WO2009079464A1 - Retard de démarrage d'un jeu par le biais d'une fonction spectateur à utiliser dans la production télévisée - Google Patents

Retard de démarrage d'un jeu par le biais d'une fonction spectateur à utiliser dans la production télévisée Download PDF

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Publication number
WO2009079464A1
WO2009079464A1 PCT/US2008/086850 US2008086850W WO2009079464A1 WO 2009079464 A1 WO2009079464 A1 WO 2009079464A1 US 2008086850 W US2008086850 W US 2008086850W WO 2009079464 A1 WO2009079464 A1 WO 2009079464A1
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WO
WIPO (PCT)
Prior art keywords
platform
spectator
video
player
platforms
Prior art date
Application number
PCT/US2008/086850
Other languages
English (en)
Inventor
Steven F. Roberts
Michael Burks
Han Park
Craig Levine
Original Assignee
The Directv Group, 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
Application filed by The Directv Group, Inc. filed Critical The Directv Group, Inc.
Publication of WO2009079464A1 publication Critical patent/WO2009079464A1/fr

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Classifications

    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • A63F13/33Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
    • A63F13/338Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using television networks
    • A63F13/12
    • 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
    • A63F13/30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
    • 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
    • A63F13/86Watching games played by other players
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/40Features 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
    • A63F2300/409Data transfer via television network
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/57Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
    • A63F2300/577Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player for watching a game played by other players

Definitions

  • the present invention relates generally to video games, and in particular to the use of live, in-game spectators for use in television production,
  • Video games have grown in popularity and are now in widespread use throughout the world. Video games are now in use on several platforms, such as personal computers, as well as proprietary platforms such as XBOX360, Playstation 3, and Wi i. Each platform supports different functionalities, uses different controllers, and has different games available for use and enjoyment. It has been difficult, however, to expand the video game industry to beyond the player's personal experience. Organized sports, such as football, baseball, and basketball, have garnered large audiences through television, and boxing and other less frequent events have been able to use pay-per-view avenues to garner increased revenues and interest. Video games, on the other hand, have been typically a user- only experience,
  • the present invention discloses systems, methods, and apparatuses for presenting video game contests via television
  • a system in accordance with one or more embodiments of the present invention comprises a network of gaming platforms, wherein the network of gaming platforms comprise at least, one player platform and at least one spectator platform, each gaming platform in the network of gaming platforms having a video output, wherein the at least one spectator platform has a delayed start in the video game contest, a plurality of converters, each converter in the plurality of converters respectively coupled to the video outputs of the gaming platforms, a production facility, coupled to the plurality of converters, for viewing the video outputs of the gaming platforms via the plurality of converters and for selecting a chosen video output to be broadcast, and a broadcast system, coupled to the production facility, for distributing the chosen video output.
  • Such a system further optionally comprises the broadcast system distributing the chosen video output substantially in real-time, the network of gaming platforms being a network of computers, a server, wherein each computer in the network of computers is coupled to the server, the at least one spectator platform being controlled separately from the at least one player platform, the at least one spectator platform having additional capabilities compared to the at least one player platform, one of the at least one player platforms acting as a host for the at least one spectator platforms, a plurality of sound boxes, respectively coupled to an audio output of each of the gaming platforms in the network of gaming platforms, the production facility being further coupled to the plurality of sound boxes, and wherein when the chosen video output is selected, the audio output corresponding to the chosen video output is also selected for distribution via the broadcast system, and at least one selected spectator platform having a script wherein the selected spectator platform has a programmed camera angle for at least part of the video game contest.
  • a method for viewing a video game contest in accordance with one or more embodiments of the present invention comprises networking a plurality of gaming platforms, wherein the plurality of gaming platforms comprises at least one player platform and at least one spectator platform, the at least one spectator platform having a viewing perspective of the video game contest different from that of the at least one player platform, starting the video game contest at a first time with the at least one player platform, and starting the video game contest at a second time with the at least one spectator platform, wherein the second time is after the first time.
  • Such a method further optionally comprises the plurality of gaming platforms being a plurality of computers, the at least one spectator platform having additional capabilities compared to the at least one player platform, and one of the at least one player platform acting as a host for the at least one spectator platform.
  • Such an apparatus further optionally comprises the at least one video output being broadcast on the broadcast system substantially in real-time, the plurality of gaming platforms being a plurality of computers, the at least one spectator platform having additional capabilities compared to the at least one player platform, one of the at least one player platforms acting as a host for the at least one spectator platform, and at least one selected spectator platform having a script wherein the selected spectator platform has a programmed camera angle for at least part of the video game contest.
  • FIG. 1 is an exemplary hardware and software environment used to implement one or more embodiments of the invention
  • FIG. 2 illustrates a computer configuration in accordance with one or more embodiments of the present invention:
  • FIG. 3 illustrates the television production connections in accordance with one or more embodiments of the present invention
  • FIG. 4 illustrates a gaming platform configuration in accordance with one or more embodiments of the present Invention
  • FIG. 5 illustrates a head-to-head game platform configuration in accordance with one or more embodiments of the present invention
  • FIG. 6 illustrates a typical satellite television system of the related art.
  • FlG. 7 illustrates a process chart in accordance with one or more embodiments of the present invention.
  • the invention is a network of personal computers, or a group of interconnected gaming platforms (collectively called gaming stations), where some of the gaming stations are "spectators *5 in the game being contested.
  • the players each see the game from a first person perspective, and the spectators each see the game from a third person perspective.
  • the spectators are "invisible" as far as the players are concerned, in that the spectator does not have a character that can be seen by any of the players during the game.
  • Each of the gaming stations is connected to a converter that converts the video and audio signals into standard television signals.
  • the spectators typically follow the players or are stationed to watch for specific events to occur during the game, and each of the spectator and player video/audio signals are sent to the production truck for live selection of video/audio to be sent out over the airwaves.
  • the present Invention allows for the spectator function to be used as a delayed start of the game to enable the spectator to watch the progress of the game in an ""after the fact" manner, or in a near-real-tirne manner.
  • Many video games do not allow spectators to join a game after the game has started, or only allow a spectator/new player to be joined into the game at the beginning of a game screen. If the players have progressed beyond the starting point, however, the spectator screens cannot see the action in the game.
  • the gaming stations are connected to converters to convert the computer/gaming platform video to standard television signals, and sent to the production truck for live production of the audio/video signals.
  • FIG. 1 is an exemplary hardware and .software environment used to implement one or more embodiments of the invention. Embodiments of the invention are typically implemented using a computer
  • One or more embodiments of the invention are implemented by a computer- implemented program 108, wherein the program 108 is represented by a window displayed on the display device 102.
  • the program 108 comprises logic and/or data embodied in or readable from a device, media, carrier, or signal, e.g., one or more fixed and/or removable data storage devices 104 connected directly or indirectly to the computer 100, one or more remote devices coupled to the computer 100 via a data communications device, etc. Further, the program 108 may utilize a database 110 such as a spatial database.
  • Computer 100 may also be connected to other computers 100 (e.g., a client or server computer) via network 112 comprising the Internet, LANs (local area network), WANs (wide area network), or the like. Further, database 110 may be integrated within computer 100 or may be located across network 112 on another computer 100 or accessible device.
  • network 112 comprising the Internet, LANs (local area network), WANs (wide area network), or the like.
  • database 110 may be integrated within computer 100 or may be located across network 112 on another computer 100 or accessible device.
  • FIG. 1 is not intended to limit the present invention. Indeed, those skilled in the art will recognize that other alternative systems may be used without departing from the scope of the present invention.
  • FIG. 2 illustrates a computer configuration in accordance with one or more embodiments of the present invention.
  • Configuration 200 is shown, where computer 100 takes one of three "forms" as described herein.
  • Computers IOOA are computers 100 set up for a given player "team” of players
  • computers IOOB are computers 100 set up for a second "team” of players
  • computers K)OC are computers 100 set up for a group of "spectators” that are watching the players using computers 100 A and 100B.
  • Larger or smaller numbers of computers 10OA, 10OB, and/or 10OC can be used without departing from the scope of the present invention. All of the computers 10OA, 10OB, and IOOC are coupled to a server 202.
  • a contest of the game "'Counter Strike: Source"' can be waged between two teams of five players each.
  • Each player on team 1 occupies a computer 10OA
  • each player on team 2 occupies a computer 10OB.
  • a separate group of spectators occupy computers IOOC.
  • the spectator computers 10OC are viewing the game being played between the players using computers IOOA and the players using computers 10OB. Further, players using computers IOOA and 1 OC)B cannot access the viewpoints of spectators IOOC, and do not know that computers IOOC even exist within the contested game. The spectator computers IOOC are "invisible" to the players using computers IOOA and 10OB.
  • the connection to the server 202 enables the computers IOOA, 10OB, and 10OC to communicate properly with each other in a local area network environment.
  • each computer 100 separately running the game program, is synchronized and playing or watching the same game being contested between the players using computers IOOA and the players using computers 10OB.
  • Server 202 can also run the game program and enable each of the computers IOOA, 10OB, and IOOC to participate in the game as muiti-players and multi-spectators if such a configuration is desired.
  • the invention allows for the spectator function to be used as a delayed start of the game to enable the spectator to watch the progress of the game.
  • Many video games do not allow spectators to join a game after the game has started, or only allow a spectator ' 'nc w player to be joined into the game at the beginning of a game screen. If the players have progressed beyond the starting point, however, the spectator screens cannot see the action in the game.
  • the gaming stations are connected to converters to convert the computer/gaming platform video to standard television signals, and sent to the production track for live production of the audio/video signals. So, for example, and not by way of limitation, in a racing game such as Project Gotham Racing, entry of a spectator computer IOOC can only occxtr after a race has started.
  • the spectator computer IOOC will start at the beginning of the race course, hopelessly behind the action.
  • entering the spectator computer 10OC without allowing the player computers 10OA and 10OB to start the race allows the spectator computer IOOC to view the action of the race from start to finish.
  • FIG. 3 illustrates the television production connections in accordance with one or more embodiments of the present invention.
  • System 300 shows the connections of computers 10OA, 10OB, and IOOC to other instrumentation to enable the live broadcast of the game contest. Although only one computer 10OA, 10OB, and IOOC are shown for reasons of clarity, it is within the scope of the present invention to connect each of the computers 10OA, 10OB, and IOOC as described in FIG. 3.
  • Each computer 10OA, 10OB, and IOOC. is not only coupled to server 202, but also to other electronics to couple the audio and video signals that are being shown on monitors coupled to computers 10OA, 10OB, and IOOC to a production facility.
  • computer IOOA is coupled to sound box 302, such that the audio being generated at computer IOOA is also being transmitted electronically to sound box 302.
  • computer IOOA is coupled to a video converter 304, also called a Folsorn converter, which converts the graphics that are shown on the monitor coupled to computer IOOA to standard television signals,
  • computer IOOB is coupled to sound box 306 and converter 308, and computer IOOC is coupled to sound box 310 and converter 312.
  • Sound boxes 302, 306, and 310, and converters 304, 308, and 312, are all coupled to production facility 314.
  • each of the audio/video outputs from computers IOOA, IOOB, and IOOC are shown in real-time.
  • a switching facility allows a producer to select which of the audio/video outputs to be broadcast over television airwaves, via cable, or via satellite subscription television techniques.
  • the present invention allows for live overview perspectives of the game being contested via the audio/video from computer(s) IOOC, as well as first person perspectives from the audio/video from computers IOOA and/or IOOB.
  • each of the contested games can now be shown as if it were a live sporting event, e.g., the ""player perspective” being similar to close-ups of a batter in baseball or a camera angle from behind the quarterback in football, and the ''spectator” perspective being similar to the wide shot or the dirigible shot from above the stadium.
  • Each of the spectator computers IOOC can be given a ''script' ' ' to follow such that the production facility will have footage that may be interesting to viewers that are watching the contest via television, So, for example and not by way of limitation, one of the computer IOOC operators can be asked to slay near one of the players on team A. e.g., one of the players using one of the computers 10OA. Rather than having the spectator remain behind the player, the spectator can discuss with other spectators where players from comput ⁇ r(s) IOOB are, so the spectator can get ready for a better "camera" angle to show the outside viewing audience.
  • spectator computers 10OC can know, in advance, where certain battles or events will occur in the contest between computers IOOA and IOOB, and can select their spectator viewpoint near or at those locations to see the contest from that point of view.
  • Such a script can be a manual operation, where a user moves the spectator platform IOOC camera angle, or can be a programmed camera angle for part or all of the video game contest being played.
  • FIG. 4 illustrates a gaming platform configuration in accordance with one or more embodiments of the present invention.
  • System 400 shows gaming platforms 402 and 404. Additional gaming platforms can also be connected if desired without departing from the scope of the present invention.
  • One or more gaming platforms 402 are used for player interaction, while one or more gaming platforms 404 are used for spectators.
  • Gaming platform 402 is coupled to a monitor 4()6 5 and the video output signals from gaming platform 402 are split off to a converter box 408, similar to that described in FIG. 3.
  • Audio signals from gaming platform 402 are sent to a sound box 410 similar to those described in FIG. 3.
  • the outputs of converter 408 and sound box 410 are sent to production facility 314 as described above.
  • Gaming platform 404 is also coupled to a monitor 412, converter 414, and sound box 416 in a similar fashion.
  • One of the gaming platforms 402 or 404 is a host of the game being played, and the other platform(s) 402 and 404 are clients, such thai the game being contested is only hosted on one of the platforms 402-404.
  • gaming platforms 402 are for players, and other gaming platforms 404 are for spectators.
  • the spectator platforms 404 are entered Into the game to provide the production facility with different "virtual camera" angles to be shown on television screens that are remote from the place where the game is being contested.
  • the invention allows for the spectator function to be used as a delayed start of the game to enable the spectator to watch the progress of the game, this enables the production facility 314 to have access to a spectator view throughout the game, enabling viewers to see the game from start to finish.
  • the present invention allows, for example, a spectator platform 404 to be connected to system 400 after other spectator platforms 404 and player platforms 402 have started a specific game, and allow the spectator platform 404 to follow behind, in a time perspective, the action that has taken place In the game (so they would see the game played out as a delayed game from that particular spectator platform 404). Further, either in addition to or in the alternative to such a delay, a spectator platform 404 can join a specific game at any time, and rather than starting at the very beginning screen of that particular game, can join in the game at the specific point where the game is currently being played. As such, either the spectator platform 404 has a delayed start of game for that platform 404, or starts the game at the particular point at which the game is currently being played.
  • video games that are displayed on player platforms 402, and, then, spectator platforms 404, generate graphics to simulate a scene, action, or movement.
  • Such graphical generation is called rendering, and the player icons, scenery, movement, and changes in the images displayed on player platforms 402 and spectator platforms 404 are rendered in a localized area. So, as an example, even though an entire topological and time "virtual world" is programmed into the video game, the player platforms 402 and spectator platforms 404 typically only render the topology and other items that are localized to the specific location of that particular player platform 402 and spectator platform 404.
  • an example system 400 can generate a game by rendering graphics for presentation on player platforms 402 and spectator platforms 404.
  • a spectator platform 404 can also join the game.
  • the player platforms 402 are unaware of the addition of spectator platform 404 regardless of the graphics being rendered on player platforms 402 and spectator platform 404, because of the independent viewpoint and "invisibility" of the spectator platform 404.
  • the after-inserted spectator platform 404 can be placed at a location within the game to obtain a camera angle (also referred to as a viewpoint or perspective) that would be advantageous for viewing of a particular part of the current game.
  • MG. 5 illustrates a head-to-hcad game platform configuration in accordance with one or more embodiments of the present invention.
  • a single gaming platform 402 has two monitors 406A and 406B connected, and the video is split from those monitors via converter 408, Audio is still connected via sound box 410, and the outputs of converter 408 and sound box 410 are sent to production facility 314.
  • FIG. 6 illustrates a typical satellite television system of the related art.
  • a satellite distribution system 600 uses signals sent from Satellite A (SatA) 602, Satellite B (SatB) 604, and Satellite C (SatC) 606 that are directly broadcast to an Outdoor I 'nit (ODU) 608 that is typically attached to the outside of a house 610.
  • ODLl 608 typically includes an antenna that receives these signals and sends the received signals to a receiver, typically called an Integrated Receiver
  • Decoder ( I IiJ)) 612 which decodes the signals and separates the signals into viewer channels, which arc then passed to monitor 614 for viewing by a user.
  • Satellite uplink signals 616 are transmitted by one or more uplink facilities 618 to the satellites 602-604 that are typically in geosynchronous orbit. Satellites 602-606 amplify and rebroadcast the uplink signals 616, through transponders located on the satellite, as downlink signals 620. Depending on the satellite 602-606 antenna pattern, the downlink signals 620 are directed towards geographic areas for reception by the ODU 608.
  • Each satellite 602-606 broadcasts downlink signals 620 in typically thirty-two (32) different frequencies, which are licensed to various users for broadcasting of programming, which can be audio, video, or data signals, or any combination. These signals are typically located in the Ku-band of frequencies, i.e., 11-18 GHz. Future satellites will likely broadcast in the Ka-band of frequencies, i.e., 18-40 GHz, but typically 20-30 GHz.
  • Production facility 314 connect to uplink facility 618 to send the broadcast signals received from computers 100A- 10OC or gaming platforms 402-404 directly to satellites 602-606 for broadcast to IRDs 612, which receive the signals 620 via a video input, process the signals with a processor such that signals 620 are viewable on monitors 614 within the satellite downlink signal 620 transmission area, and output the signals via a video output to monitor(s) 614.
  • cable distribution system 622 can be used, or other on-air distribution systems, e.g., direct transmission from facility 618 as in over-the-air television signals, are also possible within the scope of the present invention. Such distribution can be either real-time, e.g., live or without significant delay from the events taking place on computers 100 or gaming platforms 402-404, or recorded and distributed at a time convenient to the broadcaster.
  • FIG. 7 illustrates a process chart in accordance with one or more embodiments of the present invention.
  • Box 700 illustrates networking a plurality of gaming platforms, wherein the plurality of gaming platforms comprises at least one player platform and at least one spectator platform, the at least one spectator platform having a viewing perspective of the video game contest different from that of the at least one player platform.
  • Box 702 illustrates starting the video game contest at a first time with the at least one player platform.
  • Box 704 illustrates starting the video game contest at a second time with the at least one spectator platform, wherein the second time is after the first time.
  • any type of computer such as a main frame, minicomputer, or personal computer, or computer configuration, such as a timesharing mainframe, local area network, or standalone personal computer, could be used with the present invention.
  • computer configuration such as a timesharing mainframe, local area network, or standalone personal computer.
  • gaming platforms, distribution systems, and games can be used within the scope of the present invention.
  • a system in accordance with one or more embodiments of the present invention comprises a network of gaining platforms, wherein the network of gaming platforms comprise at least one player platform and at least one spectator platform, each gaming platform in the network of gaming platforms having a video output, wherein the at least one spectator platform has a delayed start in the video game contest, a plurality of converters, each converter in the plurality of converters respectively coupled to the video outputs of the gaming platforms, a production facility, coupled to the plurality of converters, for viewing the video outputs of the gaming platforms via the plurality of converters and for selecting a chosen video output to be broadcast, and a broadcast system, coupled to the production facility, for distributing the chosen video output.
  • Such a system further optionally comprises the broadcast system distributing the chosen video output substantially in real-time, the network of gaming platforms being a network of computers, a server, wherein each computer in the network of computers is coupled to the server, the at least one spectator platform being controlled separately from the at least one player platform, the at least one spectator platform having additional capabilities compared to the at least one player platform, one of the at least one player platforms acting as a host for the at least one spectator platforms, a plurality of sound boxes, respectively coupled to an audio output of each of the gaming platforms in the network of gaming platforms, the production facility being further coupled to the plurality of sound boxes, and wherein when the chosen video output is selected, the audio output corresponding to the chosen video output is also selected for distribution via the broadcast system, and at least one selected spectator platform having a script wherein the selected spectator platform has a programmed camera angle for at least part of the video game contest.
  • a method for viewing a video game contest in accordance with one or more embodiments of the present invention comprises networking a plurality of gaming platforms, wherein the plurality of gaming platforms comprises at least one player platform and at least one spectator platform, the at least one spectator platform having a viewing perspective of the video game contest different from that of the at least one player platform, starting the video game contest at a. ⁇ n>i time with the at least one player platform, and starting the video game contest at a second time with the at least one spectator platform, wherein the second time is after the first time.
  • Such a method further optionally comprises the plurality of gaming platforms being a plurality of computers, the at least one spectator platform having additional capabilities compared to the at least one player platform, and one of the at least one player platform acting as a host for the at least one spectator platform.
  • Such an apparatus further optionally comprises the at least one video output being broadcast on the broadcast system substantially in real-time, the plurality of gaming platforms being a plurality of computers, the at least one spectator platform having additional capabilities compared to the at least one player platform, one of the at least one player platforms acting as a host for the at least one spectator platform, and at least one selected spectator platform having a script wherein the selected spectator platform has a programmed camera angle for at least part of the video game contest.

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  • Two-Way Televisions, Distribution Of Moving Picture Or The Like (AREA)

Abstract

Des systèmes, procédés et appareils destinés à présenter des concours de jeux vidéo à la télévision sont présentés. Un système selon un ou plusieurs modes de réalisation de la présente invention comprend un réseau de plateformes de jeux, ledit réseau de plateformes de jeux comprenant au moins une plateforme de joueur et au moins une plateforme de spectateur. Chaque plateforme de jeu dans le réseau desdites plateformes de jeu a une sortie vidéo, le concours de jeu vidéo démarrant avec un retard sur la plate-forme de spectateur; une pluralité de convertisseurs, chaque convertisseur dans la pluralité de convertisseurs étant respectivement couplé à des sorties vidéo des plateformes de jeu; un équipement de production, raccordé à la pluralité de convertisseurs, pour visualiser les sorties vidéo des plateformes de jeux par le biais de la pluralité de convertisseurs et pour sélectionner une sortie vidéo choisie à diffuser; et un système de diffusion, raccordé à l'équipement de production, pour distribuer la sortie vidéo choisie.
PCT/US2008/086850 2007-12-14 2008-12-15 Retard de démarrage d'un jeu par le biais d'une fonction spectateur à utiliser dans la production télévisée WO2009079464A1 (fr)

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