AUTOMATIC CLASSIFICATION AND REPORTING OF INAPPROPRIATE LANGUAGE IN ONLINE APPLICATIONS

    公开(公告)号:US20210370188A1

    公开(公告)日:2021-12-02

    申请号:US16884675

    申请日:2020-05-27

    Abstract: In various examples, game session audio data—e.g., representing speech of users participating in the game—may be monitored and/or analyzed to determine whether inappropriate language is being used. Where inappropriate language is identified, the portions of the audio corresponding to the inappropriate language may be edited or modified such that other users do not hear the inappropriate language. As a result, toxic behavior or language within instances of gameplay may be censored—thereby enhancing the user experience and making online gaming environments safer for more vulnerable populations. In some embodiments, the inappropriate language may be reported—e.g., automatically—to the game developer or game application host in order to suspend, ban, or otherwise manage users of the system that have a proclivity for toxic behavior.

    AUTOMATIC CLASSIFICATION AND REPORTING OF INAPPROPRIATE LANGUAGE IN ONLINE APPLICATIONS

    公开(公告)号:US20250032938A1

    公开(公告)日:2025-01-30

    申请号:US18918558

    申请日:2024-10-17

    Abstract: In various examples, game session audio data—e.g., representing speech of users participating in the game—may be monitored and/or analyzed to determine whether inappropriate language is being used. Where inappropriate language is identified, the portions of the audio corresponding to the inappropriate language may be edited or modified such that other users do not hear the inappropriate language. As a result, toxic behavior or language within instances of gameplay may be censored—thereby enhancing the user experience and making online gaming environments safer for more vulnerable populations. In some embodiments, the inappropriate language may be reported—e.g., automatically—to the game developer or game application host in order to suspend, ban, or otherwise manage users of the system that have a proclivity for toxic behavior.

    Automatic classification and reporting of inappropriate language in online applications

    公开(公告)号:US11458409B2

    公开(公告)日:2022-10-04

    申请号:US16884675

    申请日:2020-05-27

    Abstract: In various examples, game session audio data—e.g., representing speech of users participating in the game—may be monitored and/or analyzed to determine whether inappropriate language is being used. Where inappropriate language is identified, the portions of the audio corresponding to the inappropriate language may be edited or modified such that other users do not hear the inappropriate language. As a result, toxic behavior or language within instances of gameplay may be censored—thereby enhancing the user experience and making online gaming environments safer for more vulnerable populations. In some embodiments, the inappropriate language may be reported—e.g., automatically—to the game developer or game application host in order to suspend, ban, or otherwise manage users of the system that have a proclivity for toxic behavior.

    REAL-TIME LATENCY MEASUREMENTS IN STREAMING SYSTEMS AND APPLICATIONS

    公开(公告)号:US20230267063A1

    公开(公告)日:2023-08-24

    申请号:US18154237

    申请日:2023-01-13

    CPC classification number: G06F11/3457 G06F11/3419

    Abstract: In various examples, to real-time latency measurements in cloud gaming systems and applications are described. For instance, systems and methods may determine a latency associated with an application, such as a gaming application. The latency may include a computing device latency (e.g., a personal computer latency, a game console latency, a cloud-system latency, etc.), a peripheral device latency, a display latency, and/or an end-to-end latency (e.g., a system latency) that is based on the computing device latency, the peripheral device latency, and the display device. In some examples, the systems and methods are able to determine an entirety of the computing device latency, such as the input sampling latency, the application latency, the rendering latency, and the composition latency. In some examples, the systems and methods determine the latencies without the use of specialized hardware and/or without requiring physical input from a user.

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