U.S. patent application number 15/862431 was filed with the patent office on 2018-05-10 for apparatus and methods for multimedia games.
The applicant listed for this patent is Umida Stelovska, Jan Stelovsky. Invention is credited to Umida Stelovska, Jan Stelovsky.
Application Number | 20180126279 15/862431 |
Document ID | / |
Family ID | 49223308 |
Filed Date | 2018-05-10 |
United States Patent
Application |
20180126279 |
Kind Code |
A1 |
Stelovsky; Jan ; et
al. |
May 10, 2018 |
APPARATUS AND METHODS FOR MULTIMEDIA GAMES
Abstract
Systems and methods for time-segmented multimedia game playing
and authoring to create promotional videos and games, for creating
games that provide brand advertising, and for gathering player data
and analytics are described.
Inventors: |
Stelovsky; Jan; (Honolulu,
HI) ; Stelovska; Umida; (Honolulu, HI) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Stelovsky; Jan
Stelovska; Umida |
Honolulu
Honolulu |
HI
HI |
US
US |
|
|
Family ID: |
49223308 |
Appl. No.: |
15/862431 |
Filed: |
January 4, 2018 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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14385690 |
Sep 16, 2014 |
9861895 |
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PCT/US2013/033010 |
Mar 19, 2013 |
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15862431 |
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61612806 |
Mar 19, 2012 |
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Current U.S.
Class: |
1/1 |
Current CPC
Class: |
A63F 13/79 20140902;
A63F 13/95 20140902; A63F 2300/8064 20130101; A63F 2300/6009
20130101; A63F 13/60 20140902; A63F 2300/535 20130101; A63F 13/71
20140902 |
International
Class: |
A63F 13/79 20140101
A63F013/79; A63F 13/95 20140101 A63F013/95; A63F 13/60 20140101
A63F013/60; A63F 13/71 20140101 A63F013/71 |
Claims
1. A system for generating a multimedia game comprising: a
non-transitory computer readable medium including instructions
executable by one or more processors of a device that cause the
device to at least: receive, from a first communication device, a
task selection identifying a task associated with a portion of
multimedia content presented during a first version of a multimedia
game; retrieve first task information from a record stored in
memory based on the task selection, the first task information
defining the task to present during playback of the portion of the
multimedia content, and wherein the task includes at least one
activity for a game player to perform during playback of the
portion of the multimedia content, wherein the task is associated
with an object identified in the portion, and wherein the task
accepts input from at least one input device associated with the
game player, and wherein the at least one input device includes at
least one of a keyboard, a camera, a microphone, a remote control,
an accelerometer, a thermometer, 3D eyewear, 3D helmet, a mouse, a
touchscreen, or a haptic suit; transmit, to the first communication
device, the first task information for presentation via a task
editing interface on the first communication device; receive, from
the first communication device, second task information for the
task, wherein the second task information accepts an alternate
input from at least one input device associated with the game
player; and store, in the record in the memory, the second task
information with a second version of the multimedia game.
2. The system of claim 1, wherein the task includes one or more of
a multiple choice question, a fill-in-the-blank question, an audio
response activity, identification of an element included in the
multimedia content, a connect-the-dot problem, a video response
activity, a gesture response, a subsequent task for presentation
upon completion of the task, and a pre-requisite task for
presentation prior to the task.
3. The system of claim 1, wherein the input associated with the
first task information is received from a first input device and
wherein the alternate input associated with the second task
information is received from a second input device, wherein the
first input device and the second input device are different input
devices.
4. The system of claim 1, wherein the non-transitory computer
readable medium includes instructions executable by one or more
processors of a device that cause the device to at least: store, in
the memory, task information for a set of tasks that can be
included in multimedia games; generate a list of themes for the
portion of the multimedia content based at least in part on audio
analysis of the portion of the multimedia content, and wherein the
audio analysis includes voice analysis of audio data from the
portion of the multimedia content; select, from the set of tasks
stored in the memory, recommended task information for a specific
task associated with a theme included in the list of themes; and
transmit, to the first communication device, the recommended task
information for presentation via the task editing interface.
5. The system of claim 1, wherein the non-transitory computer
readable medium includes instructions executable by one or more
processors of a device that cause the device to at least: store, in
the memory, task information for a set of tasks that can be
included in multimedia games; generate a list of themes for the
portion of the multimedia content based at least in part on video
analysis of the portion of the multimedia content, and wherein the
video analysis includes identifying an object shown in video data
from the portion of the multimedia content; select, from the set of
tasks stored in the memory, recommended task information for a
specific task associated with a theme included in the list of
themes; and transmit, to the first communication device, the
recommended task information for presentation via the task editing
interface.
6. The system of claim 1, wherein the non-transitory computer
readable medium includes instructions executable by one or more
processors of a device that cause the device to at least: identify
an object shown in the portion of the multimedia content based at
least in part on video analysis of the portion of the multimedia
content; transmit a request to an information service for
additional information about the object; receive, from the
information service, the additional information about the object;
and transmit, to the first communication device, the additional
information about the object for presentation via the task editing
interface.
7. The system of claim 1, wherein the non-transitory computer
readable medium includes instructions executable by one or more
processors of a device that cause the device to at least: extract
captioning information from the portion of the multimedia content;
transmit a request to an information service for additional
information, wherein the request includes at least a part of the
captioning information; receive, from the information service, the
additional information about the portion of the multimedia content;
and transmit, to the first communication device, the additional
information about the object for presentation via the task editing
interface.
8. The system of claim 1, further comprising an authentication
module configured to authenticate authoring activities.
9. The system claim 1, wherein the non-transitory computer readable
medium includes instructions executable by one or more processors
of a device that cause the device to at least: receive, from a
second communication device, a game play request including an
identifier for the multimedia game; and upon presentation of the
portion of the multimedia content, transmit second task information
to the second communication device in lieu of the first task
information;
10. The system claim 9, wherein the game play request includes
access rights information associated with the multimedia game, and
wherein the non-transitory computer readable medium includes
instructions executable by one or more processors of a device that
cause the device to at least: transmit, to the second communication
device, a game play response indicating whether a play of is
permitted based on a comparison between the access rights
information with second access rights information associated with
the identifier for the multimedia game.
11. The system claim 1, wherein the non-transitory computer
readable medium includes instructions executable by one or more
processors of a device that cause the device to at least: receive
the second version of the multimedia game for publication on a
target platform; generate the second version of the multimedia game
based on the target platform; and publish the second version of the
multimedia game to the target platform.
12. The system claim 11, wherein generating the second version of
the multimedia game includes one or more of converting the
multimedia game from a first format to a second format, adjusting a
video quality of the multimedia game, adjusting an audio quality of
the multimedia game, or compiling the multimedia game into an
executable form.
13. The system claim 11, wherein the target platform includes at
least one of a network location or a recording device.
14. The system of claim 13, wherein the network location includes
one or more of a file-transfer protocol location, a website, a
mobile phone, a set-top box, smart-TV device, and a gaming
console.
15. The system of claim 13, wherein the recording device includes
one or more of memory, a disc creator, and a disc replicator.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application is a continuation of U.S. patent
application Ser. No. 14/385690 which is a U.S. National Phase
Application of PCT International Application Number
PCT/US2013/033010, filed on Mar. 19, 2013, designating the United
States of America and published in the English language, which is
an International Application of and claims the benefit of priority
to U.S. Provisional Application No. 61/612806, filed on Mar. 19,
2012. The disclosures of the above-referenced applications are
hereby expressly incorporated by reference in their entireties. Any
and all priority claims identified in the Application Data Sheet,
or any correction thereto, are hereby incorporated by reference
under 37 C.F.R. .sctn. 1.57.
BACKGROUND
Field
[0002] The present application relates generally to multimedia
games, and more specifically to systems, methods, and devices for
creating, receiving, and processing information associated with
multimedia games.
Background
[0003] Movies, music videos and karaoke systems are some of the
most successful forms of modern entertainment. Movies and music
videos are essentially pre-recorded multimedia presentations with
several synchronized tracks. A track is a recorded sequence of
specific media type, such as motion video, audio, and text (e.g.,
of text tracks include movie subtitles and closed captioning).
[0004] Karaoke systems are also multimedia presentations with
prerecorded video and music audio tracks synchronized with a text
display of lyrics, allowing the user to create a new vocal track in
real time by singing into the microphone.
[0005] Video and electronic games are another popular entertainment
form which uses video images, sound, and sometimes text to
challenge a player to successfully execute a winning sequence of
actions within a given time. Most video games impose time limits on
the user's input. Often, the sequencing of video scenes is
determined by the player's input. Some computerized games have been
tied to real time constraints, such as for playing simultaneously
with real-time events.
[0006] Other types of computerized games used for educational
purposes include narrative or task sequences based on multiple
choice, composition, fill-in-the-blanks or other related tasks.
There are also instructional games based on motion video
presentation which are accompanied by a text track, such as family
of products from HyperGlot.TM. or subtitled films used for language
instruction.
[0007] However, as the quantity of available multimedia continues
to increase, the platforms on which the multimedia is made
available, and as the processing power of these platforms improves,
certain improvements to time-segmented multimedia game playing and
authoring systems are desirable.
SUMMARY
[0008] The systems, methods, and devices of the technology each
have several aspects, no single one of which is solely responsible
for its desirable attributes. Without limiting the scope of this
technology, some features will now be discussed briefly. After
considering this discussion, and particularly after reading the
section entitled "Detailed Description" one will understand how the
features of this technology provide advantages that include
multicasting through the use of access identifiers.
[0009] In one innovative aspect, a device for generating a
multimedia game is provided. The device includes a receiver
configured to receive an identifier for multimedia content for the
multimedia game. The device includes a segment selector configured
to receive information identifying a portion of the multimedia
content. The device further includes a tasking circuit configured
to associate a task with an identified portion of the multimedia
content. The device also includes a memory configured to store the
identifier, the identified portion of the multimedia content, and
the task for the multimedia game.
[0010] In some implementations, the identifier for multimedia
content includes a uniform resource locator identifying the
location of the multimedia content. The device may include a
processor configured to obtain one or more of a location of the
multimedia content, an identified portion of the multimedia
content, and a task for a portion of the multimedia content from
the memory. Identifying the portion of the multimedia content can
include identifying an area of an image included in the multimedia
content. Identifying the portion of the multimedia content can
alternative or additionally include identifying a start time and an
end time for the portion. The task may include an activity to be
performed during the associated identified portion. For example,
the task can include one or more of a multiple choice question, a
fill-in-the-blank question, an audio response activity,
identification of an element included in the multimedia content, a
connect-the-dot problem, a video response activity, a gesture
response, a subsequent task for presentation upon completion of the
task, and a pre-requisite task for presentation prior to the
task.
[0011] The device may also include a segment extractor configured
to automatically identify portions of the multimedia content based
on a characteristic of the multimedia content. Identifying portions
of the multimedia content may include comparing a characteristic of
a first frame of multimedia content with a second frame of
multimedia content. For example, the characteristic may include at
least one of color level, color location, audio waveform, and audio
volume.
[0012] The device, in some implementations, may further include a
captioning circuit configured to associate a caption with an
identified portion of the multimedia content. The caption can
include a textual message. The caption may alternatively or
additionally include a location within the multimedia content for
presenting the textual message.
[0013] In a further innovative aspect, a computer-implemented
method of generating a multimedia game is provided. The method
includes receiving an identifier for multimedia content for the
multimedia game. The method includes receiving information
identifying a portion of the multimedia content. The method
includes associating a task with an identified portion of the
multimedia content. The method includes storing the identifier, the
identified portion of the multimedia content, and the task for the
multimedia game.
[0014] In some implementations of the method of generating a
multimedia game, the identifier for multimedia content includes a
uniform resource locator identifying the location of the multimedia
content. The method may further include obtaining one or more of a
location of the multimedia content, an identified portion of the
multimedia content, and a task for a portion of the multimedia
content from a memory. Identifying the portion of the multimedia
content may include identifying an area of an image included in the
multimedia content. In some implementations, identifying the
portion of the multimedia content includes identifying a start time
and an end time for the portion. The task can include an activity
to be performed during the associated identified portion. For
instance, the task can include one or more of a multiple choice
question, a fill-in-the-blank question, an audio response activity,
identification of an element included in the multimedia content, a
connect-the-dot problem, a video response activity, a gesture
response, a subsequent task for presentation upon completion of the
task, and a pre-requisite task for presentation prior to the
task.
[0015] In some implementations, the method includes automatically
identifying portions of the multimedia content based on a
characteristic of the multimedia content. Identifying portions of
the multimedia content may include comparing a characteristic of a
first frame of multimedia content with a second frame of multimedia
content. The characteristic includes at least one of color level,
color location, audio waveform, and audio volume. The method may
also include associating a caption with an identified portion of
the multimedia content. The caption can include a textual message.
The caption can include a location within the multimedia content
for presenting the textual message.
[0016] A non-transitory computer readable medium including
instructions executable by a processor a device is provided in a
further innovative aspect. The instructions cause the device to
receive an identifier for multimedia content for a multimedia game.
The instructions also cause the device to receive information
identifying a portion of the multimedia content. The instructions
also cause the device to associate a task with an identified
portion of the multimedia content. The instructions also cause the
device to store the identifier, the identified portion of the
multimedia content, and the task for the multimedia game.
[0017] In another innovative aspect, a device for publishing a
multimedia game is provided. The device includes a receiver
configured to receive the multimedia game for publication on a
target platform, the multimedia game including multimedia content
and a task associated with an identified portion of the multimedia
content, wherein the task includes information identifying a task
response receiver. The device further includes a transmitter
configured to publish the multimedia game to the target
platform.
[0018] In some implementations, the device includes a processor
configured to generate a version of the multimedia game based on
the target platform. The transmitter may be configured to publish
the version of the multimedia game to the target platform.
Generating the version of the multimedia game may include one or
more of converting the multimedia game from a first format to a
second format, adjusting a video quality of the multimedia game,
adjusting an audio quality of the multimedia game, or compiling the
multimedia game into an executable form. The target platform can
include at least one of a network location or a recording device.
For example, the network location may include one or more of a
file-transfer protocol location, a website, a mobile phone, a
set-top box, and a gaming console. The recording device can include
one or more of memory, a disc creator, and a disc replicator.
[0019] In some implementations, the multimedia game is associated
with publication information. The publication information can
include one or more of a login for accessing the target platform, a
password for accessing the target platform, an address of the
target platform, and a channel of the target platform. In some
implementations, the transmitter is further configured to publish
the version of the multimedia game based on the publication
information. The processor may be configured to generate the
version of the multimedia game based on the publication
information.
[0020] The device may further include a digital rights manager
configured to generate digital rights information for the
multimedia game. The processor may be configured to include the
digital rights information in the version of the multimedia
game.
[0021] In some implementations, the receiver is configured to
receive a game play request including an identifier for the
multimedia game and digital rights information. The processor may
be configured to compare the received digital rights information
with the digital rights information generated for the multimedia
game associated with the received identifier. The transmitter may
be further configured to transmit a game play response indicating
whether a play of the requested multimedia game is permitted based
on the comparison. In some implementations, at least one of the
generating and the transmitting are performed automatically.
[0022] A computer-implemented method of publishing a multimedia
game is provided in a further innovative aspect. The method
includes receiving the multimedia game for publication on a target
platform, the multimedia game including multimedia content and a
task associated with an identified portion of the multimedia
content, wherein the task includes information identifying a task
response receiver. The method further includes transmitting the
version of the multimedia game to the target platform.
[0023] In some implementations, the version of the multimedia game
is generated based on the target platform. Generating the version
of the multimedia game can include one or more of converting the
multimedia game from a first format to a second format, adjusting a
video quality of the multimedia game, adjusting an audio quality of
the multimedia game, or compiling the multimedia game into an
executable form. The target platform can include at least one of a
network location or a recording device. For example, the network
location may include one or more of a file-transfer protocol
location, a website, a mobile phone, a set-top box, and a gaming
console. The recording device can include one or more of memory, a
disc creator, and a disc replicator.
[0024] In some implementations, the multimedia game is associated
with publication information. The publication information can
include one or more of a login for accessing the target platform, a
password for accessing the target platform, an address of the
target platform, and a channel of the target platform. In some
implementations of the method, transmitting the version of the
multimedia game is based at least in part on the publication
information. The version of the multimedia game may be generated
based on the publication information.
[0025] In some implementations, the method includes generating
digital rights information for the multimedia game. The method may
also include the digital rights information in the version of the
multimedia game.
[0026] In some implementations, receiving the multimedia game
includes receiving a game play request including an identifier for
the multimedia game and digital rights information. The method may
include comparing the received digital rights information with the
digital rights information generated for the multimedia game
associated with the received identifier. The method may further
include transmitting a game play response indicating whether a play
of the requested multimedia game is permitted based on the
comparison. At least one of the generating and the transmitting may
be performed automatically.
[0027] In yet another innovative aspect, a non-transitory computer
readable medium including instructions executable by a processor a
device are provided. The instructions cause the device to receive a
multimedia game for publication on a target platform, the
multimedia game including multimedia content and a task associated
with an identified portion of the multimedia content, wherein the
task includes information identifying a task response receiver. The
instructions further cause the device to transmit the version of
the multimedia game to the target platform.
[0028] A device for monitoring concurrent multimedia gaming is
provided in a further innovative aspect. The device includes a
receiver configured to receive a plurality of gaming messages for a
plurality of multimedia games being played by a plurality of
players, each multimedia game including multimedia content and a
task associated with an identified portion of the multimedia
content, wherein each gaming message includes a timestamp and
information about a gaming session. The device includes a processor
configured to automatically identify one or more of a player, a
game status, and a platform status for each gaming message. The
device further includes a memory configured to store the identified
one or more of a player, a game status, and a platform status for
each gaming message.
[0029] In some implementations, the gaming session may be
associated with a plurality of multimedia games. The information
about the gaming session can include one or more of player
information, multimedia game information, platform information, and
location information.
[0030] In some implementations, the processor is further configured
to generate a metric for a multimedia game of the plurality of
multimedia games based on one or more of the timestamp and the
stored identified one or more of a player, a game status, a task
response for a task included in the associated multimedia game, and
a platform status for each gaming message. The processor may be
configured to generate a metric for a identified player based on
one or more of the timestamp and the stored identified one or more
of a player, a game status, a task response for a task included in
the associated multimedia game, and a platform status for each
gaming message.
[0031] The processor, in certain implementations, may be configured
to automatically identify another multimedia game for a player
associated with a gaming message based on the generated metric for
the gaming message. The processor may be further configured to
transmit an identifier of the other multimedia game, the identifier
including information to initiate play of the other multimedia
game. A gaming session associated with a gaming message may be
ended by the processor based on the generated metric. Ending a
gaming session may include preventing play of subsequent multimedia
games from the identified player, platform, or location.
Alternatively or additionally, ending a gaming session may include
preventing subsequent play of the multimedia game associated with
the gaming message.
[0032] In some implementations, the processor is further configured
to identify another multimedia game of the plurality of multimedia
games based on the identified one or more of a player, a game
status, and a platform status for each gaming message. The device
may include a transmitter configured to transmit a message
including an identifier for the other multimedia game.
[0033] The processor may be further configured to automatically
generate a metric for each multimedia game based on the identified
one or more of a player, a game status, and a platform status for
each gaming message. The processor may also be configured to
automatically generate a metric for each player based on the
identified one or more of a player, a game status, and a platform
status for each gaming message.
[0034] A computer-implemented method of monitoring concurrent
multimedia gaming is provided in a further innovative aspect. The
method includes receiving a plurality of gaming messages for a
plurality of multimedia games being played by a plurality of
players, each multimedia game including multimedia content and a
task associated with an identified portion of the multimedia
content, wherein each gaming message includes a timestamp and
information about a gaming session. The method includes
automatically identifying one or more of a player, a game status,
and a platform status for each gaming message. The method further
includes storing the identified one or more of a player, a game
status, and a platform status for each gaming message.
[0035] In some implementations of the method, the gaming session is
associated with a plurality of multimedia games. The information
about the gaming session can include one or more of player
information, multimedia game information, platform information, and
location information.
[0036] The method may also include generating a metric for a
multimedia game of the plurality of multimedia games based on one
or more of the timestamp and the stored identified one or more of a
player, a game status, a task response for a task included in the
associated multimedia game, and a platform status for each gaming
message. The method may further include generating a metric for a
identified player based on one or more of the timestamp and the
stored identified one or more of a player, a game status, a task
response for a task included in the associated multimedia game, and
a platform status for each gaming message.
[0037] The method may include automatically identifying another
multimedia game for a player associated with a gaming message based
on the generated metric for the gaming message. The method may also
include transmitting an identifier of the another multimedia game,
the identifier including information to initiate play of the
another multimedia game. Based on the generated metric, a gaming
session associated with a gaming message may be ended. Ending a
gaming session may include preventing play of subsequent multimedia
games from the identified player, platform, or location. Ending a
gaming session may additionally or alternatively include preventing
subsequent play of the multimedia game associated with the gaming
message.
[0038] In some implementations, the method includes identifying
another multimedia game of the plurality of multimedia games based
on the identified one or more of a player, a game status, and a
platform status for each gaming message. The method may further
include transmitting a message including an identifier for the
other multimedia game.
[0039] The method may include automatically generating a metric for
each multimedia game based on the identified one or more of a
player, a game status, and a platform status for each gaming
message. The method may include automatically generating a metric
for one or more players based on the identified one or more of a
player, a game status, and a platform status for each gaming
message.
[0040] A non-transitory computer readable medium including
instructions executable by a processor a device. The instructions
cause the device to receive a plurality of gaming messages for a
plurality of multimedia games being played by a plurality of
players, each multimedia game including multimedia content and a
task associated with an identified portion of the multimedia
content, wherein each gaming message includes a timestamp and
information about a gaming session. The instructions further cause
the device to automatically identify one or more of a player, a
game status, and a platform status for each gaming message. The
instructions also cause the device to store the identified one or
more of a player, a game status, and a platform status for each
gaming message.
[0041] In a further innovative aspect, a multimedia gaming system
is provided. The system includes the device for generating a
multimedia game as described above. The system further includes the
device for publishing the multimedia game as described above. The
device for publishing the multimedia game being coupled with the
device for generating a multimedia game.
[0042] In some implementations, the system may include the device
for monitoring concurrent multimedia gaming as described above. The
plurality of multimedia games monitored by the device for
monitoring concurrent multimedia gaming may include the multimedia
game published by the device for publishing.
[0043] In a further innovative aspect, another multimedia gaming
system is provided. The system includes the device for generating a
multimedia game as described above. The system further includes the
device for monitoring concurrent multimedia gaming as described
above. The plurality of multimedia games monitored by the device
for monitoring concurrent multimedia gaming includes the multimedia
game generated by the device for generating. In some
implementations, the system includes the device for publishing the
multimedia game as described above coupled with the device for
generating a multimedia game.
A further innovative multimedia gaming system is provided. The
system includes the device for publishing a multimedia game as
described above. The system also includes the device for monitoring
concurrent multimedia gaming as described above. The plurality of
multimedia games monitored by the device for monitoring concurrent
multimedia gaming includes the multimedia game published by the
device for publishing. The system may include the device for
generating a multimedia game as described above, the device for
generating coupled with the device for publishing.
BRIEF DESCRIPTION OF THE DRAWINGS
[0044] FIG. 1 illustrates an example of a multimedia gaming
system.
[0045] FIG. 2 illustrates a functional block diagram of an example
of a content preprocessor.
[0046] FIG. 3 shows an interface for an example authoring
system.
[0047] FIG. 4 illustrates a relationship diagram for the various
entities included in an example of a time segmented multimedia
game.
[0048] FIG. 5 illustrates a functional block diagram for an example
of a publication system.
[0049] FIG. 6 illustrates a functional block diagram for an example
of a game monitoring system.
[0050] FIG. 7 illustrates a process flow diagram for a method of
generating a multimedia game.
[0051] FIG. 8 illustrates a process flow diagram for a method of
publishing a multimedia game.
[0052] FIG. 9 illustrates a process flow diagram for method of a
monitoring concurrent multimedia gaming.
DETAILED DESCRIPTION
[0053] Generally described herein are systems and methods to
seamlessly integrate, wed or integrate video games with video
programming, including linear video programming, for example.
Through aspects discussed below, virtually any video or video
segment can become host to or integrated with a game--such as for
entertainment, for education, and for marketing. The systems and
methods for authoring, publishing, and analyzing multimedia games
can provide valuable opportunities to rapidly and effectively
create engaging multimedia based games, distribute the games across
a variety of platforms and devices, and collect a trove of
information about who are the players, what the players know, what
the players learn, and how their knowledge changes over time.
[0054] Games can generally be defined as a computer-mediated
personal or group interactive experience. The intended uses may
include, but are not limited to, entertainment, education,
training, skill assessment and/or certification, social
interactions, marketing research, and other applications based at
least in part on data analytics.
[0055] Various aspects of the novel systems, apparatuses, and
methods are described more fully hereinafter with reference to the
accompanying drawings. The aspects of this disclosure may, however,
be embodied in many different forms and should not be construed as
limited to any specific structure or function presented throughout
this disclosure. Rather, these descriptions are provided so that
this disclosure will be thorough and complete, and will fully
convey the scope of the disclosure to those skilled in the art.
Based on the teachings herein one skilled in the art should
appreciate that the scope of the disclosure is intended to cover
any aspect of the novel systems, apparatuses, and methods disclosed
herein, whether implemented independently of or combined with any
other aspect of the technology. For example, an apparatus may be
implemented or a method may be practiced using any number of the
aspects set forth herein. In addition, the scope of the technology
is intended to cover such an apparatus or method which is practiced
using other structure, functionality, or structure and
functionality in addition to or other than the various aspects of
the technology set forth herein. It should be understood that any
aspect disclosed herein may be embodied by one or more elements of
a claim.
[0056] Although particular aspects are described herein, many
variations and permutations of these aspects fall within the scope
of the disclosure. Although some benefits and advantages of the
preferred aspects are mentioned, the scope of the disclosure is not
intended to be limited to particular benefits, uses, or objectives.
Rather, aspects of the disclosure are intended to be broadly
applicable to different technologies, system configurations,
networks, devices, applications, and transmission protocols, some
of which are illustrated by way of example in the figures and in
the following description of the preferred aspects. The detailed
description and drawings are merely illustrative of the disclosure
rather than limiting, the scope of the disclosure being defined by
the appended claims and equivalents thereof.
[0057] Methods and systems for authoring and playing games
including time segments have been described. Two examples may be
found in U.S. Pat. No. 5,782,692 entitled "Time-Segmented
Multimedia Game Playing and Authoring System" and U.S. Pat. No.
5,613,909 entitled "Time-Segmented Multimedia Game Playing and
Authoring System," which are commonly owned and each hereby
expressly incorporated by reference in their entirety.
[0058] As will be described below, systems, methods, and devices
for creating, receiving, and processing information associated with
multimedia games are provided. One non-limiting advantage of the
presently described system and methods is the use of previously
generated content. As an example, the Internet has provided a
seemingly limitless platform for ideas and expression. Each day, an
expansive quantity of bytes of content are posted for public
consumption. In many cases, the content may be used by
third-parties. Some forms of this re-use are called "mash-ups"
whereby one or more source of content is combined to create a new
offering. The content may be video, video with audio, enhanced
video (e.g., video with subtitles or other embedded data), three
dimensional video, audio only, enhanced audio (e.g., audio with
time synchronized text (e.g., lyrics) or time synchronized images)
as just a few examples.
[0059] The reused content may be personal videos (e.g., home movies
posted via a personal site, or file sharing site). The reused
content can be a recording of a sequence of images underlined by
music or commentary. The reused content may be commercially
produced videos such as a traditional television advertisement or
program. The reused content may be a previously recorded training
video. The reused content can be a recorded lecture. By providing a
platform which allows new multimedia games to be generated using
existing content, the cost and speed with which the new games may
be generated can be improved. Furthermore, the content need not
necessarily be stored. As will be discussed below, the content may
be a live content stream. Using the techniques described, a live
stream, such as a television broadcast of a sporting event, may be
segmented and associated with game tasks or captions.
[0060] Another non-limiting benefit of the techniques described is
related to the game authoring component. Authoring a time-segmented
multimedia game includes defining the time-segments of the content.
As will be described below, various characteristics of the content
may be used to identify a suggested segmentation for the content.
The suggested segments may be used to expedite the authoring
process. Furthermore, the characteristics of the content may be
further analyzed to provide recognition of objects within the
content. For example, in a piece of video content, if an actor
enters the scene carrying a cup of coffee, the cup of coffee may be
identified and tracked through the scene. Similarly, the actor
himself can be tracked through the scene. As will be described,
this object may be referenced as part of the multimedia game.
[0061] A further non-limiting benefit to the techniques described
herein includes a more robust set of tasks or captions which can be
associated with a time-segment. Improving the quantity of task
types that may be associated with a time-segment, as well as
providing an efficient authoring system to allow multiple, diverse
tasks to be associated with a time-segment are described. This
provides more variety for the games. This also provides a richer
experience beyond simply selecting from a set of choices.
Tasks may or may not have a unique solution. In some cases, a task
may not have a solution at all. An example of a task without a
defined solution is a question on an opinion pool. Such tasks may
be interspersed among solution-oriented tasks to conduct opinion
pools and/or product reviews within more engaging game
portions.
[0062] Besides tasks, a game's segment can be associated with
informational messages (e.g., caption) that will be displayed
instead of a task. Unlike a task that allows the user to interact
with it, such a caption is displayed during the associated segment
time span. Such captions can for instance display some promotional
message, or the description of the upcoming task (e.g., a quiz
question, statistics about how many other players solved a task
(e.g., next task, previous task) correctly), how many more points
the player needs to reach a particular reward (e.g., badge,
coupon)).
[0063] Yet another non-limiting benefit of the techniques described
herein relates to the organization of authors of the multimedia
games. By providing a multimedia authoring platform that allows
team authoring, the process of creating a game can be divided among
multiple authors. Furthermore, the team may be recognized as a
collective thus helping to spur competition between teams. When
coupled with the publication aspects described, a flexible model to
create and publish games is provided. For example, a large
corporation may wish to devote a department to the authoring of
games or to host the games on a dedicated server while a smaller
company may prefer to outsource the publication.
[0064] Another non-limiting benefit of the systems and methods
described is the ability to publish to multiple platforms. A
platform generally refers to the device or environment in which the
multimedia game will be played. Devices capable of playing games
are simultaneously converging in functionality and proliferating in
their presence. Phones, televisions, set-top boxes, watches, cars,
desktop computers, laptop computers, tablet computers, kiosks, game
consoles, DVD players, Blu-Ray players, audio receivers, and the
like have the ability to play games. Platforms can include
unrelated gadgets such as movie theater screens showing previews of
trailers, TV screens showing advertising in stores, on billboards
at sports stadiums, or in front of Las Vegas casinos displaying
multimedia content in conjunction with phones, microphones, dance
pads, steering wheels, or other physical devices as means that
allow the to players to interact with the system to respond to game
tasks. Each may serve as a platform for playing the multimedia
games described herein.
[0065] A further non-limiting beneficial aspect of the present
systems and methods described is the ability to receive information
about the multimedia game. For example, capturing which users are
playing a particular game can provide information such as the
popularity of a game. Over time, as users play the same game, how
the user's understanding of the subject matter included in the game
can also be tracked. For example, in an educational multimedia
game, a student's ability to correctly multiply may be tracked by
noting the number of questions correctly answered. Furthermore, the
speed with which an answer is provided may also provide valuable
insight into the users learning and retention process.
[0066] Through the use of multimedia games, viewers and players are
engaged in an interactive method with the content. The players can
learn about the subject of the content through the content itself
as well as through tasks associated with viewing the content.
Furthermore, players may be rewarded for playing a game with points
or other incentives. The incentives may change based on factors
such as time, the number of players, the number of times a player
has played the game. In addition, the authors and sponsors of the
games can identify which games are reaching the target audience,
and which are not achieving their intended result.
[0067] FIG. 1 illustrates an example of a multimedia gaming system.
The multimedia gaming system 100 described can enable the creation,
publication, and analysis of multimedia games. The multimedia
gaming system 100 can obtain the multimedia content upon which a
game will be constructed from one or more content sources 102. The
content sources 102 may be included in the multimedia gaming system
100. For example, content sources 102 may include a video recorder
or a storage device (e.g., disk drive, USB drive, flash drive,
CD-ROM, DVD-ROM, Internet site, and the like). The content source
102 may be accessible from the multimedia gaming system 100. For
example, a web site may host the multimedia content which can be
accessed through a network interface.
[0068] The multimedia gaming system 100 may be configured to
receive many different types of content. Audio content may be used
to create games. Enhanced audio content, such as audio content
including metadata (e.g., MP3 tags), lyrics, surround sound
channels, or other information, may be used to create games. Video
content may be used to create games. Enhanced video content, such
as video content including one or more extra layers of information
(e.g., metadata, subtitles, alternative angles, alternate audio
tracks), may be used to create games. Video may be two-dimensional
or three-dimensional video.
[0069] Content engaging other senses may be included. For example,
a video component may be joined with a "scent track" which includes
signals that may be used by a mister or other scent producing
device to provide a certain smell at points during the video such
as a smell of ingredients and/or spices released during a cooking
show. For such content, a task asking a player to guess their
provenience may be included.
[0070] Content engaging the sense of touch may be included. For
example, a video component may be joined with a "haptic track"
which includes signals that may be used to adjust a haptic suit. A
haptic suit may include one or more attachments worn on a body,
such as incorporated in a dress, which may be configured to cause
heating and/or cooling sensations, pressure, vibration, etc. A
pressure game may include pressing acupuncture points and asking
which organs they affect.
[0071] Content engaging the sense of taste may also be included.
For example, the video component may feature landscapes of wine
regions around the world. The system may include a tube that
releases drops of wine varieties for the player to taste. A player
may be asked to guess whether they match or choosing from images
symbolizing the nose. This system may be used, for example, at
culinary trade shows or wineries to promote taste oriented
products.
[0072] The content may be received by the multimedia gaming system
100 and stored in a memory. The memory, which may include both
read-only memory (ROM) and random access memory (RAM), may be
configured to provide instructions and data to the multimedia game
system 100. For example, the operating system instructions may be
stored in a portion of the memory. A portion of the memory may also
include non-volatile random access memory (NVRAM). The instructions
in the memory may be executable by a processor to implement the
methods described herein.
[0073] The multimedia gaming system 100 may also include a content
preprocessor 200. The content preprocessor 200 may be configured to
obtain the content, such as from the memory, and perform initial
processing on the content prior to authoring. The content
preprocessor 200 will be described in further detail with reference
to FIG. 2.
[0074] The multimedia gaming system 100 may include an authoring
system 300. The authoring system 300 may receive signals to
identify multimedia segments, such as for example, time-segments as
well as to associate tasks with time-segments. The authoring system
300 will be described in further detail with reference to FIG.
3.
[0075] The multimedia gaming system 100 may include a publication
system 500. The publication system 500 can prepare and publish
authored multimedia games. The publication system 500 will be
described in further detail with reference to FIG. 5.
[0076] The multimedia gaming system 100 may include a game
monitoring system 600. The game monitoring system 600 can monitor
aspects of published games. For example, the game monitoring system
600 may identify which games users are playing, how users are (or
are not) learning from the game, and how the users knowledge is
changing over multiple game sessions. The game monitoring system
600 will be described in further detail below with reference to
FIG. 6.
[0077] Although a number of separate components are illustrated in
FIG. 1, those of skill in the art will recognize that one or more
of the components may be combined or commonly implemented. For
example, the content preprocessor 200 may be combined with the
authoring system 300. Further, each of the components illustrated
in FIG. 1 may be implemented using a plurality of separate
elements. In some implementations, one or more of the components of
FIG. 1 may be specifically excluded.
[0078] The multimedia gaming system 100, or any element included
therein, may also include machine-readable media for storing
software. Software shall be construed broadly to mean any type of
instructions, whether referred to as software, firmware,
middleware, microcode, hardware description language, or otherwise.
Instructions may include code (e.g., in source code format, binary
code format, executable code format, or any other suitable format
of code). The instructions, when executed by the one or more
processors, cause the processing system to perform the various
functions described herein.
[0079] FIG. 2 illustrates a functional block diagram of an example
of a content preprocessor. The content preprocessor 200 can accept
a piece of content 202. The content 202 may be provided to the
system by an author via an interface. The content 202 may be loaded
into the multimedia gaming system 100 through an automated process
(e.g., batch, FTP). The content 202 may be a stream of live
content. The content 202 may first be analyzed by a content
analyzer 204 to determine what kind of content is being processed.
As discussed above, the types of content which the multimedia
gaming system 100 can handle are diverse. Accordingly, the
appropriate processing steps should be selected for the content
202. For example, if the content 202 does not include a video
component, no video processing steps necessarily need to be
performed.
[0080] Having identified the type of content, the content 202 may
be processed by an authorization module 206. The authorization
module 206 may obtain an indication of the type for the content 202
to be authorized. For example, the content analyzer 204 may store
an indicator of the type for the content 202. In some
implementations, the content analyzer 204 may transmit the
indicator directly to the authorization module 206.
[0081] The authorization module 206 may be configured to authorize
the content for game creation. The method of authorization used by
the authorization module 206 may be based at least in part on the
obtained content type. In some implementations, it may be desirable
to prevent protected works from being turned into games without the
owner's permission. As an example, the authorization module 206 may
use digital copyright markings for identifying a protected work. In
some implementations, it may be desirable to prevent certain types
of content from being made into a game. For example, the
authorization module 206 may be configured to detect adult oriented
content and prevent a game from being authored with the content. In
some implementations, it may be desirable to tag the content as
adult rather than preventing authoring.
[0082] Once authorized, the content 202 may be split by a content
splitter 208, for example, if the content 202 includes both audio
and video components. As with the authorization module 206, the
operation of the content splitter 208 may be based at least in part
on the content type being processed. The content splitter 208 may
be configured to obtain an indication of the type for the content
202 as described above.
[0083] The content splitter 208 may separate the audio and video
components of the content. The content splitter 208 may also
identify and separate textual components. As discussed above, some
content may include multiple video angles or audio tracks. Each
track may be separated and preprocessed accordingly.
[0084] As shown in FIG. 2, at least three basic types of content
components may be preprocessed, audio, video, images, and textual.
If the content 202 includes one or more audio components, the audio
components are provided to an audio decoder 210. The audio decoder
210 may be configured to decode the audio component of the content
202. The audio decoder 210 may prepare the audio for extracting.
For example, the audio decoder may standardize the representation
of the audio information (e.g., enhanced, converted).
[0085] The decoded audio information may be saved in a storage 234.
In some implementations the decoded audio information may be
transmitted directly to an audio extractor 212.
[0086] The audio extractor 212 may be configured to obtain an audio
component and extract information based on the audio information.
For example, the audio extractor 212 may be configured to extract
time segments for the audio component. The time segments may be
identified based on characteristics of the audio information such
as peak analysis, repetition analysis (e.g., identifying the chorus
of a song), volume analysis, silence, voice recognition,
identification of an instrument, identification of a singer,
identification of an actor, and the like.
[0087] The time segment information may include, for example,
information such as a segment start time, a segment end time, a
unique segment identifier, and a content identifier indicating the
content 202 serving as the source for the segment. The identified
segment information may be provided to the storage 234 and
associated with the content 202.
[0088] Similarly, if the content includes one or more video
components, the video components may be provided to a video decoder
214. The video decoder may be configured to decode the video
component of the content 202. The video decoder may prepare the
video for extracting. For example, the video decoder may
standardize the representation of the video information (e.g.,
enhanced, converted). Note that the video may consist of a timed
sequence of images, such as in a prerecorded slide presentation, in
which case the video decoder can be configured to identify the
individual images for further processing.
[0089] The decoded video information may be saved in the storage
234. In some implementations the decoded video information may be
transmitted directly to a video extractor 216.
[0090] The video extractor 216 may be configured to obtain a video
component of the content 202 and extract information based on the
video information. For example, the video extractor 216 may include
a scene extractor 218. The scene extractor 218 may be configured to
extract time segments for the video component. The time segments
may be identified based on characteristics of the video information
such as scene change, pixel analysis, frame analysis, and the like.
The time segment information may include information such as a
segment start time, a segment end time, a unique segment
identifier, and a content identifier indicating the content 202
serving as the source for the segment. The identified segment
information may be provided to the storage 234 and associated with
the content 202.
[0091] The video extractor 216 may include an object extractor 220.
The object extractor 220 may be configured to identify and extract
one or more objects from the video component of the content based
on the video information. For example, if a ball bounces into the
scene, the pixel location of the ball may be identified and tracked
through the video. By identifying an object in the video, the
object may be referred to as part of the multimedia game. For
example, in an educational game, the word "ball" may be displayed
and the task may be to click on the object corresponding to the
word "ball" in the video. The object extractor 220 may be
configured to identify people in a scene (e.g., facial
recognition).
[0092] The object information, for example, may include information
such as a time location in the video, a shape for the identified
object at the time location, a unique object identifier, any
associated time segments, and a content identifier indicating the
content 202 serving as the source for the object. It will be
appreciated that the shape information may be two-dimensional for
two-dimensional videos and three-dimensional for three-dimensional
videos. The identified object information may be provided to the
storage 234 and associated with the content 202.
[0093] Furthermore, if the content includes one or more textual
components, the textual components can be provided to a textual
decoder 222. In some implementations, the audio decoder 210 may be
configured to generate a textual representation of the audio
component of the content 202. This textual representation may be
provided to the textual decoder 222.
[0094] The textual decoder 222 may be configured to decode the
textual component of the content 202. The textual decoder 222 may
prepare the text for extracting. For example, the textual decoder
222 may standardize the representation of the textual information
(e.g., enhanced, converted).
[0095] The decoded textual information may be saved in the storage
234. In some implementations the decoded textual information may be
transmitted directly to a textual extractor 224.
[0096] The textual extractor 224 may include a textual time segment
extractor 226. The textual time segment extractor 226 may be
configured to obtain a textual component of the content 202 and
extract information based on the textual information. For example,
the textual extractor 220 may be configured to extract time
segments for the textual component based on textual analysis. For
example, if the textual information is lyrics to a song, the
identification of the chorus by locating repeating phrases may be
used to time segment the textual information. The time segment
information may include information such as a segment start time, a
segment end time, a unique segment identifier, and a content
identifier indicating the content 202 serving as the source for the
segment. The identified time segment information may be provided to
the storage 234 and associated with the content 202.
[0097] The textual extractor 220 may include a theme extractor 228.
The theme extractor 228 may be configured to extract themes from
the textual information. For example, by analyzing the words used
in a block of text, words of higher frequency may be used indentify
the theme of the text. The theme information may include
information such as the word(s), a location (e.g., time) within the
component, a unique theme identifier, and a content identifier
indicating the content 202 serving as the source for the theme. The
identified theme information may be provided to the storage 234 and
associated with the content 202.
[0098] Though not shown in the example preprocessor 200 in FIG. 2,
the video extractor 216 and/or audio extractor 212 can also include
associated theme extractors. For instance, a movie scene can be
classified according to its mood as sad or happy, according to its
background as indoors or outdoors, according to its color
characteristics (e.g., bright or saturated colors versus muted), or
according to its audio characteristics (e.g., volume, tone,
etc.).
[0099] Similarly, a music performance can be identified as
classical concert or a rock concert. The extractor may also include
task extractors. For example, if the video theme extractor
identified that a scene with a child holding a card with a "3*4"
text on it, the task processor can generate the correct choice "12"
automatically by detecting a multiplication task and solving it as
well as generate the incorrect choices "13" and "8".
[0100] The preprocessor 200 may include one or more content type
converters. As shown in FIG. 2, an audio converter 230 and a video
converter 232 are included. The audio converter 230 may be
configured to generate different versions of the audio component.
For example, the audio quality for a high-definition multimedia
game may be different than the audio quality for a multimedia game
to be played over a limited bandwidth network. Accordingly, one or
more versions of the audio component may be generated and stored in
the storage 234. The audio converter 230 may be configured to
convert the audio component is different audio formats (e.g., MP3,
MP4, WAV). The audio converter 230 may also perform additional
enhancements on the audio component such as noise reduction, hiss
removal, amplification, normalization, muting, trimming,
resampling, and the like.
[0101] Similarly, the video converter 232 may be configured to
generate different versions of the video component of the content
202. As with the audio converter 230, the high-definition game
needs may be different than a limited bandwidth game. Accordingly,
one or more version of the video component may be generated by the
video converter 232 and stored in the storage 234. The video
converter 232 may be configured to convert the video component to
different formats and/or different encodings (e.g., MPEG, MOV,
QuickTime, H.264). The video converter 232 may be configured to
convert the dimensional format of the video content (e.g., from 2D
to 3D, from 3D to 2D). The video converter 232 may also perform
additional enhancements such as color adjustments, compression,
normalization, sharpening, unsharpening, and the like.
[0102] At this point the preprocessor 200 has authorized and
analyzed the content 202. In the streaming content scenario, a
predefined list of tasks may be provided. For example, a storage
may be provided which includes tasks associated with objects and/or
themes. The storage may be searchable based on an object or theme.
In such an implementation, the extracted segments, objects, and
themes may be used to select an appropriate task. For example, if
the stream is a live stream of a running event, the preprocessor
may identify the start of a segment when the feed shows a close up
of a runner. The object extractor 220 may identify the runner such
as via facial recognition or a numbered jersey. This information
may be used to query a data base of tasks about the identified
runner such as hometown, date of birth, favorite book, best time in
the last season. The task or caption may be presented for a
predetermined minimum time for all tasks or for a time associated
with this task or caption. The task may be presented until a new
time segment is identified. In some implementations, the live
stream may not include any identified themes or objects. In such
implementations, a generic task may be selected. For example, if
the live stream includes a baseball game which has been stopped due
to rain delay, a general baseball task or substitute caption may be
presented. Accordingly, tasks may be automatically and dynamically
presented with the live streaming content. A transmitter 236 may be
included to transmit the enhanced signal which may include the
content and the game information, or just the game information.
[0103] In some implementations, the time segment, object, and theme
information may be stored in the storage 234 and ready for later
use such as for use in authoring multimedia games. A signal
indicating the completion of the preprocessing may be provided by
the preprocessor 200 such as via the transmitter 236. The signal
may be used to trigger an event within an authoring tool which can
be used to compile the identified information into a multimedia
game. In some implementations, one or more of the above-described
components, features, device, etc. in connection with FIG. 2 may be
specifically excluded. Any combination of the components is
contemplated.
[0104] In some implementations, several tasks may be associated
with a segment allowing the player to solve numerous tasks per
segment thus augmenting her score. Moreover numerous tasks or
captions can be associated with a segment within the tasks database
and then selected randomly during the actual playing session. In
this scenario, each task can be associated with a weight according
to the probability that it should be selected. In case that the
tasks or captions contain promotional material, the weight can
correspond to the price charged to the organization or the
individual paying for the promotion, such as based on a bidding
schema.
[0105] FIG. 3 shows an interface for an example of an authoring
system. The authoring system 300 may be initialized by obtaining
the signal indicating the completion of the preprocessing. The
signal may identify the content 202 for the game to be authored.
Using the content identifier, the authoring system 300 may obtain
the various time segments, objects, and themes previously
identified for the content 202.
[0106] The interface may include a content viewer 302. The content
viewer 302 may present the content 202. The content viewer 302 may
include multiple views to allow the author to display only certain
components of the content 202 (e.g., the video component, the audio
component, the textual component).
[0107] The interface may include a current time segment viewer 304.
The current time segment viewer 304 indicates the currently
specified time segments for the content 202. The current time
segment viewer 304 tracks the segments over time. As such, when the
content viewer 302 is activated, an indicator illustrating the
playback position relative to a time segment may be displayed.
Thus, an author can see the current time segments as the content
202 plays.
[0108] The interface may include an extracted time segments panel
306. The extracted time segments panel 306 may be configured to
display the time segment information extracted by the preprocessor
200. The extracted time segments panel 306 may present the
extracted time segments based on the component from which the time
segment was extracted (e.g., audio, video, textual). The extracted
time segments panel 306 may present the extracted time segments
chronologically. As part of the authoring process, one or more
extracted time segments may be identified within the extracted time
segments panel 306. The authoring system 300 may receive a signal
including this indication and may, in turn, apply the selected time
segments as current time segments.
[0109] For example, consider content including three scenes. Each
scene is a child holding an index card with a multiplication
problem written on it. The scenes each last approximately 30
seconds. The preprocessor 200 may identify, for example, three time
segments for this content: (a) 0-29 seconds corresponding to the
first multiplication problem; (b) 30-59 seconds corresponding to
the second multiplication problem; and (c) 60-89 seconds
corresponding to the third multiplication problem. These time
segments may be identified in the extracted time segments panel
306. The current time segment viewer 304 may then divide into three
segments corresponding to the three scenes identified. The author
does not necessarily need to enter start and end times to identify
the segments or to completely segment the content. This can help
expedite the creation of multimedia games.
[0110] The interface shown in FIG. 3 may include a task panel 308.
The task panel 308 may be configured to present and receive signals
associating tasks with the current time segments identified for use
in the multimedia game. A task may be one or more activities for
the game player to perform during the time segment. Examples of
tasks include multiple choice questions, fill-in-the-blank, voice
response (e.g., say a particular word or phrase), identification of
in-game objects, connect the dots, and video response (e.g., make a
particular motion). The tasks may accept input from input devices
associated with the game player (e.g., keyboard, camera,
microphone, remote control, accelerometer, thermometer, 3D eyewear,
3D helmet, haptic suit).
[0111] A task may have a predecessor task. For example, in a
training video, a task may require an understanding of a
fundamental concept. If the player has not grasped the fundamental
concept, the subsequent task may be confusing or unachievable.
Accordingly, the predecessor task or tasks may be identified.
Conversely, a task may have a subsequent task. Once a player
completes a first task, it may be desirable to immediately perform
a similar task to help solidify the concept.
[0112] A task may include a selection of a subsequent content/game
to continue. For example, based on the result of the game, a
history of playing games by an individual player, and/or a result
of a specific task, control may continue at another time point in
the current video or in another video. For example, the authoring
system 300 may receive a selection from one or more related videos
and associate the continuation time points within the related
video. The authoring system 300 may receive signals identifying a
strategy (e.g., selection from algorithms) used to choose, based on
task responses, historical results, or current game results, which
of the continuation paths will be followed. For example, the task
panel 308 may include predecessor or successor result event which
have one or more conditions. The condition may be based on one or
more of the current game, historical game information, current
task, platform, location, or other information received by the game
monitoring system. The condition may be based on the information
for the current player, an aggregation of players sharing similar
characteristics as the current player (e.g., location), or an
aggregation for all players. As an example, the author may indicate
that if a user answers a particular task correctly within 5 seconds
the next segment to present should be the time segment for another
video beginning at 1:45 of the other video. The related content may
be identified using a related content panel 312. The content
provided in the related content panel 312 may be identified based
on a theme of the current content, objects identified in the
current content, common authorship, common team, or the like.
[0113] Tasks may also include identifying an object within the
game. The interface may include an extracted object panel 310. The
extracted object panel 310 may be configured to display the object
information extracted by the preprocessor 200. The task panel 308
may be configured to receive an indication of an object from the
extracted object panel 310 to use as a response for a task. As
discussed above, in some implementations, the tasks may be
generated automatically during preprocessing. In some
implementations, the generated tasks may include generated
responses.
[0114] Each response for a task may include one or more result
events. For example, a result event may include information to
display (e.g., congratulations message, promotional message,
additional information), a video playback position to advance to or
replay from based on the result, or a scoring adjustment assigned
to the result (e.g., points gained, points lost). Other forms of
feedback like a sound or color effect may be associated with a
response to enhance the result, for instance, an applause sound can
accompany a correct solution while a flushing sound can announce an
incorrect answer.
[0115] At some either predetermined or random time points, the game
can display an object either on top of the video or in the game
portion of the display, or in the surrounding screen area.
Selecting such a "golden egg" object can give the player an extra
reward, e.g. extra points, a discount coupon, or chance to double
the points in the next segment.
[0116] As discussed above, a caption may be associated with a time
segment. The authoring system 300 may include a captions panel 314.
The captions panel 314 may provide a list of caption content and
receive a signal associating the caption content with one or more
time segments. For example, a caption may be a textual message
commenting on the content. As with tasks, captions may have one or
more predecessors and/or successors. Captions may also be
conditionally displayed as discussed above.
[0117] Accordingly, multiple tasks can be assigned for the content
202 to generate an interactive multimedia game. Each task may have
unique responses and unique response events for each possible user
input.
[0118] In some implementations, the authoring system 300 may
receive information associating one or more hints with a particular
task. For example, a player may "buy" (e.g., with accrued points) a
hint for a task. The hint may have a visual appearance, e.g. a
button at the task statement (e.g., the question) or a link that
appears either directly, as a part of the statement or when the
user points to it with the mouse (or with a gesture, e.g. touches
it with her finger). In response, content may be displayed directly
at the game-playing page or even lead to another page, such as to
another web site. The video may be stopped at this point allowing
the player to view to hint content. Once the player restarts the
game, the hint content may be hidden for example if the content is
displayed directly on the game page. In some implementations, the
hint content may be displayed in another tab or window of the
browser.
[0119] The authoring system 300 may be accessed by an individual
user. For example, the authoring system 300 may include a login
module to allow an author to identify themselves to the authoring
system 300. The authoring system 300 may store one or more
multimedia games and the associated author. In this way, one author
may start a game, save their work, and return to continue working
on the game at a later time. Similarly, multiple authors may be
collected into teams. A game identified as a team authored game may
be edited by any members of the team. For example, a user can
access the authoring system in real time, creating the start and
end points of a segment, pointing to an object shown in a video,
choosing from a list of possible themes or selecting a subset of
appropriate tasks or speaking a task into a microphone. In a
multi-author setting several users can contribute to the authoring
process in real time.
[0120] While the authoring system 300 has been described thus far
as authoring for a single multimedia file (e.g., video), the
authoring system 300 may be used to compose a presentation based on
a variety of media resources such as text, graphical, audio, video,
etc. For example, the authoring system 300 may receive the
identification of a segment video to use as the introduction to the
game. The authoring system 300 may further associate a slide of
graphical information (e.g., text with some iconography) with the
game after the video segment. In one implementation, this may be a
quiz question. As described above, a task such as multiple choice
question may be associated with the slide portion of the game.
Based on the answer received, the authoring system 300 may receive
different content elements to present. For example, if an incorrect
answer is provided, remedial content may be presented. If a correct
answer is provided, the game may include a reward graphic and/or
subsequent content of increased difficulty.
[0121] FIG. 4 illustrates a relationship diagram for the various
entities included in a time segmented multimedia game. The
relationship diagram represents the relationships for a game 400.
The game 400 may include one or more time segments 402. Each time
segment may include a start and an end time. Each time segment 402
may also include one or more objects 404. Each time segment may
further include one or more tasks/captions 406. Each task/caption
406 may include a start time and an end time. Each task/caption 406
may include a task type. Each task/caption 406 may include one or
more responses. Each response may include one or more response
events (e.g., go to a certain game, assign certain points). Each
event may include a condition. Each task/caption 406 may also
include one or more predecessors 408 and/or one or more successors
410. As discussed above, a predecessor or successor may include a
condition. A successor can include the identification of a time
point within another video where to continue with the multimedia
presentation. This time point can be determined based on the
correctness of the player's responses and the history of player's
performance within the game or across numerous games. The authoring
system 300 can include display of and selection from other content
together with a visual playback point selector and/or a time code
entry field that receive inputs indicating the time point in the
content to continue.
[0122] The relationship diagram in FIG. 4 is merely one example of
how the entities for a multimedia game may be represented. It will
be understood that other relationships may be used to structure the
game information.
[0123] With the game authored, either by an individual or by a
team, the game is ready to be played. Providing the game may
generally be referred to as publishing the game.
[0124] FIG. 5 illustrates a functional block diagram for a
publication system. In an interactive network environment, the
publication system 500 may provide the completed multimedia game
via a central server. In some implementations, the publication
system 500 may be configured to automatically publish the games to
an external site. For example, an author may produce a game for a
corporation. The author may provide information indicating the
location of the corporate server to host the game. Upon receipt of
a signal to publish the game, the publication system 500 may
transmit the game to the associated server. The publication system
500 may also be configured to publish the game via channels such as
YouTube channels. In such an implementation, the publication system
500 may receive information indicating the channel to publish a
game (e.g., login, password, host). In some implementations, the
publication system 500 may be configured to compile the multimedia
game or otherwise generate an executable form of the multimedia
game for distribution. The publication system 500 may include a
publication interface 502 to manage the communications with the
diverse platforms.
[0125] The publication system 500 may include a compression module
504. The compression module 504 may be configured to generate a
final version of the game appropriately compressed for the target
publication platform. As discussed above, the needs for a
high-definition game are different than the needs for a
low-bandwidth game. Accordingly, the compression module 504 may
generate one or more versions of the game for publication depending
on the selected publication platforms.
[0126] The publication system 500 may include a recorder 506. In
some implementations, the multimedia game will be included on a
recorded media such as a DVD or Blu-Ray disc. In such
implementations, the recorder 506 may be configured to provide the
appropriately formatted multimedia game for the target media.
[0127] The publication system 500 may include a digital rights
management module 508. The digital rights management module 508 may
be configured to assign and enforce the rights governing the use of
the multimedia game. The digital rights management module 508 may
be configured to generate and assign digital rights management
information for the game during the publication process. The rights
information may be embedded in the game or associated therewith
(e.g., license key).
[0128] When the game is played, the digital rights management
module 508 may receive requests prior to starting the game to
determine if the game can be played. The request may include the
location of the player, time information, a value identifying the
game requested, license key information, player identity
information, and the like. Based at least in part on the request
information, the digital rights management module 508 may prevent
the playing of the game. Similarly, an authentication module (not
shown) may determine whether player is permitted to play the game
based on, for example, the player's identity information
[0129] The publication system 500 may include a QR code generator.
The QR code generator may generate a unique QR code for a game
based on, for example, the game identifier, the digital rights for
the game, and the like. For example, printed materials can feature
QR code that represents a link to a particular game. When a player
takes a snapshot photo of such QR code with the camera on her
smartphone this game will be directly displayed on the phone's
screen so that she will be able to play it.
[0130] In some implementations, publication may include hosting the
multimedia game for playing. For example, the multimedia game may
be centrally authored and hosted. A unique identifier may be
provided to other systems which can be used to access and present
the game transparently on the other systems. For example, a game
may have a unique resource indicator. Using an iFrame, for example,
on a website which specifies the hosting server and the unique
resource indicator for the game of interest, the website may
include the game as if it were hosted by the website.
[0131] With the game published, players may access the game and
begin playing. Valuable information may be collected regarding who
is playing the game, where the player is located, what they know
based on a current gaming session, history of past gaming sessions,
and how their knowledge is changing over multiple gaming sessions.
To collect and analyze this information, a game monitoring system
600 may be included.
[0132] FIG. 6 illustrates a functional block diagram for an example
of a game monitoring system. The game monitoring system 600 may be
configured to monitor interactions with published multimedia games.
The game monitoring system 600 may be configured to receive one or
more signals regarding a game. The signals may be received prior,
during, or after the game is played. The signals include
information about the gaming session such as player information,
game information, platform information, and location
information.
[0133] The game monitoring system 600 may include a player
identification module 602. The player identification module 602 may
be configured to identify the player of a particular game based on
the one or more signals received regarding the game. In some
implementations, the players may register to play the game or may
need to be authenticated before they are permitted to play the
game. In such implementations, the player identification module 602
may obtain the player information from a player database (e.g.,
storage 608). The registration information may include demographic
information (e.g., age, race, occupation, income), preferences, and
other data about the player. This information may be provided as
part of the registration process. This information may be generated
based at least in part on the games played. For example, if the
player prefers to play games based on baseball content, the player
may be identified as a sports enthusiast. The player identification
module 602 may prevent the player from accessing the game, e.g. in
cases where an educational or training game is to be played only by
students registered for a course or restricted for only internal
use by the employees of a specific enterprise.
[0134] In some implementations, the players may play the game
anonymously. In such cases, the signals received regarding the game
may include some identifying information which can be used to
identify the player. For example, for an HTTP based game, the HTTP
header information may include an IP address. IP addresses are
generally associated with a particular geographic location. This
geographic location information may be used as an identifying
characteristic for a user. Furthermore, certain IP addresses may be
assigned to companies. As such, an employee of a company with such
an assigned IP address may be identified.
[0135] In some implementations, the players may play the game
pseudo-anonymously (e.g., no registration, but must permit tracking
cookies). The signals received may include information from the
tracking cookies. The player identification module 602 may be
configured to process the cookies to determine identifying
attributes of the player. In some implementations, cookies and/or
other local storage media can be used to store the information
about the past game sessions. The past information can be offered
to the player when returning to play another game. This way the
player can receive points and rewards from past sessions while the
database can be enriched by past performance data.
[0136] The game monitoring system 600 may include a game status
module 604. The game status module 604 may be configured to receive
information about the actions taken by a player for a given gaming
session. For example, each response to a task may be transmitted to
the game status module 604. The response may include the input for
the selected task (e.g., multiple choice, answer selection, object
identification) and the time to provide the response. Additional
games status information may include game start time, game end
time, the total time playing the game, whether the game was
completed or aborted, and the like. The received game status
information may be stored in a storage 608 associated with the game
monitoring system 600. The game status module 604 may communicate
the status to an external system. For instance, a web site that
integrates a game within an iFrame can use the status information
to display offers and rewards based on the player's performance in
solving the game tasks. Such notification about the game status may
be provided through an API (Application Programming Interface).
[0137] The game monitoring system 600 may include a platform status
module 606. The platform status module 606 may be configured to
receive information about the platform on which the game is being
played. For example, for a web-based, the platform status module
606 may determine device characteristics for the device executing
the game based on the HTTP header information. Device
characteristics may include the device type (e.g., laptop, mobile,
tablet, desktop), processor, operating system, and web-browser
type.
[0138] In some implementations, the platform status module 606 may
receive information regarding the status of the platform executing
the game. For example, whether accessories are attached to the
device, whether the device is operating on a wireless protocol,
which wireless protocol being used (e.g., cellular or broadband),
and the like. The platform status information may also include
background information for the platform such other applications
running while the game is being played (e.g., music players, video
players), power mode for the device (e.g., full power, reduced
power, standby), and the like. The received platform information
may be stored in the storage 608 associated with the game
monitoring system 600.
[0139] On portable platforms, such as cell phones, tablets and
laptops, the status information may include the location
information. This location information can be used to offer
location-specific games, location-specific multi-player games, and
location-specific rewards. For instance, a player can be offered
games based on trailers for movies shown in a nearby movie theater.
In multi-player game implementation, a player can be invited to
join a game session played by competitors in the same shopping
mall. A restaurant can offer a free desert to a player playing a
game in a coffee shop nearby. Moreover, aggregate information about
games played at specific locations analyzed with respect to the
players' performance may provide valuable marketing research
information.
[0140] The game monitoring system 600 may include an accounting
module 608. The accounting module 608 may be configured to generate
accounting information for the games. For example, in a marketing
context, the number of times a particular game is played may be
referred to as an impression. The number of impressions for a given
game has a monetary value as it represents an opportunity to
interact with a potential customer. Similarly, the number of times
players clicked on link leading to another web site--a
click-through rate--and the time they spent viewing the content
there represent valuable market research information. The
accounting module 608 may be configured to generate one or more
metrics based on the received player, game, and platform
information. These metrics may in turn be used to efficiently
monetize a game and/or the underlying content serving as the basis
for the game. For example, the game author may have a licensing
deal to use a particular piece of content. The terms of the
licensing arrangement may be based on a metric from the accounting
module 608 (e.g., total time played, number of unique players).
[0141] The game monitoring system 600 as shown in FIG. 6 may
generate a wealth of information about players, the games they
play, and the platforms on which they are being played. This
information may be stored in a storage and analyzed for a variety
of purposes.
[0142] The information generated may be used in an educational
setting to track student progress. For example, identifying which
games have been played by a student can indicate which topics the
student is interested in. The actions taken by the student can be
assessed to determine whether the student is grasping the subject
matter. For instance, if a student is answering correctly and very
quickly, it may be determined that the student needs a more
challenging exercise. However, if a student is consistently
answering incorrectly or taking a long period of time, special
attention may be provided to the individual student. As another
example, as recorded lectures are enhanced with game tasks human
judgment and/or data analytics can classify the lectures along
different dimensions, such as pace, clarity, and style of
presentation. If the analysis of the player's task performance
shows that it may be best to repeat a portion of the lecture or
skip a portion of the lecture, the authoring system may be
configured to suggest and/or automatically add the continuation
point.
[0143] In an educational setting, the information may be further
aggregated to provide feedback on content and/or instructor
effectiveness. For example information mined from the results of
playing the games by many players give also information about the
quality of the lectures so that lousy lectures can be weeded out
and excellent ones remain. Moreover, the information can be used to
cluster students into groups with similar learning styles and
cluster game-enhanced lectures (and networks) to offer the best
(e.g., the shortest) paths towards mastering subject knowledge.
[0144] As described above, based on the result of a game (and
history of playing games by an individual player), control may
continue at another time point in another video. Lectures that
cater to different style of learning, e.g., adapted to faster or
slower pace of learning, to more abstract vs. more concrete,
example-rich, visual, fun vs. dry presentation, etc. may be
recorded and used to generate a game for different learning styles.
For example, recordings of lectures from different universities may
be tied together in a network and a learner who is guided through
the network playing games that test and enhance her knowledge so
that she masters a subject in the most efficient (and engaging)
manner. Such a network can be published as static or dynamic (e.g.,
based on student's grasp of prerequisites and past performance)
game-based textbook that organizes related lectures and games into
chapters and sections.
[0145] As described above, the educational context has been
discussed as a classroom context. It will be understood that the
techniques described herein may also be applied to training content
such as employee training videos.
[0146] In a marketing context, the information may be used to
identify popular games. The popularity of a game indicates how many
people are engaging with a particular game. Popularity of a game
may be based on the number of plays, the number of repeats, the
total game play time, or other metric determined from the
information from game monitoring system 600.
[0147] In some implementations, the performance data collected can
be mined to obtain information about what the player knows about a
brand or a product. For example, the game can contain a brand- or
product-specific task(s) that reveal how familiar the player is
with the brand or product, such as quiz questions about the
horsepower of a sports car. Aggregate data can be filtered by
demographic categories and accumulated according to weighted tasks
and over weighted games to answer, for instance, such questions as
"How many smart (IQ>120) female teenagers in Hawaii know that
Restaurant A now offers such healthy food as veggie-burger and acai
juice?" based on correct answers in a game where only tasks 3 and 5
were weighted as 50% as only these tasks contained quiz questions
about veggie-burger and acai juice.
[0148] Since the game monitoring system may receive information
about how long it took the player to solve a task, data analytics
can determine whether the player made a "spur of the moment"
decision or a "rational" decision based on more careful decision
based on her knowledge of important facts. This data can be used to
classify tasks as well as players into "degrees of rationality."
Performance over numerous games can show at which point a player
did not have to rationally think about tasks anymore but used a
spur of moment decision. Data analysis can be filtered by
demographic aspects to examine and contrast individual and shared
knowledge useful, for instance, for cultural analysis of content
when a Western car company introduces a new model in the Asian
markets.
[0149] Additionally, over time, a player's change in knowledge
about the brand may be tracked by analyzing subsequent gaming
sessions. For example, on the first play, a player may take a long
time to correctly identify the product's slogan. However, over
time, the speed with which the player identifies the slogan may
increase. This increase shows that a particular advertisement has
been effective in building brand recognition. Conversely, no change
or a decrease in response time can be used to identify campaigns
that are not working.
[0150] Furthermore, authors or teams producing popular games may be
identified. The act of authoring requires interaction with the
branded content. Incentives may be offered as a marketing strategy
to encourage more authors or teams to develop games based on a
particular piece of content which may bring association to the
brand.
[0151] A marketer may reward the private authors of a game that
became the most popular. For instance, an advertiser can produce a
video featuring a brand or a product and let authors create games
accompanying this video and reward the best authors. Similarly, the
advertiser can post numerous tasks and let the authors create the
video, split it into the segments and associate the tasks with the
segments. A manufacturer may simply post information about a new
product and let the authors produce entire games (e.g., the video
as well as the associated tasks distilled from the posted
information). In such campaigns, the costs of rewards for the best
authors incurred by sponsor may be dynamically configured to a
predetermined threshold (e.g., less than an alternative/traditional
advertising campaign).
[0152] The information from game monitoring system 600 may be used
to suggest additional games to an identified player. For example,
if a player spends time playing a first game based on classic
movies, the game monitoring system 600 may identify additional
games related to classic movies that may be of interest to the
player. In such an implementation, the multimedia game may include
an interface for dynamically suggesting additional games to play at
the conclusion of a game. The suggestions may also be defined as
part of the multimedia game, as discussed above. Direct questions
about player's opinion about a subject, such as the quality of a
product, may be included as part of the multimedia game. Tasks can
also be formulated as questions about how many people did answer a
subject-related question with "yes" or "no". Data mining then can
reveal their own opinion about the subject as this opinion is
directly influenced by their guess about the opinions of other
people.
[0153] Aggregated game information may also be used to implement
multiplayer environments. For example, a leader board may be
generated identifying the top scoring players for a particular
game. Rewards or other incentives may be provided to the top
scoring players. Multiplayer environments may also allow players to
play against each other. For example, the game information may
identify two players as playing the game in the same location
(e.g., in a restaurant). The game information may identify the
players and pit them against each other for a promotional prize
(e.g., restaurant coupon).
[0154] In one or more of the implementations described above,
various statistical analyses may be included to suggest or
determine which tasks should be presented within a game. For
example, statistical cluster analysis of information received by
the game monitoring system can be used to determine which tasks are
very likely to produce the same responses. In the context of
marketing research, it may be important to reduce the frequency of
tasks from within the same cluster as they add little new
information about the player's knowledge or opinion. Games can be
adapted either by an author or automatically to eliminate and/or
reduce the frequency of clustered tasks.
[0155] Statistical cluster analysis may be included to provide
information about the players. If a cluster of players whose
demographic information is not known gives similar answers to
another cluster whose demographic information is known to be
similar then database can be populated with deduced demographic
information about the former players. For instance, if the cluster
of players answering a question correctly has predominantly reached
college educational level, then it is likely that a player who
answers this question correctly as well has similar educational
background.
[0156] Similarly, unknown demographic classification can be
narrowed down with targeted tasks that are likely to be solved
correctly by a player within a specific demographic class. For
example, it is quite unlikely that an average American knows the
capital of Bangladesh while a European who knows the capital of
Idaho is a rarity. Similarly, there are comparably few baby boomers
who know the life story of most rap musicians while most teenagers
would not know who the first Beatles drummer was. Accordingly, by
including such tasks in a game, aspects of the demographic
information for an unknown player may be determined.
[0157] In some implementations, the content may include a
previously recorded television program such as a game show. For
example, old quiz shows may be enhanced with tasks thereby
converting the viewer into a player of the game. The task may be a
multiple choice question to which the user must answer within a
certain period of time. The result for a response may be authored
to track the scoring used in the game. For example, receive the
appropriate points for a correct answer or deduct the appropriate
points for an incorrect answer. In such an implementation, it may
be desirable to provide additional visual elements to make the
player feel as if they are on the game show. These additional
visual elements may include color schemes, formatting of the task
information, formatting of the response information, incorporation
of sound elements, and the like.
[0158] In some implementations, the content may be a movie or
another video recording distributed on DVD. Similar to a subtitles
track, such a DVD can contain one or more game tracks. Besides
predetermined tasks, tasks can be produced automatically, e.g. from
a subtitle tracks in different languages. For instance, words in
English subtitles can be left blank and the viewer can be presented
with a choice of words from the Spanish subtitles, thus producing a
game that teaches foreign language vocabulary.
[0159] In some implementations, recordings of TV programs can be
enhanced by a game one or more tracks that identify synchronize
starting and end time points of a segment with game tasks to be
solved via interaction with such input devices as remote controls,
cell phones, TV set top boxes and smart TVs. Future programs can be
produced which include such game tracks. As discussed herein, live
programs, such as sports events, can be broadcast together with
game tracks created by authors who define game tasks in real
time.
[0160] In some implementations, the content may include a legally
binding oral or written agreement, such as a Terms of Use or an End
User License Agreement. For example, to access certain services or
content, the requester must assent to a user agreement before
accessing the service or content. In some implementations, the
agreement may be presented in a multimedia presentation with the
time segmented tasks defined along the way for the requester to
respond to. The responses can be used to show the responder viewed
the content. The responses can also be used to show that the
responder understood the content (e.g., based on one or more
correct responses). The responses for such implementations may be
stored using a secured mechanism to ensure that the responses are
reproducible in a trustworthy manner. For example, the responses
may be received over a secure connection and stored with a digital
signature. In some implementations, the content may be derived from
information found on a company's website--the "About Us" section, a
blog, a news item, or a quiz highlighting the experience of its
management team.
[0161] Games based on job offers may be created. For example,
applicants may play a game including tasks that may occur in course
of fulfilling their job duties. Similarly, the vision and mission
of the company can be presented in a game format, e.g. a company
producing educational games can offer quizzes asking the meaning of
the motto "Scuola Ludus", i.e., "school as game".
[0162] In some implementations, the content may include a video
demonstrating the application of a patented technology along with a
quiz highlighting the patented ideas and explain the meaning of the
claims. Such games may be used to promote the commercialization of
the ideas or to deter their use in competitors' products.
Similarly, the content highlighting a company's product, its
clients and the expertise of its management team can be employed to
promote the company to potential investors.
[0163] In some implementations, a game can integrate tasks taken
from professionally accepted tests, such as Rorschach test which
may be used by psychologists to determine person's personality
characteristics. Similarly MENSA-like tests can give information
about the players' IQ. These tests may be monitored by the game
monitoring system and provide further classification of players
into new demographical categories.
[0164] In some implementations, the game may be used to determine
whether a person is playing the game or if an automated entity is
accessing the game (e.g., robot). For example, to identify whether
a game is played by human being or a software "bot" that only
simulates clicks a so-called "CAPTCHA" game can be used. Such a
game has just few tasks whose solutions are trivial for a human but
very difficult for a bot. An example is a task that shows a video
and asks whether an object is moving from left to right, right to
left, upwards, downwards or diagonally. The task may be defined so
as to further distinguish human from non-human players by asking
the question in spoken rather than written form.
[0165] FIG. 7 illustrates a process flow diagram for a method of
generating a multimedia game. The method shown in FIG. 7 may be
implemented in whole or in part by one or more of the devices
described above. In some implementations, the method may be
computer implemented. At node 702, an identifier for multimedia
content for the multimedia game is received. At node 704,
information identifying a portion of the multimedia content is
received. At node 706, a task is associated with an identified
portion of the multimedia content. At node, 708, the identifier,
the identified portion of the multimedia content, and the task for
the multimedia game are stored.
[0166] FIG. 8 illustrates a process flow diagram for a method of
publishing a multimedia game. The method shown in FIG. 8 may be
implemented in whole or in part by one or more of the devices
described above. In some implementations, the method may be
computer implemented. At node 802, the multimedia game for
publication on a target platform is received. The multimedia game
includes multimedia content and a task associated with an
identified portion of the multimedia content, wherein the task
includes information identifying a task response receiver. At node
804, the version of the multimedia game is transmitted to the
target platform.
[0167] FIG. 9 illustrates a process flow diagram for method of a
monitoring concurrent multimedia gaming. The method shown in FIG. 9
may be implemented in whole or in part by one or more of the
devices described above. In some implementations, the method may be
computer implemented. At node 902, a plurality of gaming messages
for a plurality of multimedia games being played by a plurality of
players are received. Each multimedia game includes multimedia
content and a task associated with an identified portion of the
multimedia content, wherein each gaming message includes a
timestamp and information about a gaming session. At node 904, one
or more of a player, a game status, and a platform status for each
gaming message are automatically identified. At node 906, the
identified one or more of a player, a game status, and a platform
status for each gaming message are stored.
[0168] Having thus described various aspects which may be included
in a multimedia time-segmented gaming system, one non-limiting
example of the integration of several aspects to provide a
multimedia time-segmented game based on a live content stream will
be discussed.
[0169] The content for a live content stream may generally be
captured by one or more cameras and microphones. The images may be
processed and transmitted (e.g., cable, satellite, over the air,
Internet) for viewing. The content may be presented in different
mediums such as televisions, smartphones, laptops, and the like.
The multimedia gaming system may be included to provide gaming
elements to the live stream thereby enhancing the viewer experience
as well as increasing the opportunities to present information to
the viewer beyond what has been captured (e.g., statistics,
advertisements, contextual information). For example, in some
non-limiting aspects the multimedia gaming system may be included
between the capture but prior to transmission.
[0170] As an example, consider a live sporting event such as a
soccer match. As the video stream is captured by the cameras and
microphones (or as a live stream is captured by as it is
transmitted or broadcast, for example, via the interne, cable or
television signals), the signals representing the content stream,
in whole or in part, may be provided to a preprocessor as described
above. The preprocessor may identify at least three layers of
content in the soccer stream: a video component representing the
visual images of the game, an audio component corresponding to the
sounds of the game, and a textual component representing the closed
captioning provided for the game.
[0171] In some implementations, the system may identify multiple
objects and/or themes for a given time segment. For example, within
a thirty second period (or any other desired period of time) of
game play, the content may show a close-up shot of a player, a wide
view of the field, a stock photo of a coach, and a pan of the
crowd. The video extractor may analyze the frames and identify the
players through facial recognition. This information may be stored
as other aspects of the content are analyzed. The scene extractor
may identify four segments within the thirty second clip: close-up,
wide view, stock photo, and pan. The audio extractor may perform
voice analysis of the commentary during which the announcer
discusses the player, the weather during the match, the coach's
legacy, and the excitement of the crowd. The voice analysis may
convert the audio into text and provide this text to the textual
preprocessing units. The textual preprocessing units may identify
themes based on a threshold of references. For example, in
discussing the player shown, the announcer may compare the player
in passing to another player. The theme of the portion may provide
more weight to concepts that are repeated such as the shown
player's name as compared with the comparison player's name. In
this way, a ranked list of themes may be generated.
[0172] Identifying the appropriate tasks may be accomplished based
at least in part on the identified scenes, objects, and themes. In
some implementations, multiple games may be provided for the same
live stream. For example, the scenes, objects, and themes may be
categorized such that the ranking may favor sports tasks. In this
way, a game tailored to a sport fan may be generated. Similarly,
the scenes, objects, and themes may be categorized such that the
ranking may favor human interest tasks. In this way, a game
tailored to a non-sports fan may be generated.
[0173] The tasks selection may also be based on advertising
agreements. For example, advertisers may pay to have their task or
promotional message in the form of a caption inserted into the
game. Systems for automatic bidding for advertising space based on
one or more of the content, the player, and the platform may be
included as part of the task selection. For example, a sports
energy drink company may sponsor a task. The company can indicate a
value of a particular impression (e.g., how much they would pay to
have this message presented to a certain player, during certain
content, on a certain device). The task selection scheme may
integrate this information to identify the highest bidder for a
given point in the content for a task.
[0174] The tasks may be stored in a storage medium or apparatus,
such as a database. The system may access the storage to identify a
task for the top ranked theme. In some implementations, once a task
has been used, the system may associate an indicator of when the
task was used. This can help ensure that tasks are not repeated too
often. Once selected, the task may be associated for a fixed period
of time. For example, the storage may include, along with the task
information, a task completion duration identifying the amount of
time a viewer has to complete the task. In some implementations,
the task may not have a completion time. In this case, the system
may allow the viewer to respond to the task until a new task for a
different clip has been identified.
[0175] The task and associated game information may then be
associated with the portion of the live stream. In some
implementations, the game information is transmitted with the
content. In some implementations, the game information is
transmitted separately from the content. As discussed above, there
may be multiple tasks for different viewer types included. In this
implementation, the multiple tasks may be transmitted with or
separately from the content.
[0176] When the content and game information arrive at the viewer
device, the task is associated with the content such that when the
viewer watches the thirty-second clip, the selected task is shown.
As the scene plays, the viewer may have an opportunity to use the
game interface to complete the task. For example, the task may be
to answer a multiple choice question about the player. If presented
on a tablet computer, for example, the user may input via a touch
screen a response. If presented on a laptop or desktop computer,
the choice may be indicated using a mouse and/or keyboard. If
presented on a set top box, the choice may be received via a remote
control. If presented on a device including a microphone, the
choice may be received audibly. As another example, the task may be
to make motions get excited such as to mirror the crowd portion of
the clip. The task may include making noise or motions which may be
captured by a microphone and or camera associated with the
system.
[0177] The game delivery event may trigger a signal to be sent to
the game monitoring system. The signal may be transmitted when the
multimedia game is transmitted, when the multimedia game is
delivered to the platform, when the game starts, or at another
appropriately determined time. In this example, the trigger signal
may include one or more of content information (e.g., what the
content is, content category (e.g., sports, news, leisure),
multimedia game identifier, platform information regarding the
device rendering the game, and player information identifying who
is playing the game. In some implementations, the player may be
identified when the platform is initialized. For example, in the
live stream scenario, a user may select a profile which identifies
the person watching the content. This profile may include
multimedia game system information which uniquely identifies the
player.
[0178] As the task is presented to the viewer, one or more signals
may be transmitted to the game monitoring system. The signal may
originate with the device playing the game or the device
controlling the game play. The game monitoring system may be
configured to process the signals and store the information about
the game session.
[0179] As the soccer match continues, additional tasks may be
identified as described above. In some implementations, if no clear
theme can be identified, the system may be configured to select a
general task. The general task may be based on one or more of the
content type (e.g., sports, news, leisure), the player, the
platform, and the like. The additional tasks may also be selected
based on the responses to the previously presented tasks. For
example, if a player is presented with a question regarding a
particular product and the player responds incorrectly, a
subsequent task which may provide the information in a different
format may be presented. In this way, the user can be "taught"
about concepts or products. The game monitoring system may provide
some or all of the information to identify such learning
patterns.
[0180] The game monitoring system may further capture the speed
with which responses are received. For example, how fast the
keyboard response is received may be included in the game
information signal transmitted to the game monitoring system. As
discussed above, this reaction time information may be stored and
used for subsequent processing such as selecting tasks, analyzing
the player's knowledge, analyzing the player's learning over time,
and aggregated to identify broader player patterns (e.g.,
preferences, overall campaign effectiveness). The speed information
can be presented to the players, for instance in form of scored
points, to enhance their engagement with the content.
[0181] In an implementation where the content is pre-recorded
content, such as a quiz game show, a similar process may be
implemented. The quiz game show may include a host and several
contestants. The host may ask questions and the contestants must
respond. The content may be provided to the system on a recorded
storage medium, hard disk, Internet, or other form. The
preprocessor may identify the video component of the content. In
the example of a quiz game show, this may include shots of the host
asking the question, shots of the players thinking and/or
answering, and commentary on the question after an answer by the
host. The video preprocessor may be configured to extract
time-segments identifying each question and response answered. The
audio processor may be configured to extract the question and
answers provided. These segments may be stored in a storage for
later use in authoring the multimedia game.
[0182] Similarly, the objects may be identified in the video
component. Objects may include facial recognition, such as the
host. These objects may also be stored in the storage for use
during game authoring.
[0183] In some implementations, the video component may have been
shot using older video equipment. As such, there may be graininess
to the content. The video converter may be configured to adjust the
video component to clarify the graininess. Similarly, the video
component may have been shot using black and white. The video
converter may be configured to apply a colorization scheme for the
video.
[0184] The authoring system may be accessed by an individual
associated with a team. The individual may select the various
suggested time segments for the game. The individual may also
assign a task to each quiz show question. The individual may
further indicate responses for the task. The game may be saved for
additional authoring. A different individual on the same team may
continue the authoring process. For example, the different
individual may change a response for a task associated with a time
segment, define a new time segment, and/or assign a different task
to an existing time segment.
[0185] Once the game has been authored, the publication system may
provide the game for playing. For example, the publication platform
may be configured to compile the game into a home video format
(e.g., DVD, Blu-Ray). Accordingly, the quiz show game may be
packaged as a vintage television program including new interactive
content. In this example, the publication system may be configured
to generate an appropriate encoding of the game information (e.g.,
additional track, additional angle) and record a media for playing.
In some implementations, the quiz show may be provided via a
network. In this case, the game information may be stored and
re-joined with the multimedia content when accessed, such as via a
website.
[0186] Regardless of the platform, as described above, various
inputs may be received by the system and monitored using the game
monitoring system.
[0187] As used herein, the term "determining" encompasses a wide
variety of actions. For example, "determining" may include
calculating, computing, processing, deriving, investigating,
looking up (e.g., looking up in a table, a database or another data
structure), ascertaining and the like. Also, "determining" may
include receiving (e.g., receiving information), accessing (e.g.,
accessing data in a memory) and the like. Also, "determining" may
include resolving, selecting, choosing, establishing and the
like.
[0188] As used herein, a phrase referring to "at least one of" a
list of items refers to any combination of those items, including
single members. As an example, "at least one of: a, b, or c" is
intended to cover: a, b, c, a-b, a-c, b-c, and a-b-c.
[0189] The various operations of methods described above may be
performed by any suitable means capable of performing the
operations, such as various hardware and/or software component(s),
circuits, and/or module(s). Generally, any operations illustrated
in the Figures may be performed by corresponding functional means
capable of performing the operations.
[0190] The various illustrative logical blocks, modules and
circuits described in connection with the present disclosure may be
implemented or performed with a general purpose processor, a
digital signal processor (DSP), an application specific integrated
circuit (ASIC), a field programmable gate array signal (FPGA) or
other programmable logic device (PLD), discrete gate or transistor
logic, discrete hardware components or any combination thereof
designed to perform the functions described herein. A general
purpose processor may be a microprocessor, but in the alternative,
the processor may be any commercially available processor,
controller, microcontroller or state machine. A processor may also
be implemented as a combination of computing devices, e.g., a
combination of a DSP and a microprocessor, a plurality of
microprocessors, one or more microprocessors in conjunction with a
DSP core, or any other such configuration.
[0191] In one or more aspects, the functions described may be
implemented in hardware, software, firmware, or any combination
thereof. If implemented in software, the functions may be stored on
or transmitted over as one or more instructions or code on a
computer-readable medium. Computer-readable media includes both
computer storage media and communication media including any medium
that facilitates transfer of a computer program from one place to
another. A storage media may be any available media that can be
accessed by a computer. By way of example, and not limitation, such
computer-readable media can comprise RAM, ROM, EEPROM, CD-ROM or
other optical disk storage, magnetic disk storage or other magnetic
storage devices, or any other medium that can be used to carry or
store desired program code in the form of instructions or data
structures and that can be accessed by a computer. Also, any
connection is properly termed a computer-readable medium. For
example, if the software is transmitted from a website, server, or
other remote source using a coaxial cable, fiber optic cable,
twisted pair, digital subscriber line (DSL), or wireless
technologies such as infrared, radio, and microwave, then the
coaxial cable, fiber optic cable, twisted pair, DSL, or wireless
technologies such as infrared, radio, and microwave are included in
the definition of medium. Disk and disc, as used herein, includes
compact disc (CD), laser disc, optical disc, digital versatile disc
(DVD), floppy disk and blu-ray disc where disks usually reproduce
data magnetically, while discs reproduce data optically with
lasers. Thus, in some aspects computer readable medium may comprise
non-transitory computer readable medium (e.g., tangible media). In
addition, in some aspects computer readable medium may comprise
transitory computer readable medium (e.g., a signal). Combinations
of the above should also be included within the scope of
computer-readable media.
[0192] The methods disclosed herein comprise one or more steps or
actions for achieving the described method. The method steps and/or
actions may be interchanged with one another without departing from
the scope of the claims. In other words, unless a specific order of
steps or actions is specified, the order and/or use of specific
steps and/or actions may be modified without departing from the
scope of the claims.
[0193] The functions described may be implemented in hardware,
software, firmware or any combination thereof. If implemented in
software, the functions may be stored as one or more instructions
on a computer-readable medium. A storage media may be any available
media that can be accessed by a computer. By way of example, and
not limitation, such computer-readable media can comprise RAM, ROM,
EEPROM, CD-ROM or other optical disk storage, magnetic disk storage
or other magnetic storage devices, or any other medium that can be
used to carry or store desired program code in the form of
instructions or data structures and that can be accessed by a
computer. Disk and disc, as used herein, include compact disc (CD),
laser disc, optical disc, digital versatile disc (DVD), floppy
disk, and Blu-ray.RTM. disc where disks usually reproduce data
magnetically, while discs reproduce data optically with lasers.
[0194] Thus, certain aspects may comprise a computer program
product for performing the operations presented herein. For
example, such a computer program product may comprise a computer
readable medium having instructions stored (and/or encoded)
thereon, the instructions being executable by one or more
processors to perform the operations described herein. For certain
aspects, the computer program product may include packaging
material.
[0195] Software or instructions may also be transmitted over a
transmission medium. For example, if the software is transmitted
from a website, server, or other remote source using a coaxial
cable, fiber optic cable, twisted pair, digital subscriber line
(DSL), or wireless technologies such as infrared, radio, and
microwave, then the coaxial cable, fiber optic cable, twisted pair,
DSL, or wireless technologies such as infrared, radio, and
microwave are included in the definition of transmission
medium.
[0196] Further, it should be appreciated that modules and/or other
appropriate means for performing the methods and techniques
described herein can be downloaded and/or otherwise obtained by a
device as applicable. For example, such a device can be coupled to
a server to facilitate the transfer of means for performing the
methods described herein. Alternatively, various methods described
herein can be provided via storage means (e.g., RAM, ROM, a
physical storage medium such as a compact disc (CD) or floppy disk,
etc.), such that a device can obtain the various methods upon
coupling or providing the storage means to the device. Moreover,
any other suitable technique for providing the methods and
techniques described herein to a device can be utilized.
[0197] It is to be understood that the claims are not limited to
the precise configuration and components illustrated above. Various
modifications, changes and variations may be made in the
arrangement, operation and details of the methods and apparatus
described above without departing from the scope of the claims.
[0198] While the foregoing is directed to aspects of the present
disclosure, other and further aspects of the disclosure may be
devised without departing from the basic scope thereof.
* * * * *