U.S. patent application number 13/423150 was filed with the patent office on 2012-11-15 for media platform operating an interactive media distribution process.
This patent application is currently assigned to WiggleWireless, LLC. Invention is credited to Thomas J. Pokonosky.
Application Number | 20120289343 13/423150 |
Document ID | / |
Family ID | 47142225 |
Filed Date | 2012-11-15 |
United States Patent
Application |
20120289343 |
Kind Code |
A1 |
Pokonosky; Thomas J. |
November 15, 2012 |
MEDIA PLATFORM OPERATING AN INTERACTIVE MEDIA DISTRIBUTION
PROCESS
Abstract
A computer-implemented system and method is disclosed. The
system or method provides a platform to enable a community of users
to compete against each other in an effort to acquire certain
assets. Each Asset has a value. The platform converts the asset
value to the lowest common metric or point system, a.k.a digital
currency. The currency can be used to buy, sell or trade Assets
between users. Users can measure their net worth, in currency,
against other users. Currency can be used to purchase merchandise
from retailers, brands or Publishers. The platform has an
inter-game communication and messaging platform.
Inventors: |
Pokonosky; Thomas J.; (San
Diego, CA) |
Assignee: |
WiggleWireless, LLC
San Diego
CA
|
Family ID: |
47142225 |
Appl. No.: |
13/423150 |
Filed: |
March 16, 2012 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61453487 |
Mar 16, 2011 |
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Current U.S.
Class: |
463/42 |
Current CPC
Class: |
G06Q 30/0267 20130101;
G06Q 30/0242 20130101 |
Class at
Publication: |
463/42 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A computer-implemented method comprising: notifying, by a server
computer via a communications network, a plurality of mobile
devices of a time, a date, a location, a set of assets, and a set
of keys; receiving, from at least one mobile device, data
representing an engagement of the at least one mobile device with a
real-world physical object represented by at least one of the set
of assets; generating, by the server computer, a value for the
engagement; and accumulating, by the server computer, the value
with a user score associated with the at least one mobile
device.
2. A system comprising: a plurality of mobile devices connected
with a communications network; and a server computer that notifies,
via the communications network, the plurality of mobile devices of
a time, a date, a location, a set of assets, and a set of keys, the
server computer further configured to receive data representing an
engagement of the at least one mobile device with a real-world
physical object represented by at least one of the set of assets,
generate a value for the engagement, and accumulate the value with
a user score associated with the at least one mobile device.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] The current application claims priority under 35 U.S.C.
.sctn.119(e) to U.S. Provisional application for patent No.
61/330,243, which was filed on Mar. 16, 2011, entitled "Media
Platform Operating An Interactive Media Distribution Process," the
entire disclosures of which is incorporated by reference
herein.
BACKGROUND
[0002] This disclosure relates generally to an interactive game
that is played with a mobile device and employing augmented
reality.
SUMMARY
[0003] In general, this document discloses a three dimensional
interactive digital process and media platform (the "Platform"). In
one example the process may be implemented as a game that may
facilitate the delivery of marketing or other informational
messages. Other embodiments are contemplated within the scope of
this disclosure. The system enables a Sponsor to quickly develop
and implement a marketing campaign that invokes specific User
actions and behaviors, and is cost effective, scalable, and
verifiable.
[0004] When operated as a game, the Platform enables a community of
users to compete against each other in an effort to acquire certain
assets ("Assets"). Each Asset has a value. The Platform converts
the Asset value to the lowest common metric or point system
("Currency") a.k.a digital currency. The Currency can be used to
buy, sell or trade Assets between users. Users can measure their
net worth, in Currency, against other users. Currency can be used
to purchase merchandise from retailers, brands or Publishers. The
Platform has an inter-game communication and messaging
platform.
[0005] The details of one or more embodiments are set forth in the
accompanying drawings and the description below. Other features and
advantages will be apparent from the description and drawings, and
from the claims.
BRIEF DESCRIPTION OF THE DRAWINGS
[0006] These and other aspects will now be described in detail with
reference to the following drawings.
[0007] FIG. 1 illustrates a system for playing an interactive game
as described herein.
[0008] FIG. 2 is a flowchart of a method for playing an interactive
game as described herein.
[0009] Like reference symbols in the various drawings indicate like
elements.
DETAILED DESCRIPTION
[0010] This document describes a three dimensional interactive
digital process and media platform (the "Platform"). The following
is a list of components of the platform.
[0011] Assets:
[0012] A user finds and collects various "Assets" during the course
of operating the game. Often, the Asset will be at a physical
location that requires to the user to move to that location, and
take a digital picture of it to prove they "earned" the Asset. As
described below, other conditions may apply to successfully
acquiring the Asset. Some Assets may be acquired only once by one
User, while others may be collected repeatedly and by many
users.
[0013] Additionally, each Asset has a has a metric value referred
to as a Cost Per Engagement ("CPE") and Cost Per Acquisition
("CPA"). CPE and CPA value are based on industry standard
advertising costs for impressions, clicks and other advertising
measurement metrics.
[0014] Assets are generally electronic or digital images, 3D
digital objects or images, animated electronic or digital images or
other digital and non-digital media content. Each Asset has an
assigned value. Asset value is based on predetermined criteria
including,
[0015] i. limited production or availability of the Asset
[0016] ii. accessibility or Location of the Asset
[0017] iii. value of the Media used to access the Asset
[0018] iv. value of the Media used to alert people about the
Location of the Asset
[0019] v. degree of difficulty of a Challenge required learn the
Location of the Asset
[0020] vi. degree of difficulty of a Challenge required to engage
and acquire the Asset
[0021] Currency:
[0022] Using the lowest common metric or point system ("Currency")
each Asset is assigned a value. For example, Asset values may be
determined based on a weighted scaled from 1-10. One (1) being low
value and (10) being the highest value. The Publisher (Disney,
Nickelodeon) or game operator determines the weighting scale or
value of each Asset. Weighting may be static or dynamic, and may be
set responsive to the progress of the overall game. For example, if
a retailer is trying to get customers to a particular store, the
Asset reward for visiting that store may be increased if traffic
targets are not being met.
[0023] There are two metric value systems within the Platform:
[0024] User Metric Value:
[0025] When the User acquires an Asset the Platform converts the
Asset value to the lowest common metric, point system or unit
("Currency"). The Currency can be used to purchase merchandise from
retailers, brands and/or Publishers. The Currency has a direct and
dynamic relationship to the U.S. dollar. For example: If a User
acquires two (2) Assets worth 10 points each, than the User has
twenty (20) points or units of Currency. The Platform dynamically
converts the Currency to a U.S. dollar value. If at any given time
one Currency unit is equal to $2.00 US then, in this scenario, the
User has Forty Dollars ($40.00 US) to spend on merchandise. It will
be understood that other basis may be used for valuation and
redemption.
[0026] Media Metric Value:
[0027] Using the lowest common metric, point system or unit the
Location, Challenge, Key, Media and Asset all have a metric value
or cost. The value or cost is determined by whether the Location,
Challenge, Key, Media and Asset is engaged and/or acquired. The
values are referred to as Cost Per Engagement (CPE) or Cost Per
Acquisition (CPA). A CPE and/or CPA value is attached to each
Location, Challenge, Key, Media and Asset. Using the Platforms
algorithmic synthesizer the Publisher selects or determines the CPE
and CPA value Location, Challenge, Key, Media and Asset. The
Platform converts the CPE and/or CPA value to US dollars. If an
advertiser/brand/sponsor wishes to spend $500,000 to sponsor the
"Celebrity" game by JeetleJack.TM.. The advertiser can elect to
manually allocate their advertising budget by CPE/CPA value,
Location, Challenge, Key, Media and Asset or any combination. Or,
the Advertiser can allow the Platform distribute/allocate the funds
by using its proprietary media budgeting algorithm.
[0028] Revenue Sharing:
[0029] Predetermined percentages of advertising revenues generated
from sponsors will be paid out to the each Publisher and or
licensed property (such as a celebrity or other person).
[0030] An advertiser or game Sponsor may select from one or more
existing games with which to integrate, or may initiate a new game
dedicated for a selected purpose. For example, if there is an
on-going game directed to extreme sporting activities and clothes,
a pizza delivery company may choose to add Assets into that game,
or may select an on-going game with more of a food focus. Of
course, for sufficient investment, the company may want its own
game.
[0031] Challenge:
[0032] Users may be required to perform a task, game or function (a
"Challenge") in order to learn the Location of an Asset. Once the
user has moved to the Asset Location, and taken its picture, the
User may be required to perform a Challenge in order to engage or
acquire an Asset. Each Challenge may have a metric value based on
the degree of difficulty, and the value may be selectable by the
user, set by the game operator, or set responsive to the game
progress. For example, if a challenge is proving to be particularly
difficult, the value of that challenge may be dynamically
increased. In addition, using the lowest common metric or point
system each Challenge has a metric value or CPE and CPA. For
example, CPE and CPA values may be determined based on a weighted
scaled from 1-10. One (1) being low value and (10) being the
highest value. The Publisher (Disney, Nickelodeon) or game operator
determines the CPE and CPA of each Challenge. Challenge values are
based on the number of people traffic, eyeballs, accessibility,
degree of difficulty, proximity and industry standard advertising
costs for impressions, clicks and other advertising measurement
metrics.
[0033] FIG. 1 illustrates a system 100 for playing an interactive
game as described herein.
[0034] Location:
[0035] A Location is a place, event, concert, retail store,
billboard, book, magazine, geographic area or other digital and
non-digital Media. Using the lowest common metric or point system
each Location has a metric value or CPE and CPA. For example, CPE
and CPA values may be determined based on a weighted scaled from
1-10. One (1) being low value and (10) being the highest value. The
Publisher (Disney, Nickelodeon) or game operator determines the CPE
and CPA of each Location. Location values are based on the number
of people traffic, vehicle traffic, eyeballs, real estate values,
accessibility, proximity and industry standard advertising costs
for impressions, clicks and other advertising measurement
metrics.
[0036] Media:
[0037] Media refers to various means of communication. For example,
print, billboards, television, radio, internet, mobile phone,
newspaper, social networking sites. All Media is assigned a CPE and
CPA value. For example, Media values are determined based on a
weighted scaled from 1-10. One (1) being low value and (10) being
the highest value. The Publisher or game operator determines the
CPE value of all Media. Media values are based on industry standard
advertising costs for impressions, clicks and other advertising
measurement metrics.
[0038] Reward:
[0039] Users may receive rewards based upon successful collection
of Assets, and is most easily associated with reaching one or more
currency goals. The Reward may be, for example, a product, a
discount, a media file, a coupon, or entrance to an event. It will
be understood that the Reward may take many forms. Each Reward has
a metric value.
[0040] Device 102:
[0041] A Device is a personal digital camera, digital video
recorder, computer, mobile Device, or other digital consumer or
personal electronic Device. The Device must provide for
communication on an area network. The Device also preferably has a
sensor-receiver, gyrometer, accelerometer, and in some cases GPS or
Location Based Services (LBS). After the sensor-Receiver acquires
an image, known object recognition processes are operated to
identify the Key. These processes may be run locally, run remotely,
or by a combination of both local and remote operations.
Identification can be assisted by the Device's understanding of its
position and tilt, which can be used by algorithmic processes to
identify objects, even when viewed from an angle.
[0042] Receiver:
[0043] The sensor-Receiver can be a digital imager, picture camera,
video camera, audio receiver, audio microphone, sound recorder,
scanner, or image viewer. The sensor-Receiver is a device used to
engage a Key for the purpose of extracting the Asset.
[0044] Key:
[0045] A Key is a material object, digital image, physical picture,
painting, billboard or other. The Key can be available on both
digital Media and non-digital Media. The Key is placed in a
strategic Location. Each Key has a unique ID, like a thumb print,
which is determined and pre-stored in the game. A user operates the
Device and Receiver to acquire a picture, scan, or sound from the
Key. The acquired file is analyzed, either locally or remotely, to
determine the "unique ID" for the object. The determined ID is
compared to the predetermined IDs, and the system may determine
which Key is captured, if any. Additional measures may be taken to
authenticate a Key. For example, the Key may have a visible dynamic
code or timestamp that the system can use to assure that the Device
is present in the Location. GPS or other location information may
also be used to assure fair play. If the Key is authenticated, then
the Key will unlock the Asset, and make it available to the User.
For example, the Asset may be viewed through the Device media
screen, and the User can interact with the Asset, possibly to
acquire additional points, or to learn some next step in the
game.
[0046] Mobile Client 104:
[0047] The Mobile Client is a software application that is
downloaded or embedded into the Device. The Mobile Client extracts,
transforms and loads Data received from the Key, Asset, Receiver,
Device and Server. The Mobile Client enables the Device and Server
to communicate and exchange Data. Users can use the Mobile Client
to view and manipulate Data, Assets and Currency; measure Asset
value(s), compare accrued Currency against other Users; or, engage
other Users to view, trade, buy or sell Assets.
[0048] PC Client 108:
[0049] The PC Client is a software application that is downloaded
or embedded into a personal computer. The PC Client extracts,
transforms and loads Data to and from the Server. Users can use the
PC Client to view and manipulate Data, Assets and Currency; measure
Asset value(s), compare accrued Currency against other Users; or,
engage other Users to view, trade, buy or sell Assets.
[0050] Server 110:
[0051] The Server is a computer or set of computers in a network
that is dedicated to database storage and retrieval. The Server is
connected with the database management Platform and all databases
112, either directly or through communication network 106. Upon
requests from the PC Client and Mobile Client the Server queries
the database for selected records and returns relevant information.
The Server extracts, transforms and loads Data received from the
Device, Mobile Client and PC Client via communications network 106.
The Server enables the Device to communicate and exchange Data
between the Mobile Client and PC Client.
[0052] Data:
[0053] Data includes any electronic event information and user
behavior information extracted from the Device, Receiver, Mobile
Client, PC Client, Server, Key and Asset. Data can include, without
limitation: [0054] Duration and frequency that a Key and Asset is
engaged and/or opened by the Device Receiver. [0055] Duration and
frequency that a PC Client or Mobile Client is opened. [0056] All
Currency levels and activity. [0057] Number of times an Asset is
acquired by the Device, Receiver and Mobile Client. [0058] All
electronic event information exchanged between the Device,
Receiver, Mobile Client, PC Client, Key, Asset and Server. [0059]
Duration and frequency of the time Device, Receiver, Mobile Client,
PC Client, Key, Asset and Server is in use. [0060] Individual and
aggregate Asset values
[0061] Users:
[0062] Individual participants or players in the Platform.
[0063] Gyrometer:
[0064] The Gyrometer measures the oscillation, spin and rotation of
the Device enabling the User to manipulate the Asset and its
relationship with the Device by physically moving and adjusting the
position of the Device.
[0065] Accelerometer:
[0066] The Accelerometer measures the acceleration of the Device
enabling the User to manipulate the Asset and its relationship with
the Device by the speed in which the physically move or adjust the
position of the Device.
[0067] Sponsors:
[0068] Any brand-associated location, merchant, or commercial
entity.
[0069] GPS:
[0070] The Device may have a location based system, such as GPS, to
provide location information. The location information may be used
to confirm the authenticity of an Asset capture, or to confirm to
the game owner that a particular user was at a Location, or to
vector the Device and Receiver relationship to the key and to
calculate and manipulate the assets. This enables the Device's
screen to present the Asset in relation to the environment, and to
allow the user to move the Device to track and manipulate the Asset
position using the screen.
[0071] Limited Use Key (LUK):
[0072] Key Authentication and Fraud Protection. LUKs are Keys that
have a predetermined number of uses. For example: A User may be
required to purchase merchandise or perform a task in order to
acquire, own, use or access a LUK. If a LUK has a one-time use
limit--it can only be engaged once; as such, the Asset can only be
acquired one time. Once the LUK's Asset is acquired the Platform
will acknowledge its intended one time use limitation and terminate
any further use of that LUK. Security, protection and
authentication of it use is essential to the integrity of the
Platform and to maintaining the value of the Asset.
[0073] A LUK may be packaged in a tamper-resistant or
tamper-evident container ("Container"). If the Container is opened
either inadvertently or as a result of fraud the Container will
provide evidence that it has been compromised. If a Container is
compromised it is likely the LUK will be compromised as well,
rendering the LUK useless. Therefore, in order to confirm a User's
right to acquire, own, use, engage or access a LUK the User might
be required to perform an electronic or manual task. This task is
known as the Authentication process.
[0074] A Container may incorporate a physical tamper-evident
locking mechanism. The locking mechanism may be a plastic breakaway
lock, scratch card, metal latch, one-way hinge or another type of
mechanical device. A Container and/or LUK may require a PIN or
unique User ID to Authenticate. A Container and/or LUK may require
a receipt or proof of merchandise purchase to Authenticate. A
Container and/or LUK may render itself inoperable if compromised. A
Container and/or LUK may incorporate a microchip and/or a
pass-protected encrypted data transmission process to Authenticate.
A Container and/or LUK may be required to synch with a Point of
Sale (POS) system via an electronic encrypted data transmission or
a physical connection for Authentication.
[0075] A Container and/or LUK may be digitally or manual
Authenticated by synching with a Device, the Platform, WEB, a
middleware component, computer and/or other digital or non-digital
means. The Authentication process may be digitally transmitted via
RFID, Bluetooth, WIFI, NFC, Audio Signal, and/or other
communication networks including a local area network ("LAN") and a
wide area network ("WAN"), e.g., the Internet. Cryptographic
signatures often referred to as electronic signatures may be used
for Authentication.
[0076] FIG. 2 is a flowchart of a method 200 for playing an
interactive game as described herein.
[0077] Step #1 (202):
[0078] Users down load the Mobile Client to their Device. Users
down load the PC Client to their personal computer.
[0079] Step #2 (204):
[0080] Users are notified of the time, date, Location, Media,
accessibility and availability of certain Keys. Users are notified
about availability and Location of Keys through Twitter, Facebook,
Internet, TV, Radio, Print and or other forms of digital and
non-digital Media. USERS may be required perform/win a Challenge to
learn the time, date, Media and Location of certain Keys.
[0081] Step #3 (206):
[0082] Users will seek out Keys. When a Key is located it can be
unlocked by pointing the Receiver and Device towards the Key.
(proximity of the Device to the Key is a factor) When the Receiver
and Device establish a fix on the Key the Key is unlocked. Once the
Key is unlocked the Receiver, Device and Mobile Client will
interactively engage the Asset. As long as the Device and Receiver
maintains a fix on the Key the Asset may interactively engage the
Device. Users can manipulate the angle (GYROMETER) and movement
(ACCELEROMETER) and position (GPS and Triangulation) of the Device
and Receiver to engage, interact, manipulate and ultimately acquire
the Asset. Note: when the Receiver engages the Key and unlocks
Asset the Asset can be viewed through the Device media screen.
Users may be required to perform/win a Challenge to acquire the
Asset.
[0083] Step #4 (208):
[0084] Users can view and manage Currency and Assets by using the
PC Client and Mobile Client. The Currency can be used to buy, sell
or trade Assets between users. Users can measure their net worth in
Currency against other users. Currency can be used to purchase
merchandise from retailers and brands.
[0085] Some or all of the functional operations described in this
specification can be implemented in digital electronic circuitry,
or in computer software, firmware, or hardware, including the
structures disclosed in this specification and their structural
equivalents, or in combinations of them. Embodiments of the
invention can be implemented as one or more computer program
products, i.e., one or more modules of computer program
instructions encoded on a computer readable medium, e.g., a machine
readable storage device, a machine readable storage medium, a
memory device, or a machine-readable propagated signal, for
execution by, or to control the operation of, data processing
apparatus.
[0086] The term "data processing apparatus" encompasses all
apparatus, devices, and machines for processing data, including by
way of example a programmable processor, a computer, or multiple
processors or computers. The apparatus can include, in addition to
hardware, code that creates an execution environment for the
computer program in question, e.g., code that constitutes processor
firmware, a protocol stack, a database management system, an
operating system, or a combination of them. A propagated signal is
an artificially generated signal, e.g., a machine-generated
electrical, optical, or electromagnetic signal, that is generated
to encode information for transmission to suitable receiver
apparatus.
[0087] A computer program (also referred to as a program, software,
an application, a software application, a script, or code) can be
written in any form of programming language, including compiled or
interpreted languages, and it can be deployed in any form,
including as a stand alone program or as a module, component,
subroutine, or other unit suitable for use in a computing
environment. A computer program does not necessarily correspond to
a file in a file system. A program can be stored in a portion of a
file that holds other programs or data (e.g., one or more scripts
stored in a markup language document), in a single file dedicated
to the program in question, or in multiple coordinated files (e.g.,
files that store one or more modules, sub programs, or portions of
code). A computer program can be deployed to be executed on one
computer or on multiple computers that are located at one site or
distributed across multiple sites and interconnected by a
communication network.
[0088] The processes and logic flows described in this
specification can be performed by one or more programmable
processors executing one or more computer programs to perform
functions by operating on input data and generating output. The
processes and logic flows can also be performed by, and apparatus
can also be implemented as, special purpose logic circuitry, e.g.,
an FPGA (field programmable gate array) or an ASIC (application
specific integrated circuit).
[0089] Processors suitable for the execution of a computer program
include, by way of example, both general and special purpose
microprocessors, and any one or more processors of any kind of
digital computer. Generally, a processor will receive instructions
and data from a read only memory or a random access memory or both.
The essential elements of a computer are a processor for executing
instructions and one or more memory devices for storing
instructions and data. Generally, a computer will also include, or
be operatively coupled to, a communication interface to receive
data from or transfer data to, or both, one or more mass storage
devices for storing data, e.g., magnetic, magneto optical disks, or
optical disks.
[0090] Moreover, a computer can be embedded in another device,
e.g., a mobile telephone, a personal digital assistant (PDA), a
mobile audio player, a Global Positioning System (GPS) receiver, to
name just a few. Information carriers suitable for embodying
computer program instructions and data include all forms of non
volatile memory, including by way of example semiconductor memory
devices, e.g., EPROM, EEPROM, and flash memory devices; magnetic
disks, e.g., internal hard disks or removable disks; magneto
optical disks; and CD ROM and DVD-ROM disks. The processor and the
memory can be supplemented by, or incorporated in, special purpose
logic circuitry.
[0091] To provide for interaction with a user, embodiments of the
invention can be implemented on a computer having a display device,
e.g., a CRT (cathode ray tube) or LCD (liquid crystal display)
monitor, for displaying information to the user and a keyboard and
a pointing device, e.g., a mouse or a trackball, by which the user
can provide input to the computer. Other kinds of devices can be
used to provide for interaction with a user as well; for example,
feedback provided to the user can be any form of sensory feedback,
e.g., visual feedback, auditory feedback, or tactile feedback; and
input from the user can be received in any form, including
acoustic, speech, or tactile input.
[0092] Embodiments of the invention can be implemented in a
computing system that includes a back end component, e.g., as a
data server, or that includes a middleware component, e.g., an
application server, or that includes a front end component, e.g., a
client computer having a graphical user interface or a Web browser
through which a user can interact with an implementation of the
invention, or any combination of such back end, middleware, or
front end components. The components of the system can be
interconnected by any form or medium of digital data communication,
e.g., a communication network. Examples of communication networks
include a local area network ("LAN") and a wide area network
("WAN"), e.g., the Internet.
[0093] The computing system can include clients and servers. A
client and server are generally remote from each other and
typically interact through a communication network. The
relationship of client and server arises by virtue of computer
programs running on the respective computers and having a
client-server relationship to each other.
[0094] Certain features which, for clarity, are described in this
specification in the context of separate implementations, may also
be provided in combination in a single embodiment. Conversely,
various features which, for brevity, are described in the context
of a single implementation, may also be provided in multiple
embodiments separately or in any suitable subcombination. Moreover,
although features may be described above as acting in certain
combinations and even initially claimed as such, one or more
features from a claimed combination can in some cases be excised
from the combination, and the claimed combination may be directed
to a subcombination or variation of a subcombination.
[0095] Particular embodiments of the invention have been described.
Other embodiments are within the scope of the following claims. For
example, the steps recited in the claims can be performed in a
different order and still achieve desirable results. In addition,
embodiments of the invention are not limited to database
architectures that are relational; for example, the invention can
be implemented to provide indexing and archiving methods and
systems for databases built on models other than the relational
model, e.g., navigational databases or object oriented databases,
and for databases having records with complex attribute structures,
e.g., object oriented programming objects or markup language
documents. The processes described may be implemented by
applications specifically performing archiving and retrieval
functions or embedded within other applications.
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