Methods and apparatus to perform audio watermarking and watermark detection and extraction
    7.
    发明授权
    Methods and apparatus to perform audio watermarking and watermark detection and extraction 有权
    执行音频水印和​​水印检测和提取的方法和装置

    公开(公告)号:US09460730B2

    公开(公告)日:2016-10-04

    申请号:US13730271

    申请日:2012-12-28

    摘要: Encoding and decoding methods and apparatus are described to obtain auxiliary information from an audio signal. The auxiliary information uses a plurality of frequency components residing in a plurality of code bands. The audio signal is transformed into a frequency domain representation. Characteristics of frequencies of the frequency domain representation that may contain the auxiliary information are determined. The characteristics of frequencies of the frequency domain representation in a respective one of the code bands that may contain the auxiliary information are normalized across the code band. The normalization is carried out against a characteristic of a frequency in that code band. The normalized characteristics of the frequencies representative of auxiliary information are summed to determine a sum for a frequency representative of auxiliary information. It is determined when the sum is representative of the auxiliary information.

    摘要翻译: 描述编码和解码方法和装置以从音频信号获得辅助信息。 辅助信息使用驻留在多个码带中的多个频率分量。 音频信号被转换成频域表示。 确定可能包含辅助信息的频域表示的频率特性。 可以包含辅助信息的相应一个码带中的频域表示的频率的特性在码带上被归一化。 根据该频带的频率的特性进行归一化。 表示辅助信息的频率的归一化特征相加以确定表示辅助信息的频率的和。 确定何时代表辅助信息。

    Methods and apparatus to meter video game play
    9.
    发明授权
    Methods and apparatus to meter video game play 有权
    视频游戏的方法和设备

    公开(公告)号:US08784207B2

    公开(公告)日:2014-07-22

    申请号:US13847860

    申请日:2013-03-20

    摘要: Methods and apparatus to meter video game play are disclosed. An example method includes detecting media identifying information corresponding to media presented in an environment including a video game system capable of executing a plurality of video games; identifying which of the plurality of video games is being played via a video game controller based on the media identifying information, wherein the video game controller is coupled to a sensor to detect motion data related to movement of the video game controller and to transmit the motion data without affecting operation of the video game system; and combining, via a processor, the media identifying information with the motion data received from the sensor.

    摘要翻译: 揭示了视频游戏的方法和设备。 示例性方法包括:检测与在包括能够执行多个视频游戏的视频游戏系统的环境中呈现的媒体对应的媒体识别信息; 基于所述媒体识别信息,通过视频游戏控制器识别所述多​​个视频游戏中的哪个正在播放,其中所述视频游戏控制器耦合到传感器以检测与所述视频游戏控制器的移动相关的运动数据,并且传送所述运动 数据不影响视频游戏系统的运行; 以及经由处理器将所述媒体识别信息与从所述传感器接收的运动数据组合。

    COMPRESSED DOMAIN ENCODING APPARATUS AND METHODS FOR USE WITH MEDIA SIGNALS
    10.
    发明申请
    COMPRESSED DOMAIN ENCODING APPARATUS AND METHODS FOR USE WITH MEDIA SIGNALS 有权
    压缩域编码装置和使用媒体信号的方法

    公开(公告)号:US20140172434A1

    公开(公告)日:2014-06-19

    申请号:US14188250

    申请日:2014-02-24

    IPC分类号: G10L19/018

    摘要: Apparatus, methods, and articles of manufacture for encoding a compressed media stream are disclosed. Example method of watermarking a digital media signal disclosed herein include copying compressed audio packets associated with an audio stream included in a transport stream of the digital media signal into respective frames of compressed audio data to be watermarked to include media identification information. Such example methods can also include determining whether a composition of the transport stream has changed during copying of the compressed audio packets into the respective frames of the compressed audio data. Such example methods can further include, if the composition of the transport stream has changed, writing the frames of the compressed audio data to an output stream corresponding to the digital media signal without applying a watermark to the frames of the compressed audio data.

    摘要翻译: 公开了用于编码压缩媒体流的装置,方法和制品。 对本文公开的数字媒体信号进行水印处理的示例方法包括将与包括在数字媒体信号的传输流中的音频流相关联的压缩音频分组复制到要加密水印的压缩音频数据的各个帧中以包括媒体识别信息。 这种示例性方法还可以包括在将压缩音频分组复制到压缩音频数据的各个帧期间确定传输流的组合是否已改变。 这样的示例方法还可以包括,如果传输流的组合已经改变,则将压缩音频数据的帧写入到对应于数字媒体信号的输出流,而不对压缩音频数据的帧应用水印。