WO2021061239A1 - Système informatisé de détection d'exposition et d'impact d'une entité au sein de plates-formes de mise en réseau virtuelle - Google Patents

Système informatisé de détection d'exposition et d'impact d'une entité au sein de plates-formes de mise en réseau virtuelle Download PDF

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Publication number
WO2021061239A1
WO2021061239A1 PCT/US2020/039000 US2020039000W WO2021061239A1 WO 2021061239 A1 WO2021061239 A1 WO 2021061239A1 US 2020039000 W US2020039000 W US 2020039000W WO 2021061239 A1 WO2021061239 A1 WO 2021061239A1
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WO
WIPO (PCT)
Prior art keywords
score
entity
athlete
factors
reach
Prior art date
Application number
PCT/US2020/039000
Other languages
English (en)
Inventor
Scott Tilton
Robert J. Kraus
Michael Robinson
Original Assignee
Sponsorhouse, Inc. DBA Hookit
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from US16/582,948 external-priority patent/US11250369B2/en
Application filed by Sponsorhouse, Inc. DBA Hookit filed Critical Sponsorhouse, Inc. DBA Hookit
Priority to EP20867109.9A priority Critical patent/EP4018408A4/fr
Publication of WO2021061239A1 publication Critical patent/WO2021061239A1/fr

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0201Market modelling; Market analysis; Collecting market data
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/01Social networking
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04LTRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
    • H04L67/00Network arrangements or protocols for supporting network services or applications
    • H04L67/01Protocols
    • H04L67/12Protocols specially adapted for proprietary or special-purpose networking environments, e.g. medical networks, sensor networks, networks in vehicles or remote metering networks
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W12/00Security arrangements; Authentication; Protecting privacy or anonymity
    • H04W12/10Integrity
    • H04W12/108Source integrity
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W12/00Security arrangements; Authentication; Protecting privacy or anonymity
    • H04W12/60Context-dependent security
    • H04W12/63Location-dependent; Proximity-dependent
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W4/00Services specially adapted for wireless communication networks; Facilities therefor
    • H04W4/20Services signaling; Auxiliary data signalling, i.e. transmitting data via a non-traffic channel
    • H04W4/21Services signaling; Auxiliary data signalling, i.e. transmitting data via a non-traffic channel for social networking applications

Definitions

  • the following description relates to the measurement and assessment of virtual networking data, and in more particular, to computerized systems and methods for detecting the exposure and impact of an entity within one or more virtual networking platforms.
  • Brands or companies often provide discounted or free merchandise to athletes for promoting their brand or company. Many factors may determine which athlete or group of athletes a brand or company will choose for promoting their products. At least one aspect used to make this determination is the general value and marketability of an athlete, Additionally, athletes are competitive, not only with respect to their sports, but also with respect to popularity, fame, and value.
  • the value and marketability of an athlete is typically used by athletes, fans, critics, media, and companies to determine their impact within a sport.
  • a measurement of the familiarity and appeal of an athlete, brand, company, celebrity, or television show that is used is a Q Score.
  • Q Scores and other variants are primarily used by the media, marketing, advertising, and public relations industries.
  • Q Score respondents are typically given the following choices for each person or item being surveyed: one of my favorites; very good; good; fair; poor; and never heard of. The score is calculated by dividing the percentage of respondents who answer “one of my favorites” by the total percentage of respondents who are familiar with the subject matter multiplied by 100. Accordingly, a level of the marketability of an athlete is typically determined by surveying a number of individuals within a group.
  • the Q Score or impact an athlete or other entity has may often depend on how prevalent they are in the virtual world. Whether through media content, virtual networking connections, or other interaction, it may be possible to measure electronic data relevant to the athlete which can then be compiled and processed to output a value of the athlete within the virtual world. This measurement however, is often difficult to obtain, due to different data formats, the difficulty of parsing through the voluminous amount of data online, authentication and verification of data, and the constraints the virtual networking platforms put on data feeds.
  • Embodiments of the present disclosure provide a system for analyzing and quantifying an impact of an entity’s presence within a virtual networking environment.
  • At least one virtual networking platform has at least one account associated with the entity.
  • An application programming interface (API) provides a data feed from the at least one virtual networking platform.
  • a server has a processor in communication with the API to receive the data feed from the at least one virtual networking platform and extract a plurality of factors at least partially from the data feed.
  • the plurality of factors quantified with a plurality of calculators include: a commitment score calculator extracting commitment factors at least partially from the data feed to derive a commitment score based on a weighted sum of the commitment factors, wherein the commitment factors include a time period of activity of the entity on the at least one virtual networking platform; a performance score calculator extracting performance factors at least partially from the data feed to derive a performance score based on a weighted sum of the performance factors, wherein the performance factors include a numerical value indicative of success within a field of activity of the entity; a reach score calculator extracting reach factors at least partially from the data feed to derive a reach score based on a weighted sum of the reach factors a portion of the plurality of reach factors received from the data feed.
  • the reach factors comprise at least one of: a total audience of the entity on the virtual networking platform; an audience growth of the entity on the virtual networking platform over a predetermined period of time; a total travel coverage of the entity over a predetermined period of time; a number of interactions of the entity on the virtual networking platform; and a level of activity of interactions between the entity on the virtual networking platform and other entities on the virtual networking platform.
  • At least one display dashboard is accessible on the server from a computing device of the 3 rd party, the at least one display dashboard visually displaying a marketability assessment of the entity on the virtual networking platform, wherein the marketability assessment is based on a weighted sum of at least one of the commitment score, the performance score, and the reach score, and wherein the display dashboard visually displays the marketability assessment in proximity to at least one ranking of entities selected from the group consisting of: entity performance, brand promotion, and social media performance.
  • At least one social media platform has at least one account associated with the entity.
  • An application programming interface (API) provides a data feed from the at least one social media platform.
  • a server has a processor in communication with the API to receive the data feed from the at least one social media platform and extract a plurality of factors at least partially from the data feed.
  • the plurality of factors are quantified with a plurality of calculators comprising: an entity score calculator extracting entity score factors at least partially from the data feed to derive the entity’s impact using a ratio of at least one of a commitment score, a performance score, and a reach score, wherein the reach score is determined from reach factors extracted at least partially from the at least one social media platform, and wherein the reach factors comprise at least one of: a total audience of the entity on the social media platform; an audience growth of the entity on the social media platform over a predetermined period of time; a total travel coverage of the entity over a predetermined period of time; a number of interactions of the entity on the social media platform; and a level of activity of interactions between the entity on the social media platform and other entities on the social media platform; a hierarchy calculator extracting hierarchy factors at least partially from the entity score to derive a hierarchy level of the entity, wherein the entity score calculator adjusts the entity score using the hierarchy level calculated by the hierarchy calculator.
  • At least one display dashboard is accessible on the server from a computing device of the 3 rd party, the at least one display dashboard visually displaying a marketability assessment of the entity on the social media platform, wherein the marketability assessment is based on the entity score, and wherein the display dashboard visually displays the marketability assessment in proximity to at least one ranking of entities selected from the group consisting of: entity performance, brand promotion, and social media performance.
  • the present disclosure can also be viewed as providing a system for analyzing and quantifying an impact of an entity’s presence within a virtual networking environment to provide an impact scorecard of the entity to a 3 rd party.
  • At least one virtual networking platform has at least one account associated with the entity.
  • An application programming interface (API) provides a data feed from the at least one virtual networking platform.
  • a server has a processor in communication with the API to receive the data feed from die at least one virtual networking platform and extract a plurality of factors at least partially from the data feed.
  • the plurality of factors are quantified with a plurality of calculators comprising: a commitment score calculator extracting commitment factors at least partially from the data feed to derive a commitment score based on a weighted sum of the commitment factors, wherein the commitment factors include a time period of activity of the entity on the at least one virtual networking platform; a performance score calculator extracting performance factors at least partially from the data feed to derive a performance score based on a weighted sum of the performance factors, wherein the performance factors include a numerical value indicative of success within a field of activity of the entity; and a reach score calculator extracting reach factors at least partially from the data feed to derive a reach score based on a weighted sum of the reach factors a portion of the plurality of reach factors received from the data feed.
  • a virtual networking platform sync module has an authentication system, a token management system, an account sync system, and a post sync system, wherein at least one of the commitment scores, the performance score, and the reach score are updated after a period of time using the virtual networking platform sync module.
  • At least one display dashboard is accessible on the server from a computing device of the 3 rd party. The at least one display dashboard visually displays a total impact scorecard for the entity on the virtual networking platform, wherein the display dashboard visually displays the marketability assessment
  • FIG. 1 is a diagram illustrating a system for analyzing and quantifying an impact of an entity’s presence within a virtual networking environment, in accordance with a first exemplary embodiment of the present disclosure.
  • FIG. 2A is a diagram illustrating an example of an athlete scoring and ranking system, in accordance with the first exemplary embodiment of the present disclosure.
  • FIGS. 2B-2H are diagrams illustrating computer architecture and processing of the virtual networking entity detection unit of the system, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 3 is a diagram illustrating an example of a method for promoting a brand or company, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 4 is a diagram illustrating an example of an athlete score for an athlete who belongs to an H2 hierarchy and the athlete score is a weighted value of a commitment score, a performance score, and a reach score, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 5 is a diagram illustrating an example of an athlete score for an athlete who belongs to an HI hierarchy and the athlete score is a weighted value of a commitment score, a performance score, and a reach score, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 6 is a diagram illustrating an example of an athlete score for an athlete who belongs to an H3 hierarchy and the athlete score is a weighted value of a performance score and a reach score, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 7 is a diagram illustrating an example of an athlete report that may be provided to a specific company such as GoPro® and monitors a general value or a brand- specific value of one or more athletes, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 8 is a diagram illustrating an example of an athlete monitoring system including an athlete score generating device and an athlete report generating device, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 9 is a diagram illustrating an example of a user interface display that includes a total athlete score and an indicator for each weighted score that forms the total athlete score, such as a commitment score, a performance score, and a reach score, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 10 is a diagram illustrating an example of a dashboard for monitoring and/or ranking athlete activity including key metrics, an athlete map, and a ranking of top athletes, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 11 is a diagram illustrating an example of a dashboard for monitoring and/or ranking athlete activity including top social media content, athlete metrics by level, and hashtag campaign metrics, in accordance with the first exemplary embedment of the present disclosure.
  • FIG. 12 is a diagram illustrating an example of a method for promoting a brand based on an athlete score or other athlete related metrics and/or rankings, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 13 is a diagram illustrating an example of a report including a summary that may be provided to a specific company such as Dunlop® and monitors and/or ranks the interactions of one or more athletes, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 14 is a diagram illustrating an example of a report including posts that may be provided to a specific company such as Dunlop® and monitors and/or ranks the interactions of or with one or more athletes, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 15 is a diagram illustrating an example of a report including sales information that may be provided to a specific company such as Dunlop® and monitors and/or ranks the interactions of or with one or more athletes, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 16 is a diagram illustrating an example of athlete ranking based on social interactions, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 17 is a diagram illustrating an example of an engagement or interaction ranking and live stream during an event, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 18 is a diagram illustrating an example of an engagement or interaction ranking based on the social activities of one or more persons grouped in a team, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 19 is a diagram illustrating an example of a chart monitoring and/or comparing the interactions of one or more athletes during an event, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 20 is a diagram illustrating an example of a chart monitoring and/or comparing the interactions of one or more athletes during an event, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 21 is a diagram illustrating an example of an athlete monitoring system including an athlete score generating device, an athlete report generating device, and an athlete rank generating device, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 1 is a diagram illustrating a system 10 for analyzing and quantifying an impact of an entity’s presence within a virtual networking environment, in accordance with a first exemplary embodiment of the present disclosure.
  • FIG. 1 depicts the system 10 within an environment where users 12 can interact with the system 10 through a network 16.
  • the users 12, as shown in FIG. 1, may be computerized user accounts corresponding to one or more human, corporate, or other entity, which uses a computing device, such as a smart phone, tablet computer, or the like, to interact with the system 10.
  • the network 16 may include any type of computerized or electronic network, such as the Internet, a cloud network, a LAN, or other wired or wireless network.
  • the system 10 may generally include an entity impact unit 26 which includes various modules for performing various functions. Together, the modules or units forming the entity impact unit 26 may comprise programmable software for performing functions by a processor. As shown, in general terms, the entity impact unit 26 may include an entity scoring and ranking unit 14 and a virtual networking entity detection unit 24. These units may be used in conjunction to measure, assess, analyze, and/or quantify the impact of an entity’s presence within one or more virtual networks. While the system 10 may be used with a variety of different entities in different settings, for clarity in disclosure, the subject application is described relative measuring, assessing, analyzing, and quantifying the impact of an athlete within a social networking platform.
  • the system 10 may use the entity scoring and ranking system 14 and the virtual networking entity detection unit 24 to analyze one or more athlete’s presence, participation, and reach within one or more virtual networking platforms, which can be used to produce scores and/or rankings for evaluating a value, influence, or marketability of the one or more athletes.
  • the system 10 may be used with other entities to achieve other functions.
  • the users 12 may include one or more athletes, fans, companies, among other users interested in analyzing the value or influence of the one or more athletes.
  • These users 12 can interact with the system 10 through a number of ways, such as over one or more networks 16, which are connected with servers 18 within the system 10.
  • the servers 18 can host the entity impact unit 26 and the various units or modules thereof.
  • One or more data stores 20 can store the data to be analyzed by the system 10 as well as any intermediate or final data generated by the system 10.
  • the entity impact unit 26 of the system 10 may be in communication with one or more virtual networking platforms 28, which may be computerized social media platforms, such as Facebook®, Twitter®, Instagram®, YouTube®, or any other social media or content distribution platform.
  • the entity impact unit 26 of the system 10 may be in communication with these virtual networking platforms 28 using an application programming interface (API) 30, which is an interface or communication protocol between client and server computing devices, which allows for the communication and transmission of data between the client and server computing device.
  • API application programming interface
  • the system 10 can be an integrated web-based tool that provides users flexibility and functionality for performing the various tasks of the system 10, such that users can access the system 10 through an Internet connection and visually interface with a user interface of the system 10 through their computing device.
  • FIG. 2A is a diagram illustrating a computer architecture and processing example of the entity impact unit 26 of the system 10. Referring to FIG. 2A, an entity impact unit
  • An entity score generating device 100 includes a performance score unit 101, a commitment score unit 102, a reach score unit 103, and an entity score generating unit 104.
  • An entity report generating device 200 includes an entity monitoring unit 201 , an activity monitoring unit 202, and an entity report generating unit 203.
  • An entity rank generating device 500 may include a data receiving unit 501, an entity ranking unit 502, and an entity rank generating unit 503.
  • the entity score generating device 500, the entity report generating device 200, and the entity rank generating device 500 receive information from the virtual networking entity detection unit 24 to score and rank the various entities within the virtual networking platforms 28.
  • a more detailed description of the entity score generating device 100, the entity report generating device 200, and the entity rank generating device 500 can be found in reference to FIGS. 8 and 21.
  • the virtual networking entity detection unit 24 collects or detects the relevant information from the virtual networking platform 28, and elsewhere, and provides this data to the entity scoring and ranking unit 14.
  • the virtual networking entity detection unit 24 is a computerized module which communicates with the virtual networking platform and uses various technological features and advancements to detect available data on the virtual networking platforms 28, to analyze available data, and to parse the data to determine which data is relevant to the entity scoring and ranking unit 14. Different types of data may be derived from different sources accessible by the virtual networking entity detection unit 24. As shown in FIG. 2A, the virtual networking entity detection unit 24 may generally detect data which is identifiable into one of three different categories: commitment, performance, and reach. The relevant data for each of these categories, and how that data is derived, detected, achieved, and processed is explained relative to FIGS. 2B-2H.
  • FIGS. 2B-2H are diagrams illustrating computer architecture and processing of the virtual networking entity detection unit 24 of the system 10, in accordance with the first exemplary embodiment of the present disclosure.
  • the different categories of the virtual networking entity detection unit 24 commitment, performance, and reach ⁇ may be understood to describe different data attributes of an entity, all or a portion of which may be used by the entity scoring and ranking unit 14.
  • commitment attributes may be based on a time period of participation of an entity, a time period of a specific activity (such as competition activity), the total time period participating in a given period of time, such as within the past 30 days or 12 months, and a total travel coverage within a period of time.
  • This information may be derived from both user input, results «ported from 3 rd parties, such as athletic organizers, and from analysis of originating source data related to an entity.
  • Performance attributes for example, may be derived from performance metrics over a period of time. For an athlete, it may be a performance score over a previous 12 months, where events are categorized and the performance is quantified based on the category and event.
  • Reach attributes may be used to describe the entity’s influence or popularity within a virtual networking platform within a confined group, a confined geographic region, and/or all over the world.
  • the reach attributes may be based on a total audience of the entity, the audience growth over a period of time, interactions of the entity over a period of time, travel coverage over a period of time, and/or performance scores over a period of time. These attributes may be derived through novel processing and data collection from the virtual network platforms 28.
  • commitment attributes may include data which is input or uploaded to the system 10 directly from users, from 3 rd parties, or from other sources, the system 10 may also include 3 rd party application integrations to verify and/or collect data.
  • commitment attributes may include the entity’s participation in events over a period of time, the data of which may be reported from “sessions” data, e.g., data reported from 3 rd parties about the results of participation with particular events or sessions that takes place at a specific location.
  • input of this data may be unreliable or inaccurate, depending on the format of the data, the architecture of the 3 rd party’s application, and other variables.
  • the entity may operate all or a portion of the virtual networking entity detection unit 24 on their mobile computing device, and the user may record sessions using the virtual networking entity detection unit 24 along with geolocation data derived from a locating device within the user’s computing device.
  • This may include, for example, a GPS chip, or other locating device, such as one operating through WiFi, NFC, BIueTooth, or others.
  • the virtual networking entity detection unit 24 may utilize the geolocation data detected via the mobile computing device and a native app SDK. Using the GPS location provided by the mobile computing device, when a session is started, the location is used to look up the corresponding location data of the mobile computing device. This location data is then correlated with a feature or setting of the session.
  • the location data may be correlated with the location of known sporting venues, e.g., such as by cross- correlating the location data with that stored in the data stores 20.
  • a geolocation proximity algorithm may then be used to match the geolocation with a data stores 20 or other stored location, which allows the virtual networking entity detection unit 24 to verify a session’s accuracy when a location is successfully matched. If a location cannot be correlated or matched to a location in the system 10, the session is marked as unverified. An unverified session may be subjected to further verification or may be omitted from the commitment analysis.
  • An example of the geolocation proximity algorithm is provided herein:
  • the system 10 may allow for geolocation data to be input to the virtual networking entity detection unit 24 using third party integrations.
  • a user may run a third party application, such as Strava, to collect the geolocation data, which is then transferred to the virtual networking entity detection unit 24 and authenticated.
  • FIG. 2B is a diagram of third party integration of geolocation data. As shown, the entity can collect the geolocation and other data through an activity application. In the example of FIG. 2B, athletes can use a Strava application to post each time they run, ride, swim, or surf, etc.
  • the virtual networking entity detection unit 24 automatically pulls their sessions into the database and will verify the locations, dates and times of each session.
  • This input of the data includes initiating an authentication by the virtual networking entity detection unit 24.
  • a user access token may be returned from the third party application, which is stored in an encrypted format in the virtual networking entity detection unit 24.
  • a request for input of data with the token for activity is run periodically, such as once a day.
  • Activity data (session data) is returned to the virtual networking entity detection unit 24.
  • the activity data may be verified against the corresponding geolocation data of the activity, such that geolocation correlation can be performed.
  • the algorithmic processing used by the system 10 for these tasks may be as follows:
  • an event & result system may be used to calculate a performance score.
  • performance is based on users’ results at an athletic competition event, where points may be awarded for each competition based on the reach (local, regional, national, international) of the event, level (amateur, semi-pro, pro) of the event, type (exhibition, pre-season, regular season, playoffs, championship, etc.) of the event, the level of the class (beginner/novice, amateur, expat, semi-pro, pro) competed in at the event, the competing users and the result in the competition of the user being scored - including but not limited to place (win/loss or 1st, 2nd, 3rd), time (for timed sports) or on field performance (catches, tackles, rushing yards, etc.).
  • Competition results used in the performance score may be derived from third party integrations, such as Sportradar, directly from the event promoters/organizers, internally by the virtual networking entity detection unit 24, or provided by the users.
  • event promoters, or results managed internally may be automatically verified by the virtual networking entity detection unit 24.
  • the athlete competitor and result are verified as well as the corresponding location data. If a result is provided by the user or cannot be verified, it may be marked as unverified and does not contribute towards the performance score at full value.
  • the use of the verified location data as discussed relative to FIG. 2B may be additionally used as an input to the travel coverage, which contributes points to the commitment and reach units.
  • competition results that are imported may be archived until the user has the ability to claim verified results to improve their performance.
  • the virtual networking entity detection unit 24 may use the following components to derive performance: event & class taxonomy, result import workflow; result format normalization; user matching & result claiming, and/or result points calculation.
  • Event and class taxonomy & categorization may be a major factor in the value of a result.
  • Event categorization is often determined by experts within the system 10, but may also be determined by the 3rd party source (e.g. Sportradar), the promoter themselves or programmatically based on the overall values of the competitors within the system 10.
  • the 3rd party source e.g. Sportradar
  • many sports also have various classifications that could be based on age, gender, skill level, distance, equipment type or any combination. For example, a mountain bike race may have a “Women Sport Age 25-29” class and a “Women Expert Age 25-29” class, where the only difference is the skill level (sport v. expert).
  • the system 10 uses a database having a list of roughly 200, (MM) competition classes categorized in 127 different sports, from motocross to water polo to fencing.
  • MM MM competition classes categorized in 127 different sports, from motocross to water polo to fencing.
  • Each sport also has a classification system to identify skill level based on specific keywords. For example, in mountain biking, the term ‘sport’ is synonymous with the ‘amateur skill level * whereas in motocross, the term ‘intermediate’ or just the letter ‘B’ denote amateur classes.
  • the system processes these terms based on their relative correlation to the particular sport in order to correctly and accurately identify the specific value of the data. This process of normalization also allows for expansion of the class database with a manual, e.g., human, auditing capabilities.
  • FIG. 2C is a diagram illustration of the result import workflow of the virtual networking entity detection unit 24, in accordance with the first exemplary embodiment of the present disclosure.
  • a result file is imported into the system 10.
  • the file is prepared for processing at block 304, which may include normalizing column headers, data & matches to data model.
  • Thro, sport and classes are mapped and categorized at block 306, which is done based on class names if sport not present in the received data file.
  • entities are identified & mapped at block 308, which includes matching common names, last names and sports, matching classes with past classes, matching location, if available, matching age, if available, and matching skill level.
  • each data source for results may have different data included with the file and may name the data differently, so the system 10 may normalize this data in order to be flexible regardless of the type or format of the data that was imported.
  • the system 10 recognizes that various terms or nomenclature are related, and it processes this information to convert the various data points received into a uniform data set.
  • the system 10 recognizes that the terms ‘class’ and ‘group’ are synonymous and that city, state may be in separate fields or comma separated in the same field.
  • the virtual networking entity detection unit 24 may match users and claim results, to ensure that correct corresponding data is input into the system 10.
  • algorithmic processing may be used, an example of which is provided herein:
  • the system 10 derives data related to the reach of an entity, which may provide an indication of the impact the entity has within the social networking platforms.
  • the entity’s impact on these virtual networking platforms is a major part of the overall value of that entity which is calculated by the system 10.
  • the system 10 uses a variety of hardware and data processing components as described relative to FIGS. 2D-2H.
  • the virtual networking entity detection unit 24 has integrations with the virtual networking platforms 28 (FIG. 1) using APIs, which is designed in such a way to allow for the expansion and connection of new social media and networking platforms as they are designed and gain popularity.
  • FIG. 2D is a diagram of architecture used by the virtual networking entity detection unit 24 to integrate with virtual networking platforms, in accordance with the first exemplary embodiment of the present disclosure. As shown, a variety of social media platforms 28 are connectable to the virtual networking entity detection unit 24 via social media API connectors 30.
  • Each of the platform APIs may have “rate limits” which are limits on the number of API calls or requests a 3rd party application can make and how much data they can aggregate. The rate limits are per authentication token or key.
  • Each application that is approved to access the platform’s API is provided one token. Depending on the platform, that one token may only be allowed to make 100 requests per day, for example, and each request may only return 100 social posts, meaning that each day the application could only get 100 posts from 100 user accounts (athlete, team, league, etc.). However, in order for the system 10 to operate successfully, the virtual networking entity detection unit 24 needs to automatically check and maintain post data for upwards of 250,000 accounts multiple times per day.
  • the virtual networking entity detection unit 24 In order to meet this demand and increase the number of requests the virtual networking entity detection unit 24 can make, and thus the number of accounts that can be checked, users of the system 10 may authenticate their social media accounts with the system 10.
  • the virtual networking entity detection unit 24 includes a social account authentication system 32.
  • the virtual networking entity detection unit 24 may receive one token for each entity, i.e., each athlete, team, league, etc. that has authenticated their social media account with the system 10.
  • the token may be recorded in a token management system 34 to ensure that the tokens are being used appropriately and efficiently.
  • the tokens can be used to make requests on that user’s behalf, i.e., to get their social profile and post data, or it can be used to make requests for any other user that are being scored that had an account on that same platform.
  • an account sync system 36 and post sync system 38 may be used to determine when to sync an account.
  • the account sync system 36 and the post sync system 38 may look at past activity to determine when to sync a social media account of an entity. The higher the activity, the more often syncing of the post data may occur, which allows the system 10 to keep up with the new activity by that entity as it happens.
  • a data warehouse having a transactional database 40 and analytic database 42 are used to store the relevant data in a format which allows for high- frequency updating.
  • the transactional database 40 and analytic database 42 are each a high performance data storage system, which was created to support the frequency of updates.
  • These components include the social API connectors 30; the social account authentication system 32; the token management system 34; the account & post sync systems 36, 38; and the data warehouse 40, 42.
  • social API connectors 30 once an application is approved by the social media platform 28, a connector is used to communicate with the API, which allows the virtual networking entity detection unit 24 to make requests for data, receive the data and store the data accordingly.
  • the request format, rules, rate limits and the return data format all vary from platform to platform.
  • the request format will include the need to hit certain endpoints and in some cases, a platform may have a completely separate API for accessing certain data.
  • the virtual networking entity detection unit 24 system is designed to take into account these varying factors and requirements.
  • An example of sample API calls is provided as follows:
  • the virtual networking entity detection unit 24 may use the OAuth 2.0 protocol, which provides an authorization framework which enables a third-party application to obtain limited access to an HTTP service, either on behalf of a resource owner by orchestrating an approval interaction between the resource owner and the HTTP service, or by allowing the third-party application to obtain access on its own behalf.
  • OAuth 2.0 protocol provides an authorization framework which enables a third-party application to obtain limited access to an HTTP service, either on behalf of a resource owner by orchestrating an approval interaction between the resource owner and the HTTP service, or by allowing the third-party application to obtain access on its own behalf.
  • the virtual networking entity detection unit 24 may submit an authorization request to an authorization server of a social media (virtual networking) platform 28.
  • the authorization server may grant the authorization.
  • an access token may be returned.
  • This authorization token and a data request may then be made to a resource server of the social media platform 28, which allows for retrieval of protected entity data by the virtual networking entity detection unit 24.
  • An example of the OAuth 2.0 two factor process is provided herein:
  • the token management system 34 may allow for the system 10 to maximize requests that can be made against the API endpoints.
  • FIG. 2F provides a diagram example of the token management system 34, in accordance with the first exemplary embodiment of the present disclosure.
  • the token management system 34 may receive the token and enter it into the token bank. Access tokens have rate limits built into them. Accounts with larger number of posts and interactions have higher rate limits.
  • the token management system 34 determines what token to use based on the type of request that needs to be made, the last time the token was used and any rate limiting criteria a particular platform has in place. In some cases, a social media platform will require that die token be owned by the user the request is being made for, e.g., with requests for deeper insights data.
  • the account sync system 36 and post sync system 38 may be important in order to ensure that the virtual networking entity detection unit 24 is getting social media posts and syncing them in near real-time.
  • the account sync system 36 is used to pull new posts and is based on the user posting habits. If a user only posts once every three days on average, the account sync system 36 will direct the account to only be synced every hree days. This optimizes the use of tokens for API requests and processing bandwidth. Similarly, if a user posts six times per day, the account sync system 36 will sync their ccount every 4 hours, or in accordance with another, similar period of time. The ccount sync system 36 constantly updates itself based on analysis of new posting behaviors of the entities.
  • Post syncing may be more dynamic, since social posts accrue new interactions (likes, comments, shares, etc.) for a long period of time after posting.
  • the post sync system 38 system will need to continually check with the social API 0 to get the new interaction count and store it, which ensures that the data in the virtual networking entity detection unit 24 is as current as possible.
  • the frequency that a post is ynced may be based on the interactions it accrues.
  • Each post may be synced soon after first aggregating it, then again hours later. Using those two data points — the initial sync nd the second sync — the post sync system 38 will determine when to sync it next. And, each time a post is synced, the post sync system 38 may determine when to sync it next based on the historical behavior.
  • the post sync system 38 also takes into account typical nteraction trends for the user.
  • the account sync system determines when to check for new posts on a particular user’s social media platform account.
  • An example algorithm for the account sync is provided herein:
  • each individual post that is aggregated into the system needs to be checked for new social interactions.
  • the tivity and age of the post help determine the sync frequency by the post sync system .
  • the following steps are taken for each post. First, a primary stat value the post is determined. This includes the number of hours (including fractional hours) e post has existed, and the total interactions of the posts, e.g., the number of likes plus mments plus shares plus views. Next, the average interactions per hour is determined, hich may be calculated based on total interactions over a lifetime of the post. That umber is then divided by the number of months the post has existed (to degrade the ormula over time).
  • FIG. 2G is a graph which illustrates an example of syncing intervals of post syncs, where the number of interactions (identified on the Y axis) start to flatten over time (identified on the X axis), where syncing slows over the life of the post
  • the transactional database 40 or data warehouse, and analytic database 42 may be important to ensuring that the volume of data processed can be carried out in near real time. Indeed, one of the key aspects to being able to calculate scores based on the volume of data the system 10 receives, in combination with the many different users so often, is in how the data is stored.
  • the transactional database 40 and analytic database 42 uses a combination of a relational database for configuration and transactional processes and a modem, cloud based data warehouse to get the data into an analytic-ready state for the score to be calculated off of.
  • the data warehouse is a columnar database with vectorized execution where adaptive optimization ensures queries are highly perform ant.
  • FIG. 2H is an illustration of a screen image of a dashboard interface of the system 10, in accordance with the first exemplary embodiment of the present disclosure.
  • FIG. 2H illustrates an exemplary dashboard interface that a user would see when using the system 10.
  • the dashboard in this example is for a particular athlete (James Smith) and it provides various data points about this athlete, such as a marketability assessment value (“3,090”) along with various other data points used to derive the marketability assessment value, such as a commitment score, a performance score, and a reach score.
  • Other data can also be displayed, such as a biography of the athlete, stats of the athlete, and engagement specifics of the athlete, including their virtual networking or social media audience.
  • the dashboard may also display other athletes who are similar to the primary athlete, such that a viewer can compare various entities.
  • This dashboard will allow companies and other entities the ability to see all relevant information about an athlete, which in turn, will allow then to make better sponsorship decisions.
  • FIG. 2H branded company reviewing sponsorship applications within the system 10 can quickly separate athletes based on overall score and individual sub scores in order to make an informed decision based on the data metrics from the athlete’s virtual networking impact.
  • FIGS. 3-21 provide additional examples of the system 10, as discussed relative to FIGS. 1-2H, with relation to athlete entities and how the system 10 can be used to provide numerical value assessments (scores) to quantify the impact the athlete has within the virtual world of social networking platforms and elsewhere.
  • FIG. 3 is a diagram illustrating an example of a method for promoting a brand or a company.
  • a user may receive an application from an athlete requesting to join a program and may review the application and accept the athlete in step 902 or may automatically accept the athlete using an athlete score in step 903. The user may then provide the accepted athlete with offers for purchasing merchandise, monitor the activity of the athlete, and adjust the offers provided to the athlete based on the monitored activity, as illustrated in steps 904, 905, and 906, respectively.
  • FIG. 4 is a diagram illustrating an example of an athlete score for an athlete who belongs to an H2 hierarchy and the athlete score is a weighted value of a commitment score, a performance score, and a reach score.
  • An athlete score is a number value for helping an athlete or company measure an athlete’s value.
  • the athlete score may be used by the athlete in comparing themselves to their own personal goals or to other athletes.
  • the athlete score may be used by a company for comparing the athlete to other athletes for marketing, sponsorship, or other financial based purposes.
  • the athlete score may be publicly available for any individual such as a fan or media critic for comparing or assessing one or more athletes.
  • the athlete score may be privately available to a select group or an individual such as any one or more of the athlete, a coach, a mentor, or team members for assessing or comparing one or more athletes.
  • the athlete score may be referred to as a total impact score.
  • the athlete score is a number value which ranges from 0 to L000, but is not limited thereto. That is, the athlete score may be a number value within any range of values.
  • the athlete score may be a value for an individual athlete such as in this example where the athlete value is for Austin Forkner.
  • the athlete score is a number value of 5,263.48 as shown under the “Score” column and the “Totals” row of FIG.4.
  • the athlete score is a number value that is calculated based on different factors each having a number value.
  • the athlete score is calculated based on a value for an athlete’s commitment, a value for an athlete's performance, and a value for an athlete’s reach.
  • Each of these values may be weighted equally to formulate the athlete score or may be weighted differently.
  • the commitment, performance, and reach values are weighted differently at 20%, 40%, and 40%, respectively.
  • each of the commitment, performance, and reach values may be calculated based on one or more factors which are weighted equally or differently to formulate each of the commitment, performance, and reach values.
  • the commitment value for an athlete may be based on factors including one or more of the number of years the athlete participated or has been playing the sport, the number of years the athlete competed in the sport, the total number of days the athlete has participated in the sport over the past 2 months, the total number of days the athlete has participated in the sport over the past 30 days, the total number of events the athlete has participated in over the past 12 months, the total number of events the athlete has participated in over the past 30 days, and foe travel coverage of the athlete over the past 12 months.
  • the commitment value is based on all of the above factors weighted at different percentages.
  • the number of years the athlete participated or has been playing the sport is weighted at 5%
  • the number of years the athlete competed in the sport is weighted at 5%
  • the total number of days the athlete has participated in the sport over the past 2 months is weighted at 20%
  • the total number of days the athlete has participated in the sport over the past 30 days is weighted at 40%
  • the total number of events the athlete has participated in over the past 12 months is weighted at 10%
  • the total number of events the athlete has participated in over the past 30 days is weighted at 5%
  • the travel coverage of the athlete over the past 12 months is weighted at 15%, thus making up 100% of the athlete’s commitment value.
  • the performance value may also be based on one or more factors.
  • the performance value may be based on one or more of top 10 event points obtained over the past 12 months, all event points obtained over the past 12 months, and other statistics of an athlete's performance depending on their sport such as the number of touchdowns, receptions, tackles, rushing yards, field goals, home runs, base hits, goals, assists, among other statistics which should be appreciated by one of ordinary skill in the art.
  • Each of these factors may be weighted equally or differently.
  • the performance value is based exclusively on the top 10 event points obtained over the past 12 months, thus making up 100% of the athlete’s performance value.
  • the reach value of an athlete may also be based on one or more values.
  • the reach of an athlete may be a value which rates the athlete based on their influence or popularity within a confined group, a confined geographic region, or all over the world.
  • Factors which may be weighted equally or differently include one or more of total social audience, audience growth over the past 30 days, total social interactions over the past 30 days, the athlete’s travel coverage over the past 12 months, and the athlete’s performance value or score. It should be appreciated that the time period over which a certain factor is monitored and considered is not limited to those described herein for any of the commitment, performance, or reach values or scores.
  • the reach value is based on all of the above factors weighted at different percentages.
  • Total social audience is weighted at 20%
  • audience growth over the past 30 days is weighted at 10%
  • total social interactions over the past 30 days is weighted at 35%
  • the athlete’s travel coverage over the past 12 months is weighted at 15%
  • the athlete’s performance value or score is weighted at 20%, thus making up 100% of the athlete’s reach value.
  • the reach value may be based on a virtual networking or social media platforms such as Facebook, Twitter, Jnstagram, and other social media platforms where human users interact with one another using computerized virtual platforms.
  • Social media factors which are considered for determining the reach value of the athlete include, but are not limited to, the number of Facebook fens or friends an athlete has, the number of Twitter or Instagram followers an athlete has, the number of likes an athlete has received for comments or pictures posted over a past period of time, and the number of retweets and favorites an athlete has received over a past period of time. Additionally, the interaction of an athlete with a social media platform may be considered for determining the reach of the athlete.
  • the number of posts or shares the athlete publishes per day For example, the number of posts or shares the athlete publishes per day, the number of comments the athlete published over a past period of time, and other interactions of the athlete on the social media platform.
  • the performance score of an athlete may be a factor used for calculating the athlete’s reach score.
  • Such social media data may be automatically detected from social media platforms and transmitted to an athlete score generating device 100 that is further described below in reference to FIG. 8.
  • the performance or attendance of different events may be weighted differently based on the impact of a major event. That is, factors of each of the commitment score, performance score, or reach score relating to a particular event may be multiplied based on the importance or impact of such an event. Accordingly, data obtained from different events may be equally weighted or weighted differently.
  • FIGS. 5 and 6 are diagrams illustrating examples of other athlete scores for an athlete who belongs to an HI hierarchy, and an athlete who belongs to an H3 hierarchy, respectively.
  • an athlete score for a different athlete such as Scott Tilton may have a different value.
  • the athlete value for Scott Tilton is 489.79 which is less than the value of the athlete discussed with reference to FIG. 4. Accordingly, the athlete of FIG. 5 may be in a lower hierarchal group, HI, than the athlete of FIG. 4 who is in the group H2.
  • an athlete score for another athlete such as Ken Roczen may have a different value.
  • the athlete value for Ken Roczen is 8,643.04 which is greater than the value of the athletes discussed with reference to FIGS. 4 and 5.
  • the athlete of FIG. 6 may be in a higher hierarchal group, H3, than the athletes of FIGS. 4 and 5 who are in the groups H2 and HI, respectively.
  • an athlete score ranging from 1 to 4,999 may place an athlete within the group HI
  • an athlete score ranging from 3,000 to 6,999 may place an athlete within the group H2
  • an athlete score ranging from 5,000 to 10,000 may place an athlete within the group H3.
  • any number of hierarchical groups and any range of athlete score values may be used for separating athletes into groups based on their athlete score.
  • the athlete value for an athlete within each of the groups HI, H2, or H3 may be calculated differently.
  • the weights for each of the commitment value, the performance value, and the reach value may be different for calculating the athlete score for athletes within different hierarchal groups.
  • the commitment value may be weighted at 20%, and the performance and reach values may each be weighted at 40%.
  • the commitment value may be weighted at 35%
  • the performance value may be weighted at 35%
  • ami the reach value may be weighted at 30%.
  • the performance value may be weighted at 50% and the reach value may be weighted at 50%.
  • one or more of the commitment value, performance value, and reach value may be omitted for athlete score calculations within certain groups.
  • the athlete scores for athletes within the highest group, H3 may be calculated without consideration for the commitment value because such athletes have already demonstrated their commitment to the sport.
  • the commitment value may have a smaller impact on the athlete score as an athlete score becomes greater and the athlete moves from a lower hierarchal group to a higher hierarchal group. That is, because an athlete has demonstrated their commitment to the sport, the commitment value becomes less pertinent to the athlete’s overall value.
  • factors discussed above that are used for calculating each of the commitment, performance, or reach values may be different for each of the hierarchal groups.
  • one or more of the factors considered for calculating the commitment score, one or more of the factors considered for calculating the performance score, or one or more of the factors considered for calculating the reach score may be different from one hierarchal group to another hierarchal group.
  • FIG. 7 is a diagram illustrating an example of an athlete report that may be provided to a specific company such as GoPro® and monitors a general value or a brand- specific value of one or more athletes.
  • a number of athletes may be tracked over a period time for purposes of monitoring their general value or their value with respect to the marketability of a specific company, product, or brand.
  • 133 athletes are tracked over a period of a month.
  • the athlete report may provide data on the marketability of the tracked athletes based on data obtained from social media platforms. Additionally, an athlete report may incorporate data obtained on athletes such as the athlete score described above with reference to FIGS. 4-6,
  • an athlete report includes information on the number of athletes tracked, the number of athletes who mentioned a specific company or brand such as GoPRO® on a social media platform, the number of posts or comments including a mention of the company, the percentage of posts or comments for all athletes or for each athlete that mentions the specific company, the number of interactions on posts or comments which include a mention of the company, the total number of interactions on a social media platform, and the number of new followers for an athlete.
  • charts and tables may be provided for easily displaying such information on the athlete report. For example, the number of interactions by network, the number of new followers by network, or the total audience by network may be illustrated.
  • social media data may be separated according to sport and athlete to determine which sports or athletes are most valuable for marketing a particular brand or product, or for general marketing purposes.
  • a table may include the total number of audience members for each sport or athlete on each social media platform, a total number of new followers for each sport or athlete on each social media platform, the amount of activity and interactions for each sport or athlete on each social media platform, and the number of mentions or promotions of a particular brand or company, such as Go Pro®, on each social media platform.
  • all sports and athletes may be ranked based on any one or more of the data values obtained for monitoring the marketability of the sports or the athletes.
  • the top five athletes may be ranked according to their promotion of a brand or company, such as GoPro®, or the top five athletes may be ranked according to the number of total interactions to determine their general marketability.
  • the top photos or videos which are shared and include a promotion of a particular brand or company, such as GoPro® may be identified and displayed on the athlete report.
  • the total interactions, whether by athlete or with respect to a general sport may be based on an athlete’s activity or other users’ activities relating to the athlete’s activity on one or more social media platforms.
  • the total interactions may be calculated based on one or more of the number of tweets on Twitter, the number of mentions on Twitter, the athlete’s Facebook page TAT (talking about this) number, and the number of Instagram likes or comments.
  • the number of promotions of a brand or company may be monitored by providing the number of Instagram or Twitter posts that tag the name of the brand, for example @GoPro or #GoPro, and the number of interactions by users on such posts.
  • FIG. 8 is a diagram illustrating an example of an athlete monitoring system including an athlete score generating device 100, an athlete report generating device 200, one or more virtual networking platforms, e.g., social media platforms 24, and an athlete interface 400.
  • An athlete score generating device 100 includes a performance score unit 101, a commitment score unit 102, a reach score unit 103, and an athlete score generating unit 104.
  • the performance score unit 101, commitment score unit 102, and reach score unit 103 calculate a commitment score, a performance score, and a reach score according to tiie description provided above with reference to FIGS. 4-6. Accordingly, each of the commitment score, performance score, and reach score may be used by the athlete score generating unit 104 to generate the athlete score.
  • the athlete monitoring system may also include an athlete report generating device 200.
  • the athlete report generating device 200 includes an athlete monitoring unit 201, a sport monitoring unit 202, and an athlete report generating unit 203.
  • the athlete monitoring unit 201 and the sport monitoring unit 202 may monitor the social media activities related to an athlete or a sport according to the description provided above with reference to FIG. 7. Accordingly, the athlete report generating unit 203 may generate an athlete report based on the data provided by the athlete monitoring unit 201 and the sport monitoring unit 202.
  • the athlete score generating device 100 and the athlete report generating device 200 may communicate with one or more social media platforms 24.
  • the athlete score generating device 100 and the athlete report generating device 200 may be wirelessly connected to one or more of the social media platforms 24 to automatically or manually receive social media data.
  • social media information may be used by the reach score unit 103 to calculate an athlete’s reach score or used by the athlete monitoring unit 201 to monitor an athlete’s social media activities.
  • an athlete score or an athlete report may be sent to or published on a social media platform.
  • the athlete score generating device 100 and the athlete report generating device 200 may also communicate with one or more athlete interface units 400.
  • the athlete score generating device 100 and the athlete report generating device 200 may be wirelessly connected to one or more of the athlete interface unite 400 to automatically or manually receive data inputs from athletes. For example, an athlete may share how active they are in their sport. Every time an athlete practices or participates in a competition, the athlete may post a session from an athlete interface unit 400 to get full credit applied to their athlete score. Also, athletes may receive athlete score information or athlete reports for tracking and challenging their own progression, or comparing their efforts by monitoring other athletes. Similar interfaces (not shown) may be included in the athlete monitoring system for use by companies, promoter, fens, or media critics for receiving athlete scores or athlete reports from the athlete score generating device 100 and the athlete report generating device 200.
  • the athlete score generating device 100 and the athlete report generating device 200 may communicate with each other for generating an athlete score or an athlete report.
  • the athlete report generating device 200 may use the athlete score generated by the athlete score generating device 100 to generate the athlete report.
  • the athlete score generating device 100 may use data obtained by the athlete report generating device 200 to generate the athlete score.
  • FIG. 9 is a diagram illustrating an example of a user interface display that includes a total athlete score and an indicator for each weighted score that forms the total athlete score, such as a commitment score, a performance score, and a reach score.
  • the total athlete score may be displayed in large font and highlighted for tiie athlete.
  • the athlete score is 895.
  • the level of commitment, performance, and reach values may be represented on bar graphs or other types of graphs for identifying the magnitude of each factor.
  • other scores may be displayed for helping an athlete identify the hierarchal levels for all athletes using the athlete score.
  • the described athlete score may be used in connection with any number of different sport or related activities. That is, the athlete score is not limited to any particular sport, but can be used with any and all sports and athletic activities. Further, while the athlete score is described as a weighted score based on a commitment, performance, and/or reach value, it should be appreciated that the athlete score can be based on only one of these values or any combination of these values. Accordingly, the athlete score is not limited to a weighted score based on commitment, performance, and reach.
  • FIGS. 10 and 11 are diagrams illustrating an example of a dashboard for monitoring athlete activity including key metrics, an athlete map, a ranking of athletes, top social media content, athlete metrics by level, and hashtag campaign metrics.
  • This dashboard may be used by a brand or a company for monitoring and ranking an athlete or a group of athletes.
  • the athlete ranking and information may be updated every predetermined period of time, for example, every hour or other period of time to provide real-time monitoring.
  • the dashboard includes key metrics such as the number of athletes enrolled in a program, the number of applications from athletes stoking enrollment, the number of new or recently enrolled athletes, and the number of brand insiders.
  • the dashboard may also include information on social impact and exposure of athletes, and sales information per day, per year, and per month.
  • the dashboard may include an athlete map that displays the location of where athletes live, compete, mention the brand, post social media content, participate in social media activities, or buy the company’s product. Athletes may be ranked and top athletes may be identified and listed on the dashboard; for example, top athletes may be identified according to the different embodiments of the athlete score or other information such as which athletes are performing the best or promoting the brand the best. Also, athletes can be ranked by most followers on social media, highest engagement percentage, and athletes with the best most recent results according to a period of time.
  • the dashboard also includes information on athletes by level, top content, and hashtag campaigns.
  • Athletes, and information on athletes may be divided according to level of athlete from amateur to professional.
  • Top athletes in each category may be ranked and displayed.
  • Top content may be identified as popular posts from the athletes promoting the company brand in social media, and may be displayed on the dashboard.
  • hashtag campaigns are tracked to identify all hashtags relating to the company or brand. Further, any hashtag used by athletes may be tracked or monitored and can be identified and displayed. For each displayed hashtag, the number of people, posts, and interaction may also be identified and displayed.
  • FIG. 12 is a diagram illustrating an example of a method for promoting a brand based on an athlete score or other athlete related metrics.
  • An athlete may apply to a company’s marketing program using a questionnaire relating to marketing data, the company may review and extend an invitation to the athlete based on the merits of the athlete’s application, and the athlete may join the company’s program and accept the terms of joining the program. Additionally, the company may accept athletes automatically based on an athlete’s score, as described in the examples provided above on athlete scoring systems.
  • the company can communicate directly with the athlete, and the company may monitor promoting and other activity of the athlete, as described above in reference to FIGS. 10 and 11.
  • the company may manage and maximize the value of athletes and sports marketing. For example, monitoring the most valuable athletes or sport markets allows the company to incentivize these athletes to further promote the product. Accordingly, the company will continue to grow the program and increase sales of merchandise based on promoting activities of athletes enrolled in the company program.
  • FIGS. 13-15 are diagrams illustrating an example of reports that may be provided to a specific company for monitoring the interactions of one or more athletes.
  • an example of a report includes a summary that may be provided to a specific company such as Dunlop® and monitors the interactions of one or more athletes.
  • the summary report includes information on how many athletes are tracked, the number of new or recent fan growth, and the total fan interaction with the tracked athletes.
  • athletes may be ranked by total followers, new followers, number of posts, engagement percentage, and/or number of social media interactions.
  • the athletes are ranked by the number of total social media interactions.
  • athletes may be ranked according to sport or all athletes may be ranked together, and data may be grouped according to all social media platforms or according to a specific social media platform.
  • an example of a report includes ranking of athletes’ posts that may be provided to a specific company such as Dunlop® and monitors the interactions of one or more athletes.
  • Athlete posts may be ranked according to total number of social media interactions, number of shares, or engagement percentage with the post. In this example, the posts are ranked by the total number of social media interactions.
  • posts may be filtered according to a specific sport, and data may be grouped according to all social media platforms or according to a specific social media platform. Also, posts may be filtered according to type for distinguishing between posted pictures and videos.
  • an example of a report includes sales information that may be provided to a specific company such as Dunlop® and monitors the interactions of one or more athletes.
  • the number of shop clicks, total orders, and net sales may be monitored and recorded.
  • This report can be provided for a predetermined period of time, and more specific information can be provided for a smaller period of time within the predetermined period of time.
  • the report is provided for November 2015 and specific information is provided for each day within the month of November.
  • Specific information may include information on shop clicks, total orders, conversion rates, amount per order, net sales, applications, offers, new AIP, offers declined, and current AIP.
  • Data can be provided on a graph including information on shop clicks, orders, and net sales, or other data.
  • FIG. 16 is a diagram illustrating an example of athlete ranking.
  • Athletes may be ranked according to any number of data points; for example, performance, commitment, social reach, a weighted athlete score as described above, or components of such data points.
  • athletes are ranked according to the number of fens and/or followers on social media platforms such as Facebook, Twitter, and Instagram.
  • social media platforms such as Facebook, Twitter, and Instagram.
  • the top 100 athletes for a particular sport or the top 100 athletes overall may be identified and ranked according to total fans and/or followers, and new fen growth and total fen interactions for the top 100 athletes may be displayed.
  • the top five athletes having the greatest number of new fans and/or followers over a predetermined period of time may be ranked and displayed.
  • the top five athletes in a nearby location and having the greatest number of new fens and/or followers over the past day are ranked and displayed.
  • the top five athletes in any location over the past day may be ranked and displayed. Accordingly, in an aspect, athletes are ranked overall and by sport every month based on their social interactions and follower growth.
  • FIG. 17 is a diagram illustrating an example of an engagement ranking and live stream during an event. Athletes participating at an event are ranked in several ways: by total social interactions, new followers, and total followers. Athletes are also ranked by their best individual posts based on interactions or engagement percentage.
  • an engagement leaderboaid during the event displays the athletes or the posts having the highest engagement percentage including a copy of the post, the number of likes, the number of comments, the name of the athlete, and the engagement percentage for each post.
  • a predetermined number of athletes or posts are ranked; for example, the top 100 posts or the top 100 athletes, or all athletes participating in the event are ranked.
  • FIG. 18 is a diagram illustrating an example of ranking teams including one or more users and/or athletes. For example, each team includes a group of users and the collective user activity for each team is used for ranking purposes. In this example, the teams are ranked according to the number of interactions; however, teams may also be ranked by engagement percentage, number of shares, and number of posts. The total number of interactions and engagement percentage during an event or contest may also be monitored and displayed.
  • FIGS. 19 and 20 are diagrams illustrating examples of a chart monitoring the interactions of one or more athletes during an event.
  • the one or more athletes are compared by hourly interactions over a predetermined period of time; for example, five athletes are compared over a period of two weeks or one month.
  • the number of hourly interactions for each athlete may be graphed on a line chart and data for each athlete may be displayed by total number of interactions, new fens, total fans, and fen buzz percentages.
  • the activity of one or more athletes is illustrated on a bar graph where the number of hourly interactions over a predetermined period of time is monitored and displayed. For example, the number of interactions per hour is displayed and the posts generating interactions are also displayed on the bar graph. Even though only one athlete’s activity is illustrated on the bar graph, the activity of more than one athlete may be compared in the bar graph as with the line graph.
  • athletes may be ranked at a particular spot or venue to generate “spot” ranking. Similar to event rankings, athletes that participate at a particular venue (i.e. motocross track, skate park, basketball court, race track, golf course, etc.) are ranked. Athletes that have recently participated at the spot are ranked by their total impact score or other component scores. Photos and videos posted are ranked by their total interactions or engagement percentage. Spots, such as a skate park or stadium may have TV's displaying the rankings and live stream of the photo/video leaderboard. Also, live broadcasts of events or at a particular venue may reference ranking information or athlete score information that is generated by an athlete scoring and/or athlete ranking system.
  • FIG. 21 is a diagram illustrating an example of an athlete monitoring system.
  • an athlete monitoring system may include an athlete score generating device 100, an athlete report generating device 200, one or more social media platforms 24, and an athlete interface 400. These devices and/or interfaces are described above with reference to FIG. 8, of which description is also applicable with reference to FIG. 21.
  • an athlete monitoring system may also include an athlete rank generating device 500.
  • An athlete rank generating device 500 may include a data receiving unit 501, an athlete ranking unit 502, and an athlete rank generating unit 503.
  • the data receiving unit 501 may receive data on athletes’ social media activity from the one or more social media platforms 24 and/or information on athlete scores from the athlete score generating device 100.
  • the data receiving unit 501 may transmit this data to the athlete ranking unit 502 which may process the data and transmit the processed data to an athlete rank generating unit 503.
  • the athlete rank generating unit 503 may generate a ranking of athletes according to several different examples described above such as by social media activity, an athlete score, components of an athlete score, among other rankings.
  • the athlete rank generating unit 503 may directly generate a ranking report that may be used in a variety of different applications such as company dashboards, company reports, live TV broadcasts, top 100 or top five athlete reports, online live stream and leaderboard «ports for an event or at a particular spot or venue, team contests, athlete comparison reports, among other applications. It should be appreciated that the athlete rank generating device 500 may communicate with the report generating device 200 to generate any of the described reports, or may be integral with the report generating device as a combined report and rank generating device.
  • the athlete scoring and ranking system 14, the athlete score generating device 100, the athlete report generating device 200, the athlete rank generating device 500, and other units or modules are configured to perform athlete scoring, monitoring, or ranking for large groups of user or athletes. Further, the resulting output information is configured to be provided to a large number of potential users including social media followers, fans, companies, and other users. Accordingly, a large quantity of input data is received and processed for performing the described scoring, monitoring, and ranking operations. Further, data processing for the above described devices, modules, and systems requires an exponential number of operations that are a function of multiple data inputs relating to more than one athlete. That is, athlete scoring, monitoring, and ranking processes are a function of input data provided by many athletes where the number of operations required to perform such processes increases non- linearly with an increase in the number of athletes considered.
  • an athlete score and/or a ranking of athletes may be generated using a number of different factors or based on a single factor.
  • the systems and methods may be implemented on various types of data processor environments (e.g., on one or more data processors) which execute instructions (e.g., software instructions) to perform operations disclosed herein.
  • Non-limiting examples include implementation on a single general purpose computer or workstation, or on a networked system, or in a client-server configuration, or in an application service provider configuration.
  • the methods and systems described herein may be implemented on many different types of processing devices by program code comprising program instructions that are executable by the device processing subsystem.
  • the software program instructions may include source code, object code, machine code, or any other stored data that is operable to cause a processing system to perform the methods and operations described herein.
  • Other implementations may also be used, however, such as firmware or even appropriately designed hardware configured to carry out the methods and systems described herein.
  • a computer can be programmed with instructions to perform the various steps of the flowchart shown in FIGS. 3 and 12.
  • data e.g., associations, mappings, data input, data output, intermediate data results, final data results, etc.
  • data may be stored and implemented in one or more different types of computer-implemented data stores, such as different types of storage devices and programming constructs (e.g., RAM, ROM, Flash memory, flat files, databases, programming data structures, programming variables, IF-THEN (or similar type) statement constructs, etc.).
  • storage devices and programming constructs e.g., RAM, ROM, Flash memory, flat files, databases, programming data structures, programming variables, IF-THEN (or similar type) statement constructs, etc.
  • data structures describe formats for use in organizing and storing data in databases, programs, memory, or other computer-readable media for use by a computer program.
  • the systems and methods may be provided on many different types of computer- readable storage media including computer storage mechanisms (e.g., non-iransitory media, such as CD-ROM, diskette, RAM, flash memory, computer’s hard drive, etc.) that contain instructions (e.g., software) for use in execution by a processor to perform the methods’ operations and implement the systems described herein.
  • computer storage mechanisms e.g., non-iransitory media, such as CD-ROM, diskette, RAM, flash memory, computer’s hard drive, etc.
  • instructions e.g., software
  • a module or processor includes but is not limited to a unit of code that performs a software operation, and can be implemented for example as a subroutine unit of code, or as a software function unit of code, or as an object (as in an object-oriented paradigm), or as an applet, or in a computer script language, or as another type of computer code.
  • the software components and/or functionality may be located on a single computer or distributed across multiple computers depending upon the situation at hand.

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Abstract

L'invention concerne un système destiné à analyser et à quantifier l'impact de la présence d'une entité au sein d'un environnement de mise en réseau virtuelle pour fournir une fiche d'évaluation d'impact de l'entité à une tierce partie. Un serveur possède un flux de données d'API vers au moins une plate-forme de mise en réseau virtuelle. Une pluralité de facteurs est extraite du flux à l'aide d'une pluralité de calculateurs, notamment un calculateur de score d'engagement, un calculateur de score de performances, et un calculateur de score de portée. Au moins un tableau de bord d'affichage est accessible sur le serveur à partir d'un dispositif informatique de la tierce partie. Le ou les tableaux de bord d'affichage présentent visuellement une évaluation d'aptitude à la commercialisation de l'entité sur la plate-forme de mise en réseau virtuelle d'après les facteurs issus du flux de données.
PCT/US2020/039000 2019-09-25 2020-06-22 Système informatisé de détection d'exposition et d'impact d'une entité au sein de plates-formes de mise en réseau virtuelle WO2021061239A1 (fr)

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