WO2017062811A1 - System, method, and application for enhancing contextual relevancy in a social network environment - Google Patents
System, method, and application for enhancing contextual relevancy in a social network environment Download PDFInfo
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- a mood text tag may thus be utilized to define or describe how a user may feel about a particular experiential cue or prompt as exemplified according to the present invention by audio input in the form of a song or visual input in the form of an image.
- the mood text tag " ⁇ sad”.
- the " ⁇ " symbol represents or signifies an emotion or mood and the text attached describes the emotion.
- humans often do not practice proper etiquette when using existing social tags. Commonplace is the exaggeration of hashtag usage to extremes in existing social networks. Users of the present invention may more accurately specify a feeling even though the feeling may be implied as in "-FeelingSad”.
- Figure No. 5C is a sixth flowchart diagram of a sixth methodology provided by the mobile application or software tool according to the present invention depicting how users define context and utilize contextually profiled content to build intelligent associations.
- Figure No. 6 is a first table showing how different users may respectively associate a given mood tag with music track characteristics.
- Figure No. 7 is a second table showing how different advertisements can be built to later match characteristics affiliated with a user's activity or mood tags.
- Figure No. 8 is a bifurcated eighth flowchart diagram showing geographically isolated locations or geo fenced locations in side-by- side relation for demonstrating certain advertising scenarios and use case scenarios.
- a mobile application or APP icon 12 is visually displayed upon the touchscreen- visual display 1 1 for launching or initiating the mobile application via a user's finger 14 touch according to the present invention.
- the mobile application generically depicted by APP icon 12 initiates the computer-implementable context-enhancing system and/or method according to the present invention.
- the functionality enabled by the present invention shall hereinafter be described with reference to or in the context of a music or media sharing application as exemplified by the system(s) described in co-pending US Patent Application No. 14/099,348 and International Patent Application No. PCT/US2015/02731 1 , the specifications and drawings of which are hereby incorporated by reference thereto.
- the user is preferably enabled to share consumable content as generally depicted at process 15.
- a particular musical track or song may serve as an experiential cue or prompt which may be shared with other users linked within or to the social network structure or environment in which the present application is designed to enhance contextual relevancy or expressively shared content.
- social media posts including textual input and visual input may just as well serve as prompts for the context-assignments or activity/mood context tags contemplated by these specifications.
- First and second content pools are respectively referenced at 44 and 45 in which content pool 44 may represent a grouping of songs and content pool 45 may represent a grouping of images.
- the content is agnostic to type and must be an aspect of the human experience that can be associated with activities and/or moods.
- other variables such as geographic location 51, calendar date 52, and time-stamp 53 may be also affiliated with contextually profiled consumable content when the expressive activity/mood text tags are expressed/assigned according to the present system.
- These other exemplary variables 51, 52, and 53 are appended to content pool 45 flow for ease of illustration.
- Stadium 70 and certain use cases 92, 93, and 94 for the end user are displayed for the geographic location Spring Center 71.
- the computer implementable system preferably comprises and provides non-transitory computer-implementable instructions for enabling a first user to assign at least one select context state to a consumable content prompt.
- the at least one select context state being selected from the group consisting of an activity context state and a mood context state.
- the user when selecting or opting, the user will select both the activity and mood context states and assign the described activity/mood tags to the experiential cue then being entertained.
- the at least one select context state when assigned to the consumable content prompt, thus functions to enhance contextual relevancy of social communications in connection therewith.
- the at least one select context state is preferably selected from the group consisting of an activity context state and a mood context state and the selection process may include both an activity and mood state expression or tag.
- the at least one select context state is then assigned to the experiential prompt for creating a contextual profile for the experiential prompt.
- the experiential prompt may be in the form of some consumable content such as a music track.
- the methodology further contemplates that the experiential prompt in the form of consumable content may be preferably shared with selectively networked members within the social network environment.
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Abstract
A computer implementable system, method and application enhance contextual relevancy of exchanges within a social network environment. The computer implementable system includes and provides non-transitory computer-implementable instructions for enabling users to assign at least one select context state to a consumable content or experiential prompt. The described context states include an activity context state and an emotive or mood context state. When prompted with experiential clues, users may respond thereto with either or both of the context states so as to create a contextual profile for the experiential cue or consumed content prompt. The socially offered context state descriptors and the contextual profiles created and assigned to both consumed and further consumable content add context to exchanges and communications within the social network environment for enhancing contextual relevancy of these exchanges and communications.
Description
SYSTEM, METHOD, AND APPLICATION FOR ENHANCING CONTEXTUAL RELEVANCY
IN A SOCIAL NETWORK ENVIRONMENT
PRIOR HISTORY
This U.S. patent application claims the benefit of U.S. Provisional Patent Application Serial No. 62/238,442 filed in the United States Patent and Trademark Office (USPTO) on 07 October 2015; pending U.S. Patent Application No. 14/099,348 filed in the USPTO on 06 December 2013; pending International Patent Application No. PCT/US2015/027311 filed in the UPSTO as International Receiving Office on 23 April 2015; and pending U.S. Patent
Application No. 15/124,014 filed in the USPTO on 06 September 2016, the specifications and drawings of which are hereby collectively incorporated herein by this reference thereto.
FIELD OF THE INVENTION
The present invention generally relates to mobile application features or software tools operable by way of a computer typified by a mobile communications device. More particularly, the mobile application features or software tools according to the present invention enable users to textually express activity and mood states, which activity and mood states enhance understanding of the user's activity/feeling state in any given scenario or experiential prompt. The enhanced understanding effected by the expressed activity and mood states enhance contextually relevant feedback.
BACKGROUND OF THE INVENTION
Human activities and human moods or emotions are very diverse and difficult to fit into any set of predefined categories or groups. Mathematical algorithms can be utilized to associate pure text with certain emotions or activities, but ultimately come up short due to the complexity of the human experience. Text parsing also often fails to deliver the true import driving textually expressive phraseology. It is difficult, for example, to distinguish when a person is expressing emotion through text or describing an object using emotive language. Consider, for example, the phrase, "I am sad" versus the phrase, "that is a sad call". While the first is likely an expression of emotion or mood, the second is likely describing the state of a call. Most mathematical algorithms will fail to identify which of the two phrases is actually expressing emotion or stating mood.
The prior art thus perceives a need for a system and/or method that provides users with users the ability to append emotive or mood and activity tags to their textual messages to more accurately expresses how or what a given textual message means to convey. By providing such a system or method, several problems are solved. Firstly, such a system or method makes it easy to identify where emotion is being expressed or when a person is engaging in a certain activity. Secondly, it does not limit the breadth of possible human emotions to a few common emotions or activities. Rather, it allows users to express emotion and activity with freedom and creativity.
SUMMARY OF THE INVENTION
The primary purpose of these specifications is to present a system and/or method for utilizing so-called text tags, as exemplified by the "~" symbol to represent a mood/emotion and the "A" symbol to represent activity. It is anticipated that the use of mood/emotion text tags and activity text tags will be very useful in at least the following areas: User Determined Content associations; Targeted music selection for advertisement based on user associations and desired emotional response; Geographic markers used to designate an area with a desired aura or activity; Mapping moods/activities to geo coordinates for broad data analysis on human sentiment or activity within a certain areas.
Activities can be viewed or described as being primarily or preferably verb form based. According to the present invention, users shall create activity tags using free text and may place them into the context of a sentence. An important point stemming from this function is that a user is free to exaggerate context for the activity they are engaged in to either over value or under value their activity. For example, a user could be engaged in the activity of trampoline jumping or "trampolining". If wishing to over value the experiential value of the activity, the user could utilize an activity text tag: "Askydiving". By contrast, if the user wished to under value the experiential value of the activity, the user could utilize the activity text tag: "Afallingdown".
When exaggerating the experiential value of the activity, the user is not describing the actual activity: (i.e. "Atrampolining"), but rather how the user is viewing the activity either with enjoyment that may result in an over valuation or boredom that might result in an under valuation. When a machine engages in textual interpretation, the machine often fails to assign a
proper context to the host user's textual expressions. Activity text tags provide enhanced contextual relevancy even if the context expressed is not precise in the traditional sense; the way a user existentially views or understands the activity they are participating in can be equally valuable as the actual activity.
Unlike activity based experiences, human moods or emotions are typically described by adjective type word forms. A mood text tag may thus be utilized to define or describe how a user may feel about a particular experiential cue or prompt as exemplified according to the present invention by audio input in the form of a song or visual input in the form of an image. Consider for example, the mood text tag: "~sad". The "~" symbol represents or signifies an emotion or mood and the text attached describes the emotion. It is noted that humans often do not practice proper etiquette when using existing social tags. Commonplace is the exaggeration of hashtag usage to extremes in existing social networks. Users of the present invention may more accurately specify a feeling even though the feeling may be implied as in "-FeelingSad".
When the activity and mood tags are combined into a textual sentence, remark or social post as exemplified by the following: "This is so awesome? ARipcording ASkydiving
-Living Alive", the result provides the receiver with vastly greater amount of contextual information, which information can then be associated with other variables. When incorporated into a mobile application, for example, the time, date, and geographic location of the sentence can be quickly associated with the sentence. In the context of a music sharing mobile application, also known will be the particulars of a given song or track that is then playing. Under the music umbrella, the system can then cross reference the expressed user context within the context of the track that is then playing or serving as the experiential cue or prompt for the sentence or tag-based expression.
It naturally follows that trend spotting can occur as derived from the various possible associations. For example, User A reports or expresses feeling "happy" (i.e. "-FeelingHappy") while listening to a music track averaging around 90 beats per minute while User B reports or expresses feeling "happy" (i.e. "-FeelingHappy") while listening to a music track averaging around 120 beats per minute. These data associations can then be used to enhance the contextual relevance of the environment in which the user is then operating. Other objects of the present invention, as well as particular features, elements, and advantages thereof, will be elucidated or become apparent from, the following description and the accompanying drawing figures.
BRIEF DESCRIPTION OF THE DRAWINGS
Other features and objectives of the invention will become more evident from a
consideration of the following brief descriptions of patent drawings:
Figure No. 1 is a depiction of a mobile communications device/computer for
implementing the mobile application or software tool according to the present invention showing a fragmentary finger being directed toward a visual APP icon prompt displayed upon an electronic visual display of the mobile communications device for launching the mobile application or software tool according to the present invention.
Figure No. 2 is a first flowchart diagram of a first methodology provided by the mobile application or software tool according to the present invention.
Figure No. 2 A is a generic text box showing an activity context tag and a mood context tag being textually input into the text box.
Figure No. 3 is a second flowchart diagram of a second methodology provided by the mobile application or software tool according to the present invention.
Figure No. 4 is a third flowchart diagram of a third methodology provided by the mobile application or software tool according to the present invention.
Figure No. 5A is a fourth flowchart diagram of a fourth methodology provided by the mobile application or software tool according to the present invention depicting mood and activity tags being used in a user generated environment.
Figure No. 5B is a fifth flowchart diagram of a fifth methodology provided by the mobile application or software tool according to the present invention depicting how advertisers may be provided with useful data affiliated with mood and activity tags.
Figure No. 5C is a sixth flowchart diagram of a sixth methodology provided by the mobile application or software tool according to the present invention depicting how users define context and utilize contextually profiled content to build intelligent associations.
Figure No. 5D is a seventh flowchart diagram of a seventh methodology provided by the mobile application or software tool according to the present invention depicting processes in connection with return of relevant search results.
Figure No. 6 is a first table showing how different users may respectively associate a given mood tag with music track characteristics.
Figure No. 7 is a second table showing how different advertisements can be built to later match characteristics affiliated with a user's activity or mood tags.
Figure No. 8 is a bifurcated eighth flowchart diagram showing geographically isolated locations or geo fenced locations in side-by- side relation for demonstrating certain advertising scenarios and use case scenarios.
DETAILED DESCRIPTION OF THE PREFERRED METHODOLOGY AND SYSTEM
Referencing the drawings now with more specificity, the present invention basically provides a computer-implementable mobile application, software tool or non-transitory computer readable medium with executable instructions executable by a computer such as a tablet type computer, mobile phone, or similar other mobile communications device as generically depicted and referenced at 10. The mobile communications device 10 usable in combination with the mobile application or software tool development according to the present invention necessarily comprises or includes a touchscreen- visual display as at 1 1 and a central processing unit or information processing system 13 in communication with the touchscreen- visual display 1 1.
A mobile application or APP icon 12 is visually displayed upon the touchscreen- visual display 1 1 for launching or initiating the mobile application via a user's finger 14 touch according to the present invention. When launched or initiated, the mobile application generically depicted by APP icon 12 initiates the computer-implementable context-enhancing system and/or method according to the present invention. The functionality enabled by the present invention shall hereinafter be described with reference to or in the context of a music or media sharing application as exemplified by the system(s) described in co-pending US Patent Application No. 14/099,348 and International Patent Application No. PCT/US2015/02731 1 , the specifications and drawings of which are hereby incorporated by reference thereto.
Notwithstanding reference being made to the subject co-pending patent applications and music or media sharing applications, it is believed that the primary concepts here described may be practiced in any number of social media scenarios where communications are exchanged and need not be limited to content sharing context assignments but may be utilized to express
activity/mood states without a consumable content sharing process. Referencing the flowchart diagram depicted in Figure No. 2, however, the reader will there consider a first overview of the preferred system according to the present invention, inclusive of an initial consumable content sharing process or function as at frame or process 15.
In other words, subsequent to the initiation of the mobile application, the user is preferably enabled to share consumable content as generally depicted at process 15. In the preferred practice, a particular musical track or song may serve as an experiential cue or prompt which may be shared with other users linked within or to the social network structure or environment in which the present application is designed to enhance contextual relevancy or expressively shared content. It will be understood that social media posts including textual input and visual input may just as well serve as prompts for the context-assignments or activity/mood context tags contemplated by these specifications.
In other words, when sharing or volunteering consumable content, the user may preferably be prompted to express activities and/or moods then being experienced via the activity and/or mood text tags generically represented by "AVerbFormActivity" and
"-AdjectiveFormMood" respectively as at frame or process 16 in Figure No. 2. Figure No. 2A depicts a generic text box for inputting an activity text tag as at 17 and a mood text tag as at 18. The preferred textual form for the activity text tag 17 is to comprise a first textual symbol as at "A" 19 coupled to a VerbFormActivity as at 20 (e.g. "Adriving"), and the preferred textual form for the mood text tag 18 is to comprise a second textual symbol as at "~" 21 coupled to an AdjectiveFormMood as at 22 (e.g. "-pensive).
The activity/mood tagged consumable content thus becomes contextually profiled and may preferably be saved as such as at frame or process 23. Note that the contextually profiled
consumable content is preferably saved for later retrieval by way of a bifurcated pooling protocol, including a user's personal content pool 24 via a first pathway 26 and a global content pool 25 via a second pathway 27. The user may then later request (as at frame or process 28) retrieval or service of the contextually profiled consumable content from the bifurcated pooling protocol saved as such according to the activity and/or mood tagging or categorizations.
For example, if the user experiences recurring moods and/or activities, and wishes to consume content affiliated with those recurring moods and/or activities, the user may request tag- affiliated or contextually profiled consumable content from the bifurcated pool resource(s) 24 and 25. The mobile application according to the present invention may thus serve (as at frame or process 29) the tag-affiliated or contextually profiled consumable content via a proprietary algorithmic filter or process as at 30. The user may then re-share consumable content as served to the user as at frame 31. Given the bifurcated pooling protocol, the global content pool 25 is continually and preferably refined/modified/updated by way of a crowdsourced feedback loop as at 32. This promotes a dynamic system for diversifying the user's playback or content consumption experience.
Referencing Figure No. 3, the reader will there consider certain alternative flowchart functionality according to the present invention. Initial frame 33 depicts a scenario whereby the user is consuming content such as listening to a song track or watching a video as the
experiential cue. The content being consumed thus provides an experiential cue or prompt for a content organization or categorization process by way of the activity/mood text tags 17/18 hereinabove described. This methodology or process is generally referenced at frame 34 in Figure No. 3. Categories or files or buckets of content are thus prefatorily contemplated by the system (as at frame or process 35) in response to the user's activity/mood tag
expressions/affiliations/assignments. The system may then preferably prompt the user for formal formation of activity/mood tag categories as at frame 96.
Further functionality subsequent to the formal formation of activity/mood-tagged content categories is for the system to render the activity/mood-tagged content categories accessible to authorized interested parties as at frame or process 36. Further, the user may be enabled to share his or her activity/mood-tagged content categories with others within the social network system as at frame or process 37 and ultimately enable public access thereto as at frame/process 38. The reader will consider that frame or process 36 of Figure No. 3 is essentially analogous to frame/process 16 of Figure No. 2, but that frame/process 33 of Figure No. 3 is a prelude or process-precedent to frame/process 15 of Figure No. 2.
Referencing Figure No. 4, the reader will there consider initial frame or process 39, which frame is an analogous to frame or process 28 in Figure No. 2. Curated contextually profiled consumable content may be requested according to the systemic flowchart process generally depicted in Figure No. 4. Importantly, once consumable content has been contextually profiled according to activity/mood tag assignments, the user may then wish to access content associated with particular activity/mood tags. The requested contextually profiled consumable content is preferably categorized according to activity/mood tag expressions and may derive from both the personal and global content pools 24 and 25, which bifurcated pooling protocol preferably provides contextually profiled content curation.
When requested, the algorithmic filter or process 30 may (a) factor in additional qualifying variables such as geographic location, time/date stamps, etc. as at frame or process 40 and (b) sort the bifurcated pool for relevant data as at subroutine 41. Frame or process 42 is
analogous to Frame 29 of Figure No. 2. The system may preferably measure result output of frame or process 42 for individual use accuracy as at subroutine 43.
Referencing Figure No. 5, the reader will there consider a wider diagrammatic depiction of the system according to the present invention. First and second content pools are respectively referenced at 44 and 45 in which content pool 44 may represent a grouping of songs and content pool 45 may represent a grouping of images. The content is agnostic to type and must be an aspect of the human experience that can be associated with activities and/or moods. It will be recalled from immediately above that other variables such as geographic location 51, calendar date 52, and time-stamp 53 may be also affiliated with contextually profiled consumable content when the expressive activity/mood text tags are expressed/assigned according to the present system. These other exemplary variables 51, 52, and 53 are appended to content pool 45 flow for ease of illustration.
Provided or prompted with a consumable content type experiential cue or prompt in the form of a song 46 from the content pool 44, four users as at 47, 48, 49, and 50 express activities and moods experienced while listening to the content 46 via activity/mood tags 17/18. Users 47, 48, and 49 all express both activities and emotions or moods using activity tags 17 and mood tags 18, while user 50 only expresses a mood via a mood tag 18. The tags 17 and 18 may preferably be embedded within more fully expressive sentences for fuller context as denoted at social remarks/posts 51. In this scenario, users 47 and 48 both express an "-excited" mood tag 18 and the counting pool 54 records the double usage. If the qualifier count 61 meets a predetermined threshold value (e.g. as at 61 in Figure No. 5C), the mood tag or association formed thereby becomes a usable association and migrates to a usable association bank as at 55. Contextually profiled curated consumable content in the form of usable associations from the
bank 55 may then be used for targeted advertising either by advertisers as at diagram flow 56 or by the user for enjoyment as at diagram flow 57.
Noting that advertisers tend to achieve the best results when they are able to target specific customers and provide enhanced contextual relevancy for products and services being offered to those specific customers, it will be understood that Advertiser A as at 58 may require different attributes than Advertiser B as at 59 (i.e. Advertiser A 58 may desire content attributes as at frame 66 whereas Advertiser B may desire avatar attributes as at frame 67). In this case scenario, Advertiser A 58 wishes to target customers referenced by or attributed with mood tags only, including the mood tags, "-exciting", "-new", and "-friendly" while Advertiser B 59 wishes to target customers referenced by or attributed with one activity tag, "Adriving" and two mood tags, "-classy," and "-cool".
A parsing subroutine 41 may then be performed for outputting results that either Advertiser A or B may then utilize to create contextually relevant targeted advertising.
Advertiser A 58 has elected to use song 46 in its targeted advertising as processed according to the present system. In a somewhat similar manner, curated contextually profiled consumable content requested by the user as at diagram flow 57 may be discovered via a search engine 60 according to mood and activity tags or parameters. If the user requests curated content categorized by activity tag 17 and a mood tag 18, the parsing subroutine 41 may output the very same song 46 according to that user's profile and personal content pool 24 characteristics.
Referring now to the diagrammatic flow from content pool 45, the users 62 and 63 may be prompted by a visual image 64 type experiential cue or prompt whereafter the users may respectively post as at 69 certain response expressions. Embedded within the remarks posted by user 62 is a mood tag 18 and embedded within the remarks posted by user 63 is an activity tag
17. Here the reader is again asked to consider other additional variables that may be used to further qualify or be associated with the consumable content 64 for enhancing its contextual profile and then direct the contextually profiled curated consumable content into database 65. This stored data can then be parsed via a subroutine 41 for useful output to the users (or advertisers) as previously described and as discussed in more detail hereinafter.
USER DRIVEN CONTENT ASSOCIATION
As prefaced above, content associations can be created as users of the system comment on content (Songs, Albums, Movies, etc ..) and share content while ascribing context thereto via the activity and mood tags 17 and 18. Content associations can be user specific, allowing the mobile application to generate content curation algorithms that generate content corresponding to how a specific user experiences certain emotions or how they prefer to perform certain activities. As an example, it would be possible to create associations between audio metrics such as beats per minute or BPM, tone, genre, loudness etc... and a user's experience related to a specific mood. The table set forth in Figure No. 6 demonstrates how such content associations can be made.
Referencing Figure No. 7, if Userl were to request as at frame 28 a play list that was tagged as "-happy", the present system would identify "pop" songs with a tone near .04 and a loudness near .9 as meeting the emotive descriptor "-happy" since Userl 's prior emotive or mood tagging was affiliated with pop songs having a tone at or about .04 and a loudness rating at or about .9. If User2, by contrast were to request a playlist tagged as "-happy", the present system would identify "rock" songs with a tone near .6 and a loudness near .9 as meeting the emotive descriptor "-happy" since User2's prior emotive or mood tagging was affiliated with
rock songs having those characteristics. Standard modeling techniques are used to find the best fit songs. These characteristics are only a sampling of the possible audio characteristics that can be used to create associations.
TARGETED ADVERTISING
As exemplified and prefaced above, it is conceived that the present system and method could also be used to enhance contextual relevancy in targeted advertising. An advertiser will, for instance, cut the same advertisement multiple times with different sound tracks, and associate a specific emotive tag with the advertisement that represents the desired emotional experience. An advertiser could, for example, cut three versions of the same advertisement targeting the emotive "-happy" tag with audio samples having the audio characteristics set forth in the table appearing in Figure No. 7.
In the foregoing scenario, proprietary algorithms can be formulated to use the user mood tag associations to serve advertisement #1 to Userl and advertisement #3 to User2, allowing for user specific targeting derived from aggregated user mood (or activity) data. The use is not limited to audio applications, however. Users are also able to describe visual imagery and better express contextually via the activity / mood tags their existential state. Advertisers are thus able to access these metrics and target or customize visual advertising directly to each customer based on how the advertiser would like the customer to feel.
GEOGRAPHICALLY FENCED MOOD/ACTIVITY NODES
Another expected use for the technology is the activity/mood tagging of geographically fenced areas as described in more detail in co-pending U.S. Patent Application No. 15/124,014 the specifications and drawings of which are hereby incorporated by reference thereto. By assigning or attributing specific activities or moods to a geographically defined area, location- specific businesses or events (e.g. retailers) are able to specify certain activities or moods to certain geographic locations (e.g. a section of a store) that would enable the mobile application according to the present invention to adjust content curation to align with the establishment's desired mood or activity for a specific user. Referencing Figure No. 8, the reader will there consider two geographically fenced locations as at Arrowhead Stadium 70 and Sprint Center 71 depicted in side-by-side
diagrammatic flow for ease of comparison. Users 72 and 73 are at Arrowhead Stadium 70 and users 74 and 75 are at Spring Center 71. Users 72, 73, 74 and 75 each post certain commentary to or within a social network as at posts 76, 80, 84, and 88, respectively. Certain exemplary advertising scenarios 89, 90, and 91 are displayed for the geographic location Arrowhead
Stadium 70 and certain use cases 92, 93, and 94 for the end user are displayed for the geographic location Spring Center 71.
User 72 posts as at 76 a remark inclusive of both an activity context state/tag 17 and a mood context state/tag 18 along with a first visual image 77 while a first song 78 is playing. User 72 has a User ID 1. The activity and mood tags 17 and 18 of user 72 are thus affiliated with the captured image 77, first song 78, and User ID 1. User 73 posts as at 80 a remark inclusive of both an activity context state/tag 17 and a mood context state/tag 18 along with a second visual image 79 while the first song 78 is playing. User 73 has a User ID 2. The activity and mood
tags 17 and 18 of user 73 are thus affiliated with the captured image 77, first song 78, and User ID 2.
User 74 posts as at 84 a remark inclusive of only a mood context state/tag 18 along with a third visual image 81 while a second song 82 is playing. User 74 has a User ID 3. The mood tag 18 of user 74 is thus affiliated with the captured image 81, second song 82, and User ID 3. User 75 posts as at 88 a remark inclusive of both an activity context state/tag 17 and a mood context state/tag 18 along with a fourth visual image 83 while the third song 85 is playing. User 75 has a User ID 4. The activity and mood tags 17 and 18 of user 75 are thus affiliated with the captured image 83, third song 85, and User ID 4. A response to query posed in advertising scenario 89 might thus be answered with first song 78 included in the listing. A response to the query posed in advertising scenario 90 might thus be answered with the activity tag, "Awinning" in the listing. A response to the query posed in advertising scenario 91 might be answered with users 72 and 73 included in the listing. A result from the search performed in use case 92 might return a Taylor Swift concert and user 74 User ID 3 in response to the search query in use case 93 based on the search term, "-stoked".
The tags, "-starstruck" and "-stoked" for Sprint Center might further return images 81 and 83 in response to the search query posed in use case 94.
MOOD/ ACTIVITY MAPPING Related to the concept of activity/mood tagging of geographically fenced areas, is the association of mood or activity tags with specific geographic coordinates, which would allow real time tracking of expressed sentiment within regions or locations. This real time tracking is
usable to drive business decisions in response to the incoming real data regarding expressed human sentiment within a specific geographic location. For example, during a concert event located at a particular (geographically specific) venue, a band or advertiser is enabled to better align with top trending moods and/or activities as expressed via the present system. Further, news and media applications are able to being crowdsourcing moods and/or activities associated with geographically specific locations to establish trending live events.
ADDITIONAL USE CASES
It is further contemplated that product manufacturers or service providers can affiliate specific activity/mood tags with the products/services they offer and incorporate such tags for the purpose of search engine discovery. Thus, consumers can locate products and services in the context of mood and/or activity states. For example, a smart hue light bulb might be offered for sale for persons seeking better illumination for his or her activity area or mood as perhaps best exemplified by an ideal workout or exercise environment. The activity and/or mood associated with an exercise location is thus able to enhance contextual relevancy and drive improvement in the overall experience at that location.
It is noted that a primary challenge in every use case is user error or bad user input. If a user does not use the activity/mood tags in the manner they were intended to be used, the resulting affiliations can be negatively affected. Protections must thus be implemented to prevent misuse of the system. When tags are designed to provide context for any supply pool, elements within the pool should be cross-referenced with other elements using crowd wisdom to find relevant data. For example, if songs are the supply pool as with the preferred system of co-
pending US Patent Application No. 14/099,348, the system will refrain from associating a particular song with a particular mood until a threshold number of users has associated the particular mood with the particular song. Reference, for example, qualifier count 61.
A further protection built into the system is to ensure tags are being used for
organizational utility reasons when used socially. Users tend to use more thoughtfulness when creating tags if the creation also has utilitarian value. Further, if users are provided with an ecosystem of recommendations based on prior tag context used for a given element of supply in a cross-referenced environment such that other like users provide contextual clues for that given element of supply, the user will be contextually assisted and the need for creativity reduced. In this regard, it is contemplated that the present system may preferably provide the user with a context pool in which they can shop for items with which they already align.
The reader will consider, for example, a scenario in which a user consistently applies the activity context tag "Askydiving" indicating to the system according to the present invention that this user is (a) interested in the activity or (b) involved in the activity to some degree. These indications may then be used by advertisers of sky diving gear to pay more for a view by such a user and in effect target the user, since there is indication based on their habits of tag application that they are involved in an activity category that is of interest to the advertiser.
While the above descriptions contain much specificity, this specificity should not be construed as limitations on the scope of the invention, but rather as an exemplification of the invention. For example, it is contemplated that the mobile application or software tool according to the present invention essentially provides a computer implementable system, method and application for enhancing the contextual relevancy of shared content in a social network
environment. The context- affiliating or context-tagging system according to the present invention may thus be said to preferably comprise and provide non-transitory computer- implementable instructions for enabling at least a first user to assign at least one select context state to a consumable content prompt. The at least one select context state is preferably selected from the group consisting of an activity context state (i.e. "AVerbFormActivity") and a mood context state (i.e. "-AdjectiveFormMood").
The activity context state may be preferably textually expressed via a first textual symbol as exemplified by textual symbol, "A" 19 coupled to a textual verb form 20 and the mood context state may be preferably and textually expressed via a second textual symbol as exemplified by textual symbol, "~" 21 coupled to a textual adjective form 22. The system is preferably operable within a network-based content playback or social network environment comprising at least two computer type devices for enhancing contextual relevancy of directed exchanges within the playback or social network environment.
The consumable content is also preferably sharable with other users within the network- based content playback or social network environment. Each other user within the network environment is similarly able to assign at least one select context state to the shared consumable content. The first and other users may thus together refine the contextual profile of the consumable content by way of a global content pool in which is saved and stored each user's context enhancing tag affiliations for the consumable content. Each user and third parties may access by request one or more contextual profiles of consumable content based on a select context state or category identified by the activity/mood tag expressions.
Stated another way, the computer implementable system according to the present invention preferably comprises and provides non-transitory computer-implementable instructions
for enabling a first user to assign at least one select context state to a consumable content prompt. The at least one select context state being selected from the group consisting of an activity context state and a mood context state. In many cases, when selecting or opting, the user will select both the activity and mood context states and assign the described activity/mood tags to the experiential cue then being entertained. The at least one select context state, when assigned to the consumable content prompt, thus functions to enhance contextual relevancy of social communications in connection therewith.
The activity context state may be preferably and textually expressed via a first textual symbol coupled to a textual verb form and the mood state may be preferably and textually expressed via a second textual symbol coupled to a textual adjective form. The system is contemplated as preferably operable within an interactive network environment comprising at least two computers for enhancing contextual relevancy of directed exchanges within the interactive network environment. The consumable content is preferably sharable with other users within the interactive network environment as typified by the sharing features of copending US Patent Application No. 14/099,348 and International Patent Application No.
PCT/US2015/027311. Each other user is able to assign at least one individualized select context state to shared consumable content for collaboratively curating contextual profiles of the consumable content.
In other words, the first or primary user and all other or secondary users may preferably and cooperably together refine the contextual profiles of the consumable content by way of a feedback loop directed, in part, through a global content pool in which is saved and stored collaboratively curated contextual profiles of the consumable content. Each user may then preferably access select consumable content by way of its collaboratively curated contextual
profile, the collaboratively curated context profile being retrievable by way of a select context state prompt (i.e. when a user wishes to access certain content, he or she may input a particular activity/mood tag).
When viewed from a methodological perspective, the present invention may be said to essentially provide a computer-implemented method for enhancing contextual relevancy in a social network environment. The computer-implemented method may be said to preferably and essentially comprise the initial step of initiating executable instructions of a non-transitory computer readable medium for sharing context-assigned content via an information processing system of a computer device. Central to the methodology is the practice of socially expressing at least one select context state in response to an experiential prompt.
As described above, the at least one select context state is preferably selected from the group consisting of an activity context state and a mood context state and the selection process may include both an activity and mood state expression or tag. The at least one select context state is then assigned to the experiential prompt for creating a contextual profile for the experiential prompt. In a preferred practice, the experiential prompt may be in the form of some consumable content such as a music track. In this regard, the methodology further contemplates that the experiential prompt in the form of consumable content may be preferably shared with selectively networked members within the social network environment.
The step of socially expressing at least one select context state may be preferably defined by textually expressing the activity context state by way of a first textual symbol coupled to a textual verb form and textually expressing the mood context state by way of a second textual symbol coupled to a textual adjective form. The computer-implemented method may further preferably comprise the step of saving the contextual profile to a select content pool for later
retrieval, the select content pool being selected from a pool group consisting of a personal content pool and a global content pool.
The computer-implemented method according to the present invention may be said to preferably comprise the further step of consuming content as the experiential prompt before socially expressing the at least one select context state in response to the experiential prompt. In this regard, it is contemplated that in most instances the user will be attending to a song or media file, which song or media file will prompt the activity/mood tagging. This need not be the case; the activity/mood tagging methodology can be easily implemented in response to common, everyday experiential cues. In the preferred practice, however, the activity /mood tags are usable in connection with other mobile application functionality such as music or media sharing applications for assigning contextual profiles to the content via the activity/mood tags.
The computer-implemented method may preferably further comprise the step of requesting consumable content saved in accordance with a certain contextual profile (i.e. content with activity/mood tag assignments) from the select context pool. In this regard, it is contemplated that the user may input a select context state prompt such as a preferred activity and/or mood tag, which input will reference a series of contextual profiles associated with consumable content.
The user may then select certain preferred consumable content from the referenced series of contextual profiles and the system/method will serve the preferred consumable content based on the originally input select context state prompt. The contextual profiles of consumable content may be preferably and continuously refined by forming a feedback loop directed in part through a global content pool. The contextual profiling of consumable content may be continuously refined via crowdsourced input from within the social network environment.
In this last regard, another perspective on the computer-implemented method may be said to initially prompt a user with consumable content whereafter the consumable content may be organized into a select content category, the select content category being selected from the group consisting of a mood state category and an activity state category. Network access to the select content category is thereafter enabled and the select content category may be refined via crowdsourced input governed by activity state and mood state refinements.
Curated content may then be requested according to a select qualifier reflective of the at least one content category and the curated content can be served to the user, which served curated content may well prompt the user with consumable content for further activity/tag assignment(s). Additional qualifiers, such as geographic location, date, and time stamps may be associated with the consumable content for further categorizing the consumable content. The consumable content may then be sorted and displayed according to the select and/or additional qualifier(s). The sort and display result accuracy according to predefined parameters may be separately determined for enhancing the effectiveness of the overall system/methodology.
In its basic form, the present invention may be said to provide certain non-transitory computer readable media executable via an information processing system of a computer linked to the computer network environment for enhancing contextual relevancy of directed exchanges within the network environment. The non-transitory computer readable medium according to the present invention provides certain computer-implementable instructions for sharing content within the network environment. The shared content is preferably categorized by at least one select context state selected from the group consisting of an activity context state and a mood context state. The shared content, when categorized by the at least one select context state, is
believed to enhance contextual relevancy of social commentary or communications in connection therewith.
Accordingly, although the inventive system, methods, and application have been described by reference to a number of varying exemplary methods and/or systems, it is not intended that the methods and system be limited thereby, but that modifications thereof are intended to be included as falling within the broad scope and spirit of the foregoing disclosure, the following claims, and the drawings, both diagrammatic and illustrative, submitted in support of these specifications.
Claims
1. A computer implementable system for enhancing contextual relevancy in a social
network environment, the computer implementable system comprising and providing non-transitory computer-implementable instructions for enabling a first user to assign at least one select context state to a consumable content prompt, the at least one select context state being selected from the group consisting of an activity context state and a mood context state, the at least one select context state, when assigned to the consumable content prompt, for enhancing contextual relevancy of communications in connection therewith.
2. The computer implementable system of claim 1 wherein the activity context state is textually expressed via a first textual symbol coupled to a textual verb form and the mood context state is textually expressed via a second textual symbol coupled to a textual adjective form.
3. The computer implementable system of claim 2 being operable within an interactive network environment comprising at least two computers for enhancing contextual relevancy of directed exchanges within the interactive network environment.
4. The computer implementable system of claim 3 wherein the consumable content is sharable with other users within the interactive network environment, each other user being able to assign at least one individualized select context state to shared consumable content for collaboratively curating a contextual profile of the consumable content.
5. The computer implementable system of claim 4 wherein the first and other users together refine the contextual profile of the consumable content by way of a feedback loop directed through a global content pool in which is saved and stored a collaboratively curated contextual profile of the consumable content.
6. The computer implementable system of claim 5 wherein each user may access select consumable content by way of its collaboratively curated contextual profile, the collaboratively curated contextual profile being retrievable by way of a select context state prompt.
7. A computer-implemented method for enhancing contextual relevancy in a social network environment, the computer-implemented method comprising the steps of: socially expressing at least one select context state in response to an experiential prompt, the at least one select context state being selected from the group consisting of an activity context state and a mood context state; and
assigning the at least one select context state to the experiential prompt for creating a contextual profile for the experiential prompt.
8. The computer- implemented method of claim 7 wherein the step of socially expressing at least one select context state is defined by (a) the activity context state being textually expressed via a first textual symbol coupled to a textual verb form and (b) the mood context state being textually expressed via a second textual symbol coupled to a textual adjective form.
9. The computer- implemented method of claim 8 comprising the step of sharing the
experiential prompt in the form of consumable content with selectively networked members within the social network environment.
10. The computer-implemented method of claim 7 comprising the step of saving the
contextual profile to a select content pool for later retrieval, the select content pool being selected from a content pool group consisting of a personal content pool and a global content pool.
11. The computer- implemented method of claim 7 comprising the step of consuming content as the experiential prompt before socially expressing the at least one select context state in response to the experiential prompt.
12. The computer-implemented method of claim 10 comprising the step of requesting consumable content saved in accordance with a select contextual profile from the select content pool.
13. The computer-implemented method of claim 12 comprising the steps of:
inputting a select context state prompt;
referencing a series of contextual profiles for consumable content via the input select context state prompt;
selecting a preferred consumable content from the referenced series of contextual profiles; and
serving the preferred consumable content based on the input select context state prompt.
14. The computer-implemented method of claim 10 comprising the steps of refining the contextual profile of the consumable content by forming a feedback loop through the global content pool.
15. The computer- implemented method of claim 14 wherein the contextual profile of the consumable content is continuously refined via crowdsourced input from within the social network environment.
16. A computer-implemented method for enhancing contextual relevancy in a network environment, the computer-implemented method comprising the steps of: prompting a user with consumable content; organizing the consumable content into a select content category, the select content category being selected from the group consisting of an activity state category and a mood state category; and enabling network access to the select content category; and refining the select content category via crowdsourced input, the crowdsourced input being governed by activity state and mood state refinements.
17. The computer-implemented method of claim 16 comprising the steps of:
requesting curated content according to a select qualifier, the select qualifier being reflective of the at least one content category; and
serving the curated content to the user, the served curated content prompting the user with consumable content.
18. The computer- implemented method of claim 16 comprising the step of associating
additional qualifiers with the consumable content for further categorizing the consumable content.
19. The computer-implemented method of claim 16 comprising the steps of sorting and displaying consumable content according to the select qualifier.
20. The computer- implemented method of claim 19 comprising the step of determining sort and display result accuracy for the user according to predefined parameters.
21. A non-transitory computer readable medium executable via an information processing system of a computer linked to the computer network environment for enhancing contextual relevancy of directed exchanges within the network environment, the non- transitory computer readable medium providing computer- implementable instructions for sharing content within the network environment, the shared content being categorized by at least one select context state, the at least one select context state being selected from the group consisting of an activity context state and a mood context state, the shared content, when categorized by the at least one select context state, for enhancing contextual relevancy of communications in connection therewith.
22. The non-transitory computer readable medium of claim 21 wherein the activity context state is textually expressed via a first textual symbol coupled to a textual verb form and the mood context state being textually expressed via a second textual symbol coupled to a textual adjective form.
23. The non-transitory computer readable medium of claim 22 providing instructions for associating the at least one select context state with consumable content, the at least one select context state being affiliated with the consumable content thereby forming a content affiliation, the content affiliation being selectively poolable for further processing.
24. The non-transitory computer readable medium of claim 23 providing instructions for selectively pooling the content affiliation in a select content pool, the select content pool being selected from the group consisting of a personal content pool and a global content pool.
25. The non-transitory computer readable medium of claim 24 providing instructions for requesting consumable content from the select content pool according to a select context state.
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