WO2005079483A2 - Procedes et programme informatique pour interaction multimedia - Google Patents

Procedes et programme informatique pour interaction multimedia Download PDF

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Publication number
WO2005079483A2
WO2005079483A2 PCT/US2005/005163 US2005005163W WO2005079483A2 WO 2005079483 A2 WO2005079483 A2 WO 2005079483A2 US 2005005163 W US2005005163 W US 2005005163W WO 2005079483 A2 WO2005079483 A2 WO 2005079483A2
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WO
WIPO (PCT)
Prior art keywords
viewers
broadcast
broadcaster
program
viewer
Prior art date
Application number
PCT/US2005/005163
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English (en)
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WO2005079483A3 (fr
Inventor
Anthony Casella
Original Assignee
Anthony Casella
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
Application filed by Anthony Casella filed Critical Anthony Casella
Publication of WO2005079483A2 publication Critical patent/WO2005079483A2/fr
Publication of WO2005079483A3 publication Critical patent/WO2005079483A3/fr

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/258Client or end-user data management, e.g. managing client capabilities, user preferences or demographics, processing of multiple end-users preferences to derive collaborative data
    • H04N21/25866Management of end-user data
    • H04N21/25883Management of end-user data being end-user demographical data, e.g. age, family status or address
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/442Monitoring of processes or resources, e.g. detecting the failure of a recording device, monitoring the downstream bandwidth, the number of times a movie has been viewed, the storage space available from the internal hard disk
    • H04N21/44213Monitoring of end-user related data
    • H04N21/44222Analytics of user selections, e.g. selection of programs or purchase activity
    • H04N21/44224Monitoring of user activity on external systems, e.g. Internet browsing
    • 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
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/258Client or end-user data management, e.g. managing client capabilities, user preferences or demographics, processing of multiple end-users preferences to derive collaborative data
    • H04N21/25808Management of client data
    • H04N21/25833Management of client data involving client hardware characteristics, e.g. manufacturer, processing or storage capabilities
    • 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
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/258Client or end-user data management, e.g. managing client capabilities, user preferences or demographics, processing of multiple end-users preferences to derive collaborative data
    • H04N21/25866Management of end-user data
    • H04N21/25891Management of end-user data being end-user preferences
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/442Monitoring of processes or resources, e.g. detecting the failure of a recording device, monitoring the downstream bandwidth, the number of times a movie has been viewed, the storage space available from the internal hard disk
    • H04N21/44204Monitoring of content usage, e.g. the number of times a movie has been viewed, copied or the amount which has been watched
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/442Monitoring of processes or resources, e.g. detecting the failure of a recording device, monitoring the downstream bandwidth, the number of times a movie has been viewed, the storage space available from the internal hard disk
    • H04N21/44245Monitoring the upstream path of the transmission network, e.g. its availability, bandwidth
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/45Management operations performed by the client for facilitating the reception of or the interaction with the content or administrating data related to the end-user or to the client device itself, e.g. learning user preferences for recommending movies, resolving scheduling conflicts
    • H04N21/466Learning process for intelligent management, e.g. learning user preferences for recommending movies
    • H04N21/4667Processing of monitored end-user data, e.g. trend analysis based on the log file of viewer selections
    • 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

  • the present invention relates to the field of entertainment and, in particular, to methods of facilitating dynamic user input to change the content of a broadcast television program and to business methods for expanding subscription bases for network service providers using such methods.
  • BACKGROUND OF THE INVENTION Television programs, and other forms of modern mass media, constantly seek to increase viewers and advertising revenues from their broadcasts. The two principal ways in which this is accomplished is to increase the size of the audience to be reached by advertisers on the program or to target a specific demographic that is more likely to buy the types of products advertised by the show.
  • Current television programs have attempted to increase audience size by making the show more interesting through interaction with the audience.
  • "reality" television has become a very popular genre, and appears to become more sought after every day.
  • the game show genre has, for many years, used the interesting tactic of providing avenues for audience member participation in order to increase interest in, and viewership of, the program.
  • game shows of the past and present have directly chosen participants from the audience. Examples of this are "The Price is Right", in which audience members are invited to "Come on down and be the next contestant”. This ability to be on television and to "win fabulous prizes” generated interest in attending the program, and for friends and family members of those chosen to watch the program as well.
  • those members of the television audience who could not travel to California to attend the show in person, or who had no personal interest in a contestant, were unaffected by this audience participation and were not drawn to watch the program for this reason.
  • Game shows allow phone competitions between viewers. Music shows take requests by text messaging. Further, many programs show messages related to the program. Fusing television programs with telephone functions has resulted in increased profits of both industries. However, these programs are not without their shortcomings. Text messaging, and its use in television, is not a new concept. For example, one version of text message use is shown in U.S. patent 5,537,143, which describes an Interactive Communication System that solves the problem of enabling a participant to participate in a broadcast program event by using a dual-tone telephone. The broadcast program event may be viewed on a television receiver simultaneously with other participants, while the computer is driven by a plurality of DTMF receivers.
  • the participant gains access to a DTMF receiver through a conventional telephone circuit terminating at a local telephone exchange (LTE).
  • the participant is prompted by the program event to enter responses into the computer through the DTMF receiver by pressing keys on the keypad.
  • the DTMF receiver has a digital character output.
  • a microprocessor processes the output and sends it to a main memory when enabled by associated logic.
  • Viewer identification software associates the responses with the participant and a time stamp is attached. Criteria software sorts and evaluates the responses according to criteria instructions. Judging software selects a winner according to judging instructions. Winner(s) selection software supplies winner identification for announcement by the transmitting station.
  • the broadcast program event may include commercial messages offering incentives to purchase merchandise and services or include offers of prizes to the participant.
  • the programs are broadcast in a conventional manner.
  • the supplemental content is supplied as part of the same program signal over the broadcast network, or separately over another distribution network.
  • a viewer's computing unit is located at the viewer's home to present the program and supplemental content to a viewer.
  • the viewer's computing unit consults an electronic programming guide (EPG) to determine if the present program carried on the channel is interactive. If it is, the viewer's computing unit launches a browser.
  • the browser uses a target specification stored in the EPG to activate a target resource containing the supplemental content for enhancing the broadcast program, downloads the data from the target resource, and displays the supplemental content concurrently with the video content program.
  • EPG electronic programming guide
  • This patent discloses a mode for a viewer to experience a program in greater depth, but this experience is purely supplemental. Trivia, games, or behind-the-scenes content might make for great entertainment, yet the viewer wields no control over the original program content or the opportunity to appear on the program. Interaction here relates to the supplemental material, not to the primaiy material, i.e. the program itself, and the user's identity is not merged into the broadcast. Further, this patent requires the viewer to again draw attention away from the action to read the supplemental data. Finally, the viewer is a viewer and does not give "live” input. Other patents disclose methods for real-time competition between program viewers. For example, U.S.
  • patent 6,193,610 describes an interactive apparatus and method that allows participants to compete in an interactive game, such as a contest or sporting event, occurring in real time, or as a taped broadcast of a real time event.
  • the event with which the participant may interact is broadcast live, or previously taped but not aired.
  • participants can play along with the broadcast on a real time basis as a previously taped segment of the television show is aired.
  • Interactive play may be accomplished by access to an on-line version of the game, while the corresponding game show airs live, or is rebroadcast to the participant for the first time on television.
  • U.S. patent 6,447,396 describes an interactive computer game with a television broadcast, a central control establishes a large virtual environment in which viewers participate with characters either controlled or designed by them. Each user can directly control or influence characters within an "active region" which encompasses part of the virtual environment that is much less than the total environment.
  • the broadcast portion of the system also has an active region, at least a portion of which is shown on a broadcast television show.
  • the locations of the active regions are controlled by the central control.
  • the central control moves the active regions of selected users so that these active regions coincide or overlap the broadcast active region.
  • the selected users are then allowed to control characters that appear on the broadcast television show.
  • the central control may transport characters created by a user from the user's active region to the broadcast active region by means of a virtual "portal.” While the interactive play recited in the above-mentioned patent is not supplemental in nature and the input recognizably effects program content, the visual component is not that of the viewer. Instead, the viewer acts a virtual puppeteer that manipulates an imaginary character. Audience members want to see themselves on television, not fantasy depictions that happen to depend on their input.
  • U.S. patent number 6,431,985 issued August 13, 2002, describes an evaluation system for the fairness about the judgment of referees and the management of coaching staffs in a sports game via Internet and providing data thereof.
  • the data of the judgments of referees who control games, coaching staff management, and scenes of doubtful fairness are stored in an additional database to be transmitted in real time when information is requested from each terminal, game management records of the referees and the coaching staffs are continuously monitored, evaluation result values about the fairness and pertinence of the records are stored as data. While this patent allows a user to interact with a television program, the user's contribution is purely trivial.
  • the program does not recognize the data in an effort to interact with the user and neither the user's identity nor likeness or digital "live" image is projected into the program. Rather, this patent merely delivers a forum to express an opinion. Therefore there is a need for a method that will increase advertising revenues generated by a broadcast and, therefore, a need to enhance the viewership of a broadcast by allowing viewers from anywhere in the world to be chosen to appear live digitally on the broadcast in substantially real time and offer input regarding program content.
  • the present invention is a method for multimedia interaction between viewers at home, or at any other remote location, and a broadcaster, in which the digital image and voice, or video, of at least one viewer appears on the television or cable program via internet carrier and in which the viewer is able to participate and give immediate direct input and reactions to the program.
  • the present invention includes a computer program product for executing the method for multimedia interaction, and a method for attracting additional subscribers to network service providers through use of this method.
  • the method for multimedia interaction includes the steps of establishing a communication link between a plurality of viewers and broadcaster and choosing at least one viewer to appear on a broadcast.
  • the viewer or viewer receives video and/or digital picture and audio information from the broadcaster via a network, preferably the Internet, and transmits video and/or digital picture and audio information back to the broadcaster. At least a portion of the video information transmitted to the broadcaster is included in the broadcast. The broadcast is then transmitted to at least the plurality of viewers from which the chosen viewer or viewers were chosen.
  • a network administrator provides a broadband communications link between the viewers and the broadcaster, and assists in the choice of the viewer or viewers who will participate in the broadcast. In the preferred embodiment, this assistance includes a certification that the viewer's hardware will provide a sufficiently clear "live" image to the broadcaster.
  • live image is defined as an image that has the appearance of being "in-person", and includes videotaped, digitally captured and/or directly broadcasted images, whether broadcasted in real time or on time delay.
  • the network administrator will choose particular viewers based upon prior actions, such as frequent viewing of the program or patronage of sponsors.
  • the network administrator provides a pool of potential viewers for the broadcaster to interview and choose from. Viewers can be interviewed by using the same process, which will enable viewer participation and activity prior to the show without the large cost the shows have expended in the past.
  • the preferred type of broadcast for the method is a game show type broadcast, in which the viewer may win cash or other prizes.
  • the method is readily adaptable to other program formats, such as news, where the ability to choose from viewers worldwide is advantageous.
  • the method is adapted for use in interactive gaming, in which viewers may appear on a real time broadcast of a game of chance and wager, along with other viewers, on this game of chance, participating live from home with the same effectiveness as a contestant in the studio.
  • a plurality of viewers are be chosen to "direct" the action taking place in a scene, with each appearing on screen and choosing a particular direction for the action to take.
  • the method for multimedia interaction of the present invention is readily adapted for execution by a computer program product.
  • the program product includes program means for establishing a communication link between a plurality of viewers and broadcaster, program means for choosing at least one viewer to appear on a broadcast, program means for sending and receiving digital image and audio information n between a broadcaster and a chosen viewer, and means for transmitting the resulting broadcast to at least the plurality of viewers from which the chosen viewer or viewers were chosen.
  • the present invention also includes the use of the method for multimedia interaction of the present invention as part of a method for increasing network subscriber- ship practiced by the network service providers.
  • the method for increasing network subscriber-ship includes the steps of obtaining a right to provide participants to a broadcaster of a program and informing potential viewers of the ability to participate in broadcasts of the program by subscribing to the network.
  • the network provider then performs the method for method for multimedia interaction by establishing a communication link between a plurality of viewers and broadcaster and choosing at least one viewer to appear on a broadcast, transmitting image and audio information between the viewer and broadcaster, and transmitting the broadcast to at least the plurality of viewers from which the chosen viewer or viewers were chosen.
  • a person can be transported to any television show location to appear and participate as if they were really in the studio. This gives the television show the opportunity to have individuals from any part of the world interact with their show at any time.
  • it provides show producers with a means to not only interview individuals, but to allow for inexpensive auditions of contestants prior to actually appearing in person on the show.
  • FIG. 1 is a block diagram showing the preferred network arrangement for performing the method.
  • FIG. 2 is a block diagram showing the program blocks of the computer program product of the present invention.
  • FIG. 3 is a block diagram showing the steps of one embodiment of the method for increasing subscribers to a network.
  • DETAILED DESCRIPTION OF THE INVENTION includes the steps of establishing a communication link between a plurality of viewers and broadcaster and choosing at least one viewer to appear on a broadcast. Once chosen, the viewer or viewers receives digital image and audio information, preferably via the Internet, from the broadcaster and transmits live digital image and audio information back to the broadcaster.
  • At least a portion of the video information transmitted to the broadcaster is included in the broadcast, which is then transmitted to at least the plurality of viewers from which the chosen viewer or viewers were chosen.
  • the viewers 20 establish a communication link to the broadcaster 18 via a virtual private network 10, in which only subscribers to the network have access.
  • the preferred communications link between the viewer 20 and the network administrator 16 is a broadband link 12, such as a cable or DSL modem link. This is preferred in order to insure that the video transmitted and received from the chosen viewer will appear to be substantially "real time", without the delays and poor image quality that are attendant to dial-up connections.
  • the network administrator 16 checks the hardware performance of the chosen viewer 20 prior to finalizing its choice in order to determine whether the viewer's video hardware is sufficient to allow for substantially real time transmission of video data to and from the viewer 20 if chosen to participate in the broadcast. In the preferred method, this is accomplished by checking the hardware performance of all viewers 20 at login and only allowing conforming viewers to be chosen.
  • the network administrator 16 will provide the user with specific hardware that is required to participate, and only viewers with this hardware will be allowed to be chosen.
  • the manner in which viewers 20 are chosen may take many forms. In some embodiments, viewers 20 are chosen at random by the network administrator 16. In others, a small number of viewers 20 are chosen as candidates and are subsequently interviewed by the broadcaster 18, who then makes the final choice of who participate in the program. In the preferred embodiment, a candidate, or pool of candidates, is chosen from all viewers based upon their prior viewership of the broadcast, with those who have watched more frequently have a greater chance of being chosen to participate than those who are merely casual viewers of the broadcast. This method is preferred as it provides viewers with an added incentive to watch the program frequently, whether or not they have been chosen to participate.
  • Website digital imaging via computer cam is become much better than it has in the past and can be fine lined enough by the Internet provider to produce pictures of adequate quality.
  • the method of the present invention is ideally suited for use with broadcasts of the game show genre, in which viewers compete for money or other prizes.
  • this method could likewise have great impact on the field of news broadcasts, which could enlist viewers from around the world to provide insight into current events.
  • each viewer is a virtual "correspondent", able to be accessed and questioned about issues and events in their area.
  • viewers from one country could provide insight into the mood of the people in the face of an impending war, while viewers from other countries could explain their approval of, or opposition to, military action.
  • this is but a single example, while the variety of options for viewer interaction in news broadcasts is nearly limitless.
  • the method of the present invention may be used in connection with programs in which alternative scenarios may be played out.
  • a plurality of viewers could be chosen to "direct" the action taking place in a scene, with each appearing on screen and choosing a particular direction for the action to take.
  • This embodiment is easily implemented using the same techniques used to provide alternative endings and scenes in DVD-ROM titles such as "The Lord of the Rings: The Fellowship of the Ring", “The Matrix” and others.
  • the method for multimedia interaction of the present invention is readily adapted for execution by a computer program product. As shown in FIG.
  • the program product includes program means 100 for establishing a communication link between a plurality of viewers and broadcaster, program means 110 for choosing at least one viewer to appear on a broadcast, program means 120 for sending and receiving video information between a broadcaster and a chosen viewer, and program means 130 for transmitting the resulting broadcast to at least the plurality of viewers from which the chosen viewer or viewers were chosen.
  • program means 100 for establishing a communication link between a plurality of viewers and broadcaster
  • program means 110 for choosing at least one viewer to appear on a broadcast
  • program means 120 for sending and receiving video information between a broadcaster and a chosen viewer
  • program means 130 for transmitting the resulting broadcast to at least the plurality of viewers from which the chosen viewer or viewers were chosen.
  • the method for increasing network subscribership includes the step of obtaining a right to provide participants 200 to a broadcaster of a program and informing potential viewers 210 of the ability to participate in broadcasts of the program by subscribing to the network.
  • the network provider then performs the method for method for multimedia interaction by establishing a communication link 220 between a plurality of viewers and broadcaster and choosing at least one viewer 230 to appear on a broadcast, sending and receiving video information 240 between the viewer and broadcaster, and transmitting the broadcast 250 to at least the plurality of viewers from which the chosen viewer or viewers were chosen.
  • the network provider will obtain the right to provide participants to a program by virtue of its likewise being the broadcaster of the program.
  • providers such as AOL or MSN could have their own interactive broadcast areas in which subscribers could participate in broadcasts viewed by other subscribers to the network.
  • these large providers can provide added incentive for potential viewers to subscribe, above what could be obtained through a lower cost provider, such as Juno or NetZero, and both increase subscribership and the cost of each subscription.
  • the broadcasts to be provided are not necessarily television broadcasts, but rather could be webcasts or closed circuit broadcasts that are only accessible through the network.
  • the broadcast is a casino or lottery game broadcast, run by a state lottery commission, licensed casino, or the like, which is broadcast on a closed circuit television network.
  • the network chooses viewers for inclusion in broadcasts over the network and allows all viewers to wager upon the outcome of the game being played.
  • This system could be readily adapted for use over the web, with viewers residing in a particular state being allowed to access the state lottery website and play the game along with others from that state in real time.
  • the state could have a "virtual Keno" parlor in which players wager from their computers and view others playing the game over the Internet. It is envisioned that such a system would be ideal for use in hotels, which would have televisions equipped with the necessary video hardware to provide the desired level of real time communication to allow viewers to play casino or lottery games from the comfort and safety of their hotel rooms.
  • the viewer would set up an account with the network provider from ' which wagers could be made, and would either enter to be chosen for broadcast, or decline to be chosen and simply view and play the game simultaneously with the chosen viewer.
  • multiple viewers may be chosen to play a game, such as poker, and the non-chosen viewers will be allowed to wager on the outcome.
  • the wager could involve choosing a winner prior to dealing the cards, or alternatively, by independently wagering based upon access to only a chosen player's hand.
  • the viewer is allowed to choose numbers and view other players, and the roulette wheel or craps table, in the same manner as if they were present on the floor of the casino.
  • the interactive television method of the present invention bring television out of the dark ages and into the 21 st century.
  • the actual outlook of any television show can be changed.
  • the instant outside participation by one or more people from different walks of live throughout the country as well as the world provides cross-cultural opportunities that do not currently exist. Game shows, diet shows, children shows, and a large number of different shows could be affected by being able to have interactive "live" input from their viewing audience.

Abstract

La présente invention se rapporte à un procédé d'interaction multimédia entre des téléspectateurs et un radiodiffuseur, à un produit programme informatique permettant d'exécuter ledit procédé d'interaction multimédia, et à un procédé permettant d'attirer des abonnés supplémentaires auprès de fournisseurs de services réseau par l'intermédiaire dudit procédé. Le procédé d'interaction multimédia selon l'invention comprend les étapes consistant à établir une liaison de communication entre une pluralité de téléspectateurs et un radiodiffuseur, et à sélectionner au moins un téléspectateur pour l'inclure dans une émission. Une fois choisi, le ou les téléspectateurs reçoivent une image numérique et des données audio ou vidéo du radiodiffuseur, et renvoie des images numériques et des données audio ou vidéo au radiodiffuseur. Au moins une partie des données vidéo transmises au radiodiffuseur est intégrée à l'émission, qui est ensuite transmise à ladite pluralité de téléspectateurs dans laquelle le ou les téléspectateurs ont été choisis, par l'intermédiaire d'une image numérique avec des données directes par Internet.
PCT/US2005/005163 2004-02-19 2005-02-18 Procedes et programme informatique pour interaction multimedia WO2005079483A2 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US72804804A 2004-02-19 2004-02-19
US10/728,048 2004-02-19

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WO2005079483A3 WO2005079483A3 (fr) 2007-08-16

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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2008099428A1 (fr) * 2007-02-13 2008-08-21 Palm Dreams S.R.L. Procédé de diffusion de contenus multimédia
CN111013154A (zh) * 2019-12-11 2020-04-17 腾讯科技(深圳)有限公司 代替抽取奖品的方法、装置及系统

Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020034980A1 (en) * 2000-08-25 2002-03-21 Thomas Lemmons Interactive game via set top boxes
US20020094869A1 (en) * 2000-05-29 2002-07-18 Gabi Harkham Methods and systems of providing real time on-line casino games
US20040187148A1 (en) * 2003-03-19 2004-09-23 Anthony Cassella Methods and computer program for multimedia interaction

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US20020094869A1 (en) * 2000-05-29 2002-07-18 Gabi Harkham Methods and systems of providing real time on-line casino games
US20020034980A1 (en) * 2000-08-25 2002-03-21 Thomas Lemmons Interactive game via set top boxes
US20040187148A1 (en) * 2003-03-19 2004-09-23 Anthony Cassella Methods and computer program for multimedia interaction

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO2008099428A1 (fr) * 2007-02-13 2008-08-21 Palm Dreams S.R.L. Procédé de diffusion de contenus multimédia
CN111013154A (zh) * 2019-12-11 2020-04-17 腾讯科技(深圳)有限公司 代替抽取奖品的方法、装置及系统

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