EP3123286A1 - Systèmes et procédés pour la diffusion multimédia en continu et la présentation dans un environnement d'application - Google Patents

Systèmes et procédés pour la diffusion multimédia en continu et la présentation dans un environnement d'application

Info

Publication number
EP3123286A1
EP3123286A1 EP15770276.2A EP15770276A EP3123286A1 EP 3123286 A1 EP3123286 A1 EP 3123286A1 EP 15770276 A EP15770276 A EP 15770276A EP 3123286 A1 EP3123286 A1 EP 3123286A1
Authority
EP
European Patent Office
Prior art keywords
user
media
data
application
social
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.)
Withdrawn
Application number
EP15770276.2A
Other languages
German (de)
English (en)
Other versions
EP3123286A4 (fr
Inventor
Joshua Hartwell
Paul G. BOLTEN
Sean Thompson
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
GOSUB 60 Inc
Original Assignee
GOSUB 60 Inc
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Priority claimed from US14/326,177 external-priority patent/US9237177B2/en
Application filed by GOSUB 60 Inc filed Critical GOSUB 60 Inc
Publication of EP3123286A1 publication Critical patent/EP3123286A1/fr
Publication of EP3123286A4 publication Critical patent/EP3123286A4/fr
Withdrawn legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/61Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor using advertising information
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0481Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
    • G06F3/0482Interaction with lists of selectable items, e.g. menus
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/048Interaction techniques based on graphical user interfaces [GUI]
    • G06F3/0484Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/23Processing of content or additional data; Elementary server operations; Server middleware
    • H04N21/237Communication with additional data server
    • 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
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • 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

Definitions

  • This disclosure is generally directed to systems and methods for displaying data within an application or environment. More specifically, this disclosure relates to systems and methods for presenting social or other media in a media stream.
  • social media networks such as Facebook, Twitter, Instagram, Tumblr, Linkedln, Vine, and Pinterest
  • publications for news, stocks, entertainment, and sports exist on the Internet, and several publications have been adapted for circulation and disbursement through social media networks or through various news feed
  • advertisements within an application, such as game software, on a mobile electronic communication device may be presented in various ways.
  • the background of a game might contain a permanent or static
  • this advertisement would generate revenue for the maker of the game, while also serving as a valuable promotional opportunity for the third party.
  • advertisements may lack the
  • banner ads are often general in nature and are not targeted toward a specific audience. For example, such advertisements do not take a user's social media activity, mobile game activity, or device usage information into account when selecting the most applicable and/or effective advertisements to display to a particular user.
  • the present disclosure provides improved systems and methods for incorporating media streaming and presentation in a mobile device environment. More specifically, the present disclosure provides systems and methods for incorporating media feed streaming and presentation as an active "add-on" to an application environment that is generally intended for purposes other than media feed streaming and presentation. For example, consistent with the disclosed embodiments, systems and methods for displaying a social and/or other media stream within a game environment are disclosed.
  • media streaming refers to relaying media information or data over a computer network.
  • media presentation refers to the display of streamed media information or data.
  • certain disclosed embodiments include systems and processes that may allow an aggregated social and other media stream or presentation to be displayed within an application environment, such as, for example, game software.
  • the disclosed embodiments may provide advantages to both users and mobile application providers.
  • aspects of the disclosed embodiments may provide a mobile device user with a more efficient way to both use mobile applications and to stay connected to social and other media.
  • the mobile application provider there may be a financial benefit, such as, through increased advertising revenue, for providing a user with a more efficient way to access both the application and social and other media.
  • Users will be able to remain in the application interface, and subjected to potential advertising displayed therein, for longer periods of time since they will not be forced to close or otherwise divert attention from the application (and the advertisements) when checking their social and other media.
  • Users may also be willing to pay or pay more for a game or other application having such a social and other media interface, including being willing to pay or pay more for a game or other application having such a social and other media interface that does not include advertisements.
  • a method for displaying data may include displaying an application on a mobile electronic communication device.
  • the method may further include contacting at least one media server configured to store media data and receiving, at the mobile electronic communication device, first available media data from the at least one media server.
  • the method may further include displaying the received available media data in a media stream within the application.
  • the method may also include contacting, after a predetermined amount of time, the at least one media server and receiving, in response to the contacting, at the mobile electronic communication device, second available media data from the at least one media server.
  • the method may further include displaying the second available media data in the media stream.
  • the disclosed exemplary embodiments may also include a method for displaying data, including displaying a mobile electronic communication device environment on a mobile electronic communication device.
  • the method may also include contacting at least one media server configured to store media data and receiving, at the mobile electronic communication device, first available media data from the at least one media server.
  • the method may further include displaying the received first available media data in a media stream within the displayed
  • the method may also include contacting, after a predetermined amount of time, the at least one media server and receiving, in response to the contacting, at the mobile electronic communication device, second available media data from the at least one media server.
  • the method may also include displaying the second available media data.
  • a system for displaying data may be configured to display an application on a mobile electronic communication device.
  • the system may further be configured to contact at least one media server configured to store media data and receiving, at the mobile electronic communication device, first available media data from the at least one media server.
  • the system may further be configured to display the received available media data in a media stream within the application.
  • the system may also be configured to contact, after a predetermined amount of time, the at least one media server and receiving, in response to the contacting, at the mobile electronic communication device, second available media data from the at least one media server.
  • the system may further be configured to display the second available media data in the media stream.
  • a computer-readable medium that stores instructions and that, when executed by one or more processor(s), causes the processor(s) to perform processes consistent with disclosed embodiments.
  • new may refer to data received at a mobile electronic communication device after the old data. It does not necessarily temporally limit the generation or transmission of the new or old media data.
  • New media data and old media data may also be generally referred to as first media data and second media data, respectively.
  • first media data may be received prior to the second media data.
  • these terms are not intended to temporally limit the generation or transmission of the media data.
  • FIG. 1 is a block diagram of an exemplary mobile device system, consistent with the disclosed embodiments
  • FIG. 2 is a block diagram of a computing system, consistent with the disclosed embodiments
  • FIG. 3 is a flowchart of an exemplary process for providing a social media stream within a video game interface
  • FIG. 4 is a flowchart of an exemplary process for receiving social media data
  • FIG. 5 is a flowchart of an exemplary process for organizing the received media data
  • FIG. 6 is a flowchart of an exemplary process for transmitting and storing user data
  • FIG. 7 is a flowchart of an exemplary process for selecting which media posts and advertisements to display in an exemplary media stream.
  • FIGS. 8A-D are exemplary graphic displays for an exemplary video game interface with exemplary media streams and presentations.
  • new may refer to data received at a mobile electronic communication device after the old media data.
  • new media data may refer to media data with a received timestamp that occurred at a later time than the data already received. It does not necessarily temporally limit the generation or transmission of the new or old media data.
  • new media data and old media data or older media data may also be generally referred to as first media data and second media data, respectively.
  • first media data may be received prior to the second media data.
  • these terms are not intended to temporally limit the generation or transmission of the media data.
  • Exemplary games and game software for use with exemplary embodiments of the present disclosure may include solitaire, blackjack, mahjong, minesweeper, and dominoes, as well as video-style games (such as, for example, race car driving games, darts games, and single-player or multi-player roleplaying games), other puzzle games, other card-based games, other casino-style games, "Sandbox" games, and any combination of these.
  • video-style games such as, for example, race car driving games, darts games, and single-player or multi-player roleplaying games
  • other puzzle games other card-based games
  • casino-style games other casino-style games
  • "Sandbox" games such as, for example, casino-style games, "Sandbox" games, and any combination of these.
  • the systems, methods, and principles of this disclosure may be implemented to any type of mobile application or device environment, such as, for example, blog readers, e-readers, web browsers, email, stock-trading or monitoring applications, news-reading applications, message applications, weather applications, shopping applications, "home" screens, operating system windows, video/audio media viewers (such as, for example, for movies, webclips, music videos, television programs, etc.), and/or productivity applications (such as, for example, word processing, spreadsheet, presentation, and/or calendaring applications), as will be appreciated by those of ordinary skill in the art.
  • productivity applications such as, for example, word processing, spreadsheet, presentation, and/or calendaring applications
  • the present disclosure is not limited to mobile or handheld electronic devices, but may be applicable to many different types of electronic devices.
  • the systems, methods, and principles of this disclosure may be implemented to any type of electronic device capable of displaying social media and/or other media stream or presentation within or alongside application software, such as, for example, gaming (gambling) machines (such as, for example, video slot and video poker machines), internet television interface boxes (such as, for example, those known by the names and/or manufactured by AppleTV, Amazon Fire TV, Boxee, Google TV, Google Chromecast, TiVo, and Roku), and cable television interface or television converter boxes (such as, for example, those manufactured by Motorola, Scientific Atlanta, Cisco, Jerrold, General Instruments, and Pace for use by or with cable and other television providers such as, for example, Comcast, Time Warner, AT&T, Charter, DirectTV, and Dish), as will be appreciated by those of ordinary skill in the art.
  • gaming (gambling) machines such as, for example, video slot and video poker machines
  • internet television interface boxes such as, for
  • certain embodiments may also be implemented within an operating system operating on a user device. For example, it may be desirable to provide a built-in media stream or presentation within an operating system. In such an embodiment, the operating system itself creates, handles, and displays the media stream and/or presentation, without the need for the user to install, execute, or run a separate program.
  • certain embodiments may also be implemented within a windowed device.
  • some user devices may be operating software that allows different applications to be open in different windows or zones of the viewable area.
  • Embodiments consistent with the present disclosure may be implemented within each window or zone, which may enable a user to access the media stream or presentation without needing to open, close, or minimize windows or zones on the device.
  • the stream presentation may be provided in a separate window, or in a specifically designated and/or dedicated portion of the screen.
  • an icon when visible or when minimized, an icon
  • representing the stream may be visible on the screen, for example, along the bottom and on top of other open applications (such as, for example, in a toolbar, taskbar, notification panel or zone, or system icon/information panel or zone).
  • open applications such as, for example, in a toolbar, taskbar, notification panel or zone, or system icon/information panel or zone.
  • a user may open, minimize, maximize, and/or make changes to the stream window by selecting an icon visible on the screen.
  • a server includes any remote system capable of receiving communication from a handheld device over a network, such as, for example, the Internet, intranet, local area network, wide area network, telecommunications network, and/or Ethernet.
  • a network such as, for example, the Internet, intranet, local area network, wide area network, telecommunications network, and/or Ethernet.
  • the systems or methods disclosed may allow a software application company and/or provider, such as for mobile game software, to provide updated or aggregated content, including social media posts, other media posts, and/or advertisements, to a mobile electronic communication device for use in game software that operates on the mobile electronic communication device.
  • the game may be more attractive to potential users and may provide additional revenue for the game provider, through an increase in user downloads, targeted advertisements, paid subscriptions or purchases of the game application (and any various in-app purchases), and advertising revenue spurred by the increase in users.
  • the game may be more attractive to third-party advertisers and provide promotional revenue for the game provider because it allows the user to consume social media without requiring the user to divert their eyes from the application in order to access social media.
  • Certain embodiments may provide an avenue for selling time blocks of in-game advertising. Third parties may now have the option to advertise only to selected users, or only periodically, rather than permanently, within a game for a mobile electronic communication device. This flexibility may allow the negotiation of promotional contracts that involve less guess-work with respect to the placing of advertisements or virtual products within a game on a mobile electronic
  • an embodiment herein also provides promotional opportunities for third parties that could not previously afford to place advertisements within a game for a mobile electronic communication device. For example, while purchasing a promotional spot that lasts the lifetime of the game or that is shown to every viewer may not be feasible, it may be much cheaper to purchase a smaller block of time or an advertisement slot, including a slot for a specific target audience.
  • Figure 1 shows a diagram of an exemplary mobile device system 100 that may be configured to provide a game along with an embedded social and other media stream or presentation within the game interface, consistent with the disclosed embodiments.
  • the exemplary system may include a user device 120 interfacing with a provider server 140 and a plurality of third party servers 150 via network 130.
  • a user 1 10 may operate user device 120 to operate mobile software applications.
  • User device 120 may be any form of computing or mobile electronic communication device.
  • user device 120 may be a cellular phone (iPhone®, Android phone, Windows® phone), a tablet computer (iPad®, Android Tablet, Microsoft SurfaceTM, etc.), or a laptop, desktop, or portable computer.
  • User device 120 may be capable of accessing network 130.
  • user device 120 may incorporate one or more display screens.
  • certain user devices 120 may implement a single display, whereas other user devices 120 may include a plurality of displays that work or operate in conjunction.
  • user device 120 may be capable of caching information in memory or in permanent storage including but not limited to a database, as discussed in detail with regard to Figure 2.
  • Network 130 may include, for example, the Internet, a private data network, a virtual private network using a public network, a WiFi network, a LAN or WAN network, a Bluetooth network, and/or other suitable connections that may enable information exchange.
  • network 130 may include a cellular phone or data network, which may be provided by cellular phone service provider, such as, for example, Verizon, AT&T, Sprint, T-Mobile, or Metro PCS in the United States.
  • user device 110 may connect to an interface (not shown) that may, in turn, pass a request for data information to provider server 140 and/or third party server(s) 150.
  • the interface may be part of provider server 140 or a separate device, depending on the embodiment.
  • the interface may also include its own server and/or specialized firewall hardware.
  • provider server 140 may actually be a plurality of servers.
  • Provider server 140 may be the server maintained and operated by the video game provider (not shown).
  • the game provider may be the party who maintains, through server 140, for example, a web-based or application-based environment.
  • the game provider may also be the party who provides a mobile application of a game to users.
  • the game provider may provide the user with a mobile application through use of an online, download function.
  • the provider may make the mobile application available for download by a user by uploading it to a web application store such as the Apple App Store, the GooglePlayTM store, the Apps for Windows store, the Amazon Appstore, or other online application provider website.
  • User device 120 may, for example, download a mobile game application. It may alternatively, connect to a web-hosted game application though network 130.
  • user device 120 may maintain a continuous link with provider server 140 while the game is operating.
  • a continuous link may allow provider server 140 to continuously track the user's game play.
  • provider server 140 may still track a user's game play.
  • user device 120 may periodically access provider server 140 to obtain updated information.
  • user device 120 may track or gather, and periodically or otherwise at a predetermined time or event, report game play statistics and/or device use statistics to provider server 140.
  • Provider server 140 may gather the data provided by user device 140 and store the gathered data, for example, in memory 230 or in database 240. Reporting user statistics is discussed in further exemplary detail with respect to Figure 7. Gathered data may be used by provider server 140 to determine which social and other media posts and advertisements to display to user 110 in the future. An example of determining which posts and/or advertisements to display is discussed in detail with respect to Figure 6.
  • System 100 may additionally include one or more third party servers 150.
  • Third party servers 150 may be operated by entities other than user 110 and the video game provider.
  • third party servers 150 may be operated by social media entities (such as, for example, Facebook, Instagram, Twitter, Tumblr, Linkedln, Vine, Orkut, Renren, Sina, Weibo, and Pinterest), other media entities (such as, for example, New York Times, Huffington Post, Buzzfeed, FiveThirtyEight, Vox, and ESPN), and/or advertisers.
  • Third party servers 150 may store social and/or other media data relevant to user 1 10.
  • third party servers 150 may transmit social and/or other media data, via network 130, to user device 120.
  • third party servers 150 may connect to provider server 140 via network 130. Third party servers 150 may then transmit social and/or other media data relevant to a particular user 1 10 to provider server 140. Provider server 140 may then store the media data, and/or transmit it, via network 130, to user device 120.
  • the third party server or servers may be managed by an entity that compiles, aggregates, or sorts at least a portion of, or in some cases all of, the media stream data or information.
  • the entity may use filters, key words, or algorithms to separate posts or media data into categories or topics, such as by content, interest, or key words, or may do so manually. Data or information from one or more of the categories or topics (including related
  • Sample categories or topics include, but are not limited to, news, science, technology, finance, books, stocks, sports, shopping, local events (which may linked either to a user's actual location such as by GPS or a "home" or other location defined by the user), travel, style and fashion, food and drink, cars, health and fitness, celebrity news, celebrity gossip, politics, TV and movies, movies and entertainment, and weather.
  • a user may select a "news" category, and the media stream will display information, media data, or posts related to news, such as media data from the New York Times or other newspapers, media data from news agencies such as CNN, and/or posts, such as Twitter or Facebook posts, that contain or link to news articles or videos.
  • the media stream may be populated with posts or media data from each of the selected categories.
  • FIG. 2 shows a diagram of an exemplary computing system 200 illustrating a computing system configuration that may be associated with provider server 140, and user device 120, consistent with disclosed embodiments.
  • computing system 200 may have one or more processors 210, one or more memories 230, and one or more input/output (I/O) devices 220.
  • computing system 200 may take the form of a server, general purpose computer, a mainframe computer, laptop, smartphone, mobile device, or any combination of these components.
  • computing system 200 (or a system including computing system 200) may be configured as a particular apparatus, system, and the like based on the storage, execution, and/or
  • Computing system 200 may be standalone, or it may be part of a subsystem, which may be part of a larger system.
  • Processor 210 may include one or more known processing devices, such as, for example, a microprocessor from the PentiumTM or XeonTM family manufactured by IntelTM, the TurionTM family manufactured by AMDTM, or any of various processors manufactured by Sun Microsystems or Qualcomm, such as Qualcomm processors.
  • Processor 210 may constitute a single-core or multiple-core processor that executes parallel processes simultaneously.
  • processor 210 may be a single-core processor configured with virtual processing technologies.
  • processor 210 may use logical processors to simultaneously execute and control multiple processes.
  • Processor 210 may implement virtual machine technologies, or other known technologies to provide the ability to execute, control, run, manipulate, store, etc. multiple software processes, applications, programs, etc.
  • processor 210 may include a multiple-core processor arrangement (e.g., dual, quad core, etc.) configured to provide parallel processing functionalities to allow computing system 200 to execute multiple processes simultaneously.
  • processor arrangement e.g., dual, quad core, etc.
  • processor arrangements could be implemented that provide for the
  • Memory 230 may include one or more storage devices configured to store instructions used by processor 210 to perform functions related to the disclosed embodiments.
  • memory 230 may be configured with one or more software instructions, such as program(s) that may perform one or more operations when executed by processor 210.
  • the disclosed embodiments are not limited to separate programs or computers configured to perform dedicated tasks.
  • memory 230 may include a single program that performs the functions of computing system 200, or could comprise multiple programs.
  • processor 210 may execute one or more programs located remotely from computing system 200.
  • user device 110 may, via computing system 200 (or variants thereof), access one or more remote programs that, when executed, perform functions related to certain disclosed embodiments.
  • Processor 210 may further execute one or more programs located in database 240.
  • programs may be stored in an external storage device, such as a cloud server located outside of computing system 200, and processor 210 may execute programs remotely. It is understood that according to some embodiments processor 210 may include more than one processor that are each processor is configured to perform some of the steps described herein, such that together they perform the disclosed methods.
  • Programs executed by processor 210 may cause processor 210 to execute one or more processes related to providing a social and other media stream within a game interface as disclosed in the present embodiments.
  • Memory 230 may also store data that may reflect any type of information in any format that the system may use to perform operations consistent with the disclosed embodiments.
  • memory may store media data as received from third party servers 150. It may also store game-play statistics collected from user device 120. Additionally or alternatively, it may store device statistics about user device 120 itself (for example, phone number, GPS location, device type or model number, Apple IDFA, OpenUDID, MAC Address, whether on WiFi or cell tower, and wireless service provider or ISP). User statistics gathered from user device 120 may be stored in a user profile.
  • memory 230 may store user data such as, for example, geographic location, age, gender, type of games played, type of user device used, length of game play, in-app purchasing habits, win-loss ratio, time of day played, day of the week played, local weather, game personalization choices such as backgrounds and/or avatars, posts that have been expanded from the social and other media stream or presentation, or any other data relevant to the subject of the advertisement.
  • Memory 230 may store instructions to enable processor 210 to execute one or more applications, such as game-play applications, data-processing applications, search-algorithm applications, and/or any other type of application or software.
  • the instructions, application programs, etc. may be stored in an external storage (not shown) in communication with computing system 200 via network 130 or any other suitable network.
  • Memory 230 may be a volatile or nonvolatile, magnetic, semiconductor, tape, optical, removable, non-removable, or other type of storage device or tangible (i.e., non-transitory) computer-readable medium.
  • the application programs may be executed by processor 210 to operate and display an application environment, consistent with the disclosed embodiments.
  • the media streaming and presentation systems may be performed in a separate application that runs simultaneously with the base application.
  • the media streaming and presentation is split up between being a separate application and being part of the base application.
  • the media streaming system may be a separate application, while the media presentation system may be integrated into the base application.
  • the user may be able to interact with both the application and the media stream at the same time, such as for example, playing a game while also having the option to interact with the media stream without disrupting the game, whether the media stream is in a separate application from the game or within the same application.
  • the game or other application may pause or suspend, and may display a message to the user when the user interacts with the media stream.
  • Social media data 232 may include information related to data received from various social media network providers.
  • social media data may include posts that user 110 would be able to access through their social networking accounts with various social network providers.
  • Third party servers 150 may provide this information to provider server 140 via network 130.
  • Provider server 140 may request data from third party servers 150, and transmit the data to user device 120 by provider server 140.
  • social and other media data 132 may be transmitted to provider server 240 by user device 120.
  • social media data 232 may be stored in database 240 or in an external storage (not shown) in communication with computing system 200 via network 130 or any other suitable network.
  • Memory 230 may further include advertisement data 234.
  • Advertisement data 234 may include information about particular advertisers who have purchased ad space with the game provider.
  • advertisement data 234 may include the actual advertisement (video, graphic, link, etc.) and/or a target profile.
  • the target profile may include certain characteristics that the provider server may look for when choosing which users to display the advertisement.
  • Target features may include, for example, location, phone type, game being played, social and other media networks used, whether the user has another specific game installed, whether the user has spent money in the game, how many times the user has viewed a particular advertisement, or any other data the provider server may have saved about a particular user 110.
  • Advertisement data may additionally include advertiser account information, such as payment information, about the advertiser itself.
  • Memory 230 may further include other media data 236 which may additionally store data such as blog posts, news articles, stocks information, sports scores, weather information, television guides, celebrity news and gossip, posts from other players regarding the game currently being played, and/or videos that may be put in the social and other media stream or presentation.
  • Other media data 236 may include data that user 1 10 has indicated, for example by clicking or selecting a button, that he or she wishes to view in his or her media stream or presentation. Additionally, other media data 236 may include data from default data sources that the game provider chooses to include in the media stream or presentation.
  • Processor 210 may analyze social media data 232 with reference to advertisement data 234.
  • processor 210 may analyze social media data 234 to determine if the related user possesses certain target features identified in advertisement data 234. Additionally, processor 210 may analyze certain social media data 232 to determine other social media posts that may be relevant to user 1 10. For example, processor 210 may analyze social media data 232 to determine trending topics contained therein. Processor 210 may then select additional social and other media posts that may also be relevant to and desired by the user.
  • Processor 210 may also analyze other media data 236 with reference to social media data 232. For example, processor 210 may analyze social media data 232 to determine if certain data stored in other media data 236 may be relevant to user 1 10. As discussed above, processor 210 may analyze social media data 232 to determine trending topics therein, and may then select other media data that may also be relevant and desired by the user for display to the user in the stream or
  • processor 210 may analyze advertisement data 234, other media data 236, and/or social media data 232 into categories or topics. Data or information relevant or related to the categories or topics may be selected by the user and displayed in the media stream.
  • I/O devices 220 may be one or more device that is configured to allow data to be received and/or transmitted by computing system 200.
  • I/O devices 220 may include one or more digital and/or analog communication devices that allow computing system 200 to communicate with other machines and devices, such as, for example, other components of exemplary system 100.
  • computing system 200 may include interface components, which may provide interfaces to one or more input devices, such as one or more keyboards, mouse devices, touchscreen interface, and the like, which may enable computing system 200 to receive input from an operator (not shown).
  • Computing system 200 may also contain one or more database(s) 240.
  • computing system 200 may be communicatively connected to one or more database(s) 240.
  • Computing system 200 may be communicatively connected to database(s) 240 through network 140.
  • Database 240 may include one or more memory devices that store information and are accessed and/or managed through computing system 200.
  • database(s) 240 may include OracleTM databases, SybaseTM databases, or other relational databases or non-relational databases, such as Hadoop sequence files, HBase, or Cassandra. Additionally or alternatively, computing system 200 may implement an SQL server database or SQL server database client.
  • Database 240 may include computing components (e.g., database management system, database server, etc.) configured to receive and process requests for data stored in memory devices of database(s) 240 and to provide data from database 240.
  • computing components e.g., database management system, database server, etc.
  • computing system 200 may be used by other components of system 100, including, for example, user device 120 and/or third party servers 150.
  • Computing system 200 may be a single server or may be configured as a distributed computer system including multiple servers or computers that interoperate to perform one or more of the processes and
  • At least one computing device in user device 120 may include the same or similar configuration and/or components of computing system 200.
  • Computing system 200 when implemented in user device 120 may include hardware and/or software installed therein for performing methods and processes disclosed herein.
  • Computing system 200 may, when implemented on user device 120, allow user 1 10 to influence the content displayed in their media stream or presentation.
  • user 110 may be able to select which social media networks, other media information or posts, and advertisements they wish to see displayed.
  • user 1 10 may be able to directly influence the advertisement data 234, other media data 236, and social media data 232 stored in memory 230.
  • Figure 3 is an exemplary flow chart that includes steps taken by a mobile communication system to display a social media stream or presentation in accordance with some embodiments.
  • System 100 operates a game at step 310.
  • the game may be a game application that has been downloaded to user device 210.
  • the game may also be a web-based game that user device 210 accesses through network 130.
  • the media stream and/or presentation may be updated or modified to reflect the interaction.
  • provider server 140 or user device 120 may be configured to display to user 1 10, or to prompt user device 120 to display to user 110, a congratulatory message in the stream.
  • the displayed message may be an application status.
  • An application status may be, for example, a positive or noteworthy event within the game or application.
  • an application status may include, completing a level, unlocking a reward or bonus, defeating a monster, winning a game, paying a 100 th game, etc.
  • provider server 140 or user device 120 may present user 110 with a reward, feature update, and/or additional/modified game or application functionality (for example, a coin bonus or extra game play levels).
  • Provider server 140 or user device 120 may also offer user 1 10 such a reward if user 110 selects, taps, or otherwise interacts with that post or message in the stream.
  • user device 120 or provider server 140 may be configured to prompt user 1 10 to post the details of the win to one or more of the user's social network(s) (such as Facebook or Twitter).
  • social network(s) such as Facebook or Twitter
  • the details may be posted to the user's social network(s) after user device 120 receives an indication that the user wishes to post to the social network(s), such as through the user tapping button on a screen in response to the prompt.
  • the details of the post by the user may be an application status.
  • the prompt may appear in a popup window or slide-out window, or may appear in the media stream itself.
  • the prompt may also appear as an interactive message.
  • the prompt may provide a message to the user and may also provide suggestions prompting the user to post information, such as an application status, to one or more social networks.
  • the application status or information may be automatically posted to a social media network corresponding to the selected icon when the user is logged into the network.
  • selecting the icon may open a login window for the user to login to the network so that the status can be posted.
  • user 110 may also be able to interact with others (e.g., their friends) that are also playing the game. For example, if a user's social network connection (such as a Facebook "friend” or “followed” Twitter feed) posts to Facebook or Twitter, it may include a hashtag or other social media topic/trend indicator referencing a game played by user 1 10 or referencing a game that user 110 may be interested in playing. User 110 may select the post containing the hashtag or indicator, the game application will receive that information, and the game application will allow the user to play the referenced game.
  • others e.g., their friends
  • a user's social network connection such as a Facebook "friend” or “followed” Twitter feed
  • Facebook or Twitter Twitter
  • User 110 may select the post containing the hashtag or indicator, the game application will receive that information, and the game application will allow the user to play the referenced game.
  • such a post may also contain metadata or other hidden information that allows the game to receive additional information not apparent to the user and reflect a particular configuration, for example, a particular deal of cards to play in blackjack.
  • user 110 may receive a reward, feature update, and/or
  • additional/modified game or application functionality e.g., bonus coins or points
  • additional/modified game or application functionality e.g., bonus coins or points
  • the media stream and/or presentation may present user 110 with information that might be used by the same or a different application program. For example, if a user is playing a game, and one of the user's social network connections posts to Facebook or Twitter including a hashtag or other social media topic/trend indicator referencing an event that user may wish to attend, user 1 10 may select the post containing the hashtag or indicator, the user's calendar application will receive that information, and the calendar application will place the event on the user's calendar.
  • such a post may also contain metadata or other hidden information that allows the application to receive additional information not apparent to the user and reflect a particular configuration, for example, the time, location, directions, details, and/or other attendees for the event.
  • user device 120 may contact provider server 140 to check for social media data.
  • user device 120 may communicate with third party servers 150 directly, without going through provider server 140. Additionally or alternatively, provider server 140 or user device 120 may check contact third party servers 50 to check for social media data at this step. If social media data is found, either user device 120 or provider server 140 may receive the social media data from the source (step 330). Once social media data is received, for example, by provider server 140 or user device 120, it may be stored in memory 230 and/or in social media data 232. If social media data is received by provider server 140, it may then be transmitted to user device 120. [63] Social and other media data 232 may be displayed to user 110, via user device 120, at step 340.
  • User device 120 may then display the data in a social media stream or presentation.
  • the social media stream or presentation may combine social media data from a plurality of various social media networks.
  • user device 120 may display advertisements, articles, publications, and selected posts, determined by processor 210 as relevant to user 1 10 in the social and other media stream or presentation.
  • User device 110 may display the social media stream or presentation within the video game interface.
  • User device 1 10 may display the social media stream directly within the game play, so a user may view both the game and the social media stream or presentation without opening additional applications or windows. Therefore, the user will not have to close or minimize the game to view and interact with information within the social and other media stream or presentation. For example, the user may interact with the media stream and the application
  • simultaneous interaction may allow the user to use the application (e.g., to play a game, watch a movie, or read a book) while the media stream updates or otherwise provides content or information to the user.
  • the application may maintain its state for the duration of the interaction with the media stream.
  • the application may suspend/pause, if needed, for the duration of the interaction.
  • the application is then ready to resume use and may automatically un-suspend or un- pause.
  • simultaneous access allows the user to switch back and forth between interacting with the application and with the media stream (or with a window opened by the user's interaction with the media stream).
  • Provider server 140 or user device 120 may, periodically, continuously, or manually based upon user control, update the social media stream or presentation to incorporate new posts. For example, at step 350, user device 120 may contact provider server 140 to check for new social media data. In certain embodiments, user device 120 may communicate with third party servers 150 directly. Additionally or alternatively, provider server 140 may contact third party servers 150 to check for new social media data at this step. If new social media data is found, either user device 120 or provider server 140 may receive the new social media data from the source (step 360). Once social media data is received, for example, by provider server 140, it may be stored in memory 230 and/or in social media data 232. Again, if new social media data is received by provider server 140, it may then be transmitted to user device 120.
  • user device 20 may then update the social media stream or presentation to display the new social media data to user 1 10.
  • the media stream may appear as a list of media data, and may be updated such that the new media data appears at the top of the stream. Previous media data may progress down the list as new media data is added. The media stream thereby creates a sequential list of media data that is updated as new media data is received.
  • the media data in the stream may be sorted by, for example, time received, time of the media data event, priority, importance, popularity, financial value, or other preferences.
  • User device 120 may poll for updates, receive "pushed" updates, or may check for updates at an interval of time set by provider server 140 or by user 1 10.
  • user 1 10 may indicate that he or she wishes to check for or poll new updates by scrolling down on the social and other media stream. If user 110 scrolls to or near the end of the oldest data that has been acquired, a check for older data may be triggered. Older posts may be accessed, for example, with or without bound. Older posts may be accessed, for example, by scrolling/paging back in the media stream, or by other means. Caching of posts to the file system or a database on user device 120, provider server 140, or some combination of the two. In certain embodiments, caching posts may be incorporated in order to avoid unbounded memory use.
  • Checks for new and old data could happen simultaneously if the stream is configured to poll for new media data periodically. Check for old data may also occur if the user scrolls towards the oldest data in the stream and triggers a check for old data.
  • updates may also be received, for example, by "pushing" data from other devices, such as servers. Push updates may not require the user device to contact the provider servers.
  • updating the media stream may only occur manually. For example, a user may indicate, by interfacing with user device 120 that he wishes to have the media stream updated. In some embodiments, updating the media stream may only occur on a predetermined interval. In some embodiments, updating the media stream may occur based on a combination of automated updates on a predetermined interval and manual updates to the media stream. For example, a predetermined interval may be set, but the user may still have an option to update the media stream manually, such as by a refresh button displayed on user device 120.
  • steps of the exemplary flowchart in Figure 3 are discussed with relation to social media data, the same or similar steps may be implemented with relation to advertisement data 234 or other media data 236, or any combination of the social media data 232, advertisement data 234, and/or other media data 236. Additionally, it should be noted that the steps of the exemplary flowchart may alternatively be implemented entirely on user device 120, entirely on provider server 140, or any combination of the two.
  • FIG. 4 is an exemplary flowchart that includes steps taken by mobile communication system 100 to gather social media data.
  • provider server 140 or user device 120 may contact a plurality of third party servers 150.
  • Third party servers 150 may be responsible for storing social media data that has recently been posted to the social media website or network that is maintained by the particular third party server 150.
  • Provider server 140 or user device 120 may access the social media data stored in third party servers 150 that is relevant to a particular user 110.
  • Provider server 140 then may check to see if third party servers 150 have any social media data related to the particular client 110.
  • third party servers 150 may then transmit the relevant social media data to provider server 140.
  • third party server 150 may transmit the relevant social data directly to user device 120, without going through server 140.
  • provider server 140 or user device 120 may receive a plurality of social media data associated with various social media networks (step 420).
  • user 1 10 may indicate to provider server 140 which social media networks he or she would like to see in his or her social media stream or presentation.
  • Provider server 140 may then only gather data from the third party servers 150 associated with the social networks the user has indicated.
  • provider server 140 or user device 120 then combines the social media data into a single list. Because provider server 140 or user device 120 may be receiving social media data from a plurality of third party servers 150, processor 210 may organize and combine all the received data from the plurality of third party servers into a single comprehensive list of all data relevant to particular user 110. In some embodiments this list may be organized chronologically. The combining and organizing of social media data is discussed in detail with respect to Figure 5. According to some embodiments, provider server 140 or user device 120 does not combine the social media data into a single list, but rather may be configured to provide separate social and other media streams or presentations for each individual source. For example, data from each individual third party server 150 may be displayed in separate media streams or presentations.
  • posts from Facebook may be contained in a separate stream or presentation than posts from Twitter.
  • a user 110 may select to display a single stream or presentation, for example, by selecting or clicking on a particular stream or presentation or a symbol representing a particular stream.
  • user 1 10 may choose to combine the streams or presentations into a single stream or presentation, for example by deselecting a particular stream or presentation or a symbol representing a particular stream or presentation.
  • media streams or presentations may be combined into categorized groupings.
  • a user may, for example, indicate a category of media and/or media streams they wish to view. For example, a user may indicate that they wish to see only social media streams or presentations, or a user may indicate that they wish to see only news related media streams or presentations.
  • each individual media stream or presentation may be color coded differently.
  • the Twitter media stream may be a different color than the Facebook media stream.
  • posts from different media providers may be color coded based on the provider.
  • posts from Twitter may be a different color than posts from Facebook.
  • provider server 40 or user device 20 may determine if there are duplicate posts.
  • the data received from third party servers 150 may contain the same post from multiple different servers 150.
  • Provider server or user device 120 may conduct a comparison of the received data from each third party server 150 as the data is being combined. If provider server 140 or user device 120 contain the same post, that post may be displayed only once in the social or other media stream or presentation. For example, provider server 140 or user device 120 may eliminate duplicates from the social or other media stream or presentation.
  • provider service 140 or user device 120 may also determine if there are duplicate posts based on, for example, a user's multiple subscriptions to the same media channel.
  • a user 1 10 may subscribe through a social network, such as Facebook, to receive posts from a certain media source (e.g., New York Times).
  • User 1 10 may also indicate within the application environment that they wish to receive media posts from the same media source (e.g., New York Times).
  • Deduplication methods as described above, may prevent the same post from the same media source from showing up in a user's social and other media stream or presentation multiple times.
  • provider server 140 or user device 120 may conduct a comparison of the various media source subscriptions.
  • provider server 140 or user device 120 may contain multiple subscriptions to the same media source, posts from that source may only be displayed once in the social or other media stream or presentation. For example, provider server 140 or user device 120 may eliminate duplicates from the social or other media stream or presentation, and may allow the user to select a preference of from which media source the duplicate should be shown (e.g., from Facebook or from New York Times).
  • FIG. 5 is an exemplary flowchart that includes steps taken by mobile communication system 100 to aggregate social media data into a single social media stream or presentation. Aggregation of social media posts from a variety of social media networks eases the amount of effort user 1 10 must expend in order to review the social media posts relevant to him or her from a variety of social networks.
  • provider server 140 may receive social media data 232 from a plurality of social media networks. Data may be received continuously, or may be received at specific time intervals or upon certain events (such as, for example, scoring a certain number of points, completing a level, hand, or board within a game, moving from the menu system to the game, or uncovering a key object or gameplay piece within the game).
  • the intervals and/or events may be set by provider server 140 or by user device 120, such that the game operator or user may define the style of data received.
  • Third party servers 150 may transmit social media to provider server 140 or user device 120. Once received, provider server 140 or user device 120 may store social media data in memory 230.
  • provider server 140 or user device 120 may sort the received social media data by the time it was posted.
  • social media posts contained in the received social media may include a timestamp.
  • a timestamp may indicate the time at which the post was made on the social media network.
  • Processor 210 may sort the social media data by organizing it chronologically by analyzing the timestamps on each post and ordering the posts accordingly.
  • social and other media posts may be sorted based on factors other than time. For example, social and other media data may be sorted based on popularity (e.g., "trending" topics) or relevance to a particular user 110. Further, in some embodiments, media providers may be able to pay more to have their posts and/or advertisements displayed at the top of the media stream or presentation. In some embodiments, the media stream may display data or information within categories or topics selected by a user, or may display data or information (including, for example, advertisements or social media posts) based on user-selected key words.
  • popularity e.g., "trending" topics
  • media providers may be able to pay more to have their posts and/or advertisements displayed at the top of the media stream or presentation.
  • the media stream may display data or information within categories or topics selected by a user, or may display data or information (including, for example, advertisements or social media posts) based on user-selected key words.
  • provider server 140 does not combine the social media data into a single list, but rather is configured to provide separate social and other media streams or presentations for each individual source.
  • data from each individual third party server 150 may be displayed in separate media streams or presentations.
  • posts from Facebook may be contained in a separate stream than posts from Twitter.
  • a user 110 may select to display a single stream or presentation, for example, by selecting or clicking on a particular stream or presentation or a symbol representing a particular stream or presentation. Additionally, in certain embodiments, user 110 may choose to combine the streams or presentations into a single stream or presentation, for example by deselecting a particular stream or presentation or a symbol
  • provider server 140 or user device 120 may compile the data into a single time-ordered list. Because each third party server 150 from which provider server 140 or user device 120 receives social media data may have a different stream velocity, or delay or lag in the posting and transmission of new social media data, there may be a delay between the sorting and compiling steps to ensure that all social media data from a given time period had been gathered and sorted before being displayed in the stream to user 10. For example, in some
  • receiving the social media data from a plurality of social media networks may be a continuous process, and as social media data is continuously received, processor 0 may continuously sort the data by time posted (step 520). Then, periodically, processor 1 10 may compile the sorted social media data into a finalized, time-ordered list that user device 120 will then display to user 110. The final time-ordered list may be transmitted to user device 120 by provider server 140 after compilation.
  • Provider server 140 or user device 120 may further deal with different stream velocities when polling for older data by, for example, keeping a time-ordered list of incoming posts from each different media stream.
  • Provider server 140 or user device 120 may, for example, receive different media streams from third party servers 150.
  • Provider server 140 or user device 120 may then combine the data in
  • provider server 140 or user device 120 may stop or pause combining the data from multiple media sources (e.g., third party servers 150) into the single list when one of the media sources runs out of data.
  • Provider server 140 or user device 1 10 may buffer unmerged data from other media sources until the next time provider server 140 or user device 120 poll for old data.
  • provider server 140 or user device 120 may omit media sources with a sufficient buffer from the next old data poll when old data is polled for.
  • stream velocity has no effect on provider server 140 or user device 120 polling for new media data from the media sources (e.g., third party servers 150), whether user-triggered or periodically polled for.
  • the media sources e.g., third party servers 150
  • all streams or media sources may poll for new media data simultaneously.
  • provider server 140 or user device 120 may simultaneously poll for new media data from all media sources simultaneously by communicating with third party servers 150 requesting all data from the time of the last data received for that particular stream or media source until the present.
  • received data from all sources may be merged into the time-ordered list and no buffering of new media data may be necessary to compensate for differing stream velocities.
  • FIG. 6 is an exemplary flowchart that includes steps taken by a mobile communication system to report and store user statistics.
  • user device 120 may receive a request for user data from provider server 140.
  • user device 120 may be configured to automatically send user data to server 140 at particular intervals. Additionally, an application operating on user device 120 may instruct user device 120 when to send user data to user device 120.
  • provider server 140 or user device 120 may request user data at certain time intervals which may be set by the game provider. Additionally, provider server 140 or user device 120 may have particular data points that it requests. For example, requested data may include geographic location, age, gender, type of games played, type of user device used, length of game play, in-app purchasing habits, win-loss ratio, time of day played, day of the week played, local weather, game personalization choices such as backgrounds and/or avatars, posts that have been expanded from the social and other media stream, or any other data relevant to the subject of the advertisement. These user data points may be stored on user device 120. After receiving the request for user data from provider server 140, user device 120 may check for responsive data (step 620).
  • user device 120 may not receive a request for user data from provider server 140, but rather may check for the predetermined data to provider server 140 on certain time intervals without receiving a request. Checking for responsive data may include determining if new media data has been accumulated in the time since the last batch of user data was transmitted to provider server 140.
  • user device 120 may transfer user data to provider server 140.
  • User device 120 may transmit the data via network 130.
  • user device 120 may wait to transmit user data until a certain amount of new media data has accumulated.
  • user device 120 may wait to transmit game-play data regarding the user's game-play habits until the user has played the game for a certain length of time or a certain number of games.
  • provider server 140 may store the received user data.
  • User data may be stored in memory 230.
  • user data stored in memory 230 may be used to determine media posts relevant to user 110, or may be used to identify target features for advertising, as discussed in further detail with respect to Figure 7.
  • Figure 7 is an exemplary flowchart that includes steps taken by a mobile communication system to determine which advertisements to display to user 110.
  • Provider server 140 may be configured to selectively display advertisements to users. For example, one advertisement may be relevant to a particular user whereas another advertisement may not, and it may be beneficial to both user 110 and to the game provider to only display relevant advertisements to users.
  • provider server 140 or user device 120 may receive advertising data.
  • Advertising data may be transmitted to provider server 140 or user device 120 from various third party servers 150 that wish to have their advertisements displayed to users 110 that play or subscribe to the video game provider's games.
  • Advertising data may include, for example, at least the advertisement and a target profile indicating at least one target feature for the target audience of the
  • Target features are identified from the advertising data at step 720.
  • the target feature will indicate the type of user the advertiser is trying to target with the advertisement.
  • a target feature could be geographic location, age, gender, type of games played, type of user device used, length of game play, in-app purchasing habits, win-loss ratio, time of day played, day of the week played, local weather, game personalization choices such as backgrounds and/or avatars, posts that have been expanded from the social and other media stream, or any other data relevant to the subject of the advertisement.
  • advertising data including the target profile may be provided by provider server 140 or user device 120 to an advertising entity. The advertising entity may then determine an appropriate ad relevant to the particular user 1 10 based on the received information contained in the target profile.
  • the advertising entity may then provide an appropriate ad they select to a particular user to server provider 140 or user device 120. Additionally, the advertising entity (e.g., a third party server 150), may provide a relevant advertisement directly to user device 20. In some embodiments, advertising may be independent of the gathering and receipt of any user demographic data.
  • provider server 140 or user device 120 may analyze stored user data.
  • User data may have been received across network 130 from user device 1 10, as discussed previously in relation to Figure 1.
  • User data may be stored in memory 230.
  • Processor 210 may access stored user data related to a particular user 110 and analyze user data to determine if any of the particular user 110 possesses any of the target features identified in the advertising data.
  • user device 120 may display the advertisement to user 110 (step 640).
  • Processor 1 10 may transmit the advertisement determined to be relevant to user 1 10 to user device 120 via network 130 for display to user 110. If, the particular user does not possess any of the target features, the advertisement may not be displayed to the user.
  • Figures 8A-D are exemplary graphic displays for displaying the social and other media stream to the user, consistent with the disclosed embodiments.
  • Figures 8A-D show, for example, a media stream including data from Facebook
  • Figure 8A shows a preliminary game interface. From this view, a user 110 may play the displayed game, here solitaire. User 110 may additionally log in to a social network (e.g., Facebook) in order to have a social and other media stream displayed on the screen. The media stream is contained within the game-play interface, so a user may be able to view the stream and play the game simultaneously. Further, a user may be able to interact with the media stream by "commenting" on posts or by "liking" posts. In posts from other social media networks, additional options specific to the network may be available to the user, for example, “retweet,” “follow,” “share,” “poke,” or “favorite.”
  • a social network e.g., Facebook
  • the ability to simultaneously interact with both the media stream and the application allows the user to continue to, for example, play a game, watch a video, or read articles while the media stream displays posts that the user can read, view, select, or interact with.
  • simultaneous access means that the user has the option to interact with either or both of the media stream or the application at a given time.
  • the user can seamlessly switch between interacting with the media stream and the application without interrupting the operation of either program.
  • the user may be playing a game and is also able to select a post from the media stream at the same time. When the user selects the media stream post, the game continues to operate and the user can continue to interact with the game.
  • This simultaneous interaction may allow the user to use or interact with an application while the media stream updates or otherwise provides its content to the user, and may also allow the user to interact with the media stream while the application continues operating, such as by continuing to show a movie, processing information, or updating its state functions. According to some
  • simultaneous access allows the user to switch back and forth between interacting with the application and with the media stream (or, in some embodiments, with a window opened by the user's interaction with the media stream). For example, if the user is playing a game, such as black jack, the user may be selecting cards or moves during the game while the media stream continues to update its display of information and content; however, each of the posts in the media stream is available for selection by the user, and the user may click on the stream (e.g., to "like" a post) and then return to the game without interrupting the game.
  • the user device such as, for example, a touch screen device, may be scanning for user interactions and will accept interactions in both the media stream portion of the display and in the application portion of the display.
  • certain data may be displayed in the social and other media stream or presentation whether or not user 110 is logged into any social networks or otherwise selects for the data to be presented.
  • news content e.g., New York Times, CNN, or Glamour
  • Certain embodiments may allow this list of possible news content, along with information necessary to poll the news content sources for data (URLs, for example), to be transmitted from provider server 140 to user device 120.
  • this list of news sources may be provided in a JSON file, XML file, or any other appropriate data format.
  • the data may be stored, for example, in memory 230.
  • user device 120 may be further configured to query the identified news sources for data.
  • user 110 may be able to individually toggle on and off or otherwise select whether or not each news source is presented in the media stream.
  • provider server 140 may be configured to dynamically update the listing of media sources that are available for the user to select, log in to, or otherwise choose for presentation in the media stream.
  • the JSON control may be dynamic and the media stream or presentation may offer new suggestions for stream content based on the previous selections of the user.
  • the log-in window may be replaced by the social and other media stream or presentation.
  • Figure 8B shows an exemplary display of the social and other media stream or presentation in a "compact" view. This view takes up less of the screen allowing user 110 to see more of the game they are playing.
  • the user is shown only, for example, a picture signifying the person making the post to the social media network and/or the number of "likes" or
  • the user may be prompted to enroll in social media networks that provide feeds of which the user is not currently a member. For example, when a user is not logged in, sample posts from social media networks may be included in the media stream in order to provide the user with an idea of how the particular network works. The user may, for example, interact with these sample posts, for example, by clicking on them.
  • the user may be prompted by the application or by the social media network to enroll in their service.
  • the user may be prompted by the application to enroll in social media networks without requiring user interaction. For example, upon opening the application, the user may be prompted to enroll in one or more social media networks.
  • the user may, for example, select that particular social media network for display in their media feed upon logging in, as discussed in detail above.
  • the user may be prompted to enroll in additional social media networks after logging in.
  • the application may detect that the user has not logged in to other social media networks. The application may, for example, prompt the user to join these additional social media networks.
  • Figure 8C shows an example of a full social and other media stream or presentation view.
  • user 1 10 is able to see both the substance of the social and other media post as well as the picture signifying the person making the post and the number of "likes” or “comments” on each post; however, more of the game board is hidden behind the social and other media stream. Additionally or alternatively, the game board may be further compressed to allow full view of the media stream.
  • a user 110 is free to select whichever view they prefer, and may interchange between them. Additionally, the game may pause when accessing the media stream or switching from "compact" to "full” view.
  • a "compact" view may not show the social and other media stream or presentation.
  • a badge, subtitle, or indicator may be displayed in order to indicate to the user that the social and other media stream or presentation is available for display but currently hidden.
  • a "full" view may include a social and other media stream or presentation that covers the entire screen of user device 120.
  • the game may be hidden from view completely.
  • the game may still be operating behind the social and other media stream or presentation.
  • a user 1 10 may be able to shrink or minimize the social and other media stream or presentation in order to resume viewing and playing the game.
  • the media stream operates to display a sequential list of media data, as discussed and supported elsewhere herein. For example, as shown in Fig. 8C, for example, the new update with the header
  • the media stream may be displayed in the stream based on time, such as the time the media data is received or the time the media data occurred.
  • the media data may be displayed or sorted based on other parameters, such as, for example, popularity, number of "likes” or “retweets,” financial value, priority, importance, or other parameters. According to some embodiments, the parameters may be user selected.
  • the media stream may overlay part of the application.
  • the media stream may overlay an edge portion of the application, such as the right edge or the left edge of the window or portion of viewing screen in which the application appears.
  • the media stream may overlay the application, the stream does not significantly obscure or prevent interaction with the application itself.
  • the application may be dynamically resized such that the media stream does not overlay part of the application.
  • a "compact" media stream may exist at the edge of or may overlay the application, but when a user selects a post in the media stream, the media stream may expand, such as shown in FIG. 8C, and the application may be resized to prevent obscuring or significantly obscuring the application.
  • the application may be resized such that a compact media stream does not overlay the application, however, when a user selects the media stream, the expanded media stream may overlay a portion of the application.
  • the application may be resized to display the media stream and resized again when a media stream post is selected such that the media stream does not overlay the application even when a media stream post is selected.
  • User 110 may also be free to click on any of the posts in the social and other media stream or presentation. Additionally, a user may be able to interact with the social media posts. For example, a user may be able to "like" or “comment on a post, and also may be able to "retweet" a post.
  • the posts in the social and other media stream or presentation may contain links to the source of the post. When clicked on, the link will open, as shown in Figure 8D, to display the post in its entirety. The link, however, will open within the video game interface. Although the portion of the device showing the game board may be covered by the post, the game interface remains opened behind it. As soon as user 1 10 finishes with the post, they may close it and resume game play without having to switch applications on user device 120.
  • the application when a user interacts with the media stream, the application may be "paused" and information related to the selected media stream post may be shown in the application window.
  • the information related to the media stream post may overlay the application either in part or in its entirety, or the application may be resized to display the information.
  • the user's selection of a post or link within the media stream may result in a pop up window to display the requested or related content (e.g., a web browser, image, or text) or may result in a window that fills part of, significantly all of, or all of the screen to display the requested or related content (again, e.g., a web browser), or may result in the application
  • switching or opening an application or window capable of displaying the requested or related content called for by the information within the post or link (e.g., a web browser, a travel booking application, a location application, or a shopping
  • switching or opening of the application may occur without interrupting or preventing the user of continuing to access the original application. The user may then close that related information and the application will again be substantially visible and will continue running. According to some
  • the application continues to run while the related media stream post information is displayed.
  • the media stream displays social media data or other media data based on networks that a user is logged into. For example, if a user is logged into a Twitter account, the media stream will display in whole or part "tweets" from people or organizations that the user "follows" on Twitter. In some embodiments, if a user is not logged into a particular social media network, the media stream may display media stream posts from the social media network, such as, for example, a predefined set of social media posters. In other instances, the displayed social media posts may be related to categories selected by the user.
  • the media stream may display Twitter feeds related to one or more news organizations, such as the New York Times or CNN.
  • the media stream may also have an option for the user to either log into or to sign up with a social media network by selecting one of the social media posts when the user is not logged into the network. For example, if a user selects a Twitter post in the media stream when the user is not logged into Twitter, the user may be prompted to either log into Twitter or to sign up with Twitter.
  • the predefined social media posts may be social media posts selected by the application developer or by the party managing the media stream.
  • some or all of the logic for the above-described techniques may be implemented as a computer program or application or as a plug in module or sub component of another application.
  • the described techniques may be varied and are not limited to the examples or descriptions provided.
  • applications may be developed for download to mobile communications and computing devices, e.g., laptops, mobile computers, tablet computers, smart phones, etc., being made available for download by the user either directly from the device or through a website.

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  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • General Engineering & Computer Science (AREA)
  • Multimedia (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Business, Economics & Management (AREA)
  • Human Computer Interaction (AREA)
  • Development Economics (AREA)
  • Finance (AREA)
  • Strategic Management (AREA)
  • General Business, Economics & Management (AREA)
  • Accounting & Taxation (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Game Theory and Decision Science (AREA)
  • Economics (AREA)
  • Marketing (AREA)
  • Computer Security & Cryptography (AREA)
  • Information Transfer Between Computers (AREA)

Abstract

L'invention concerne un procédé d'affichage de données. Le procédé peut consister à afficher une application sur un dispositif de communication électronique mobile. Le procédé peut également consister à contacter au moins un serveur multimédia configuré pour stocker des données multimédia et recevoir, au niveau du dispositif de communication électronique mobile, des premières données multimédia disponibles depuis ledit au moins un serveur multimédia. Le procédé peut également consister à afficher les données multimédia disponibles reçues dans un flux multimédia à l'intérieur de l'application. Le procédé peut également consister à contacter, au bout d'une quantité de temps prédéterminée, ledit au moins un serveur multimédia et à recevoir, en réponse à la prise de contact, au niveau du dispositif de communication électronique mobile, des deuxièmes données multimédia disponibles depuis ledit au moins un serveur multimédia. Le procédé peut également consister à afficher les deuxièmes données multimédia disponibles dans le flux multimédia.
EP15770276.2A 2014-03-28 2015-03-27 Systèmes et procédés pour la diffusion multimédia en continu et la présentation dans un environnement d'application Withdrawn EP3123286A4 (fr)

Applications Claiming Priority (5)

Application Number Priority Date Filing Date Title
US201461972189P 2014-03-28 2014-03-28
US201461991389P 2014-05-09 2014-05-09
US14/326,177 US9237177B2 (en) 2014-03-28 2014-07-08 Systems and methods for media streaming and presentation in an application environment
US201462089624P 2014-12-09 2014-12-09
PCT/US2015/023016 WO2015148936A1 (fr) 2014-03-28 2015-03-27 Systèmes et procédés pour la diffusion multimédia en continu et la présentation dans un environnement d'application

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EP3123286A1 true EP3123286A1 (fr) 2017-02-01
EP3123286A4 EP3123286A4 (fr) 2018-01-03

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CN107391131A (zh) * 2017-07-12 2017-11-24 天津卓越互娱科技有限公司 一种用于改善用户利用图形用户界面体验的系统及方法
CN112402963B (zh) * 2020-11-20 2022-08-30 腾讯科技(深圳)有限公司 虚拟场景中的信息发送方法、装置、设备及存储介质

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US6097441A (en) * 1997-12-31 2000-08-01 Eremote, Inc. System for dual-display interaction with integrated television and internet content
US7739596B2 (en) * 2007-04-06 2010-06-15 Yahoo! Inc. Method and system for displaying contextual advertisements with media
US8688089B2 (en) * 2007-06-26 2014-04-01 Gosub 60, Inc. Methods and systems for providing in-game hot spots
AU2009209018B2 (en) * 2008-01-30 2014-03-20 Google Llc Notification of mobile device events
US9060046B2 (en) * 2008-02-18 2015-06-16 Google Technology Holdings LLC Method and apparatus for transferring media data between devices
EP2166439A1 (fr) * 2008-09-23 2010-03-24 Vodafone Holding GmbH Procédé et appareil pour fournir un accès à des articles de données
US9104468B2 (en) * 2010-02-17 2015-08-11 Sony Corporation Terminal apparatus and method of controlling terminal apparatus with multi-tasking features
WO2013032955A1 (fr) * 2011-08-26 2013-03-07 Reincloud Corporation Équipements, systèmes et procédés de navigation au travers de modèles de réalité multiples

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