U.S. patent application number 10/318729 was filed with the patent office on 2004-06-17 for digital advertisement insertion system and method for video games.
Invention is credited to Prindle, Joseph Charles.
Application Number | 20040116183 10/318729 |
Document ID | / |
Family ID | 32506448 |
Filed Date | 2004-06-17 |
United States Patent
Application |
20040116183 |
Kind Code |
A1 |
Prindle, Joseph Charles |
June 17, 2004 |
Digital advertisement insertion system and method for video
games
Abstract
A system and method for digitally inserting advertisements,
targeted digital images, indicia and live digital video streams
into a networked, a multi-player or on-line video game, using a
color mask or a matte technique such as blue screening, within the
video game, in order to display the information within the video
game. Each video game client has software executing on the video
game client, which is connected to a video game network server, and
which is capable of displaying images, video, audio and data
originating from the network server or from other medium. The video
game client is capable of display on a standard television set.
Each client comprises a networked interface card (NIC) or modem, a
network connection, and software executing on the video game client
that can establish a client-to-server network connection. Each
client supports video streaming and can receive, and encode and
decode video and audio signals, transport, and display that and
other data on screen. This system and method apparatus also allows
a video game client to simply and cost-effectively receive and
display a live video stream from a camera, advertisements or
digital messages that are transported over a network.
Inventors: |
Prindle, Joseph Charles;
(Santa Monica, CA) |
Correspondence
Address: |
Joseph Charles Prindle
Suite #211
1122 18th Street
Santa Monica
CA
90403
US
|
Family ID: |
32506448 |
Appl. No.: |
10/318729 |
Filed: |
December 16, 2002 |
Current U.S.
Class: |
463/42 |
Current CPC
Class: |
H04N 21/4316 20130101;
A63F 13/61 20140902; A63F 13/355 20140902; A63F 2300/50 20130101;
A63F 2300/5506 20130101; A63F 13/12 20130101; H04N 21/812 20130101;
A63F 13/352 20140902; H04N 21/4781 20130101; A63F 13/77 20140902;
A63F 13/79 20140902; H04N 21/2668 20130101 |
Class at
Publication: |
463/042 |
International
Class: |
A63F 009/24 |
Claims
What I claim as my invention is:
1. A digital advertisement insertion method and system for
networked and multi-player video games, for displaying an
advertisement or digital stream within a video game and by method
of matting or blue screening within the video game client for
display and comprising: a digital source of motion video
information; a video game network further comprising: method for
maintaining a play list containing information about the full
motion video or advertisement such as but not limited to bit rate,
encoding parameters, location, length, system information and
scheduled play time; method for managing the play list
advertisement content; method for receiving a direct request for
linking said first video game client; apparatus for IP routing and
switching; apparatus to stream or multicast multiple video streams
to said video game clients a network; a first video game client
system connected to said network; said video game client system
comprising: a network interface coupled to a network; a video game
console or computer; a video game console or client controller; a
television or computer monitor for display and playback; an
apparatus and method for supporting equipment for said first video
game client system comprising: client application software, also
referred to as a video game title, executing in said first video
game client system, said client software application or game title
comprising: processing logic for connecting said first video game
client system to a server on said network via said network
interface; processing logic for requesting network address
information from said server; processing logic for receiving a
network address of said server; processing logic for saving user
information on said server from said first video game client
system; processing logic for compressing and decompressing audio
and video streams; processing logic for blue screening an area on
screen, for displaying a video stream on screen, and allowing the
video stream to concurrently run during game operation; processing
logic for reconnecting said first video game client system to a
server coupled with said network; and processing logic for
uploading user information from said first video game clients
system to a server memory on said server.
2. A method according to claim 1, wherein the advertisement
information is graphics, data or text;
3. A method according to claim 1, wherein the advertisement
information is audio;
4. A method according to claim 1, wherein the advertisement
information is video;
5. A method according to claim 1, wherein the advertisement
information is animation;
6. A method according to claim 1, further comprising the ability
wherein said video game system application software includes
processing logic for support of the International Telephone Union
(ITU) standard H.323 for specifications for computers, equipment
and services carrying real-time audio, video, data, or any
combination of these over said network.
7. A method according to claim 1, wherein said client application
software further comprises the ability to record the video stream
or advertisements.
8. A method according to claim 1, wherein said client application
software further comprises the capability to send, receive and
display instant messages from said second video game console system
onto the blue screen or color mask.
9. The first video game client system as claimed in claim 1 wherein
said client application software includes the ability to broadcast
and/or multicast the audio and video streams from said first video
game client system.
10. The first video game client system as claimed in claim 1
wherein said first video game console system connects to a network
via a switch, router or hub.
11. A system and method for directly linking a first video game
client with a second video game client, said system also for
establishing a videoconference, video phone call or the transfer
and display of data between a first user on said first video game
client and a second user on said second video game client, said
system comprising: a network; a first video game client connected
to said network; a server coupled to said network including:
processing logic for receiving a direct request for linking said
first video game client; a video game client system comprising:
television or computer monitor for display and playback; an
apparatus and method for supporting equipment for said first video
game client system comprising: a video camera; a microphone; client
application software, also referred to as a video game title,
executing in said first video game client system, said client
software application or game title comprising: processing logic for
connecting said first video game client system to a server on said
network via said network interface; processing logic for requesting
network address information from said server; processing logic for
receiving a network address of said second video game client system
from said server; processing logic for disconnecting from said
first video game client system from said server before establishing
a direct connection link with said second video game client using
said network address; processing logic for saving user information
on said server from said first video game client; processing logic
for compressing and decompressing audio and video streams;
processing logic for reconnecting said first video game client
system to a server coupled with said network; and processing logic
for uploading user information from said first video game clients
system to a server memory on said server. processing logic for
creating and managing a blue screen, matte or color mask within the
game title;
12. The system as claimed in claim 11 wherein said first video game
clients system connects directly to a personal computer, hand-held
device or cell phone.
13. In a computer network comprised of a plurality of video game
clients logically connected to either each other or a server, and
each client video game client having a network interface card for
communicating with a plurality of other video game client on the
network, a method and apparatus for establishing a
videoconferencing and videophone system, said system and apparatus
comprising: a network interface coupled to a network; a video game
client; a video game client controller; a television or computer
monitor for display and playback; an apparatus and method for
supporting equipment for said video game client system comprising:
a video camera; a microphone; client application software, also
referred to as a video game title, executing in said first video
game client system, said client software application or game title
comprising: processing logic for connecting said first video game
client system to a server on said network via said network
interface; processing logic for requesting network address
information from said server; processing logic for receiving a
network address of said second video game client system from said
server; processing logic for disconnecting from said first video
game client system from said server before establishing a direct
connection link with said second video game client system using
said network address; processing logic for saving user information
on said server from said first video game client system; processing
logic for compressing and decompressing audio and video streams; a
graphical user interface (GUI) for displaying information on
screen, and allowing first video game client system to input data
and interact with equipment; processing logic for reconnecting said
first video game client system to a server coupled with said
network; and processing logic for uploading user information from
said first video game clients system to a server memory on said
server.
14. The system as claimed in claim 13 wherein said client
application software further includes processing logic for the
uploading of user information to said server.
15. The system as claimed in claim 13 wherein said client
application software further includes processing logic for
recording the videoconference.
16. The system as claimed in claim 13 wherein said client
application software further includes processing logic for playing
the recorded videoconference.
17. The system as claimed in claim 13 wherein said system further
comprises the ability to insert a commercial or advertisement in
the form of a video clip or file, directly into the streamed
connection from a network server to a video game client system.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] Not Applicable
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
[0002] Not Applicable
REFERENCE TO SEQUENCE LISTING, A TABLE, OR A COMPUTER PROGRAM
LISTING COMPACT DISK APPENDIX
[0003] Not Applicable
BACKGROUND OF THE INVENTION
[0004] 1. Field of Endeavor
[0005] The present invention relates to the field of automated
advertisement insertion, and specifically to inserting a video
message such as a commerical or a live video stream, into a
networked video game by means of using a matte, a technique often
called blue screeing. More particularly, the present invention
relates to a system and method for inserting a digital stream, i.e.
an advertisement, into a video game by using a networked video game
server and utilizing a color matte within the video game on which
to display the digital video stream, during the execution of the
video game.
[0006] 2. State of Technology
[0007] Advertisement Insertion
[0008] Automated advertisement insertion systems have been
developed to insert audio/video advertisements into traditional
network broadcast or cable programming. Examples of prior art
advertisement systems are disclosed in U.S. Pat. No. 4,724,491 to
Lambert and U.S. Pat. No. 5,029,014 to Lindstrom. The former
utilizes a series of video tape recorders for analog advertisement
insertion, and the later makes use of laser disks for inserting
messages in a different order than physically recorded. Niether
system digitizes, compresses or stores the orginal analog source
material nor do the prior art systems provide any method for
inserting a message into a system other than broadcast or cable
programming. Also, in U.S. Pat. No. 5,715,018 to Fasciano, this
process involves a broadcast model, based on the time-based
insertions. It operates by inserting a regenerated analog signal in
place of the original broadcast signal.
[0009] One process of automated insertion and video transmission
deals with the generation, processing and transmission of a series
of images and the accompanying audio signal in a sequence that is
intended to portray motion (e.g. `live`). A real-time digital video
stream can be considered a special type of this, in that it
produces and utilizes a series of still images and audio signals to
convey the idea of a live or constant transmission.
[0010] Currently, there is no existing system, method or apparatus
for digitally inserting an advertisement or a live video stream
into a video game, or more particluarly into a networked video
game, or a plurality of networked video games.
[0011] Video Games
[0012] The latest versions of video game consoles now include the
ability for the video game console to be connected either to each
other, to a server, or through a communications network, such as
the Internet. Concurrently coming into the market, are new
networked multi-player video games which allow more than one player
to play together, either collaboratively or in competition, using
computer networks such as the Internet as a communications
network.
[0013] Video games currently do not have any capability to achieve
the result of dynamically inserting a digital stream, a commerical,
a message or advertisment that is stored as digital information,
via a server or communications network. However, the result of the
latest innovations described above, is that it is now technically
feasible to digitally insert an advertisement directly into a
networked or multi-player video game.
[0014] Video Game Consoles
[0015] Home video games systems, also commonly known as video game
consoles, or consoles for short, can be thought of at their core as
a highly specialized computer. The following is a sample list of
the game system basics: GUI (Graphical User Interface), CPU
(Central Processing Unit), RAM (Rapid Access Memory), software
kernel, storage medium for games, video output, audio output, a
power supply and now more frequently a modem or Ethernet connection
to a network, particularly the Internet. Ethernet is a standard for
LAN (Local Area Network) communications, a packet-based data
network designed to operate over relatively short distances. It is
defined by the IEEE, the Institure of Electrical and Electronics
Engineers, in standard IEEE 802.3.
[0016] Video game systems, or video game consoles are generally
designed to be a part of an entertainment system. This means that
it is simple and easy to connect to a television set and stereo.
The degree of technical knowledge required to setup a video game
system, is generally much lower than for a computer. It is a device
intended to be used with a television. All game consoles provide a
video signal that is compatible with a standard television, and
which may be a NTSC (National Televison Standards Committee)
signal, a PAL (Phase Alteration by Line) signal as in Europe, or
even SECAM (System Electronique Couleur Avec Memoire) signal. Most
consoles also have dedicated graphic processors.
[0017] The latest generation of game consoles include the XBOX.TM.,
which is a product of the Microsoft Corporation. The XBOX.TM. is a
video game system that allows a user to play video games on their
television. While in some ways similar to a personal computer, it
does not have a mouse or keyboard, and the user interacts with the
system by using a video game controller. The PLAYSTATION 2.TM.,
also known as the PS2.TM., a product of the Sony Corporation is
currently the most popular video game system. Both the XBOX.TM.,
and the PS2.TM. are a significant improvement over the previous
technology. These platforms include support for Universal Serial
Bus (USB) devices, modems, and a Network Interface Card (NIC),
which results in the fact that it is now technically feasible to
use this platform as a basis for a real-time system to digitally
insert advertisements directly into a networked or multi-player
video game.
[0018] The present invention utilizes the video game consoles
strengths to its advantage by capitalizing on existing systems and
equipment, and at the same time significantly increasing the
ability to reach very specific targeted users with range of
targeted advertisements, and also reducing the cost, and complexity
associated with advertisement insertion in traditional broadcast
systems.
[0019] Blue Screen
[0020] One current method of inserting an indicia, such as an
advertisement, into a motion video system such as a motion picture,
video game, DVD discs, etc., is to make objects that move in front
of the inserts look as if they pass over or are in front of the
insert. This is most often achieved by methods of matting and color
differencing, and then creating a composite of two separate images,
which is often called `blue screening`. Essentially, this technique
involves establishing a reference color for the area of the desired
location of the insert. Then a difference `mask` can be created by
subtracting the pixels that exist in the motion video from the
reference color value. If the result of that operation approaches
zero, pixels from the insert then may be included ino the resulting
frame or image. If the result of the operation is a large positive
integer, the original image information is retained.
[0021] To date, no other system or method exists which uses blue
screening, or matting, to directly insert a digital advertisement
into a video game. The present invention satisfies the need in the
prior art to achieve the ability to digitally insert a commerical
into an executing video game. By utilizing the prior art in blue
screening for a new medium, video games, the present invention
creates a new tool for product placement, commerical advertisement,
and videophones for networked video games.
[0022] Video Streaming
[0023] If a picture is worth a thousand words, then a video is
worth a thousand pictures. While text, graphics and animation
provide for interesting content, people naturally gravitate towards
the richer and more realisitic experience of video. That is because
video with audio adds the ultimate level of realism to human
communication that people have come to expect from decades of
watching movies pictures in the real-world medium of TV and the
movies.
[0024] As all such real-world media continues to migrate towards
digital, video too is becoming digital. And now it is possible to
deliver digital video over computer networks including the
Internet, directly to video game consoles.
[0025] What makes this network delivery possible is the emergence
of a new technology called `video-streaming`. Video streaming takes
advantage of new video compression algorithms as well as new
real-time netwrok protocols that have been developed especially to
solve this problem. Now, files can play as they are downloaded to
the client, thus eliminating the necessity for the complete
download of the file, as has been in the past.
[0026] Different algorithms and techniques known as `codecs` have
been developed for compressing and decompressing video signals.
This compression takes advantage of the fact that most information
remains the same from frame to frame.
[0027] The International Telecommunications Union (ITU) standard
that provides specification for computers and services for
multimedia communications over networks that do not provide a
guaranteed QOS (Quality of Service). This standard relies on the
Real-Time Protocol (RTP) and Real-Time Control Protocol (RTCP),
with additional protocols for signaling and data, provided but the
Internet Engineering Task Force (IETF).
[0028] Using this process allows the present invention to
effectively deliver digital video streams, such as advertisements
or messages, directly to a networked or multi-player video game
thus satifying a need in the existing art.
[0029] Summary of the State Technology
[0030] Digital advertisement insertion systems for traditional
broadcast networks, cable television, and even video streaming over
the Internet, have become increasingly viable as the availability
of equipment has grown, and the cost of carrying audiovisual data
has declined. Pure, broadcast digital ad-insertion systems are
still relatively rare, based on the fact that these systems
typically require new and significant hardware, software and
programming, plus they require significant bandwidth connections,
normally much greater than analog signals. The result is that the
cost of this solution, even with continuing price reductions, makes
this technology prohibitively expensive for all but the largest of
corporations and not appropriate for networked or multi-player
video games, and can not offer the targeted demographic precision
of the present invention.
[0031] Accordingly, a need has arisen for a digital
advertisement-insertion system and method for video games, and
particularly for networked or on-line and multi-player video games
and video game consoles. The present invention retains all the
advantages of the prior art of ad insertion, incorporates blue
screening and matting technology used in motion pictures, and
creates a new system and method, and opens up the possibility of an
entirely new market for advertisements and product placements.
[0032] The present invention, utilizing the combination of digital
advertisement insertion, video games and video game consoles,
bluescreening or matting, video streaming and ITU standards,
further provides an improvement by complete automated control of
advertisements, dynamic control of the advertisement insertion
process, while significantly reducing the complexity and difficulty
of the prior art in advertisment insertion systems.
[0033] Based on the above and foregoing, it can be appreciated that
there presently exists a need in the arts of advertisement
insertion and video games, to overcome the above-described
deficiencies. The present invention was motivated by a desire to
overcome the drawbacks and shortcomings of the presently available
technology, and thereby fulfill the need in the art.
[0034] To date, there is no mechanism, apparatus or method to
provide a digital video advertisement insertion system, for video
game consoles with a network connection. The invention described
herein provides such an apparatus and method.
BRIEF SUMMARY OF THE INVENTION
[0035] The present invention is a system and method for providing
the automated ability to digitally insert a video stream, such as
an advertisement, into a video game which has a network connection.
The system of the present invention includes a computer network
that comprises a video game center, which is capable of
communications with multi-player video games, networked video games
and other video game consoles. When a user begins a video game, the
system logs that user onto a video game center, with a notification
message containing network address information. This information is
then sent to a playlist server, which contains information about
content and schedule for digital advertisements.
[0036] While the video game is executing, a separate piece of
client software executing within the video game, is also executing.
This software is in direct contact, over a network, with the
playlist server. Within the graphics display of the video game, a
window is created within the video game, that will act as a mask or
matte upon which to draw the digital advertisement, message or
video stream. After receiving a notification from the playlist
server, a video server residing within the video game network, will
then begin to stream a video message to that unique video game or
video game console. The client software running as a process within
the video game, with then decode and display that video stream,
message or advertisement onto the window mask within the game,
while the game is executing.
[0037] The present invention includes an apparatus and method for
the decoding and display or playback of the audio, video and data
streams. The system of the present invention for the encoding,
decoding and display or playback of the audio and video data
comprises: 1) an encoder within the video game network that
converts the original advertisement analog audio signal to a
digital format; 2) an encoder that converts the analog video signal
to a digital format; 3) a decoder at the client that converts the
digital audio signal into an analog signal that can be played back
on either a television or supported speakers; 4) a decoder at the
client that converts the digital video signal to an analog signal
that can play on a standard television such as PAL (Phase
Alternating Line) or NTSC (National Television Standards Committee)
formats.
[0038] One embodiment of the present invention includes an
apparatus and method for capturing video and audio signals at a
local video game console, transmitting that data, and displaying it
another video game console, within a video mask window. The system
of the present invention for capturing audio and video data
comprises: 1) a CCD (Charged Coupled Device) or CMOS (Complementary
Metal Oxide Semiconductor) camera; 2) a microphone; 3) an A/D
(Analog to Digital) converter; 4) a camera DSP (Digital Signal
Processor); and 5) a cable to connect a video game console.
[0039] The present invention includes an apparatus and method for
supporting the International Telephone Union (ITU) standards for
computers, equipment and services carrying real-time audio, video
and data, or any combination of these over a network. The system of
the present invention for supporting H.323 standard contains client
software applications and modules that comprises: 1) call signaling
and control; 2) audio and video streaming; 3) audio and video codec
compatability; and 4) support for the Internet Engineering Task
Force (IETF) standards: a) Real-Time Protocol (RTP) and b)
Real-Time Control Protocol (RTCP).
[0040] The present invention also includes an apparatus and method
for client application software for the game console to be executed
by the game console. The system of the present invention for
execution by the game console comprises: 1) processing logic in the
machine language format that can be read and executed by the game
console.
[0041] It is an object of the invention is to provide a low-cost
and easy to use digital advertisement or live stream insertion
system utilizing a network server, a network connection, and a
video game console or computer which may be combined with a
standard television set or monitor. The abilities of the invention
include:
[0042] Digital insertion of a video stream into a video game
connected to a network
[0043] Schedule the automated insertion of an advertisement or
digital stream
[0044] Display received video streams onto a matte within the video
game
[0045] Support networking standards
[0046] Communicate directly between client and server or
peer-to-peer networks
[0047] Distribute data over an Internet Protocol (IP) network
[0048] Stream live video and audio data from one video game to
another
[0049] The digital audio/video advertisement insertion system of
the invention includes analog audio/video source information and
apparatus for the video game console adapted for digitizing,
compressing and storing the information. Playback software is
provided to decompress the information and regenerate an analog
signal sent from another video game console. Patching apparatus
controls the video game network and inserts the stream into a video
game channel at pre-selectable times. A preferred embodiment
further includes apparatus interconnected with the digitizing,
compressing and storing apparatus for editing the digitized
information before it is played and inserted into a video game
communications channel. In this specification the term
advertisement insertion is meant to include any material (including
video, audio, or both) regardless of length, inserted or broadcast
in a communication channel.
[0050] The present invention is an, innovative and new commercial
digital advertisement insertion product that easily integrates with
a video game console system which has a network or Internet
connection, creating a simple, cost-effective, precisely targted
multimedia advertising system over a network. The participants in a
multi-player video game using a video game console and the present
invention can also `see and hear` each other while playing the
game, independent of their location. In fact, combined with a video
game console and a televison, the present invention also provides a
person with a complete videophone, and allows that person the
ability to video conference (constantly transmit video, audio and
data) from anyplace in the world--cheaply and simply.
[0051] This invention comprises the ability to capture voice and
video, digitize the information, compress the data on the sending
side, and formatting and sending the information over an IP
network. On the receiving end, it has the ability to receive the IP
data, decompress the received audio and video data, convert that to
an analog signal and `play` both the video and audio information on
a television set. Thus, it creates a video phone and video
conferencing system and method.
[0052] These and other advantages of the present invention are
fully described in the following detailed description of the
preferred embodiment.
BRIEF DESCRIPTION OF THE DRAWINGS
[0053] FIG. 1 illustrates the system architecture and overview of
how the present invention operates.
[0054] FIG. 2 illustrates a simplified view according to one
emodiment of the present invention.
[0055] FIG. 3 illustrates the individual components and network
connections of the video game network according to various
embodiments of the present invention.
[0056] FIG. 4 illustrates a view of a video game broadcasting a
video stream to another console according to one emodiment of the
present invention.
[0057] FIG. 5 illustrates a view of a live stream video phone call
according to one emodiment of the present invention.
[0058] FIG. 6 illustrates a view of a standard video game console
of the present invention.
DETAILED DESCRIPTION OF THE INVENTION
[0059] A system and method for digitally inserting an advertisement
into a video game that operates in conjunction with a video game
console and a video a game network are herein described. In the
following description, for purposes of explanation, numerous
specific details are set forth in order to provide a thorough
understanding of the present invention. It will be evident however,
to one skilled in the art that the present invention may be
practiced without these specific details. In other instances, well
known structures, industry standards and devices are shown in block
diagram form in order to facilitate description. In other
instances, well know structures, interfaces and processes have not
been shown in detail in order not to unecessarily obscure the
present invention.
[0060] In one embodiment, steps according to the present invention
are embodied in machine executable software. In other embodiments,
hardware and electronics may substitute, or be used in combination
with, the machine executable software to implement the current
invention.
[0061] The present invention interacts with a system comprising: a
commercial video game system in which a video game console is
connected to a television, and a plurality of video game consoles,
computers or other devices that are also connected through a
network, by a modem or network interface card (NIC), to video game
network or a packet based network such as the Internet. The video
game console includes a processing system that executes machine
readable code, commonly called a video game title, containing
software that enables a user to view a video signal on the
television, hear an audio signal over speakers, the ability to
interact with the software and control devices, and make selections
through a graphical user interface (GUI) which are visually
displayed on the television, and that receives this input from a
video game controller.
[0062] For purpose of clarification, a live video stream will be
considered a special type of computer based videoconferencing
technology, in that it produces and utilizes a series of still
images to convey the idea of a live or constant transmission.
[0063] The result of the present invention, when used in
combination with a video game console system, is the first digital
advertisement system specifically designed for multi-player
networked video games and a video game console, and one that is
simple, easy to use and is also currently the most cost effective
way to offer the capabilities of full-motion digital advertisment
insertion for video games over a network.
[0064] System Architecture
[0065] FIG. 1 depicts the system architecture and overview, which
is a logical view of one configuration of the present invention to
digitally insert an advertisement or message into a multi-player
video game. It consists of a Video Game Console (9), a Video Game
Server (1), and is connected by way of a Network (7) according to
one embodiment of the present invention. In this case it is
illustrated by way of a line drawing diagram. While multiple
clients or video game consoles of the present invention may be
included in this architecture, for purposes of simplicity, in this
case the System (15) and associated apparatus comprise a single
system or User A (11) whom is connected to a Network (7). The
client or Video Game Console (9) is connected to a Television (12)
for playing video and audio signals. The video game console and the
Video Game Network are connected to the Internet (8), for a a
communications channel.
[0066] As will be described in further detail below, in this
example the endpoint, or node of the present invention comprises a
Video Game Console (9), and a connection to a Networked Server (5).
Machine executable code (10), also known as a video game,
application or title, runs within the game console. The Video Game
Console (9) is connected to a network interface, which contains a
method or apparatus, such as a network interface card (NIC) or a
modem, which is connected to a network, for example the Internet or
a Local Area Network (LAN) (7). The digital Advertisement (2),
which will be inserted into the video game while it is playing, is
stored on the Video Game Server (1).
[0067] As a user starts the video game console, and the video game
console begins to execute the video game title, the application
client of the present invention sends a message to the Network
Server (5) indicating that a new game is in progress. The Network
Server forwards that message to the Video Game Network (4), where
it will processed by the Progam Manager (6). The program manager is
responsible for coordinating the incoming message, its destination
and source, with information within the Playlist (3) which contains
a list of content, such as commercials, and schedules for the
digital advertisements. Once this linking between the incoming
message and the playlist has occurred, the Video Game Server (1)
begins to stream the selected advertisement to the clients network
address. At the client, the received stream will then be decoded,
converting it to information that can be played on the client
system. Then, while the game (14) is playing on the display (12),
the digital advertisement will be displayed within an area inside
the game, by the process of bluescreening, or inserting the
advertisement onto the color mask or matte (13), within the current
display.
[0068] In view of the architecture shown in FIG. 1, there are
clearly several economic and technical reasons for using the
present invention as the most effective method, system and
apparatus to offer digital advertisement insertion capabilities for
video game, particulary as there is no current system capable of
the same. These are listed in order of relative strengths:
[0069] 1. New Markets. By utilizing the current base of existing
technology, including the new networked video game consoles, and
the television, the present invention facilitates a completely new
form and market for targeted advertising and product placement. By
maximizing impact by targeting advertisements toward specific
demographic groups, regions or even time periods, this system
offers the additional advatange of significantly increasing the
precision and number of advertising opportunities. And by creating
a system the can dynamically change an insert, the system can place
a german beer commerical in Germany, and an American one in
America, into the same game.
[0070] 2. Cost. The current video game consoles are significantly
cheaper than any of their counterparts as a medium capable of
displaying video and audio signals. By comparison, machines that
are also capable of the same, which include but are not limited to
a desktop system using a personal computer, which is considerably
more expensive. The cost of a well targeted advertisement, to a
very select demographic, is significantly cheaper and more cost
effective than the expansive approach offered by tradtional
broadcast methods.
[0071] 3. Simplicity. When the present invention is combined with
the well known, and well established art of video game functions,
it allows the sytem to place strategically targeted advertisement
into a video game, automatically. Compared to the relative ease of
use, quality, and convenience of other systems of advertisement,
the present invention is the least complex method for automated
formatting and delivering video streams directly to one of the most
coveted advertising demographics in the world.
[0072] 4. Streams. The unique method of digitally inserting a video
stream by overlaying it on a window within a game or show, creates
a new blackboard for which to draw on. This can help in reducing
the barriers to targeted digital advertisements to many more people
than ever. The present invention can offer the long awaited promise
of an inexpensive, very simple, and effective way to target very
specific demographic groups and create a video streaming system for
video game networks.
[0073] Sample System
[0074] FIG. 2 represents a sample simplified architecture of the
digital advertisement insertion System (34) for video games
integrated with a video game console (25) or computer (29) and
according to one embodiment of the present invention. The logic
flow and software control of the present system will be described
in greater detail in following sections.
[0075] The logic of the present invention is similar to the common
process of a client computer requesting, receiving and displaying a
web page or Hypert Text Markup Language (HTML) document from a
computer or network server that uses Internet Protocol (IP)
mechanisms on the Internet.
[0076] In this embodiment, a User (28,32) initializes the Video
Game Console (25) or Computer (29) by first powering the system on.
A user can begin a video game in several ways. The game can be
either stored on a CD, DVD or game cartridge (22A, 22B), or on a
video game network (17). If the game resides on a CD, DVD, or game
cartridge, then the user would continue by then inserting the game
into the Video Game console (25) or Computer (29), which will begin
the process of the loading the machine code to execute the video
game. This CD, DVD or game cartridge contains the application
program, device drivers for hardware for the present invention, and
interfaces to the video game console or computer operating system
and other supporting software. On a network based or multi-player
video game game system, the user can enter a computer network
address, name, or locate a game host from a service such as the
Internet Directory services. This information can reside on a
computer on the Internet (23) and can be accessed through an
Network Access Server (24) such as and Internet Service Provider
(ISP).
[0077] Machine code executing as the software application, checks
the configuration of the present system. Proceeding, the system
then checks to see if a network is present (21). If a network is
not present, it checks to see if any digital advertisements are
stored locally or within the game itself, as an example stored on
the CD that contains the video game. It it finds such an
advertisement, it can then insert the local or stored advertisement
into the game. If it does find a network connection (21) present,
it will begin to try to contact the video game network Central
Server (18).
[0078] The system of the present invention then begins the process
of determing if and which digital advertisement to insert into the
networked or multi-player video game. It recieves notification that
a game has begun, and stores relevant information, including the
network address of the players on the video game network Central
Server (18) in the form of a database. Simultaneously, while the
video game is executing, a separate process executing within the
game console creates a matte key or bluescreen mask within the
video game. Another process executing within the client, creates a
communication pathway, in the form of a socket, to the Video Game
Network Server.
[0079] Concurrently, the machine code executing on the video game
console or computer, establishes a network connection with the
video game network Cental Server 18). The Central Server shall look
up information stored in the Playlist (16) about what should play
based on information and logic rules stored on the Central Server.
As an example of a logic rule that may be applied, within the
Playlist is a schedule for all video games starting between 08:00
AM and 09:00 AM, and instructions that each game should receive the
same digital advertisement insertion for a popular breakfast
cereal.
[0080] The advertisement is digitally stored on a Video Server
(20), within the Video Game Network (17), and which will broadcast
the selected commerical or Advertisement (19) over the network to
the client. While the game is executing, and User A (28) is playing
User B (32), the client application has created a matte key
location (27,31) within the game. So while the game is playing,
each client (25,29,33) that is on the Video Game Network will
receive that advertisement (19) and see it on the Televsion (26) or
Monitor (30), or other devices such as Personal Digital Assistant
(PDA) or cell phone (33), while the game continues to play.
[0081] Video Game Network Configuration
[0082] FIG. 3 illustrates one embodiment of the network system
configuration of the present invention. This includes a Video Game
Network (35), an external Video Game Hub (44) for routing and
distribution, the Access Networks (45) for Internet entrance, and
the clients (46,48,49). This includes a centralized Video Game
Network Server (36), which logically connects the separate
peripheral devices (46,48,49) and the External Video Game Hub and
Access Network Servers (44,45) to one central gateway, the Video
Game Network Server (43). In this example of the present invention,
the system also includes the clients and perhiperal device, for
example a Video Game Console (46) connected to a television (47), a
Computer (48), and other devices such as PDA's hand held's and cell
phones (49). The clients gain access to the network through
Internet Service Providers (ISP) (45) or directly to the Video Game
Network (43).
[0083] The role of the Video Game Advertisement Insertion Network
(35) within the system, provide the framework and the mechanisms to
actively insert a digital advertisement stored with in the system,
into an executing networked or multi-player video game. The Video
Game Advertisement Insertion Network (35) herein contains several
separate logical components that are to be described in more detail
in the following.
[0084] In FIG. 3. the Video Game Advertisement Network (35)
consists of applications logically organized into the Playlist
(42), the Content Manager (41), the Broadcast Encoder Server (39)
and MUX (40), an Interactive Data Server (38), a Video Server (37),
and the main Central Video Game Server (97). Each of these
applications shall be discussed in futher detail.
[0085] The Playlist (42) is a logical application that is
responsible for the name, schedule, storage location and other
identifying information of the digital advertisements that will be
inserted into the video game. Corresponding to a playlist for a
broadcast station, or cable head-end, the playlist functions as a
program scheduler, the program in this case being the digital
advertisement to be inserted into the game. It manages the
information required for channels, frequency, date, time and access
control for advertisements.
[0086] The Content Manager (41) provides the ability to move, copy
and manage the inventory of advertisements. It performs functions
associated with the digital storage, location, network
administration, file maintainence, data integrity, and disk
management services.
[0087] The Broadcast Encoder Server (39) and the MUX (40) provide
the computer based capability of digitally multiplexing the video
game, video game data and the digital advertisement into a single
Motion Picture Experts Group (MPEG) Transport stream. This provides
the present invention a method and system to digitall stream the
game, the advertisement and other data more efficiently in a single
stream, and provides a way to service digital cable networks as
well. This works in concert with a matching demultiplexer at the
client, which posses the ability to decode the stream back into
it's original separate components.
[0088] The Interactive Data Server (38) is an application that
contains User profile and demographic information. A cache is kept
for each player or system user, including network information. It
contains rule based logic for the delivery and transport of
associated data. This allows for extraordinarily precise targeted
advertisements and product placements, and it is cheaper and more
effective than traditional network broadcast solutions.
[0089] The Video Server (37) contains a standards-based Real-Time
Transport Protocol/Real-Time Streaming Protocol (RTP/RTSP) engine
that is capable of multi-casting the digital advertisement,
functioning as a video streaming server. The Video Server can
multicast, broadcast or stream peer-to-peer the stream over a
network, such as the Internet. Clients on the network can connect
and receive the advertisement through a network socket.
[0090] The Video Game Network Server (43) serves to manage network
connections and information, such as routing, network address
translation, packet switching aand IP switching, and includes
operations support systems. Combined with the External Video Game
Hub (44) this creates a video game distribution hub, and a
centralized point of entry into the Video Game Advertisement
Network for the video game console clients.
[0091] The Video Game Console (46), Computer (48) or other Access
Devices (49) contains client software with the ability to decode
the incoming data streams, and control the display of the digital
insertion, or advertisement. This is where the client application
generates the matte or mask key, enabling the application to insert
the decoded data into the video game while playing. Playing on the
Televsion (47), or other display devices (48,49), the digital
advertisement can be seen.
[0092] One embodiment of the present invention, performs the same
function of digitally inserting a commerical into a video game on a
networked multi-player game that is played on a Personal Computer
over the Internet, rather than a video game console. This may
include other access devices, sush as celluar phones or Personal
Digital Assistants (PDA) (49).
[0093] The Video Game Advertisement Network thus described,
improves upon the present art by creating the first digital
advertisement system specifically designed for multi-player
networked video games and a video game console, and one that is
simple, easy to use and is also currently the most cost effective
way to offer the capabilities of full-motion digital advertisment
insertion for video games over a network.
[0094] System for Live Streams
[0095] FIG. 4 illustrates 2 client systems (61,74) and a network
(66) system for connecting them. This system provides the apparatus
and method for inserting a live digital stream (59) captured at the
client (61), into a video game client (70) with a mask or matte key
(68) while the video game is playing (50), and thus creating a
videophone (56), or video conference, according to one embodiment
of the present invention.
[0096] The two clients of the present invention will be described
in more detail in the following sections.
[0097] The core of the 1.sup.st client system (61) for creating a
live stream, includes a network (66) connected to a video game
console (52) by means of a Network Interface Card (NIC) (53),
hardware for the capture of video (58) and audio (57) data,
executable machine code (54) in the form of an video game
application that operates within the video game console, a CD or
DVD device or a networked Video Game Server (65), a video game
controller, (60) and a standard television set (51) for
display.
[0098] Components for Client 1:
[0099] A. Video Game Application
[0100] This is a video game title, or machine readable medium (54)
that contains the exectuable, or machine language to be executed
within the video game console. It provides the functions for the
encoding, network management, and blue screening and matting
ability.
[0101] B. Videophone
[0102] The videophone physically consists of two parts, a camera
for the capture of images, and a microphone for the capture of
sound. These will described in greater detail.
[0103] 1. Camera
[0104] The essential function of the camera (58) is to convert
captured light through a lens into electrons. Two common types of
this are the CMOS and CCD type cameras. An analog to digital (A/D)
converter turns each pixel into a digital value. It contains a
Digital Signal Processor, sometimes known as a frame grabber, that
`grabs` a frame of data from the camera on a periodic basis. It is
connected with a cable to either a hub, or the controller port of
the game console. Executable machine code running on the (54) video
game console, then turns the image in a standard image, for
tramsmitting over the network such as file type JPEG (Joint
Pictures Expert Group).
[0105] 2. Microphone
[0106] The microphone (57) is a simple device that can detect
minute amounts of air pressure. It measures varying pressure waves
in the air and converts them to representative varying electronic
signals.
[0107] C. Video Game Console
[0108] At its core, a video game system or console (52) can be
defined as a highly specialized computer. In fact, most systems are
based on the same central processing units (CPU) that are used in
many desktop computers. It is designed to be easily connected to a
television and stereo. The present invention capitalizes on that
fact by providing a simple, inexpensive and easy way to use the
system as a videophone.
[0109] The list of components that all game consoles share in
common are, a user controller interface, CPU, RAM, software kernel,
storage medium for games, video output, audio output and a power
supply.
[0110] The user control interface allows the user to interact with
the game console. Most consoles use Rapid Access Memory (RAM) to
provide temporary storage of the application, or software title.
The software kernel can be thought of the console's operating
system. The two most common storage technolgies used today are Read
Only Memory (ROM) cartridges, and CD or DVD's.
[0111] The game console is described in much greater detail below,
in association with FIG. 06.
[0112] D. Controller
[0113] There are several different types, including force feedback,
paddles, joy sticks and others, but basically the video game
controller (60) functions by interacting with the game console
software and the software operating system Application Program
Interface (API), and provides visual images clues on the
screen.
[0114] E. Television
[0115] FIG. 4 shows a standard televsion (51) that converts input
signals to video images that can be viewed. The game console (52)
provides a video signal to the televison, and depending on the
country of origin, this may include NTSC, PAL or even SECAM
standard video output.
[0116] The core of the 2.sup.nd client system (74) for receiving a
live stream, includes a network (66) connected to a video game
console (70) by a Network Interface Card (NIC) (69), machine code
(71) for the decoding of video and audio data, executable machine
code (54) in the form of an video game application that is read
from the video game console, a CD or DVD device or a networked
Video Game Server (65), a video game controller, (72) and a
standard television set (67) for display.
[0117] Components for Client 2:
[0118] A. Video Game Application
[0119] This is a video game title, or machine readable medium (71)
that contains the exectuable, or machine language to be executed
within the video game console. It provides the functions for the
decoding of the digital stream, network management, and blue
screening and matting ability.
[0120] B. Video Game Console
[0121] At its core, a video game system or console (70) can be
defined as a highly specialized computer. In fact, most systems are
based on the same central processing units (CPU) that are used in
many desktop computers. It is designed to be easily connected to a
television and stereo. The present invention capitalizes on that
fact by providing a simple, inexpensive and easy to use the
system.
[0122] The list of components that all game consoles share in
common are, a user controller interface, CPU, RAM, software kernel,
storage medium for games, video output, audio output and a power
supply.
[0123] The user control interface allows the user to interact with
the game console. Most consoles use Rapid Access Memory (RAM) to
provide temporary storage of the application. The software kernel
can be thought of the console's operating system. The two most
common storage technolgies used today are Read Only Memory (ROM)
cartridges, and CD or DVD's.
[0124] The game console is described in greater detail later on, in
association with FIG. 06.
[0125] C. Controller
[0126] There are several different types, including force feedback,
paddles, joy sticks and others, but basically the video game
controller (72) functions by interacting with the game console
software and the software operating system Application Program
Interface (API), and provides visual images clues on the
screen.
[0127] D. Television
[0128] FIG. 4 shows a standard televsion (67) that converts input
signals to video images that can be viewed. The game console (70)
provides a video signal to the televison, and depending on the
country of origin, this may include NTSC, PAL or even SECAM
standard video output. The live stream from Client 1 can now be
viewed (68) on Client 2.
[0129] Components for Network
[0130] The networks (66) basic function is in the area of packet
delivery and transportation. This includes an IP router or switch
(63) and a Network Server (64) for Network Address Translations. If
the game is a multi-player networked game, then this network has
the added responsibility of serving and maintaining the video game
itself from the Video Game Server (65). As the network server
constanly gets images and data (video and sound) from the 1.sup.st
client (61), it maintains the required network connections. As the
process continues, the network server takes the data it has
received from Client 1, and packages and forwards that information
to Client 2. Using the method for display and blue screening or
matting as described earlier, the data and/or video stream created
at Client 1 will then be continously drawn on the screen of Client
2, in an interative manor.
[0131] FIG. 5 represents a videoconferencing apparatus, digital
advertisement system and method as a type of the present invention,
in that it produces and utilizes a series of still images to convey
the idea of a live or constant transmission.
[0132] System for Live Videoconference
[0133] FIG. 5 depicts a system overview of one embodiment of
present invention, which is a system configuration for connecting
two client systems (94,95) through a network (77) to individual
video game consoles (75,76) to make a video conferencing call using
the present invention. This system provides the method for
capturing live digital streams at the client (82,83), encoding and
transporting that stream to a video game client (75,76), receiving
and decoding the stream at another client, and displaying that
stream with a mask or matte color key (101,102), thus creating a
video conference between two or more video game players.
[0134] In this case it is illustrated by way of a line drawing
diagram. While multiple clients of the present invention may be
included in this architecture, for purposes of simplicity, in this
case the system and apparatus comprise 2 systems (94,95) which are
connected to a network (77). The clients or game consoles (75,76)
are each connected to a television set (78,79) for playing video
and audio signals. The video game consoles, including the video
game controllers (80,81), are connected to the devices and
apparatus that make up the videophones (82,83).
[0135] As will be described in further detail below, in this
example each endpoint node or videophone (82,83) system of the
present invention comprises a video camera (84,85), a microphone
(88,89), and a network hub (86,87). This endpoint is connected to
the video game console by way of cabling (90,91). Machine
executable code (96A,96B) also known as a video game application or
title, runs within the game console. The game consoles themselves
(75,76) are connected to a network interface, which contains a
method or apparatus, such as a network interface card (NIC)(92) or
modem (93), which is connected to a network (77), for example the
Internet or a Local Area Network (LAN) (100).
[0136] The clients or endpoints of the present invention will be
described in more detail in the following sections.
[0137] The core of the client system (94,95) for creating a live
stream, includes a network (77) connected to a video game console
(75) by a Network Interface Card (NIC) (92) or modem (93), hardware
for the capture of video (84,85) and audio (88,89) data, and a hub
to connect and manage the devices (86,87). Executable machine code
(96A,96B) resides in the form of a video game application that is
read from the video game console and can decode the received data,
a CD or DVD device or a a connection to a networked Video Game
Server (98), a video game controller, (80,81) and a standard
television set (78,79) for display.
[0138] Components for Client 1:
[0139] A. Video Game Application
[0140] This is a video game title, or machine readable medium
(96A,96B) that contains the exectuable, or machine language to be
executed within the video game console. It provides the functions
for the encoding, network management, and blue screnning ability.
It also contains the logical decoder to reconstruct the incoming
data stream.
[0141] B. Videophone
[0142] The videophone (82,83) consists of three parts, a camera
(84,85) for the capture of images, and a microphone (88,89) for the
capture of sound, and a hub (86,87) for the connection and
management of these devices. These will described in greater
detail.
[0143] 1. Camera
[0144] The essential function of the camera (84,85) is to convert
captured light through a lens into electrons. Two common types of
this are the CMOS and CCD type cameras. An analog to digital (A/D)
converter turns each pixel into a digital value. It contains a
Digital Signal Processor, sometimes known as a frame grabber, that
`grabs` a frame of data from the camera on a periodic basis. It is
connected with a cable to either a hub, or the controller port of
the game console. Executable machine code running on the (96A)
video game console, then turns the image in a standard image, such
as a JPEG file, and delivers the image.
[0145] 2. Microphone
[0146] The microphone (88,89) is a simple device that can detect
minute amounts of air pressure. It measures varying pressure waves
in the air and converts them to representative varying electronic
signals.
[0147] C. Video Game Console
[0148] At its core, a video game system or console (75,76) can be
defined as a highly specialized computer. In fact, most systems are
based on the same central processing units (CPU) that are used in
many desktop computers. It is designed to be easily connected to a
television and stereo. The present invention capitalizes on that
fact by providing a simple, inexpensive and easy to use the
system.
[0149] The list of components that all game consoles share in
common are, a user controller interface, CPU, RAM, software kernel,
storage medium for games, video output, audio output and a power
supply.
[0150] The user control interface allows the user to interact with
the game console. Most consoles use Rapid Access Memory (RAM) to
provide temporary storage of the application. The software kernel
can be thought of the console's operating system. The two most
common storage technolgies used today are Read Only Memory (ROM)
cartridges, and CD or DVD's.
[0151] The game console is described in much greater detail below,
in association with FIG. 6.
[0152] D. Controller
[0153] There are several different types, including force feedback,
paddles, joy sticks and others, but basically the video game
controller (80,81) functions by interacting with the game console
software and the software operating system Application Program
Interface (API), and provides visual images clues on the
screen.
[0154] E. Television
[0155] FIG. 4 shows a standard televsion (78,79) that converts
input signals to video images that can be viewed. The game console
(75,76) provides a video signal to the televison, and depending on
the country of origin, this may include NTSC, PAL or even SECAM
standard video output.
[0156] The core of the network system (77) contains a Network
Server (99) for networks address translation and routing functions,
a Video Game Server (98) to manage the connections of the client
videogames, and a Video Server (97) for managing the broadcast of
multiple streams in the case of a multi-client video
conference.
[0157] In view of the architecture shown in FIG. 5, there are
clearly several economic and technical reasons for using the
present invention as the most effective method and apparatus to
offer full mutli-media conferencing and videophone capabilities
when compared to any current system capable of the same. These are
listed in order of relative strengths:
[0158] 1. Cost. The current video game consoles are significantly
cheaper than any of their counterparts as a medium capable of
displaying video and audio signals. By comparison, machines that
are also capable of the same, which include but are not limited to
a desktop system using a personal computer, a stand-alone or
"roll-about" system where all the electronic equipment required for
a videoconference is contained in a transportable cabinet, and
set-top or cable boxes, are all considerably more expensive.
[0159] 2. Simplicity. When the present invention is combined with
the well known, and well established art of video game controller
functions, once connected, it allows a user of the system to place
a videophone call with essentially a single push of a button.
Compared to the relative ease of use, quality, and convenience of
other systems, very few things can be simpler and easier than
pushing a single button on a video game controller to launch a
video conference over the Internet on a television set.
[0160] 3. Effectiveness. By utilizing the current base of existing
technology, including video game consoles and the ubiquitous
television, the present invention offers the additional advatange
of significantly reducing the barriers to video conferencing to
more people and businesses. The present invention can offer the
long awaited promise of an inexpensive, very simple, and effective
way to create a videophone and multimedia conferencing system.
[0161] Video Game Console System
[0162] FIG. 6 is a diagram of the current state of the art in video
game system architecture. Presently, most consumer based based
video game console are a type of specialized computer, built around
a microprocessor. This system architecture is similar to those
commonly in use by at home by consumers, for example the XBOX.TM.,
which is a product of the Microsoft Corporation, the GAMEBOY.TM., a
product of the Nintendo Corporation, and the PLAYSTATION 2.TM., a
product of the Sony Corporation. The system herein described is
collectively called the video game system according to one
embodiment of the present invention.
[0163] A logical example of a typical video game system is
described here for purposes of clarification of the current state
of the art. The video game system (103) is comprised of a video
game console (104) and a video game controller (105), connected to
a port at the back of the game console (106). A standard television
set (107) is connected to a port at the back of the game console
(108), and the television acts as a monitor with speakers. The
controller (105) is operated by the user for inputing data, which
is translated into a set of executable operations for the central
processing unit CPU (109) of the video game console.
[0164] In FIG. 6. the video game console (104) of a typical system
is comprised of the following major components:
[0165] Central processing unit (CPU) (109);
[0166] Operating System (O/S) (110);
[0167] Memory, Random Access (RAM) (111) and controller (112);
[0168] Graphics Processing Unit (GPU) (113), further
comprising:
[0169] Vector Unit (114);
[0170] MPEG Decoder (115);
[0171] Graphics Interface (116);
[0172] Pixel Processor (117);
[0173] Rapid Access Memory (118);
[0174] Display Controller (119);
[0175] NTSC/PAL Decoder (120);
[0176] Audio Processor (121);
[0177] Video Decoder (115);
[0178] The Input and Output (I/O) of the video game console for the
present invention consists of the following components:
[0179] Input Output Circuit (122);
[0180] Removable Storage:
[0181] CD-ROM or DVD (123);
[0182] Personal Computer Memory Card International Association
(PCMCIA) interface (124);
[0183] Ports (106,108) Parallel, Serial, USB or IEEE 1394;
[0184] Network Interface (126,127) Modem or Ethernet;
[0185] To establish the environment of the video game console, in
which the present invention operates within, a standard video game
console session will be described. When the game console is powered
on, a power-on self test is performed including a test to check if
the video card is operational, memory tests, loads special drivers,
and detects peripheral devices.
[0186] Then the bootstrap loader loads the operating system into
memory and allows it to begin operation. It does this by setting up
the divisions of memory that hold the operating system, user
information and applications. The bootstrap loader then establishes
the data structures that are used to communicate within and between
the sub-systems systems and the applications of the video game
console. Finally, it turns control of the video game console over
to the operating system.
[0187] Once the operating system of the video game console has been
loaded, the operating systems tasks fall into 5 broad categories of
operation:
[0188] 1. Processor Management--Breaking the tasks down into
manageable chunks and prioritizing them before sending them to the
CPU--central processing unit.
[0189] 2. Memory Management--Coordinating the flow of data in and
out of RAM and determining priorities.
[0190] 3. Device Management--Providing an interface between each
device connected to the video game console, the CPU, and game
applications.
[0191] 4. Application Interface--Providing a standard
communications and data exchange between games and the game
console.
[0192] 5. User Interface--Providing a way for the user to interact
with the video game and the video game console.
[0193] At this time, after the console has been intialized, a user
inserts a DVD into the game console. Several components work
together from here as the DVD drive reads the video game and other
information that is stored on that disk. The operating system
determines that the video game is active, and displays a video game
menu allows the user to input data to the game through the video
game controller. The operating system determines the format that
the data is in, and stores information in RAM.
[0194] Each instruction from the game controller is sent by the
operating system to the CPU. These instructions are intertwined
with instructions from other programs that the operating system is
overseeing before being sent to the CPU. At this time, the
operating system is steadily providing display information to the
graphics unit, directing what will be displayed on the televison or
screen, as well as the generation of an audio signal played
concurrently.
[0195] If the game console is capable of receiving input from
another source such as the Internet, through a modem or network
card, the operating system integrates all incoming and outgoing
information the video game.
[0196] Thus describes the environment in which the present
invention for the digital insertion of advertisements or live
streams for a video game console operates. The present invention is
connected through a port on the video game console. One embodiment
of the present invention contains a camera, microphone, a bus, and
a DVD. The DVD contains the executable machine code for the video
game application.
[0197] The computer readable program product according to the
present invention is a computer readable program storing a game
program. The computer readable program is comprised of a CD-ROM,
DVD or is stored on a network server that the game console can
connect to. The program product stores a process for executing the
functions for a video conference between machines or devices.
[0198] The intention is not to obfuscate the invention with details
of video game consoles that are known to those knowledgable in the
art, but to generally illustrate the device in order to clarify the
enviroment in which the present invention operates.
[0199] Example Description
[0200] Jackson is a freshman in college, living on campus at the
University of California, Berkeley. Returning home from class, he
checks to see if has received any messages while he was at class.
Jackson has received a message from his best friend Rob, who
notifies him that several of their friends are starting a
multi-player networked video game on-line, and invites him to play.
Jackson thinks that would be more fun than calculus homework, so he
decides to play and join the session.
[0201] In the living room of Jackson's dormitory, he has an
XBOX.TM., a product of the Microsoft Corporation, which is a video
game console. The XBOX.TM. is connected to the television set with
the standard AV (AudioNisual) cable that comes with the system, and
supports composite video input. The XBOX.TM. console has a power
cord that is plugged into a wall outlet. An XBOX.TM. controller is
connected to a controller port on the front of the XBOX.TM.. A
twisted pair network cable connects the Ethernet port on the back
of the XBOX.TM., to a network hub with Internet access in another
room of the house.
[0202] Jackson has a Digital Versatile Disk (DVD) that contains
both his video game and also includes machine executable code that
is part of the present invention. He pushes the eject button on the
front of the console to open the disc tray. He inserts the DVD into
the disc tray, and presses the eject button again, causing the disc
tray to close. The client software of the present invention boots
up, and begins to execute. It first checks the network for
information, then sends a message to the Video Game Network Server,
indicating its status, IP and other information. The Graphical User
Interface (GUI) is now displayed on screen and presents Jackson
with a menu of selections.
[0203] At the same time, at the University of Michigan, Rob
received a reply from Jackson that he is ready to play a video game
on-line. So he goes to his living room, where he has a PS2.TM., a
product of the Sony Corporation, which is also a video game system.
The PS2.TM. is set up similarly to the video game system at
Jackson's house. The PS2.TM. is connected to the television set
with the standard AV (Audio/Visual) cable that comes with the
system, and supports composite video input. The PS2.TM. console has
a power cord that is plugged into a wall outlet. An PS2.TM.
controller is connected to a controller port of the PS2.TM.. The
present invention, which in this instance contains a camera and a
microphone, is connected with a USB cable to a USB port on the
front of the PS2.TM., and rests on top of the television set. One
difference between Jackson's system and Rob's is that instead of a
network connection, Rob's has PS2.TM., an external modem. The modem
is connected to a phone jack in his living room with a standard
RJ-45 phone line.
[0204] Now Rob gets his DVD video game that contains the client
software of the present invention. He pushes the eject button on
the front of the console to open the disc tray. He inserts the DVD
into the disc tray, and presses the eject button again, causing the
disc tray to close. The software of the present invention boots up,
and this causes the application on the DVD to initializes the modem
and dial into an ISP, where the machine is assigned a dynamic IP
address. It checks the network for information, then sends a
message to the Video Game Network Server, indicating its status, IP
and other information. The Graphical User Interface (GUI) is now
displayed on screen and presents Jackson with a menu of
selections.
[0205] Back in California, through the GUI on his machine, Jackson
selects the game that he and Rob are going to play, which then
sends a message to Rob, to get ready. He then goes down a list
presented on screen of on-line users to play, and picks Rob. The
machine code of the present invention, residing on the machine,
contacts the Video Game Server, to retrieve and store the relative
and dynamic information associated with Rob's network
connection.
[0206] They now begin to play a video game on-line. While they are
playing, the client software on each machine has sent a message to
the Video Game Network Server that they are on-line and playing.
Containing within the message is information about each, including
it's network address and machine ID.
[0207] The video game network server has been notified that a game
is playing, and who is playing. Client software executing on the
video game network server then checks its database for a play list.
There is a play list that contains an advertisement to play 5
minutes after the start of any game. Now, the video server cues up
the digital commercial that will be inserted into the game, which
happens to be for a shoe company.
[0208] The video server has the shoe commercial cued, and ready to
be played. It sends a message to the client software executing
within the video game console, that the commercial is about to be
played. The client software running on the game console, then
creates a matte, and as in the process of blue screening for
movies, draws a color mask on screen. The video server then begins
streaming the digital video message both to both client machines.
Software running on the client machine now plays the shoe
commercial on screen while the game is in progress, within a
rectangle in the upper left corner of the screen, created with the
color mask.
[0209] So while Jackson and Rob are playing on line, a small but
targeted commercial is being played in the upper left hand corner
of their screen. During the progress of their game, they also
occasionally see and hear other commercials and clips, all the
while playing on-line video games.
[0210] At this point in the game, Rob conquered Jackson and won the
game. Not one to let the moment pass, Rob uses his controller to
select the `live` option from GUI. Machine code executing on Rob's
machine then captures and transports audio and video data from the
camera and microphone attached to his system. Back in California,
Jackson sees and hears his friend on the television. Normally he
would look forward to it, but since in this case it is to watch
Rob's victory dance, he grins and bears it.
[0211] Thus, an improved method and system for digitally inserting
advertisements or live streams into a video game, utilizing video
game consoles has been described.
[0212] The specific arrangements and methods described herein are
merely illustrative of the principles of the present invention.
Those of ordinary skill in the art may make numerous modifications
in form and detail without departing from the scope of the present
invention. Although this invention has been shown in relation to a
particular embodiment, it should not be considered so limited.
Rather, the present invention is limited only by the scope of the
appended claims.
* * * * *