Abstract:
A video server is configured to provide streaming video to players of computer games over a computing network. The video server can provided video of different games to different players simultaneously. This is accomplished by rendering several video streams in parallel using a single GPU (Graphics Processing Unit). The output of the GPU is provided to graphics processing pipelines that are each associated with a specific client/player and are dynamically allocated as needed. A client qualifier may be used to assure that only clients capable of presenting the streaming video to a player at a minimum level of quality receive the video stream. Video frames provided by the video server optionally include overlays added to the output of the GPU. These overlays can include voice data received from another game player.
Abstract:
A communication device communicates with an originating device during an originating session and receives originating data from the originating device over a wireless communication link and then communicates with a receiving device during a receiving session and sends the originating data to the receiving device over a wireless communication link, such that the originating session and the receiving session occur at different times, and at least one of the sessions is an ad hoc communication session.
Abstract:
Matching advertising information to media content/user combinations in which information and content are delivered to a user over a network is disclosed. Content providers and advertisers may find out about the offerings of one another as well as user profiles and preferences thereby facilitating agreement of ads with content and users. Viral syndication is also facilitated by allowing the user to share downloaded media with friends and associates. Users may bookmark, share, and/or request/find more content with similarities to the downloaded content with various analytics being reported with respect to the same.
Abstract:
Systems and methods for defining and tracking advertising campaigns across a channel video game network are disclosed. The system allows advertisements to be dynamically activated in video games. Advertisements are tracked to determine user impressions and user exposure to the advertisement. In the system, an impression area is defined relative an advertisements in the game. Methods for redefining the impression area or for accounting for the existence of obstructions that distort the view of the advertisement are also provided.
Abstract:
Embodiments of the present invention provide a library of video related to game play involving the use of particular objects. By observing game play of users in a game play environment, determinations may be made as to users who excel at the use of a particular object. Video of game play related to these users and a particular object may be created, cataloged, and stored for later use by users that lack proficiency with that object. By observing video of game players with particular skill as to an object, less skilled players may improve their game play thereby avoiding frustration with a game, which may lead to a loss of interest. Acquisition and proffering of video may be facilitated through the use of an analytics server or functional software module that observes game play and identifies players of particular skill or lack thereof.
Abstract:
Aspects of the present disclosure describe systems and methods for implementing the sale of a media package that has one or more digital assets and/or platform features and a first level of digital rights management (DRM) protections from a first purchaser to a second purchaser. The DRM protections may limit which digital assets may be sold. The level of DRM protection on the media package may be changed to a second level before being delivered to the second purchaser. The changed DRM protection may restrict the future sale of the digital assets and/or platform feature(s) remaining in the package. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.
Abstract:
Systems and methods are described for, e.g., providing a statutory audio content service on a portable device that complies with the provisions of the Digital Millennium Copyright Act (DMCA). The user can select a playlist subject to DMCA restrictions but cannot access individual items. Content playback, including skipping of content, is restricted to enforce relevant DMCA provisions. Encryption used to implement digital rights management (DRM) may be modified to enforce such content play rules or, alternatively, an additional layer of encryption may be imposed. Limitations on playback are stored along with the playlist structure in a form that is protected against modification. Information logging content playback is maintained in protected form to be uploaded and relayed to the service provider for the purpose of calculating royalty payments.
Abstract:
Apparatus, systems and methods for providing inputs to a game executing on a game server, is disclosed. A controller includes a circuit, a plurality of input controls interfaced with the circuit of the controller for producing controller data, and a communication circuit for connecting the controller with an internet access device. The communication circuit is configured to exchange controller data with a game server. The exchange of the controller data occurs without a communication link between the controller and a local game console. The game server is configured to execute a game play of a video game and drive interactivity of the video game using the controller data. The game server is remote from the local game console. The game server transmits a video feed of the game play to the game console.
Abstract:
Methods, systems, and computer programs for generating an interactive space, viewable through at least a first and a second handheld devices, are presented. The method includes an operation for taking an image with a camera in the first device. In addition, the method includes an operation for determining a relative position of the second device with reference to the first device, based on image analysis of the taken image to identify a geometry of the second device. Furthermore, the method includes operations for identifying a reference point in a three-dimensional (3D) space based on the relative position, and for generating views of an interactive scene in corresponding displays of the first device and the second device. The interactive scene is tied to the reference point and includes virtual objects, and each view shows all or part of the interactive scene as observed from a current location of the corresponding device.
Abstract:
Stage props, such as consumer products, in legacy program content are replaced with dynamically replaceable assets. Such assets can be used for advertising purposes in that images of different products and services can be inserted therein and are changeable via a network. Such assets may be created by identifying props in the content for replacement, and determining location and visual effects information for each identified prop. The content may be played back by broadcasting the content and reference information designating parameters for inserting the assets into the content. Replacement images, such as images of products, may be obtained via a network. The visual appearance of each replacement image may be modified using visual effects information so the inserted objects appear natural as if they were part of the original scene.