TW480857B - Emulation of streaming over the internet in a broadcast application - Google Patents
Emulation of streaming over the internet in a broadcast application Download PDFInfo
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- TW480857B TW480857B TW089105790A TW89105790A TW480857B TW 480857 B TW480857 B TW 480857B TW 089105790 A TW089105790 A TW 089105790A TW 89105790 A TW89105790 A TW 89105790A TW 480857 B TW480857 B TW 480857B
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Classifications
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/40—Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
- H04N21/43—Processing 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
- H04N21/4302—Content synchronisation processes, e.g. decoder synchronisation
- H04N21/4307—Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen
- H04N21/43072—Synchronising the rendering of multiple content streams or additional data on devices, e.g. synchronisation of audio on a mobile phone with the video output on the TV screen of multiple content streams on the same device
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating 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
- A63F13/65—Generating 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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
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- A63F13/12—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/358—Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N19/00—Methods or arrangements for coding, decoding, compressing or decompressing digital video signals
- H04N19/20—Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using video object coding
- H04N19/27—Methods or arrangements for coding, decoding, compressing or decompressing digital video signals using video object coding involving both synthetic and natural picture components, e.g. synthetic natural hybrid coding [SNHC]
-
- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N21/00—Selective content distribution, e.g. interactive television or video on demand [VOD]
- H04N21/20—Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
- H04N21/23—Processing of content or additional data; Elementary server operations; Server middleware
- H04N21/234—Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs
- H04N21/2343—Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs involving reformatting operations of video signals for distribution or compliance with end-user requests or end-user device requirements
- H04N21/234318—Processing of video elementary streams, e.g. splicing of video streams or manipulating encoded video stream scene graphs involving reformatting operations of video signals for distribution or compliance with end-user requests or end-user device requirements by decomposing into objects, e.g. MPEG-4 objects
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N7/00—Television systems
- H04N7/14—Systems for two-way working
- H04N7/15—Conference systems
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
- H04N—PICTORIAL COMMUNICATION, e.g. TELEVISION
- H04N7/00—Television systems
- H04N7/24—Systems for the transmission of television signals using pulse code modulation
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/402—Communication between platforms, i.e. physical link to protocol
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/407—Data transfer via internet
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/40—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of platform network
- A63F2300/409—Data transfer via television network
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Signal Processing (AREA)
- Processing Or Creating Images (AREA)
- Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)
- Information Transfer Between Computers (AREA)
- Computer And Data Communications (AREA)
- Data Exchanges In Wide-Area Networks (AREA)
Description
480857 修正 _案號 89105790 五、發明說明(1) 發明範疇 本發明關係到網路上資料流 到在網際網路上實現以廣播方 給用戶。 背景技藝 名詞「資料流」是指從一個 戶’因此在接收端能夠Ϊ巴收到 字串處理。貢料流技術越來越 之使用率不斷成長,又因為大 量多媒體相關檔案,譬如動晝 等等。然而資料流可以讓用戶 瀏覽器或者插入物件開始處理 作,收到檔案之用戶方面必定 能力,並提供該等資訊給有關 戶收到資訊比所要求的更快, 區。在另一方面,假如資訊沒 傳送多媒體檔案,尤其關係 式將影像或動晝資料流傳送 伺服器傳送資訊給一個用 的資訊當作穩定的和連續的 · 受到重視,原因是網際網路 部份用戶無法很快地下載大 、音頻、影像或各類的組合 在收到全部檔案之前,使其 資訊;要使資料流正常的工 要具備穩定收發連續資訊的 的應用程式,這意指假如用 額外的資訊必要存入暫存 有及時到達,資訊的呈現將 不會很順暢。 名詞「檔案」在此指集合可用的有關連性資料項目作為 一個資料處理實體,在本發明的文脈中名詞 「檔案」用 來表示即時資訊以及從儲存裝置擷取的資訊。 現今可資運用或者在發展中經由網際網路之影像資訊通 訊技術有VRML 97和MPEG-4兩種,VRML 97代表「虛擬實境⑩ 形成模式語言」和一個國際標準(ISO/IEC 1 4 7 72 )檔格 式,用來在網際網路上交談式描述三維多媒體内容,
MPEG-4是一個由MPEG(移動圖像專家組)所開發的IS0/IEC
O:\63\63496.ptc 第5頁 480857 修正 案號 89105790 五、發明說明(2) 標準,兩者同時運用一種圖形内容結構,所謂的景像圖, 一個景像圖屬於一個座標系統和形狀家族,共同記述一個 影像世界。在這影像世界家族的最頂端是世界座標系統, 世界座標系統扮演一個或者更多子座標和形狀系統的雙 親,子座標系統變成下一層子座標和形狀系統的父母,如 此類推。 VRML為描述物件的一種檔案格式,其定義一套物件用來 製作三維圖形、多媒體、交談式物件和世界結構。
這些物件被稱為節點,包含儲存於欄位和事件内的要素 資訊,佈景圖一般包含結構節點、末端節點、插入節點和 感應節點,結構節點定義一個影像畫面内之物件的空間關 係,末端節點定義物件的外觀,插入節點定義動晝,而感 應節點定義在一個特定的用戶輸入模式中用戶交談式的互 動關係;VRML並不是直接支援從一個伺服器資料流傳送資 訊給一個用戶,VRML所需要的裝備如同步性字串和時間印 章等,對資料流傳送有相當重要性的裝備並不存在於 VRML,然而,VRML有一個裝置允許外部程式和VRML用戶建 立交談式互動,這種裝置已經使用於運動應用,讓用戶用 來下載動晝資訊,譬如說進入網址錯誤! 尚未定義書籤。 可以觀賞ORAD HI-TEC SYSTEMS之虛擬實境足球比賽,此 份文件談論一種程序可以在網際網路上產生實際的、活力 的、三維影像剪影,例如模擬實際足球比赛的精彩場面, 透過網際網路發送影像資訊給用戶觀賞。這種系統產生近 乎即時的、豐富的多媒體網頁内容,補充電視上的運動新 聞報導;以此例子作說明,整個步驟分成兩個階段,在第
O:\63\63496.ptc 第6頁 480857 案號 89105790 f0年/月a 修正 五、發明說明(3) 一階段,體育場及足球選手的影像模型隨著一個外部程式 (JAVA APPLET的網路元件)被下載到用戶端,然後用戶能 以交談方要求外部程式傳送一組特定動晝,接著動畫資訊 往下傳送給用戶,而用戶以交談方與之產生互動。說到節 點的類型,這整個步驟首先下載所需要的結構節點、末端 . 節點和插入節點,插入節點組經過更換後,可以執行不同 的連續性動畫,本例子·使用的步驟好像等於一個單一步驟 · 步驟,其中用戶能選擇完整的VRML檔案包含所有模式(結 構節點),所有動晝資訊(插入節點),以及所有動晝資訊 (插入節點),該步驟需要相當長的下載時間,而在這段等 待時間用戶沒有任何可以玩的晝面’這種經驗充滿挫折 感,比較起廣播電視至少其晝®還能立即呈現在眼前。 至於上面提到的其他一項技術MPEG-4,其定義一個二進 制描述影像畫面(BIFS)格式,其實它有很大一部份與VRML 97重疊。在另一方面,MPEG-4的設計是針對支援影像資料 流以及影像資訊。Μ P E G - 4定義了兩個伺服器/用戶通訊協 定,作為更新影像晝面和使影像畫面活潑化: BIFS-UPDATE 與 BIFS-ANIM °MPEG-4 比 VRML 優越的地方在於 影像描述的編碼’動晝資訊的編碼’以及内建的資料流功 能;用戶不必等候動晝資訊完全的下載才能動作,譬如說 早先論及廣播應用於足球比賽,只要選手和體育場的模型 已經下載,動晝播放很快就開始進行。MPEG-4更進一步的馨 優點是由於它使用B I F S傳輸協定,使用壓縮二進制格式, 使它的傳輸更有效率。 提到資料流傳送資訊,如上所述已知的技術都有頻寬的
O:\63\63496.ptc 第7頁
t號 891057Q0 五、發明說明(4) 問題、封包遺失隱蔽或者 廣播方式傳給廣大用戶 j,和多使用者的互動性,尤其 至於頻寬,芒士效如去 二特別限制0 訊需要在網路上ί 2,ς $生在飼服器端,勢必有大量資 服器’就以上述足球“鹿戶透過網際::連接到伺 上場比赛的選手需要活潑:用5 一個例子二f::十二位 是由一個三度空間和一套丨5 =位選手之母^ =旦資料點 如此方可模擬選手的姿Ϊ 3f向的旋轉軸連動所組成, 算,假設動畫的更新速率每=二這=表63位數=洋點運 元傳輸速率665 Kbps,透過^ ^貝料點,那需要的位 率。-般使用MFS技術= =位元傳輪迷 約33 Kbps元速率就足夠使^立^速率j咸少20倍,只需要大 :路通訊協定⑽p,UDPfiP;的額hi沒 音頻之類的的資訊’目前在商業市場上消費者可以買得到 的一般數據機為28· 8Kbps或33· 6Kbps速度,因此很明顯資 料流傳送動晝將造成使用戶端的頻寬問題。若選擇使用廣 播方式傳送給廣大用戶,譬如說1 〇 〇,〇 〇 〇個用戶,資料字 串必須複製在許多的路徑轉換器上面,在網際網路上由其 決定下一個接受封包的網站,如此一站一站按照它的途徑 傳送至最終目的地。路徑轉換器將以目前已知的網路連接 狀況,來決定往那裡發送每個封包。一個路徑轉換器被丈 置於網路或閘道的任何交接點,包含每個網際網路的線= 連接點,因此很明顯地透過網際網路的廣播可能造成無寬 控制的資訊爆炸。為了防止那個發生,必須限制實際頻I 要比28. 8Kbps還要低許多。
480857 案號 89105790 年 月 修正 五、發明說明(5) 至於封包遺失隱蔽,VRML技術系統使用可靠的通訊協定 (TCP),不會出現封包遺失等情形,於MPEG-4封包遺失並 不是一個問題,BIFS使用RTP/UDP/IP,因此必須要有一個 點對點應用上的封包遺失恢復機制,使它可以再傳送失去 的封包。在廣播的情形,然而這環境複雜得多,然而兩種 情況下,MPEG之可靠性需要使用較高頻寬(重複)或者較高 等待時間(重傳)。 · 至於多使用者架構下,VRML和MPEG-4本質上均依據伺服 器/用戶通訊模式實現互動,還沒有考慮到多數使用者之 間進行相互通訊的可能性。 若有需要更多有關VRML資訊,可上網址〈HTTP : HSGI.FELK.CVUT.CZ/—HOLECEKNRML/CONCEPTS.HTML〉閱覽 一篇1 9 9 6年3月5日發表的作品「關鍵概念」或者在網址 <HTTP://WWW. STL.NPS. NAVY. MIL/-BRUTZMAN/VRML/VRTNL-95· HTML〉可以找到DPBRUTZMAN等人所著的空開發表作品, 1 9 9 6年1月2 3日發表之「網際網路系統之虛擬實境」。至 於 MPEG-4 ,則請上網址〈HTTP://DROGO.CSELT.STET· IT/MPEG/STANDARDS/MPEG-4/MPEG-4·HTM>參閱「MPEG-4標 準的概觀」,ISO/IEC JTCI/SC29/WG11 N2323 由ROB K0ENEN編輯,公開發表於1 9 9 8年七月的作品。 發明目的 個 因此本發明其中之一個目的為提供一種技術,能使 用戶處理多媒體資訊好像在穩定地和連續地傳輸訊號,另 外一個目的是能夠透過網際網路使廣大用戶群得以連續處 理廣播方式發送的資訊,大家已經注意上面所指的那些問
O:\63\63496.ptc 第9頁 480857 案號 89105790 五、發明說明(6) 題,於廣播應用會變得更加尖銳。 發明總結
為了解決此類問題,本發明提供一種模擬資料流傳送方 法,經由網路將多媒體檔案傳送至一個接收站,並且提供 個別檔案狀況的狀況資訊記述,而接收站能夠經由網路收 到個別的狀況資訊,又能夠在個別狀況資訊控制下在當地 產生多媒體檔案。本發明關係到利用動晝廣播經由一個網 路提供資訊實現動晝顯示的方法,在網路上提供個別狀況 資訊以便記述動晝的連續性個別狀況,接收站也經由網路 取得個別狀況資訊,在收到相關的個別狀況資訊之後,能 夠在其本身控制之下使產生動晝。 在本發明中,多媒體檔案(動晝、影像、音效檔案)被描 述為一連串的狀況,就是此狀況資訊被傳送過去給用戶’ 而不是動晝資訊本身。名詞「模擬」所強調無須連續不斷 的傳送資訊給用戶端,用戶端依據收到的狀況資訊在當地 產生完整動晝所需的資訊,因此用戶在觀看完整動作的同 時,感受到好像連續性和穩定的收到資訊,好像資訊是用 連續方式從網路傳過來的(在最佳條件之下如此)。
在較佳具體實施例中,使用支援分享物件之通訊協定實 現模擬傳送,伺服器和使用者都有整組的物件拷貝,一個 物件指一個用來儲存狀況資訊之資訊結構,在虛擬實境的 足球比賽中,一個物件可能是一位足球選手的代表圖型; 伺服器收到連續傳輸過來的視訊檔案和監控其中之物件, 尤其是MPEG-4可以一個實體方式處理物件,並創造影像 物件,假如伺服器上的物件狀況已經改變,支援分享物件
\63\63496.ptc 第10頁 480857 修正 _案號 89105790 五、發明說明(7) 通訊協定會通知使用戶端的拷貝也隨著伺服器做出相對應 的改變,這種動作在圖解說明中會有更詳細介紹。
狀況資訊比起動晝資訊本身,在本發明中它屬於更高階 層的抽象物件,譬如說,於廣播應用上述足球比賽的狀況 資訊包含場上2 2位選手目前所在的位置和指定動作的參數 (譬如,「 奔跑」,「跳躍」等等)。在廣播應用使用 更高級資訊有一些優點_,尤其當動晝在網際網路上資料流 傳送給廣大觀眾,在網際網路上傳達狀況資訊内容,其實 相當的簡潔,因此只需要較低的頻寬,比較起連續傳送動 晝資訊本身;它從一些參數就可以在當地建立動晝,此 外,更新動晝資料點所需的速率比較低,因為動晝狀況改 變的速度要比動畫資訊本身來得慢一些,因此可以更進一 步放寬頻寬的條件。此外,本發明提供增強封包遺失恢復 或者隱蔽、網路等待時間、跳動屏蔽等功能。在狀況與狀 況之間它比較容易來插補或者推定狀況,並履行推算位置 的概念。用戶與動晝交談式互動關係可以更單純方式予以 程式化,因為它採用比較高階的抽象結構;另外一個優 點,假設用戶被允許使用共享狀況資訊,多使用者交談式 互動便是可行的;另外還有一個優點,用戶被允許按照他 們本身的處理能力轉換狀況資訊成為動晝,這個情況在每 個用戶都不大一樣;用戶可使用的資源可以設定以用戶為 單位或以群組為單位,個別擁有不同的資源。 美國申請專利序號0 9 / 0 5 3, 44 8 (PHA 2 3, 3 8 3 )與本發明類 似,屬同一個申請專利人的作品,標題為「 群組電傳會 議明利用三維圖形模式之的廣播事件」,在此併入探討
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修正 並提供參考,文獻中提到〜 域分散的終端用戶,種廣播 廣播糸統發生某一確定的事 體控制之下被切換到會議冲莫 會議模式增強三維圖形顯& 送到指定群組,使終端用戶 件。 · 圖式簡單說明 讀電視廣播服務,提供廣大地 ^務與會議模式相互結合,當 ^ ’特定群組的終端用戶在軟 ^ ’使群組能夠談論該事件; $果,影像顯示的事件往下傳 〜夠選擇以互動方式談論該事 本發明引用例子作說明,、 明。其中: 教且在適當時插入圖片加強說 圖1是一個VRML伺服器/用戶/
圖2是一個MPEG-4伺服器/用系統的解說圖; 圖3 - 6是與本發明有關的久 A'系統的解說圖;及 在所有圖片標不’始终以系統架構圖。 對應的特徵。 相同的參考序號代表類似的或 較佳具體實施例 圖1是一種用VRML之用戶 1 0 0包含一個伺服器1 〇 2, 词 趣 版器系統1 0 0的方塊圖,系統 上連接用戶端1 0 4。系統丨〇 由一通信頻道1 0 6在網際網路 避免混淆圖片說明這些不& ^以包含更多使用者,但為了 個源編碼器1 〇 8和一個頻道'在此介紹;伺服器1 0 2包含一
個頻道解碼器1 1 2和一個源蜂器1 1 〇,用戶端ϊ 〇 4包含一 為一個内容產生工具,链如/馬器1 14 ’源編碼器1 08被視 、名“、 s如說,在操作影像時,它可以透 過動作捕捉裝置(沒有顯示)產生vRML動晝資訊;頻道編碼 器1 1 〇是一個次級系統,它從源編碼器丨08產生的VRML動
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480857 --案號 891057Qfl _ 年7月>7曰 絛i 五、發明說明(9) 晝中取得輸入資料,將它轉換成可在網際網路上傳送的型 式,VRML動畫資訊存放在一個檔案内,使用一 傳輸協定傳送該檔案,在用戶端104之頻道解碼器τ包曰一/、 個外部程式11 6,它從下載檔案得到動晝資訊,^ 送到 VRMI^播放器丨丨8,由它實行源解碼,源解碼器本質上是一 f影象圖的管理程式;伺服器用戶通信程序不是一種資料 流的解決方案,VRML的規格不考慮資料流的需求,諸如同 S ί ί,傳輸資料和時間印章等裝置均視為資料流傳輸的 重要構件,但不存在於VRML。
圖t是一種MPEG-4之伺服器/用戶系統2 0 0的一個方塊 圖,系統2 0 〇有一個伺服器2 〇 2,經由一個通信頻道2 〇 6連 接一個用戶端2 〇 4。伺服器2 〇 2有一個源編碼器2 〇 8和一個 頻迢編碼器2 1 〇,用戶端2 0 4有一個頻道解碼器2 1 2和一個 $解碼器214,如上所述,MPEG _4的設計就上有支援資料 流傳輸;MPEG-4的特徵包含為影像晝面(BEFS)定義二進制 的描述格式,那個其實與VRML 97有相當大的重疊地方。
ΜPEg-4進一步定義兩個伺服器/用戶通訊協定用來更新和 活潑化影像晝面,也就是BIFS—upDATE與bifs-ANIM 。在資料流環境下,MPEG-4在影像描述和動晝資訊方面的 編,優於VRML ,而且内建資料流功能;源編碼器2〇8與編 碼器1 0 8類似,都是内容產生工具;頻道編碼器2 1 0不同 於頻道編碼器^^它以^^一^以^和“^ — ^以格式產 ^ 一個位TL字串,包含選手和體育場的影像模式(足球比 賽的動晝)以及動晝資訊。 而’系統1 0 0和2 0 0都有一些嚴重的缺點,用於廣播環
480857 修正 案號 89105790 五、發明說明(10) 境傳送動晝到廣大用戶時,譬如說1 0 0至1 0 0,0 0 0個用 戶。這些限制關係到如上所述的網路使用頻寬、封包遺失 隱蔽和多使用者互動性。
在本發明的較佳具體實施例提供一種問題的對策,利用 一個支援物件分享之通信協定模擬資料流;物件的使用者 為物件擁有者和物件觀賞者(或聽眾);一個分享物件是一 個用作儲存狀況資訊之資訊結構;分享物件組定義全部的 狀況被稱為世界模型;用戶和伺服器都有他們自己的世界 模型拷貝,譬如說,就以足球比賽演出的環境來說,一個 物件就代表一位足球選手;譬如說,物件的狀況資訊代表 三度空間的足球選手位置或一個動作狀況,如奔跑、跳 躍或者滑倒或者「躺在地上好像受傷,但有喜劇演員的過 往紀錄」;每個分享物件由一特定的群組所擁有,譬如伺 服器,物件所有人能改變包含物件内的狀況資訊;當情況 出現時,通訊協定自動地同步修正整個網路上所有的狀況 資訊,如此一個通訊協定在此被指為一個分享物件支援通 訊協定。通訊協定保証世界模型的其餘拷貝永遠保持一致 性的狀況資訊,隨著世界模型不斷在演變。適用於此種通 訊協定的例子有D IS(分散的交談式模式)與ISTP(交談式分 享轉移協定)。本發明的設計理念是以一連串狀況作為動 晝記述的基本架構,譬如足球應用軟體,動晝被記述為運 動場上連續移動的選手位置和選手動作狀況;狀況在某一 瞬間以世界模型代表,隨著時間狀況不斷演變,而通訊協 定使網路上其餘的世界模型的狀況同步化;這情形可用 「分享物件」來作說明,這些物件保持在遊戲進行中某一
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_案號891057如 五、發明說明(11) i製造的i 2 :個f個物件不斷地更新狀況資訊,使 @3是本發明系:3〇〇 : 所;:用者。 器302,經由網路3 0 6說人田4圖,糸、洗3 0 0包含一個伺服 源編碼器3 0 δ和一個頻道編 ° 匕^一個 頻道解碼器312和一個源解碼=岔304包含一個 世只握刑姑目w β 1U,原解碼态3 1 4。伺服器3 0 2擁有一個 界杈产拷貝316,而用戶端3〇4也同時有世界模 3 1 8,貧訊被資料流傳送到源編碼器3 〇 8作為一個、 3 2 0,然後源編碼器3 〇 8依據收到的輸入產 = 訊,並更新世界模型㈣316物件的狀 序不斷地延續下去;這類技術被運用於上述 球系統,頻道編碼器3 i 0監視世界模型拷貝3 i 6 ^ w 物件的狀況改變情形予以編碼,經過編碼的改變狀^況^己 η = 30 6發送到用戶304,頻道解碼器收到狀況改變 後’便更新地方的世界模型拷貝318 ;源 項工作:第一'它依據收到的狀況資訊產生動=晝,IΖ 了 源解碼器3 1 4根據動晝管理影像畫面;源解碼器1 i 4是一個 有智慧的凡件’除此之外,它可以實行其他工作如狀況插 入、統計隱藏封包漏檢率或網路等待時間之查面跳動等 等。 旦、 在資料流環境下,提到美國申請專利序號0 8 /7 2 2,4 1 4 (P H A 2 3,1 5 5 ),由同一位申請專利人所發表的作品,標題· 為「多位電視遊戲機使用者利用地方更新減輕等待時間的 效果」’在此引用作為討論及參考’參考文件談論到一種 系統,可讓多重用戶透過一個交談式應用軟體共享一個虛
O:\63\63496.ptc 第15頁 480857 案號 89105790 >1 曰 修正 五、發明說明(12) 擬實境,特 或者更多的 戶的虛擬貫 量,同時使 此外,文 08/722,413 作品,標題 以減輕等待 資訊處理系 式應用軟體 器,經由一 一個用戶在 於系 更 (PHA 論, 間」 用軟 創造 等待 世 只要 型的 享狀 不同 統規則 進一步 23, 31 其標題 ,該文 體的功 一個使 時間, 界模型 世界模 拷貝之 況改變 設計而 定的用戶狀況改變,如相對的距離傳送到一個 其他用戶,完全在特定用戶和每個個別其他用 境中實行。這種有條件的傳輸減少訊息通訊 虛擬實境可以無限地延展比例。 件同時也提到美國申請專利序號 (P H A 2 3,1 5 6 ),同屬一位申請專利人所發表的 為「多重r視遊戲機使用者透過代理執行人得 效果」,在此合併作討論,該文件關係到一個 統,處理二位或者更多使用者之間比賽的交談 ,系統包含由個別用戶自由啟動的用戶介面機 網路被互相連絡,為了有效地消除等待時間, 其他用戶機器以代·理人作為代表,他根據儲存 庫内的規則對一個動作做出反應。 參考美國申請專利序號0 8 / 9 9 4,8 2 7 9 ),同屬一位申請專利人的作品,在此合併討 為「娛樂代理人使用電影技巧遮掩等待時 件裡提到一個軟體代理人,作為用戶交談式應 能部份,放在資訊處理系統上面運作,代理人 用者覺察得出的效果以遮蓋傳送資訊所呈現的 代理人採用電影技巧創造該效果。 拷貝316和318的外表不一定要相同,譬如說, 型拷貝中的一個物件被看成與另外一個世界模 其中一個物件屬於共同分享的,用意上他們共 的資訊。可行性和身份隱蔽性會因應用程式的 有差別,假如一個用戶端使用者喜歡以企鵝代
O:\63\63496.ptc 第16頁 480857 _案號 89105790 五、發明說明(13) d月^曰 修正 表足球選手,而另外一位用戶端使用者較偏好以芭蕾舞舞 者代表之,兩位用戶之間各自代表的物件藉由分享狀況改 變保持在整個系統内的一致性。另外一個例子,用戶端 3 0 4可能輸入附加的狀況資訊,使他能夠控制提供世界模 型演出的晝面,譬如說,用戶可選擇一個特定景觀點觀看 虛擬實境足球比赛。狀況資訊不一定和毋庸存在於伺服器 3 0 2,依據世界模型的狀況資訊提供景觀點,比較少複雜 化和.的需要更少的資源,相對於假如影像真正地連續傳送 至用戶端3 0 4,如位元對映圖形具有深度的資訊。除了早 先論及的本發明優點以外,本發明幫助用戶增強用戶端的 使用互動性。 | 系統3 0 0的配置假設用戶3 0 4能夠跑一個應用軟體,擁有 一個足夠強的中央處理單元和一個足夠大的儲存裝置。有 些用戶不一定有這些内建的功能,因此有必要考慮設計較 低階的終端機,指為「輕薄短小的終端機」,此型終端機 如體型矮小的MPEG-4終端機,可以接受BIFS傳輸訊號作為 輸入,但並不具有很強大的運算功能。可以根據本發明圖 4的方塊圖說明系統4 0 0 ,包含一個伺月良器3 0 2 ,經由一個 編譯站4 0 6與用戶2 0 4作雙向傳送,伺服器3 0 2和使用者2 0 4 的配置在上面已有交代,編譯站4 0 6維持一份地方性世界 模型的的拷貝,經由伺服器3 0 2傳送過來的訊息適時獲得 更新,因此世界模型代表現行狀況,依據狀況資訊編譯站 4 0 6計算所需要的動晝需求,動晝資訊以BIFS-AN IM格式編 碼和傳送到MPEG-4用戶端2 04,伺服器3 0 2類似於系統3 00 中的同類元件,編譯站4 0 6是一個模組,用來實行轉換訊
O:\63\63496.ptc 第17頁 480857 -- --案號 89105790 9ύ 年9 日_^_ 五、發明說明(14) 息格式,由支援分享物件通訊協定的和Β I F S - AN I Μ往返傳 送位元字串的訊息,編譯站4 〇 6有一個上面提到的頻道解 碼器3 1 2,一個源轉換器4 1 0和一個頻道編碼器4 1 2,解碼 為3 1 2將伺服器3 0 2收到的訊息予以轉變格式,然後更新世 界模型的地方拷貝3 1 8 ;源轉換器4 1 0包含一個程式依據狀. 況資訊計算出動晝需求,該模組較理想地可實行如封包遺 失恢復(依據插入或統計)、計算位置、地方性動晝等等工 -作’類似於源解碼器3 1 4之工作内容;頻道編碼器4 1 2依據 源轉換器410的輸出格式以BIFS-UPDATE和BIFS-ΑΝΙΜ格式 產生一位元字串。 圖5是本發明一種系統5 0 0的方塊圖,系統5 〇 〇組合結合· 了糸統3 0 0和4 0 0的配置。系統5 0 0包含一個伺服器3 〇 2,一 個網路5 0 2,用戶端5 0 4、5 0 6、5 0 8和5 1 0,透過網路5 〇 2連 接伺服器3 0 2。系統5 0 0更進一步包含一個編譯站4 〇 6和用 戶知512、514和516 ’用戶端512-516透過網路5〇2和編譯 站4 0 6耦合伺服器3 0 2,用戶端5 1 2 - 5 1 6由編譯站4 〇 β提供服 務,以BIFS位元字串傳輸,用戶5 0 4- 5 1 0由援分享物件的 通訊協定收到狀況資訊,然後產生他們自己的動書。 圖6是本發明一種系統6 0 0的方塊圖,用於建立與用戶之 間的交談式互動。系統6 0 0包含一個伺服器3 〇 2,^過網路 606. 搞合用戶602和604 ;伺服器302的配置在上面已被談 論,伺服器3 0 2擁有一個世界模型的拷貝,其内包含物件 瞻 608、610、612和614,用戶端602和604擁有的世界模型的 拷貝,類似於物件6 0 8 - 6 1 4的模型,系統6 〇 〇中所有各個拷 貝之世界模型由伺服器3 0 2發送狀況資訊維持系統的一致
O:\63\63496.ptc 第18頁 480857 修正 案號 89105790 五、發明說明(15) 性。這些構成上面提到的模擬資料流傳送資訊、影像動晝 或者音頻檔案的基礎;用戶6 0 2和6 0 4目前同時也共享物件 6 1 6和6 1 8,但並不是與伺服器3 0 2共享,譬如說,用戶6 0 2
是物件「觀點」的所有人,那個代表物件所有人用戶 6 0 2所選擇的觀賞足球比賽的觀賞角度,依據從伺服器3 0 2 收到的狀況資訊,用戶6 0 2提供一個比赛圖形的影像,好 像他從體育場一個特別Μ立置觀賞比赛一般;依據從伺服器 3 0 2收到的現行狀況提供影像的組合資訊,也就是地方的 世界模型拷貝,用戶由使用者輸入裝置6 2 0譬如一根搖桿 或者滑鼠輸入能夠觀賞的景觀點選擇;用戶6 0 4與另一端 用戶6 0 2共享觀點,由用戶6 0 4控制並保持其一致性,透夠 支援分享物件的通訊協定,珩物件6 1 6 - 6 1 8不與其他系統 用戶分享。這種依據狀況資訊和世界模型所提供觀點,更 簡單化和需要更少的資源,比較起假如影像真正地連續傳 給用戶6 0 2和6 0 4如位元對映圖形具有深度資訊。系統6 0 0 可以變成完全分散式系統,甚至沒有一個伺服器具有最終 所有權;多重用戶在世界模型中,個別擁有個別的物件, 而這些物件又被全部其他用戶覺察,一個物件的所有人觸 發一個狀況轉變,經過網路馬上被傳播到其他用戶,使分 享的世界模型維持一致性。在一個多重用戶應用,其效果 是連續性在每個用戶端演出,沒有嚴重的頻寬限制,由於 資料流模擬傳送動晝的結果。 元件符號說明 1 00 用戶伺服器系統 102 伺服器
O:\63\63496.ptc 第19頁 480857 案號 89105790 五、發明說明 104 108 112 116 200 204 208 212 300 304 308 312 316 320 406 412 502 506 5 10 514 600 604 608 6 12 616 (16) 用戶端 源編碼器 頻道解碼器 ^年〒月巧 t 106 110 114 118 外部程式 伺服器/用戶系統 202 20 6 21 0 214 用戶端 源編碼器 頻道解碼器 系統 用戶端 源編碼 頻道解碼器 世界模型拷貝 輸入 編澤站 頻道編碼器 網路 用戶端 用戶端 用戶端 系統 用戶端 物件 物件 物件 302 306 31 0 314 31 8 40 0 41 0 50 0 504 50 8 51 2 51 6 602 60 6 61 0 614 61 8 _修正 通信頻道 頻道編碼器 源解碼器 VRML播放器 伺月艮器 通信頻道 頻道編碼器 源解碼器 伺月艮器 網路 頻道編碼器 源解碼器 世界模型拷貝 系統 源轉換器 系統 用戶端 用戶端 用戶端 用戶端 用戶端 網路 物件 物件 物件
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Claims (1)
- 480857 案號 89105790 fe年7月>rl日 修正 六、申請專利範圍 1. 一種模擬將一多媒體檔案透過一網路串流至連接該網 路的接收站之方法,包含: -提供個別狀況資訊以記述該檔案之個別狀況; -使該接收站經由網路能夠接收該個別狀況資訊;以 及 -使該接收站在該個別狀況資訊之控制下產生該檔 案。 · 2 ·如申請專利範圍第1項之方法,包含: -經由串流接收該檔案;以及 -依據收到的檔案產生該個別的狀況資訊。3 .如申請專利範圍第2項之方法,包含使用一分享物件 的協定傳送該狀況資訊到該接收站。 4.如申請專利範圍第1項之方法,其中透過網路將該個 別的狀況資訊廣播到多個接收站。 5 .如申請專利範圍第1項之方法,其中該檔案包含圖像 動畫。 6. 如申請專利範圍第1項之方法,其中該檔案包含音 頻。 7. 如申請專利範圍第1項之方法,其中該檔案包含影 像。 8. —種經由網路使檔案完全播出之提供資料的方法,包 含: -透過網路提供個別狀況資訊記述該檔案連續的個別 狀況資訊;O:\63\63496.ptc 第23頁 480857 案號 89105790 年吖月日 修正 六、申請專利範圍 -實現經由網路接收個別的狀況資訊;以及 -實現於收到的個別狀況資訊之控制下產生該檔案。 9 .如申請專利範圍第8項之方法,包含使用一分享物件 之協定提供該等資料。 10.如申請專利範圍第9項之方法,包含於一廣播中提供 該等資料。 1 1 . 一種在伺服器/甩戶系統中使用的終端機,其中: -該伺服器耦合至至少一用戶端; -該系統能夠模擬經由一網路將一多媒體檔案串、流到 該終端機;-該伺服器提供記述該檔案之個別狀況的個別狀況資 訊; … -該終端機能夠經由網路接收該個別狀況資訊; -該終端機能夠在該個別的狀況資訊控制之下產生該 檔案;以及 -該終端機串流傳送該產生的檔案給該至少一用戶 端0O:\63\63496.ptc 第24頁
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- 1998-08-24 US US09/138,782 patent/US6697869B1/en not_active Expired - Fee Related
- 1998-09-09 US US09/149,950 patent/US6557041B2/en not_active Expired - Lifetime
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1999
- 1999-08-06 CA CA2306785A patent/CA2306785C/en not_active Expired - Fee Related
- 1999-08-06 DE DE69928642T patent/DE69928642T2/de not_active Expired - Lifetime
- 1999-08-06 WO PCT/EP1999/005775 patent/WO2000011847A1/en active IP Right Grant
- 1999-08-06 TR TR2000/01074T patent/TR200001074T1/xx unknown
- 1999-08-06 BR BR9906766-8A patent/BR9906766A/pt not_active IP Right Cessation
- 1999-08-06 KR KR1020007004407A patent/KR100791795B1/ko not_active IP Right Cessation
- 1999-08-06 JP JP2000567000A patent/JP2002523980A/ja active Pending
- 1999-08-06 CN CNB998014184A patent/CN1134958C/zh not_active Expired - Fee Related
- 1999-08-06 EP EP99941552A patent/EP1048159B1/en not_active Expired - Lifetime
- 1999-08-23 KR KR1020007004406A patent/KR100830852B1/ko not_active IP Right Cessation
- 1999-08-23 AR ARP990104209A patent/AR056899A1/es active IP Right Grant
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2000
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Cited By (3)
Publication number | Priority date | Publication date | Assignee | Title |
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US7836125B2 (en) | 2002-06-07 | 2010-11-16 | Lg Electronics Inc. | System and method for updating message data in an interactive disc player network |
US8219617B2 (en) | 2006-07-26 | 2012-07-10 | Konami Digital Entertainment Co., Ltd. | Game system, game terminal therefor, and server device therefor |
US8280960B2 (en) | 2006-07-26 | 2012-10-02 | Konami Digital Entertainment Co., Ltd. | Game system, game terminal therefor, and server device therefor |
Also Published As
Publication number | Publication date |
---|---|
KR100791795B1 (ko) | 2008-01-04 |
JP2012147481A (ja) | 2012-08-02 |
CN1277774A (zh) | 2000-12-20 |
US6697869B1 (en) | 2004-02-24 |
WO2000011847A1 (en) | 2000-03-02 |
US20030037156A1 (en) | 2003-02-20 |
KR20010031390A (ko) | 2001-04-16 |
CN1134958C (zh) | 2004-01-14 |
US6557041B2 (en) | 2003-04-29 |
CA2306785A1 (en) | 2000-03-02 |
KR100830852B1 (ko) | 2008-05-21 |
EP1048159A1 (en) | 2000-11-02 |
EP1048159B1 (en) | 2005-11-30 |
JP2002523980A (ja) | 2002-07-30 |
DE69928642T2 (de) | 2006-08-10 |
DE69928642D1 (de) | 2006-01-05 |
CA2306785C (en) | 2010-03-30 |
TR200001074T1 (tr) | 2000-11-21 |
AR056899A1 (es) | 2007-11-07 |
KR20010031391A (ko) | 2001-04-16 |
BR9906766A (pt) | 2000-10-03 |
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