CN110460902B - Media information playing method and device, storage medium and electronic device - Google Patents

Media information playing method and device, storage medium and electronic device Download PDF

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Publication number
CN110460902B
CN110460902B CN201810433997.8A CN201810433997A CN110460902B CN 110460902 B CN110460902 B CN 110460902B CN 201810433997 A CN201810433997 A CN 201810433997A CN 110460902 B CN110460902 B CN 110460902B
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playing
time
client
splash screen
screen advertisement
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CN110460902A (en
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周彬
李智
李星
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Shenzhen Yayue Technology Co ltd
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Tencent Technology Shenzhen Co Ltd
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    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/442Monitoring of processes or resources, e.g. detecting the failure of a recording device, monitoring the downstream bandwidth, the number of times a movie has been viewed, the storage space available from the internal hard disk
    • H04N21/44204Monitoring of content usage, e.g. the number of times a movie has been viewed, copied or the amount which has been watched
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/458Scheduling content for creating a personalised stream, e.g. by combining a locally stored advertisement with an incoming stream; Updating operations, e.g. for OS modules ; time-related management operations
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/81Monomedia components thereof
    • H04N21/812Monomedia components thereof involving advertisement data

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  • Engineering & Computer Science (AREA)
  • Databases & Information Systems (AREA)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Business, Economics & Management (AREA)
  • Marketing (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

The invention discloses a method and a device for playing media information, a storage medium and an electronic device. Wherein, the method comprises the following steps: acquiring a first playing frequency of the target media information, wherein the first playing frequency is the played frequency of the target media information acquired by a first client from a media server at a first moment; determining a second playing time based on the first playing time, wherein the second playing time is the played time of the target media information at a second moment, and the second moment is later than the first moment; and playing the target media information in the first client under the condition that the second playing times are smaller than the first threshold. The invention solves the technical problem of delay in playing media information in the related technology.

Description

Media information playing method and device, storage medium and electronic device
Technical Field
The invention relates to the field of internet, in particular to a method and a device for playing media information, a storage medium and an electronic device.
Background
With the development of the internet, users have an increasing demand for browsing media information, and merchants, video production companies, and the like often need to put a large amount of media promotion information on media such as internet platforms, televisions, and the like, where the media promotion information includes but is not limited to: movies, television shows, shorts, advertisement videos, advertisement pictures, trailers, animation videos, and the like.
In the related technology, when media information is pushed, an advertising Software Development Kit (SDK) is adopted to request order information from an advertising background in real time, so that the advertising background judges and decides whether the order is played in an overclocking mode or reaches the inventory required by a client according to the request information, but each real-time request causes time delay, the user enters the application with 100-200 millisecond delay, and the user experience is influenced.
In view of the above problems, no effective solution has been proposed.
Disclosure of Invention
The embodiment of the invention provides a method and a device for playing media information, a storage medium and an electronic device, which are used for at least solving the technical problem that the playing of the media information is delayed in the related technology.
According to an aspect of the embodiments of the present invention, there is provided a method for playing media information, including: acquiring a first playing frequency of the target media information, wherein the first playing frequency is the played frequency of the target media information acquired by a first client from a media server at a first moment; determining a second playing time based on the first playing time, wherein the second playing time is the played time of the target media information at a second moment, and the second moment is later than the first moment; and playing the target media information in the first client under the condition that the second playing times are smaller than the first threshold.
According to another aspect of the embodiments of the present invention, there is also provided a device for playing media information, including: the device comprises an acquisition unit, a processing unit and a processing unit, wherein the acquisition unit is used for acquiring a first playing frequency of target media information, and the first playing frequency is the played frequency of the target media information acquired by a first client from a media server at a first moment; the determining unit is used for determining a second playing time based on the first playing time, wherein the second playing time is the played time of the target media information at a second moment, and the second moment is later than the first moment; and the playing unit is used for playing the target media information in the first client under the condition that the second playing time is less than the first threshold.
According to another aspect of the embodiments of the present invention, there is also provided a storage medium including a stored program which, when executed, performs the above-described method.
According to another aspect of the embodiments of the present invention, there is also provided an electronic device, including a memory, a processor, and a computer program stored on the memory and executable on the processor, wherein the processor executes the above method through the computer program.
In the embodiment of the invention, when the media information to be played is determined, a first playing time of the target media information is obtained, wherein the first playing time is the playing time of the target media information obtained by a first client from a media server at a first moment; determining a second playing time based on the first playing time, wherein the second playing time is the played time of the target media information at a second moment, and the second moment is later than the first moment; and under the condition that the second playing frequency is smaller than the first threshold value, the target media information is played in the first client side, and by adopting the technical scheme of the application, the played frequency of the target media information can be confirmed locally at the client side or the terminal without interaction with the server, so that the technical problem of delay in playing the media information in the related technology can be solved, and the technical effect of eliminating the delay caused by interaction between the client side or the terminal and the server is further achieved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the invention and together with the description serve to explain the invention without limiting the invention. In the drawings:
fig. 1 is a schematic diagram of a hardware environment of a method for playing media information according to an embodiment of the present invention;
FIG. 2 is a flow chart of an alternative method for playing media information according to an embodiment of the present invention;
FIG. 3 is a schematic diagram of an alternative crowd tag according to an embodiment of the invention;
FIG. 4 is a schematic diagram of an alternative playback of media information according to an embodiment of the invention;
FIG. 5 is a block diagram illustrating an alternative architecture for preloading media information, according to an embodiment of the present invention;
FIG. 6 is a flow chart of an alternative method for playing media information according to an embodiment of the present invention;
FIG. 7 is a schematic diagram of an alternative playback of media information according to an embodiment of the invention;
FIG. 8 is a schematic diagram of an alternative media information playing device according to an embodiment of the invention;
FIG. 9 is a schematic diagram of an alternative media information playing device according to an embodiment of the invention;
and
fig. 10 is a block diagram of a terminal according to an embodiment of the present invention.
Detailed Description
In order to make the technical solutions of the present invention better understood, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all of the embodiments. All other embodiments, which can be derived by a person skilled in the art from the embodiments given herein without making any creative effort, shall fall within the protection scope of the present invention.
It should be noted that the terms "first," "second," and the like in the description and claims of the present invention and in the drawings described above are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
First, partial terms or terms appearing in the description of the embodiments of the present invention are applied to the following explanations:
cpm (cost Per mill), cost Per thousand: the advertiser pays for the content of the advertiser as long as the content is displayed to users with enough magnitude, and the advertisement charged according to the charge is generally mainly brand display and product release, such as GD advertisement of a news client, and the exposure effect is generally good.
Cpd (costper download) cost per download: and (3) charging for completing application downloading according to users, and comparing common CPI (cost Per Installl) Per installation cost in application stores, point walls and flow alliances.
According to an aspect of the embodiments of the present invention, a method embodiment of a method for playing media information is provided.
Alternatively, in the present embodiment, the above-described method for playing media information may be applied to a hardware environment formed by the server 101 and the terminal 103 as shown in fig. 1. As shown in fig. 1, a server 101 is connected to a terminal 103 through a network, including but not limited to: the terminal 103 may be a mobile terminal, and the database 105 may be arranged on the terminal 103 or independent of the terminal 103, and is used to provide data storage services (such as playing times of storage media information) for the terminal 103, and is not limited to a PC, a mobile phone, a tablet computer, a wearable device, and the like. The method for playing media information according to the embodiment of the present invention may be executed by the terminal 103. The terminal 103 may execute the playing method of the media information according to the embodiment of the present invention by a client installed thereon.
Fig. 2 is a flowchart of an optional method for playing media information according to an embodiment of the present invention, and as shown in fig. 2, the method may include the following steps:
step S202, the terminal obtains a first playing frequency of the target media information, wherein the first playing frequency is the playing frequency of the target media information obtained by the first client from the media server at the first moment.
The media information may be promotion information, that is, information for promoting an object, and the object may be a virtual or physical object, such as a promoted commodity, a promoted idea or moral idea, a movie, a teaching content, and the like.
The first client includes but is not limited to: the client side comprises an instant messaging application, a social contact application, a microblog application, a video application, a webpage application, a picture sharing application, a music sharing application and the like.
The first playing times may be the playing times of all the clients to the target media information, or the playing times of the first client to the target media information.
Step S204, the terminal determines a second playing time based on the first playing time, wherein the second playing time is the playing time of the target media information at a second time, and the second time is later than the first time.
For example, the second time is the current time when the client is started, and the first time is a time before the second time.
The first playing times may be the playing times of all the clients to the target media information, and at this time, step S204 is equivalent to determining the second playing times of the current time according to the first playing times of a previous time; the first playing time can also be the playing time of the first client to the target media information, and since the first time is the time of using the first client before the second time and the client is not opened in the middle, it is determined that the first playing time at the first time is equivalent to the playing time at the second time.
Step S206, the terminal plays the target media information in the first client under the condition that the second playing time is less than the first threshold.
The first threshold may be a predetermined number of plays of the target media information, such as a number of purchases made by a merchant at the first client for promoting the target media information.
Through the steps S202 to S206, when determining the media information to be played, obtaining a first playing time of the target media information, where the first playing time is a played time of the target media information obtained from the media server by the first client at a first time; determining a second playing time based on the first playing time, wherein the second playing time is the played time of the target media information at a second moment, and the second moment is later than the first moment; and under the condition that the second playing frequency is smaller than the first threshold value, the target media information is played in the first client side, and by adopting the technical scheme of the application, the played frequency of the target media information can be confirmed locally at the client side or the terminal without interaction with the server, so that the technical problem of delay in playing the media information in the related technology can be solved, and the technical effect of eliminating the delay caused by interaction between the client side or the terminal and the server is further achieved.
With the development of the internet, the time spent by users on mobile terminals exceeds the time spent on computer web pages, and the time spent on mobile terminals is still increasing, so that users have to be careful about waiting for web page loading in order to see the web page contents recorded on mobile terminals, market research reports show that after 3 seconds of delay, 40% of users can simply turn off web pages, and it is very necessary for mobile-terminal applications to load information timely.
In the technical scheme provided in step S202, after the user starts the first client, the terminal does not need to interact with the media information server, but directly obtains the first playing time of the locally stored target media information, where the first playing time is the played time of the target media information obtained by the first client from the media server at the first time or the playing time of the first client.
In the technical solution provided in step S204, the terminal determines a second playing time based on the first playing time, where the second playing time is a playing time of the target media information at a second time, and the second time is later than the first time.
Optionally, if the first playing time is the playing time of the first client to the target media information, the first playing time may be used as the second playing time.
Optionally, if the first playing times are the playing times of all the clients for the target media information, determining the second playing times based on the first playing times may include the following steps 1 to 2:
step 1, the client acquires a first mode stored in advance, and determines a third playing time according to the first mode, wherein the third playing time is the playing time of the target media information between a first time and a second time, and the first mode is stored on the first client before the second time.
The first mode may be a pre-stored algorithm by which the number of playbacks of the target media information in any time period may be determined, such that determining the third number of playbacks in the first mode includes: a fourth play count between a third time and a fourth time in the first play period in the first manner may be performed, so that the third play count may be determined according to the fourth play count, the third time being at the same position in the first play period as the first time in the second play period, the fourth time being at the same position in the first play period as the second time in the second play period, and the first threshold-times target media information being designated to be played in the second play period.
For example, the first time is 10 o 'clock of the day, the second time is 11 o' clock, the third time is 10 o 'clock of the previous day, and the fourth time is 11 o' clock of the previous day, for example, the number of playbacks of the previous day between 10 o 'clock and 11 o' clock is 100, then when the third number of playbacks is determined according to the fourth number of playbacks, the estimated 100 may be taken as the number of playbacks of 10 o 'clock to 11 o' clock of the day.
And 2, taking the sum of the first playing times and the third playing times as a second playing time.
Many enterprises have not adapted their web pages to the mobile end yet, and need a long time to load, which brings bad experience to people, and also brings out website abandonment, business missing and inaccurate estimation. The loading includes two stages, one is to request the advertisement material (i.e. target media information) which can be played in real time on the server, and the other is to use the identification of the advertisement material to obtain the content of the advertisement material from the corresponding server after the advertisement material is found.
By using the technical solution provided in step S206 of the present application, when the second playing time is less than the first threshold, the terminal plays the target media information in the first client, which can reduce at least one of the two stages, pre-load the advertisement material, reduce the target web page redirection to the minimum, and reduce various improvement measures such as code and compressed file, which will improve the experience of the advertisement, for example, the splash screen advertisement.
Optionally, the first threshold may be a set upper limit number of times that all clients play the target media information, or may be a set upper limit number of times that the first client plays the target media information.
Optionally, the first threshold may also be the upper limit of the playing frequency of the first client for the target media information, and the client a puts in a splash screen advertisement at the video client, where the upper limit of the frequency is 3 times of the full cycle; at this time, in the whole advertisement putting period, the same user sees the splash screen advertisement of the client a at most 3 times, in other words, as long as less than 3 times, the advertisement can be continuously played, otherwise, the advertisement is not played.
For example, the user Alice has watched a splash screen advertisement of the client a 2 times (such as the fifth playing time) on a certain video client, and has seen the advertisement for the third time after the application client is currently opened, and after receiving the request of the SDK, the advertisement system sets the number of times that the user Alice watches the advertisement a, which is stored in the cloud, to 3 times. When Alice opens the video application the next time, the advertising system may find that the user has reached the upper frequency limit of the a advertisements (i.e., the second threshold, e.g., 3 times), at which point and later the a advertisements are no longer shown for Alice. And after the order putting is finished, the cloud data is landed, and the watching times of all users for the order A can be obtained. The request sent to the third party company is also used to count the number of views of the order by all users so that the customer can obtain a copy of the third party's frequency control data for comparison with the advertising system's data.
Optionally, the first threshold may be set as an upper limit number of playing times of the target media information by all the clients, and the technical solution of the present application is primarily designed to perform playing frequency control of the media information, where the frequency control may be implemented by counting each time of viewing of the user, and in a case where the second playing time is less than the first threshold, playing the target media information in the first client may include: and under the condition that the second playing frequency is smaller than the first threshold value and the fifth playing frequency is smaller than the second threshold value, playing the target media information in the first client, wherein the fifth playing frequency is the played frequency of the target media information in the second playing period of the first client.
In other words, the above embodiment considers two variables, one being the upper limit number of plays of the target media information by all clients as the first threshold, in addition, the second threshold value of the upper limit playing times of the target media information by the first client is the reason that the times of opening the client by each user cannot be strictly estimated, therefore, the estimated total user amount may be slightly larger, assuming that one client has scheduled 600 times of advertisement push, the group of users to be pushed are users with label "shanghai, female", if each person can only see 3 times a day, then only 200 persons are needed, but actually if push is performed to the clients of 200 users, the purpose that the number of times of playing cannot reach 600 times may exist, so that the user who finally confirms may be 300, and the control can be performed according to the two variables, so that the promotion amount can be ensured, and the playing times of a single client cannot be too many.
The above target media information may include a plurality of media information, and playing the target media information in the first client may include, when the second play count is smaller than the first threshold and the fifth play count is smaller than the second threshold: acquiring first media information in the plurality of media information, wherein the first media information is the media information of which the second playing times are smaller than the corresponding first threshold and the playing times are smaller than the corresponding second threshold; and playing the first media information acquired from the media server in the first client.
Optionally, when the first client plays the first media information acquired from the media server, if there are a plurality of first media information, a second media information may be selected from the plurality of first media information by using a random algorithm; and playing the second media information acquired from the media server in the first client.
Optionally, playing, in the first client, the second media information acquired from the media server includes: and after the first client is started and before the first client displays the service interface, acquiring and playing second media information from the media server, wherein the service interface is an interactive interface of the service provided by the first client.
That is, the second media information may be a "splash screen advertisement," which is loaded when the application is opened, is displayed for a fixed time (e.g., 5 seconds), is automatically closed after the display is completed, and enters the application main page.
The second media information can be acquired from the server during loading, can also be stored in the client locally in advance, and is acquired from the client locally during playing, if the second media information is 'splash screen advertisement', namely, the second media information belongs to preloaded type advertisements, in order to ensure sufficient and stable exposure, the application client can issue advertisement materials in advance, when a user has WIFI or a network, the advertisement materials are downloaded to the mobile phone client locally in advance, and then the client can directly load the advertisement materials from the local when the client is started.
Optionally, after playing the second media information, the identifier of the played second media information may be reported to the media server, where the media server is configured to determine the number of times the second media information has been played according to the received identifier of the reported second media information.
Optionally, in the process of closing the client or before closing the client, the number of times of playing the target media information at the fifth moment may be acquired from the media server and stored; a second manner for calculating the play count of the target media information at a sixth time according to the play count of the target media information at the fifth time may also be obtained, the sixth time being later than the fifth time.
The technical scheme of the application has the original intention that the playing frequency of the media information is controlled, the frequency control can be realized by counting the watching times of the user every time, and the meaning of the frequency is the times of seeing the appointed advertisement by the same user. The upper frequency limit is the number of times that the same user as the advertiser wishes sees his or her advertisement.
After each user successfully watches the advertisement media, the video client can simultaneously send a request to the advertisement system and the third-party monitoring company, wherein the request comprises user information, user equipment information and the successfully watched advertisements. After receiving the request, the advertisement system writes the accumulated information (i.e., the fifth playing times) that the user viewed the advertisement once into the cloud storage, so that the advertisement system can make a basis for determining whether the order can be selected when the advertisement system selects the order next time.
As an alternative embodiment, the following describes the technical solution of the present application in an example of advertisement promotion, that is, the target media information is an advertisement, in detail.
In the related technology, the advertisement SDK is adopted to request the order information from the advertisement background in real time, so that the advertisement background judges and decides whether the order is played in an overclocking mode or reaches the inventory required by a client according to the request information, but each real-time request has time delay, which causes the delay of 100 plus 200 milliseconds when a user enters the application, and influences the user experience.
If the flow carousel switching release is adopted, the technical scheme is that CPD order materials are released through a preloading request without a real-time request, but the release support range is very limited, only CPD carousel release can be supported, and the scattered release of CPM cannot be supported, so that the requirements of advertisers are not met at present.
If the pre-load advertisement (splash screen advertisement) is adopted, although CPM delivery is supported, the technical scheme is that order materials are delivered through a pre-load request, a real-time request is sent by an SDK during actual playing, a delivery engine determines which pre-load order materials should be played currently, the scheme supports CPD packet delivery and CPM dispersion delivery, the requirement of an advertiser can be met, but the problem of user experience exists, and due to the fact that the real-time request has time delay, a user can enter an application client side with the time delay of 100 and 200 milliseconds, and the user experience is damaged to a certain extent.
The method comprises the following steps that pre-loaded advertisements (flash screen advertisements) are subjected to different technical capability and selling capability stages for several years from the beginning to the present, and in the initial stage, flow carousel switching, CPD (content provider device) package interruption, material pre-loading and advertisement-free real-time requests can be realized; but only packet break, which can not improve the flow rate change efficiency and maximize; later, CPM package breaking, buying scattered, first brushing and material preloading can be realized, and real-time advertisement requests are made; the CPM selling flow is flexible; the super frequency control is less, the super broadcasting is less, the media saves the flow, but the speed of opening the application by the user is increased slowly due to the real-time advertisement request, so the user can delay entering the application home page, and the experience is not the best.
In the technical scheme of the application, a new technical scheme is introduced, CPM package breaking, free buying, first brushing, material preloading and no advertisement real-time request can be achieved, and an advertisement background can only prejudge data such as an application user UV (UV is a shorthand of unique viewer and refers to a natural person who accesses and browses a webpage through the internet) and the like to perform control with less super-frequency control and less super-broadcasting.
Assuming that a client subscribes to 500CPM, the push user group and the number of pushes can be determined based on the crowd label as shown in fig. 3, with Shanghai, women, and everyone seeing only 3 times a day, and an optional advertisement as shown in fig. 4. When an advertisement real-time request exists, the advertisement background can know whether the user has seen the order for several times, whether the order reaches 2 times or 3 times, and whether the order integrally consumes 500CPM or 400CPM at any time according to equipment information, such as instant messaging application information; the play strategy, the CPM total amount and the single frequency are controlled at any time, so that the CPM is not played for a client, and the advertisement is not watched for more than 3 times for a user. Since the advertiser does not pay for the 4 th time more than 3 times, the advertiser does not pay for the 501 CPM more than 500 CPMs.
The scheme is characterized in that in the process of preloading advertisements (splash screen advertisements), real-time advertisement requests are not needed for the SDK, and on the premise that an advertisement background does not have any front-end data support, the linear conversion relation is formed between the UV quantity and the advertisement exposure quantity through the splash screen preloading, the actual playing quantity is estimated by using the current UV quantity preloaded in an order, and online putting optimization is carried out.
The average conversion rate from the screen flashing preloading to the exposure obtained through linear fitting is about 18%, namely, 0.18 exposures can be converted approximately by one pre-loaded UV, and the research result is applied to online CPM delivery logic, so that the CPM order is ensured not to be overfrequied or overflowed as much as possible under the condition of no real-time advertisement request, the traffic resources are saved for media, and the maximized experience improvement and the profit improvement are strived for.
According to the scheme, on the premise of supporting CPM delivery, the aim of eliminating real-time requests and simultaneously ensuring the playing amount and frequency of orders is fulfilled by optimizing preloading control in the preloading process, flow resources are saved for media, and maximized experience improvement and benefit improvement are strived for.
The technical architecture of the pre-loading advertisement (splash screen advertisement) process is shown in fig. 5, and the main modules in the architecture include a delivery engine, an SDK, an order delivery system and a pre-loading control module.
The order delivery system is responsible for delivering pre-loaded advertisement (splash screen advertisement) orders, and the order materials, the targeted content and the like are confirmed in the delivery system; and passes the valid preload order information to the placement engine.
And the releasing engine is a central processing module and is responsible for taking an effective preloading order from the order releasing system, and performing preloading data reporting and order preloading by combining preloading control information given by the preloading control module, wherein the menu selecting process is performed in real time when the SDK sends a preloading request.
And the menu data and preloading control module is wholly responsible for receiving the preloading data report of the launching engine and carrying out the calculation of the preloading control information by combining the reservation quantity data of the order. The medium for storing the menu data can be selected at will, such as redis (an open source written by using ANSIC language, a network supported, a log-type and Key-Value database which can be based on a memory and can also be persistent, and an API for providing multiple languages) or drive (an efficient data query system, which mainly solves the problems that aggregation query is carried out on a large amount of time sequence-based data, the data can be ingested in real time and immediately viewed after entering the drive, meanwhile, the data is almost invariable and is usually a time sequence-based fact event, and the fact can be queried by an external system after the fact occurs).
Optionally, the menu data storage module may use a different data storage medium to store and process the menu data reported by the delivery engine. For example, raw data may be stored in a non-relational database such as redis, or data may be aggregated and analyzed by importing the raw data into a distributed data system such as a pipeline. Regardless of how the data is stored, whether aggregated or pre-processed, it can be used by the preload control module.
Different control algorithms may be used in the preload control module. For example, the priority and the preloading probability of each day can be calculated for a preloading order, and a launching engine menu is guided through a priority and probability system; or judging whether the order should stop preloading or not according to the order coverage rate predicted by menu data. The stored and aggregated menu data can apply multiple algorithms in the preloading control module to achieve the purpose of controlling the issuing of the preloading order and enabling the preloading order to be more reasonable.
And the front-end SDK is responsible for initiating a preloading request to the delivery engine at a proper time, returning the obtained order, and then sending the order to the material CDN server to pull corresponding materials, such as sending a material request to the server and receiving the returned materials by the receiver.
The main workflow of this solution is shown in fig. 6:
step S602, a future pre-loaded advertisement (splash screen advertisement) order is launched through the order launching system, and information such as materials, reservation quantity and targeted content of the splash screen order is confirmed.
The core goal of controlling the preloading is to meet the delivery objectives of all orders as much as possible in the limited preloaded advertisement (flash screen advertisement) inventory, and avoid the short-cut or overscast of flash screen orders.
Step S604, at a suitable time (for example, when the application process is pulled up by the background), the SDK initiates a preloading request to the delivery engine.
Step S606, the delivery engine acquires an effective preloaded order from the order delivery system, selects an order suitable for future playing and its material address in combination with the menu basis information of the order acquired from the control module, returns to the SDK on a daily basis or on an entire basis, and reports the menu information to the menu data.
When the launching engine reports the pre-loaded menu data, the pre-loaded menu number can be recorded to PV or UV level, and different control effects can be obtained aiming at different recording modes. The method of preload control can be varied, for example, the preload priority and preload probability of all orders can be maintained, the order priority and probability can be adjusted by the amount of PV/UV orders already preloaded and the order amount, and the preload of certain orders can be stopped when necessary to prevent orders from oversubscribing.
Step S608, after the SDK obtains the pre-loaded order and the material address thereof, the SDK caches the material at the designated address (material server) for displaying the advertisement material, and an optional advertisement material is displayed as shown in fig. 7.
Aiming at multiple SDK requests of the same piece of pre-loaded content, the launching engine can independently perform menu selection, the last pre-loaded order can be replaced by the mechanism if the order is invalid, the SDK can carry the pre-loaded order number when initiating the request to the launching engine, the launching engine can select and reserve the still valid order as much as possible, and the bandwidth use is reduced by reducing the replacement of meaningless pre-loaded orders.
The related technical scheme needs a real-time request process because the order preloading is relatively extensive, and if the order preloading request is not carried out during playing, the order oversubbling and the overclocking are easy to occur.
In the technical scheme of the application, under the condition of no real-time advertisement request, the new technical innovation saves the flow for the media, and improves the experience and the maximum profit; by abolishing the advertisement request, traffic is saved for the media, and user experience is improved. By optimizing the distribution mechanism of the preloading control, the bandwidth amount used by loading the material is reduced, and the advertisement income maximization is realized.
It should be noted that, for simplicity of description, the above-mentioned method embodiments are described as a series of acts or combination of acts, but those skilled in the art will recognize that the present invention is not limited by the order of acts, as some steps may occur in other orders or concurrently in accordance with the invention. Further, those skilled in the art should also appreciate that the embodiments described in the specification are preferred embodiments and that the acts and modules referred to are not necessarily required by the invention.
Through the above description of the embodiments, those skilled in the art can clearly understand that the method according to the above embodiments can be implemented by software plus a necessary general hardware platform, and certainly can also be implemented by hardware, but the former is a better implementation mode in many cases. Based on such understanding, the technical solutions of the present invention may be embodied in the form of a software product, which is stored in a storage medium (e.g., ROM/RAM, magnetic disk, optical disk) and includes instructions for enabling a terminal device (e.g., a mobile phone, a computer, a server, or a network device) to execute the method according to the embodiments of the present invention.
According to another aspect of the embodiment of the present invention, there is also provided a device for playing media information, which is used for implementing the method for playing media information. Fig. 8 is a schematic diagram of an alternative media information playing apparatus according to an embodiment of the present invention, and as shown in fig. 8, the apparatus may include: an acquisition unit 801, a determination unit 803, and a playback unit 805.
An obtaining unit 801, configured to obtain a first playing time of the target media information, where the first playing time is a played time of the target media information obtained by the first client from the media server at a first time;
a determining unit 803, configured to determine a second playing time based on the first playing time, where the second playing time is the played time of the target media information at a second time, and the second time is later than the first time;
a playing unit 805, configured to play the target media information in the first client if the second playing number is smaller than the first threshold.
It should be noted that the obtaining unit 801 in this embodiment may be configured to execute step S202 in this embodiment, the determining unit 803 in this embodiment may be configured to execute step S204 in this embodiment, and the playing unit 805 in this embodiment may be configured to execute step S206 in this embodiment.
It should be noted here that the modules described above are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the disclosure of the above embodiments. It should be noted that the modules described above as a part of the apparatus may operate in a hardware environment as shown in fig. 1, and may be implemented by software or hardware.
Through the module, when the media information to be played is determined, the first playing times of the target media information are obtained, wherein the first playing times are the playing times of the target media information obtained by the first client from the media server at the first moment; determining a second playing time based on the first playing time, wherein the second playing time is the played time of the target media information at a second moment, and the second moment is later than the first moment; and under the condition that the second playing frequency is smaller than the first threshold value, the target media information is played in the first client side, and by adopting the technical scheme of the application, the played frequency of the target media information can be confirmed locally at the client side or the terminal without interaction with the server, so that the technical problem of delay in playing the media information in the related technology can be solved, and the technical effect of eliminating the delay caused by interaction between the client side or the terminal and the server is further achieved.
The determining unit may include: the first determining module is used for taking the first playing times as second playing times; and the second determining module is used for determining a third playing time according to a first mode, and taking the sum of the first playing time and the third playing time as a second playing time, wherein the third playing time is the playing time of the target media information between the first moment and the second moment, and the first mode is that the third playing time is saved on the first client before the second moment.
Optionally, the first determining module may be further configured to: and determining a third playing time according to a fourth playing time, wherein the fourth playing time is the playing time of the media information between a third time and a fourth time in the first playing period, the position of the third time in the first playing period is the same as the position of the first time in the second playing period, the position of the fourth time in the first playing period is the same as the position of the second time in the second playing period, and the target media information of the first threshold time is appointed to be played in the second playing period.
The above-mentioned play unit may be further configured to: and under the condition that the second playing frequency is smaller than the first threshold and the fifth playing frequency is smaller than the second threshold, playing the target media information in the first client, wherein the fifth playing frequency is the played frequency of the first client to the target media information in the second playing period.
Optionally, the target media information may include a plurality of media information, and the playing unit may include: the acquisition module is used for acquiring first media information in the plurality of media information, wherein the first media information is the media information of which the second playing times are smaller than the corresponding first threshold value and the playing times are smaller than the corresponding second threshold value; and the playing module is used for playing the first media information acquired from the media server in the first client.
The above-mentioned playing module can also be used for: when the first media information is a plurality of pieces, selecting one piece of second media information from the plurality of pieces of first media information; and playing the second media information acquired from the media server in the first client.
The above-mentioned playing module can also be used for: and after the first client is started and before the first client displays the service interface, acquiring and playing second media information from the media server, wherein the service interface is an interactive interface of the service provided by the first client.
Optionally, as shown in fig. 9, the apparatus of the present application may further include: a reporting unit 807, configured to report the identifier of the played second media information to the media server after the second media information is played, where the media server is configured to determine the number of times the second media information has been played according to the received identifier of the reported second media information.
Optionally, the apparatus of the present application may further comprise: the information acquisition unit is used for acquiring and storing the playing times of the target media information at the fifth moment from the media server in the closing process of the client or before the closing process of the client; and/or acquiring a second mode for calculating the playing times of the target media information at a sixth time according to the playing times of the target media information at the fifth time, wherein the sixth time is later than the fifth time.
The related technical scheme needs a real-time request process because the order preloading is relatively extensive, and if the order preloading request is not carried out during playing, the order oversubbling and the overclocking are easy to occur.
In the technical scheme of the application, under the condition of no real-time advertisement request, the new technical innovation saves the flow for the media, and improves the experience and the maximum profit; by abolishing the advertisement request, traffic is saved for the media, and user experience is improved. By optimizing the distribution mechanism of the preloading control, the bandwidth amount used by loading the material is reduced, and the advertisement income maximization is realized.
It should be noted here that the modules described above are the same as the examples and application scenarios implemented by the corresponding steps, but are not limited to the disclosure of the above embodiments. It should be noted that the modules described above as a part of the apparatus may be operated in a hardware environment as shown in fig. 1, and may be implemented by software, or may be implemented by hardware, where the hardware environment includes a network environment.
According to another aspect of the embodiment of the present invention, a server or a terminal for implementing the above playing method of media information is also provided.
Fig. 10 is a block diagram of a terminal according to an embodiment of the present invention, and as shown in fig. 10, the terminal may include: one or more (only one shown in fig. 10) processors 1001, memory 1003, and transmission apparatus 1005 (such as the transmission apparatus in the above embodiments), as shown in fig. 10, the terminal may further include an input-output device 1007.
The memory 1003 may be used to store software programs and modules, such as program instructions/modules corresponding to the method and apparatus for playing back media information in the embodiments of the present invention, and the processor 1001 executes various functional applications and data processing by running the software programs and modules stored in the memory 1003, that is, implements the method for playing back media information. The memory 1003 may include high-speed random access memory, and may also include non-volatile memory, such as one or more magnetic storage devices, flash memory, or other non-volatile solid-state memory. In some examples, the memory 1003 may further include memory located remotely from the processor 1001, which may be connected to a terminal over a network. Examples of such networks include, but are not limited to, the internet, intranets, local area networks, mobile communication networks, and combinations thereof.
The transmitting device 1005 is used for receiving or transmitting data via a network, and can also be used for data transmission between a processor and a memory. Examples of the network may include a wired network and a wireless network. In one example, the transmitting device 1005 includes a Network adapter (NIC) that can be connected to a router via a Network cable and other Network devices to communicate with the internet or a local area Network. In one example, the transmitting device 1005 is a Radio Frequency (RF) module, which is used for communicating with the internet in a wireless manner.
Among them, the memory 1003 is used to store an application program, in particular.
The processor 1001 may call an application stored in the memory 1003 via the transmitting device 1005 to perform the following steps:
acquiring a first playing frequency of the target media information, wherein the first playing frequency is the played frequency of the target media information acquired by a first client from a media server at a first moment;
determining a second playing time based on the first playing time, wherein the second playing time is the played time of the target media information at a second moment, and the second moment is later than the first moment;
and playing the target media information in the first client under the condition that the second playing times are smaller than the first threshold.
The processor 1001 is further configured to perform the following steps:
and determining a third playing time according to a fourth playing time, wherein the fourth playing time is the playing time of the media information between a third time and a fourth time in the first playing period, the position of the third time in the first playing period is the same as the position of the first time in the second playing period, the position of the fourth time in the first playing period is the same as the position of the second time in the second playing period, and the target media information of the first threshold time is appointed to be played in the second playing period.
By adopting the embodiment of the invention, when the media information to be played is determined, the first playing frequency of the target media information is obtained, and the first playing frequency is the playing frequency of the target media information obtained by the first client from the media server at the first moment; determining a second playing time based on the first playing time, wherein the second playing time is the played time of the target media information at a second moment, and the second moment is later than the first moment; and under the condition that the second playing frequency is smaller than the first threshold value, the target media information is played in the first client side, and by adopting the technical scheme of the application, the played frequency of the target media information can be confirmed locally at the client side or the terminal without interaction with the server, so that the technical problem of delay in playing the media information in the related technology can be solved, and the technical effect of eliminating the delay caused by interaction between the client side or the terminal and the server is further achieved.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment is not described herein again.
It can be understood by those skilled in the art that the structure shown in fig. 10 is only an illustration, and the terminal may be a terminal device such as a smart phone (e.g., an Android phone, an iOS phone, etc.), a tablet computer, a palm computer, and a Mobile Internet Device (MID), a PAD, etc. Fig. 10 is a diagram illustrating a structure of the electronic device. For example, the terminal may also include more or fewer components (e.g., network interfaces, display devices, etc.) than shown in FIG. 10, or have a different configuration than shown in FIG. 10.
Those skilled in the art will appreciate that all or part of the steps in the methods of the above embodiments may be implemented by a program instructing hardware associated with the terminal device, where the program may be stored in a computer-readable storage medium, and the storage medium may include: flash disks, Read-Only memories (ROMs), Random Access Memories (RAMs), magnetic or optical disks, and the like.
The embodiment of the invention also provides a storage medium. Alternatively, in this embodiment, the storage medium may be used to execute a program code of a playing method of media information.
Optionally, in this embodiment, the storage medium may be located on at least one of a plurality of network devices in a network shown in the above embodiment.
Optionally, in this embodiment, the storage medium is configured to store program code for performing the following steps:
s12, acquiring a first playing frequency of the target media information, wherein the first playing frequency is the playing frequency of the target media information acquired by the first client from the media server at a first moment;
s14, determining a second playing time based on the first playing time, wherein the second playing time is the played time of the target media information at a second time, and the second time is later than the first time;
s16, playing the target media information in the first client when the second playing time is less than the first threshold.
Optionally, the storage medium is further arranged to store program code for performing the steps of:
s22, determining a third playing time according to a fourth playing time, wherein the fourth playing time is the playing time of the media information between a third time and a fourth time in the first playing period, the position of the third time in the first playing period is the same as the position of the first time in the second playing period, the position of the fourth time in the first playing period is the same as the position of the second time in the second playing period, and the first threshold time target media information is designated to be played in the second playing period.
Optionally, the specific examples in this embodiment may refer to the examples described in the above embodiments, and this embodiment is not described herein again.
Optionally, in this embodiment, the storage medium may include, but is not limited to: a U-disk, a Read-Only Memory (ROM), a Random Access Memory (RAM), a removable hard disk, a magnetic or optical disk, and other various media capable of storing program codes.
The above-mentioned serial numbers of the embodiments of the present invention are merely for description and do not represent the merits of the embodiments.
The integrated unit in the above embodiments, if implemented in the form of a software functional unit and sold or used as a separate product, may be stored in the above computer-readable storage medium. Based on such understanding, the technical solution of the present invention may be embodied in the form of a software product, which is stored in a storage medium and includes several instructions for causing one or more computer devices (which may be personal computers, servers, network devices, etc.) to execute all or part of the steps of the method according to the embodiments of the present invention.
In the above embodiments of the present invention, the descriptions of the respective embodiments have respective emphasis, and for parts that are not described in detail in a certain embodiment, reference may be made to related descriptions of other embodiments.
In the several embodiments provided in the present application, it should be understood that the disclosed client may be implemented in other manners. The above-described embodiments of the apparatus are merely illustrative, and for example, the division of the units is only one type of division of logical functions, and there may be other divisions when actually implemented, for example, a plurality of units or components may be combined or may be integrated into another system, or some features may be omitted, or not executed. In addition, the shown or discussed mutual coupling or direct coupling or communication connection may be an indirect coupling or communication connection through some interfaces, units or modules, and may be in an electrical or other form.
The units described as separate parts may or may not be physically separate, and parts displayed as units may or may not be physical units, may be located in one place, or may be distributed on a plurality of network units. Some or all of the units can be selected according to actual needs to achieve the purpose of the solution of the embodiment.
In addition, functional units in the embodiments of the present invention may be integrated into one processing unit, or each unit may exist alone physically, or two or more units are integrated into one unit. The integrated unit can be realized in a form of hardware, and can also be realized in a form of a software functional unit.
The foregoing is only a preferred embodiment of the present invention, and it should be noted that, for those skilled in the art, various modifications and decorations can be made without departing from the principle of the present invention, and these modifications and decorations should also be regarded as the protection scope of the present invention.

Claims (12)

1. A method for playing a splash screen advertisement is characterized by comprising the following steps:
acquiring a first playing time of a target splash screen advertisement, wherein the first playing time is the played time of the target splash screen advertisement acquired by a first client from a media server at a first moment;
determining a second number of plays based on the first number of plays, comprising: determining a third playing time according to a first mode, and taking the sum of the first playing time and the third playing time as the second playing time, wherein the second playing time is the played time of the target splash screen advertisement at a second moment, the second moment is later than the first moment, the third playing time is the playing time of the target splash screen advertisement between the first moment and the second moment, and the first mode is stored on the first client before the second moment, and the method includes: determining the third playing time according to a fourth playing time, wherein the fourth playing time is the playing time of the splash screen advertisement in a first playing period between a third time and a fourth time, the position of the third time in the first playing period is the same as the position of the first time in the second playing period, the position of the fourth time in the first playing period is the same as the position of the second time in the second playing period, and the target splash screen advertisement is specified to be played in the second playing period for a first threshold time;
and under the condition that the second playing frequency is smaller than a first threshold and a fifth playing frequency is smaller than a second threshold, playing the target splash screen advertisement in the first client before the first client displays a service interface, wherein the fifth playing frequency is the played frequency of the first client to the target splash screen advertisement in a second playing period, the service interface is an interactive interface of the service provided by the first client, and the second playing period is a playing period corresponding to the first moment and the second moment.
2. The method of claim 1, wherein determining a second play count based on the first play count further comprises:
and taking the first playing times as the second playing times to flash the screen advertisement.
3. The method of claim 1, wherein the targeted splash screen advertisement comprises a plurality of splash screen advertisements, and wherein playing the targeted splash screen advertisement in the first client if the second number of plays is less than the first threshold and a fifth number of plays is less than a second threshold comprises:
acquiring a first splash screen advertisement in the plurality of splash screen advertisements, wherein the first splash screen advertisement is a splash screen advertisement of which the second playing times are smaller than the corresponding first threshold and the playing times are smaller than the corresponding second threshold;
and playing the first flash screen advertisement acquired from the media server in the first client.
4. The method of claim 3, wherein playing the first flash advertisement obtained from a media server in the first client comprises:
under the condition that the number of the first splash screen advertisements is multiple, one of the first splash screen advertisements is selected as a second splash screen advertisement;
and playing the second splash screen advertisement acquired from the media server in the first client.
5. The method of claim 4, wherein playing the second splash screen advertisement retrieved from the media server in the first client comprises:
and after the first client is started and before the first client displays a service interface, acquiring and playing the second splash screen advertisement from the media server, wherein the service interface is an interactive interface of a service provided by the first client.
6. The method of claim 5, wherein after playing the second splash screen advertisement, the method further comprises:
and reporting the identifier of the played second splash screen advertisement to the media server, wherein the media server is used for determining the played times of the second splash screen advertisement according to the received identifier of the reported second splash screen advertisement.
7. The method of claim 1, wherein during or before the client shutdown, the method further comprises:
acquiring and storing the playing times of the target splash screen advertisement at a fifth moment from the media server; and/or the presence of a gas in the gas,
and acquiring a second mode for calculating the playing times of the target splash screen advertisement at a sixth moment according to the playing times of the target splash screen advertisement at the fifth moment, wherein the sixth moment is later than the fifth moment.
8. A playing device of a splash screen advertisement is characterized by comprising:
the device comprises an acquisition unit, a display unit and a display unit, wherein the acquisition unit is used for acquiring a first playing frequency of a target splash screen advertisement, and the first playing frequency is the played frequency of the target splash screen advertisement acquired by a first client from a media server at a first moment;
a determining unit, configured to determine a second play count based on the first play count, including: determining a third playing time according to a first mode, and taking the sum of the first playing time and the third playing time as the second playing time, wherein the second playing time is the played time of the target splash screen advertisement at a second moment, the second moment is later than the first moment, the third playing time is the playing time of the target splash screen advertisement between the first moment and the second moment, and the first mode is stored on the first client before the second moment, and the method includes: determining the third playing time according to a fourth playing time, wherein the fourth playing time is the playing time of the splash screen advertisement in a first playing period between a third time and a fourth time, the position of the third time in the first playing period is the same as the position of the first time in the second playing period, the position of the fourth time in the first playing period is the same as the position of the second time in the second playing period, and the target splash screen advertisement is specified to be played in the second playing period for a first threshold time;
and a playing unit, configured to play the target splash screen advertisement in the first client before a service interface is displayed by the first client when the second playing time is smaller than a first threshold and a fifth playing time is smaller than a second threshold, where the fifth playing time is a played time of the target splash screen advertisement by the first client in a second playing period, and the service interface is an interactive interface of a service provided by the first client, and the second playing period is a playing period corresponding to the first time and the second time.
9. The apparatus of claim 8, wherein the determining unit comprises:
and the first determining module is used for taking the first playing times as the second playing times.
10. The apparatus of claim 8, wherein the playback unit is further configured to:
and under the condition that the second playing frequency is smaller than the first threshold and the fifth playing frequency is smaller than the second threshold, playing the target splash screen advertisement in the first client, wherein the fifth playing frequency is the played frequency of the target splash screen advertisement in a second playing period of the first client.
11. A storage medium, characterized in that the storage medium comprises a stored program, wherein the program when executed performs the method of any of the preceding claims 1 to 7.
12. An electronic device comprising a memory, a processor and a computer program stored on the memory and executable on the processor, wherein the processor executes the method of any of the preceding claims 1 to 7 by means of the computer program.
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CN107403337A (en) * 2017-06-28 2017-11-28 上海精数信息科技有限公司 Advertisement placement method and device

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