedure 30 is related to the above-described
procedure 20, and exemplifications and illustrations made for the
procedure 20 equally apply to the procedure 30. In a first step
301, set-top client instruction data (STCID) and set-top game
instruction data (STGID) are received and stored in the at least a
storage medium 110. STCID and STGID are optionally received from a
network in connection with the gaming console 100, or they are
received from an external storage medium 140. Next, STICD and the
STGID are executed by the at least a processor 120, step 302. The
gaming console 100 now emulates a set-top box. For example the
executable instructions define which data formats are possibly
supported by the emulated set-top box, and contains information
about how to decode an encoded data stream received by the gaming
console 100, the gaming console emulating a set-top box. Next, the
GC 100 receives an encoded data stream, step 304, and decodes the
encoded data stream, step 305. The encoded data stream is for
example a MPEG data stream relating to a DTV broadcast. In step
306, the GC 100 provides output data for visualization and audio
presentation. The output data are provided to the monitor 150 and
to the sound system 160. Providing output data is equivalent to
displaying video information extracted from the decoded data
stream. It will be apparent to those of skill in the art that
current GCs are provided with powerful video processors for use in
game execution.
[0022] When offering DTV services, the question of conditional
access (CA) deserves special attention. CA is a technology used to
control access to DTV services to authorized users by encrypting
transmitted programs. CA has for example been used for years for
pay-TV services, following standards developed by the Advanced
Television Systems Committee (ATSC), an organization that was
created in 1982 to promote the establishment of technical standards
for all aspects of advanced television systems. There are numerous
ATSC compliant CA systems available for a broadcaster to choose
from. A CA system provider provides equipment and software to a
broadcaster, who then implements the CA system into his equipment.
CA is not designed solely for DTV. It can be used for digital radio
broadcasts, digital data broadcasts, and non-broadcast information
and interactive services.
[0023] A CA system includes several basic components. The
subscriber management system (SMS) is a subsystem of the CA system
that manages the subscriber's information and requests entitlement
management messages (EMM) from a subscriber authorization system
(SAS). EMM provides general information about a subscriber and
status of the subscription. The SAS is a subsystem of the CA system
that translates information about the subscriber into an EMM at a
request of the SMS. The SAS also ensures that a subscriber's
security module receives authorization needed to view a program.
Further, the SAS acts as a backup system in case of failure. A
security module, usually in the form of a smart card, extracts the
EMM and an entitlement control message ECM necessary for decrypting
transmitted programs. The security module is either embedded within
a set-top box or in a PC card that plugs into a set-top box.
Optionally, when a gaming console is used to emulate a set-top box,
the security module in incorporated into the gaming client, and is
loaded as part of the set-top client instruction data.
[0024] Referring now to FIG. 4, a flow chart is displayed
illustrating a procedure 40 illustrating a method of emulating a
set-top box with a gaming console under consideration of
conditional access (CA). The procedure 40 is related to the
above-described procedure 30, and exemplifications and
illustrations made for the procedure 30 equally apply to the
procedure 40. The first steps of procedure 40, receiving STCID,
step 401, executing STCID, step 402, and receiving STGID, step 403,
are similar to the corresponding steps of procedure 30. After
executing steps 401, 402, and 403, the gaming console 100 is
conditioned and in a state of emulating a set-top box. Next, a
conditional access module (CAM) is received, step 404. The CAM is
optionally received over the network or from on external storage
medium. The CAM is a client running on the at least a processor 120
for verifying access authorization of the gaming console 100, and
for descrambling a scrambled data stream. Next, the CAM verifies
for access authorization, step 414. For example, the CAM verifies
the validity of an access code providing from a smart card, the
smart card in communication with the at least a processor 120 and
the at least a storage medium 110 through the interface 170. A
person of skill in the art envisions with ease other methods of
authorization access verification. Next, a scrambled, encoded data
stream is received, step 404. The CAM descrambles the scrambled,
encoded data stream, step 415. The descrambled, encoded data stream
is decoded, step 405, the step being performed by the set-top game
instruction data in execution by the at least a processor 120. In
step 406, the GC 100 provides output data for visualization and
audio presentation. The output data are provided to the monitor 150
and to the sound system 160. Providing output data is equivalent to
displaying video information and playing audio information
extracted from the decoded data stream.
[0025] Due to the widespread penetration of GCs in the marketplace,
their low cost, and their general desirability, the present
invention provides for another use for same, which effectively
eliminates a need to purchase or otherwise pay for a separate
set-top box for use with a television set. Further, the GC is then
coupled to the DTV network allowing for interactive network type
gaming and provision of other broadband based gaming functions.
[0026] Although the instant invention has been described with
respect to a specific embodiment thereof, various changes and
modifications are optionally carried out by those skilled in the
art without departing from the scope of the invention. Therefore,
it is intended that the instant invention encompass such changes
and modifications as fall within the scope of the appended
claims.
* * * * *