CN113676775A - Method for implanting advertisement in video and game by using artificial intelligence - Google Patents

Method for implanting advertisement in video and game by using artificial intelligence Download PDF

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Publication number
CN113676775A
CN113676775A CN202111007945.2A CN202111007945A CN113676775A CN 113676775 A CN113676775 A CN 113676775A CN 202111007945 A CN202111007945 A CN 202111007945A CN 113676775 A CN113676775 A CN 113676775A
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CN
China
Prior art keywords
video
picture
commercial
identifying
link
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202111007945.2A
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Chinese (zh)
Inventor
李鹏翔
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Suzhou Insead Information Technology Co ltd
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Suzhou Insead Information Technology Co ltd
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Priority to CN202111007945.2A priority Critical patent/CN113676775A/en
Publication of CN113676775A publication Critical patent/CN113676775A/en
Pending legal-status Critical Current

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Classifications

    • 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
    • H04N21/44Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
    • H04N21/44008Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs involving operations for analysing video streams, e.g. detecting features or characteristics in the video stream
    • 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
    • H04N21/44Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs
    • H04N21/44016Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to encoded video stream scene graphs involving splicing one content stream with another content stream, e.g. for substituting a video clip
    • 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
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4781Games
    • 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
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/47815Electronic shopping
    • 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)
  • Multimedia (AREA)
  • Signal Processing (AREA)
  • Business, Economics & Management (AREA)
  • Marketing (AREA)
  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The invention discloses a method for advertising in videos and games by using artificial intelligence, which comprises the following steps: s1, unframing the video to be processed, identifying clipping points, and dividing the video into a plurality of paragraph videos through the clipping points; s2, identifying and tracking the paragraph video in S1, identifying and tracking advertising-capable areas in the paragraph video in S1, and positioning the advertising-capable areas in each frame of picture to obtain a synthesized selection area; s3, making a suitable zooming picture for the advertisement picture to be launched according to the synthetic selection area of each frame of the S2 picture; s4, synthesizing the zooming picture in S3 into the synthesizing selection area of the de-framing picture, and then synthesizing the synthesized frame picture into a complete commercial video with advertisements; and S5, adding a commercial link in the commercial video in S4, wherein the position of the commercial link is the composite selected area. The invention has the advantages of high efficiency and low cost.

Description

Method for implanting advertisement in video and game by using artificial intelligence
Technical Field
The invention relates to the technical field of video processing, in particular to a method for implanting advertisements in videos and games by using artificial intelligence.
Background
At present, over ninety percent of short videos generated by users in China cannot be presented, tens of millions of Chinese content creators live by means of content presentation, and hundreds of millions of short videos are not presented every day. The main reason for the above-mentioned dilemma is due to the insufficient technical support of the current video advertisement. How to quickly and harmoniously embed advertisements into videos is a breakthrough of the commercial emergence of the videos at present.
Disclosure of Invention
The present invention is directed to a method for advertisement placement in videos and games using artificial intelligence to solve the above-mentioned problems of the background art.
In order to achieve the purpose, the invention provides the following technical scheme:
a method for advertising in videos and games using artificial intelligence, comprising the steps of:
s1, unframing the video to be processed, identifying clipping points, and dividing the video into a plurality of paragraph videos through the clipping points;
s2, identifying and tracking the paragraph video in S1, identifying and tracking advertising-capable areas in the paragraph video in S1, and positioning the advertising-capable areas in each frame of picture to obtain a synthesized selection area;
s3, making a suitable zooming picture for the advertisement picture to be launched according to the synthetic selection area of each frame of the S2 picture;
s4, synthesizing the zooming picture in S3 into the synthesizing selection area of the de-framing picture, and then synthesizing the synthesized frame picture into a complete commercial video with advertisements;
and S5, adding a commercial link in the commercial video in S4, wherein the position of the commercial link is the composite selected area.
Preferably, the image tracking system is used for identifying and tracking in S2 to locate the position of discontinuous gray level change by an algorithm by using a specific NCAST object appearance feature detection method, so as to generate an edge of the picture, and the edge divides the picture into a plurality of areas.
Preferably, the images in the areas divided from the edges are subjected to image processing, the images are subjected to digital matching with the big data image, and a plurality of alternative areas of the synthesis selection area are identified according to the matching degree.
Preferably, the shape regularity and the size of the candidate area of the synthesis selected area are compared to obtain an optimal area as the synthesis selected area.
Preferably, the commercial video in S4 may further perform delay processing on the commodity link, and set a commodity page appearing after the video is played or when the video is paused, so as to ensure the fluency of video playing.
Preferably, the commercial video in S4 may further include an invisible product link, the invisible product link is matched with the online shopping cart module, when the commercial video is clicked, the screen does not jump, and the product is automatically added to the online shopping cart module, so that the video user can select to purchase the product at any subsequent time.
Preferably, steps S1 and S2 are omitted for the game, and the composite selection is reserved during the game design production process.
Preferably, a gamer account can be used as a shopping account for the game.
Compared with the prior art, the invention has the beneficial effects that: the invention implants the advertisement into the video and the game through the artificial intelligence technology, provides a convenient way for the commercial change of the video, and has the advantages of high efficiency and low cost. The invention makes the advertisement have high correlation with the video and game content through algorithm analysis, and the implantation is more natural and harmonious.
Detailed Description
The technical solutions in the embodiments of the present invention are clearly and completely described below, and it is obvious that the described embodiments are only a part of the embodiments of the present invention, and not all 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.
A method for advertising in videos and games using artificial intelligence, comprising the steps of:
s1, unframing the video to be processed, identifying clipping points, and dividing the video into a plurality of paragraph videos through the clipping points;
s2, identifying and tracking the paragraph video in S1, identifying and tracking advertising-capable areas in the paragraph video in S1, and positioning the advertising-capable areas in each frame of picture to obtain a synthesized selection area;
s3, making a suitable zooming picture for the advertisement picture to be launched according to the synthetic selection area of each frame of the S2 picture;
s4, synthesizing the zooming picture in S3 into the synthesizing selection area of the de-framing picture, and then synthesizing the synthesized frame picture into a complete commercial video with advertisements;
and S5, adding a commercial link in the commercial video in S4, wherein the position of the commercial link is the composite selected area.
The video is segmented through the editing points, so that the advertisement can be accurately put in each video in the paragraph, and the high matching between the advertisement and the video content is improved; continuous and smooth synthetic selection areas are obtained through video identification and tracking, and advertisement pictures are perfectly embedded in the video in cooperation with picture scaling, so that the advertisement delivery is natural and harmonious; and a video watching user can purchase commodities in real time by matching with the commercial link, so that rapid commercial conversion is realized.
In the step S2, the image tracking system is adopted for identifying and tracking, a special NCAST target appearance feature detection method is adopted, and the position of discontinuous change of gray scale is positioned through an algorithm, so that the edge of the picture is generated, and the picture is divided into a plurality of areas by the edge.
The picture edges are distinguished through the gray scale, and the accurate partition of the picture is realized.
And (3) performing image processing on pictures in a plurality of areas divided from the edge, performing digital matching on the pictures and the big data images, and identifying a plurality of alternative areas (such as areas of show windows and wall bodies) of the synthetic selection area according to the matching degree.
And matching the proper throwing positions from all the subareas through big data algorithm comparison.
And comparing the shape regularity and the size of the alternative area of the synthesis selected area to obtain an optimal area as the synthesis selected area.
And finally obtaining the optimal advertisement putting position in the picture through shape comparison.
The commercial video in S4 may also be subjected to delay processing on the commodity link, and a commodity page is set to appear after the video is played or when the video is paused, so as to ensure the fluency of video playing.
And the commodity link delay processing is used for ensuring the video playing fluency and reducing the dislike of the user to the advertisement.
The invisible commodity link can be added to the commercial video in the S4, the invisible commodity link is matched with the online shopping cart module, the pictures do not jump when the commercial video is clicked, and the commodity is automatically added to the online shopping cart module for a video user to select to purchase the commodity at any subsequent time.
Stealth commodity links further weaken the consumer-inducing nature of advertising placement.
Steps S1 and S2 are omitted for the game, and a composite selection is reserved in the game design production process.
The gamer account may be used as a shopping account for the game.
The game advertisement is put in the game design and manufacture process, so that the subsequent video processing workload can be reduced.
It will be evident to those skilled in the art that the invention is not limited to the details of the foregoing illustrative embodiments, and that the present invention may be embodied in other specific forms without departing from the spirit or essential attributes thereof. The present embodiments are therefore to be considered in all respects as illustrative and not restrictive, the scope of the invention being indicated by the appended claims rather than by the foregoing description, and all changes which come within the meaning and range of equivalency of the claims are therefore intended to be embraced therein.

Claims (8)

1. A method for advertising in video and games using artificial intelligence, comprising the steps of:
s1, unframing the video to be processed, identifying clipping points, and dividing the video into a plurality of paragraph videos through the clipping points;
s2, identifying and tracking the paragraph video in S1, identifying and tracking advertising-capable areas in the paragraph video in S1, and positioning the advertising-capable areas in each frame of picture to obtain a synthesized selection area;
s3, making a suitable zooming picture for the advertisement picture to be launched according to the synthetic selection area of each frame of the S2 picture;
s4, synthesizing the zooming picture in S3 into the synthesizing selection area of the de-framing picture, and then synthesizing the synthesized frame picture into a complete commercial video with advertisements;
and S5, adding a commercial link in the commercial video in S4, wherein the position of the commercial link is the composite selected area.
2. The method of claim 1, wherein the identifying and tracking in S2 employs a specific NCAST target outline feature detection method by an image tracking system to algorithmically locate the location of discontinuous changes in gray scale, thereby generating edges of the picture, the edges dividing the picture into regions.
3. The method of claim 2, wherein the image processing is performed on the picture within the area divided by the edge, the digital matching is performed on the picture with the big data image, and the synthesized selection areas are identified according to the matching degree.
4. The method of claim 3, wherein the candidate synthetic selection area is compared in terms of shape regularity and size to obtain an optimal area as the synthetic selection area.
5. The method as claimed in claim 1, wherein the commercial video in S4 further comprises a step of delaying the merchandise link, and setting a merchandise page appearing after the video is played or when the video is paused, so as to ensure fluency of video playing.
6. The method as claimed in claim 1, wherein the commercial video in S4 further comprises an invisible merchandise link, the invisible merchandise link is matched with an online shopping cart module, when the commercial video is clicked, the screen does not jump, and the merchandise is automatically added to the online shopping cart module for the video user to choose to buy the merchandise at any time.
7. The method for advertisement placement in video and games with artificial intelligence as claimed in claim 1, wherein steps S1 and S2 are omitted for games, and synthetic selection is reserved in the game design and production process.
8. The method of claim 7, wherein a game player account is used as a shopping account for the game.
CN202111007945.2A 2021-08-27 2021-08-27 Method for implanting advertisement in video and game by using artificial intelligence Pending CN113676775A (en)

Priority Applications (1)

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CN202111007945.2A CN113676775A (en) 2021-08-27 2021-08-27 Method for implanting advertisement in video and game by using artificial intelligence

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Application Number Priority Date Filing Date Title
CN202111007945.2A CN113676775A (en) 2021-08-27 2021-08-27 Method for implanting advertisement in video and game by using artificial intelligence

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN114257875A (en) * 2021-12-16 2022-03-29 广州博冠信息科技有限公司 Data transmission method and device, electronic equipment and storage medium
CN116993405A (en) * 2023-09-25 2023-11-03 深圳市火星人互动娱乐有限公司 Method, device and system for implanting advertisements into VR game

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CN114257875A (en) * 2021-12-16 2022-03-29 广州博冠信息科技有限公司 Data transmission method and device, electronic equipment and storage medium
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CN116993405A (en) * 2023-09-25 2023-11-03 深圳市火星人互动娱乐有限公司 Method, device and system for implanting advertisements into VR game
CN116993405B (en) * 2023-09-25 2023-12-05 深圳市火星人互动娱乐有限公司 Method, device and system for implanting advertisements into VR game

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