摘要:
The present technology concerns cell phones and other portable devices, and more particularly concerns use of such devices in connection with media content (electronic and physical) and with other systems (e.g., televisions, digital video recorders, and electronic program directories). Some aspects of the technology allow users to easily transfer displayed content from cell phone screens onto a television screens for easier viewing, or vice versa for content portability. Others enable users to participate interactively in entertainment content, such as by submitting plot directions, audio input, character names, etc., yielding more engaging, immersive, user experiences. Still other aspects of the technology involve a program directory database, compiled automatically from information reported by network nodes that watch and identify content traffic passing into (and/or out of) networked computers. By identifying content resident at a number of different repositories (e.g., web sites, TV networks, P2P systems, etc.), such a directory allows cell phone users to identify the diversity of sources from which desired content can be obtained—some available on a scheduled basis, others available on demand. Depending on the application, the directory information may be transparent to the user—serving to identify sources for desired content, from which application software can pick for content downloading, based, e.g., on context and stored profile data. A great number of other features and arrangements are also detailed.
摘要:
The present technology concerns cell phones and other portable devices, and more particularly concerns use of such devices in connection with media content (electronic and physical) and with other systems (e.g., televisions, digital video recorders, and electronic program directories). Some aspects of the technology allow users to easily transfer displayed content from cell phone screens onto a television screens for easier viewing, or vice versa for content portability. Others enable users to participate interactively in entertainment content, such as by submitting plot directions, audio input, character names, etc., yielding more engaging, immersive, user experiences. Still other aspects of the technology involve a program directory database, compiled automatically from information reported by network nodes that watch and identify content traffic passing into (and/or out of) networked computers. By identifying content resident at a number of different repositories (e.g., web sites, TV networks, P2P systems, etc.), such a directory allows cell phone users to identify the diversity of sources from which desired content can be obtained—some available on a scheduled basis, others available on demand. Depending on the application, the directory information may be transparent to the user—serving to identify sources for desired content, from which application software can pick for content downloading, based, e.g., on context and stored profile data. A great number of other features and arrangements are also detailed.
摘要:
Novel arrangements are detailed involving delivery of entertainment content, and commercial sponsorship of such content. Some arrangements enable viewers to control presentation of advertising in video, e.g., selecting what commercials are to be presented—if any, and also their order and timing. Ad presentation can also be made dependent on context. Other arrangements ensure that advertising is actually rendered, and is not skipped-over. In still other aspects, entertainment content that is now offered on a paid basis is made available for free to certain viewers. For example, viewers may receive free content as a perk for earlier patronage of certain content sponsors. Fees charged to advertisers can be tied to measured consumer responses (e.g., to correlated increases in sales of advertised products), or to the demographics of the responding viewers (e.g., engagement of affluent consumers merits higher fees). A great number of other features and arrangements are also detailed.
摘要:
Art is infused with network identifiers at the time of its creation, rather than as a post-process. The identifiers may be encoded as overt elements of the art, and enable the artist to reprogram—over time—an augmentation of the artwork experience via network-delivered components. These network components can include stimuli present when the artist created the work (e.g., music), commentary by the artist, video and augmented reality features, audience-crowdsourced content (e.g., imagery of, or feedback provided by, other viewers encountering the artwork), etc. The artwork augmentation can vary with the user's context (e.g., location, demographics, interests, history). Physical brushes can be equipped to insert such identifiers in graphic arts; other authoring tools are disclosed as well. The network experience can be delivered via smartphones, projectors, and other devices. A great number of other features and arrangements are also detailed.
摘要:
Methods and arrangements involving portable devices, such as smartphones and tablet computers, are disclosed. One arrangement enables a creator of content to select software with which that creator's content should be rendered—assuring continuity between artistic intention and delivery. Another arrangement utilizes the camera of a smartphone to identify nearby subjects, and take actions based thereon. Others rely on near field chip (RFID) identification of objects, or on identification of audio streams (e.g., music, voice). Some of the detailed technologies concern improvements to the user interfaces associated with such devices. Others involve use of these devices in connection with shopping, text entry, sign language interpretation, and vision-based discovery. Still other improvements are architectural in nature, e.g., relating to evidence-based state machines, and blackboard systems. Yet other technologies concern use of linked data in portable devices—some of which exploit GPU capabilities. Still other technologies concern computational photography. A great variety of other features and arrangements are also detailed.
摘要:
The present technology concerns cell phones and other portable devices, and more particularly concerns use of such devices in connection with media content (electronic and physical) and with other systems (e.g., televisions, digital video recorders, and electronic program directories). Some aspects of the technology allow users to easily transfer displayed content from cell phone screens onto a television screens for easier viewing, or vice versa for content portability. Others enable users to participate interactively in entertainment content, such as by submitting plot directions, audio input, character names, etc., yielding more engaging, immersive, user experiences. Still other aspects of the technology involve a program directory database, compiled automatically from information reported by network nodes that watch and identify content traffic passing into (and/or out of) networked computers. By identifying content resident at a number of different repositories (e.g., web sites, TV networks, P2P systems, etc.), such a directory allows cell phone users to identify the diversity of sources from which desired content can be obtained—some available on a scheduled basis, others available on demand. Depending on the application, the directory information may be transparent to the user—serving to identify sources for desired content, from which application software can pick for content downloading, based, e.g., on context and stored profile data. A great number of other features and arrangements are also detailed.
摘要:
A portable device, such as a cell phone, is used to “forage” media content from a user's environment. For example, it may listen to a television viewed by a traveler in an airport lounge. By reference to digital watermark or fingerprint data extracted from the content, the device can identify the television program, and enable a variety of actions. The device may also identify content that preceded (or follows) the foraged content. Thus, a traveler who views just the end of an exciting sporting event can capture one of the following commercials, identify the preceding program, and download same for later viewing. Relatedly, audio foraging can be used as a source of still imagery. A great variety of other functions and arrangements, e.g., addressing social media, are also detailed.
摘要:
Technologies involving portable devices, such as smartphones and tablet computers, are disclosed. One arrangement enables a creator of content to select software with which that creator's content should be rendered—assuring continuity between artistic intention and delivery. Another uses the camera of a smartphone to identify nearby subjects, and take actions based thereon. Others rely on near field chip (RFID) identification of objects, or on identification of audio streams (e.g., music, voice). Some technologies concern improvements to the user interfaces associated with such devices. Others involve use of these devices in shopping, text entry, sign language interpretation, and vision-based discovery. Still other improvements are architectural in nature, e.g., relating to evidence-based state machines, and blackboard systems. Yet other technologies concern use of linked data in portable devices—some of which exploit GPU capabilities. Still other technologies concern computational photography. A great variety of other features and arrangements are also detailed.
摘要:
An audio watermark signal is associated audio host signal, but is provided separately. When the audio host signal is rendered, a user can control whether—and how strongly—the watermark signal is also rendered. The specification details a great variety of other technologies—most relating to audio and image content, and/or portable devices (e.g., smartphones).
摘要:
A digital watermark in video includes a plural-bit payload that sets different permissions governing usage of the video. One bit, for example, may flag whether fast-forwarding of the video is permitted. Another may flag whether storage in non-encrypted form is permitted. A compliant video appliance governs its actions in accordance with such flag data provided by a video watermark detector.