WO2021258071A1 - Système et procédé permettant de récompenser des utilisateurs d'avoir regardé des publicités vidéo sans les sauter - Google Patents

Système et procédé permettant de récompenser des utilisateurs d'avoir regardé des publicités vidéo sans les sauter Download PDF

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Publication number
WO2021258071A1
WO2021258071A1 PCT/US2021/038307 US2021038307W WO2021258071A1 WO 2021258071 A1 WO2021258071 A1 WO 2021258071A1 US 2021038307 W US2021038307 W US 2021038307W WO 2021258071 A1 WO2021258071 A1 WO 2021258071A1
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WIPO (PCT)
Prior art keywords
wiggle room
user
users
rewards
video
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PCT/US2021/038307
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English (en)
Inventor
Robin Ross Cooper
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Robin Ross Cooper
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.)
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Publication date
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Publication of WO2021258071A1 publication Critical patent/WO2021258071A1/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
    • G06Q30/0241Advertisements
    • 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
    • G06Q30/0207Discounts or incentives, e.g. coupons or rebates
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/20Servers specifically adapted for the distribution of content, e.g. VOD servers; Operations thereof
    • H04N21/25Management operations performed by the server for facilitating the content distribution or administrating data related to end-users or client devices, e.g. end-user or client device authentication, learning user preferences for recommending movies
    • H04N21/254Management at additional data server, e.g. shopping server, rights management server
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/43Processing of content or additional data, e.g. demultiplexing additional data from a digital video stream; Elementary client operations, e.g. monitoring of home network or synchronising decoder's clock; Client middleware
    • H04N21/442Monitoring of processes or resources, e.g. detecting the failure of a recording device, monitoring the downstream bandwidth, the number of times a movie has been viewed, the storage space available from the internal hard disk
    • H04N21/44213Monitoring of end-user related data
    • H04N21/44222Analytics of user selections, e.g. selection of programs or purchase activity
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/40Client devices specifically adapted for the reception of or interaction with content, e.g. set-top-box [STB]; Operations thereof
    • H04N21/47End-user applications
    • H04N21/478Supplemental services, e.g. displaying phone caller identification, shopping application
    • H04N21/4784Supplemental services, e.g. displaying phone caller identification, shopping application receiving rewards
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N21/00Selective content distribution, e.g. interactive television or video on demand [VOD]
    • H04N21/80Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
    • H04N21/81Monomedia components thereof
    • H04N21/812Monomedia components thereof involving advertisement data
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06NCOMPUTING ARRANGEMENTS BASED ON SPECIFIC COMPUTATIONAL MODELS
    • G06N20/00Machine learning

Definitions

  • FIG. 19 is a block diagram that depicts the user authentication system and how it provides an authentication code and/or text string with reasons for success and/or failure;
  • the video ads must be relevant to the target consumers; Consumers must be uniquely targeted or otherwise individually “addressed” as being likely candidates for the advertised products and/or services; Consumers must be encouraged to view the entire ad (from start to finish) with no skipping; sound ON and no other impediments to the audio/visual presentation;
  • the Wiggle Room Management System (3.0) is connected to User Devices (3.7) such as mobile phones, tablets, PCs, TVs and other user facilities.
  • User Devices (3.7) will provide the Wiggle Room Loyalty Program by way of a downloadable App.
  • One of the most important components of the Wiggle Room System and Network is its Artificial Intelligence (AI) functionality that makes it possible for the larger Wiggle Room eco-system to “learn from experience” which includes reacting to AI-generated predictions and responding appropriately to feedback loops aggregated from users.
  • AI Artificial Intelligence
  • the Wiggle Room Artificial Intelligence Server component (3.5) is connected to the Wiggle Room Management System (3.0) and also connected to External Databases (3.6) so it can perform the functions and processes as defined in this disclosure.
  • a UUID with a large string of characters (and special characters) will be linked to the user’s phone number. Such a UUID will allow users to change their phone numbers without changing the UUID (which avoid problems when new devices are purchased).
  • a UUID can be the combination of user’s email address and/or phone number and/or the user’s email address.
  • Virtually all next-generation advertising methodologies can be employed including the following: National Advertising Regional Advertising Local Advertising Targeted Advertising (based on high-level criteria) Addressable Advertising (based on user’s personal criteria) User-Selected Advertising
  • Step 1 A Wiggle Room ad appears within a user’s “Feed” (sometimes referred to as the Facebook “News Feed”).
  • the “News Feed” is the information the user can view and scroll through once Facebook is activated inside a browser.
  • the Wiggle Room Database will then be appropriately updated (for the larger Wiggle Room system and network to recognize the user).
  • Step 2 The user can then press the ‘Learn More’ button (not knowing what the ad is about).
  • Step 3 The Landing Page will then be launched.
  • Step 4 The Landing Page will then query the App and request information collected about the user by way of the App over time.
  • Step 5 The App to then send the information it has collected to the Landing Page.
  • Step 6 The Landing Page to then use all of the information it has for the user to select the most relevant Wiggle Room ad it has in its inventory (or in external inventories).
  • Step 7 The user is presented with this highly relevant ad (rather than an ad that was pre-defmed at the time the social media campaign was launched).
  • the Wiggle Room Ad Loyalty Network, System and App uses deep linking technologies to both activate the Wiggle Room app and initiate functionality when rewards are being applied to the user’s Wiggle Room account.
  • a social media platform such as Facebook
  • SDK Software Development Kit
  • the Wiggle Room program was originally developed for television digital video recording (DVR) systems provided by MVPDs. Consumers can always fast-forward through the ads; however, they are alternatively enabled to receive rewards (by way of an app) if the ads are not summarily skipped.
  • the original Wiggle Room proposition was crafted as follows: If a user can see something “wiggling on the screen while the video is being “fast-forwarded”, then such a user can go back to the beginning of the ad, watch the ad in its entirety and receive a reward for not skipping. The reward to be received on the app followed by a “ping” and a confirmation text message.
  • users are enabled to watch ads (that were previously skipped) on the Wiggle Room app to receive the associated rewards.
  • the rewards will be disbursed to the person responsible for paying the television bills - who is assumed to be the head of the household (assuming this person has downloaded the Wiggle Room app).
  • rewards can be disbursed to the following:
  • Step 1 The Television Platform (6.1) sends the video content over its “fixed” or otherwise closed network (and not the internet or other streaming facility).
  • Step 2 The video content including the Wiggle Room ad plays (5.6) on the user’s television equipment by way of a Set-Top-Box or Smart TV (6.2). Information regarding if the video was skipped is captured by the Set-Top-Box or Smart TV (6.2).
  • Step 3 When a Wiggle Room ad has played (by way of broadcast television or DVR), the Set-Top-Box or Smart TV (6.2) sends an electronic message back to the Television Platform (6.1).
  • Step 1 The Wiggle Room Management System (3.0) sends a message to the Campaign Manager System (7.1) requesting a given Wiggle Room campaign be launched along with the campaign parameters as provided by the advertiser (and approved by the Wiggle Room Compliance Team).
  • Step 2 The Campaign Manager System (7.1) then sends a message to the AI Systems (3.5) with all of the requisite campaign parameters as provided by the advertiser, however with additional instructions such as the ID number of such a campaign (as generated by the Campaign Manager System - 7.1) and any other information necessary for the AI Systems (3.5) to perform its functions.
  • Step 3 The AI Systems (3.5) will then begin searching External Databases (3.6) sometimes referred to as “Big Data” for numerous data points that are required to manage successful Wiggle Room campaigns.
  • the AI Systems (3.5) are primarily searching for likely candidates to purchase the advertiser’s products and/or services, however other data may be queried such as purchasing patterns, weather, current political climate, economic climate, religion, culture, popular consumer trends, etc.
  • Step 4 Once the External Databases (3.6) have completed their searching, the results are passed back to the AI Systems (3.5) for further evaluation (referred to as a Feedback Loop).
  • Step 5 The results are properly organized and packaged by the AI Systems (3.5) and sent back to the Campaign Manager System (7.1).
  • Step 6 The Campaign Manager System (7.1) will then commence with the campaign by sending messages (7.2) to users who were selected by way of the AI Systems (3.5) and External Databases (3.6).
  • Step 7 When the user notices the message (email, text or otherwise), there will be obvious signs that a Wiggle Room ad is present, and that the ad provides a payment to be made to the user as long as the video is not skipped.
  • One obvious sign is the wiggling of a character or icon (as described above). If the user clicks on one or more links as provided within the message, then a Landing Page (5.2) will be launched.
  • Step 8 The Landing Page (5.2) will then play the designated Wiggle Room video from within the Video Player (5.6) and additionally verify that each frame has been displayed for the proper length of time (to ensure that no skipping has taken place).
  • a dedicated MPEG-based “frame checking system” within the Video Player will check to ensure that all video frames have properly displayed on the screen for the proper length of time.
  • Step 9 The Video Play Mechanism (5.6) will then report back to the Landing Page (5.2) whether the ad was watched in its entirety or if the ad had in any way been skipped or otherwise aborted. In addition, any “Call-To-Action” activity will be reported back to the Landing Page (5.2) as well.
  • Step 10 The Landing Page (5.2) will then report back to the Wiggle Room Management System (3.0) with the information as reported by both the Video Player (5.6) and the Landing Page (5.2).
  • Step 11 The Wiggle Room Management System (3.0) will send a message to the Wiggle Room App (3.8) by way of the User Device (3.7) with the results of the video session. A message will then be sent to the Wiggle Room app (3.8) appropriately updating the app with information regarding the user’s Wiggle Room play-out session and any rewards that are to be disbursed.
  • FIG. 15 a block diagram of a Wiggle Room key encryption and delivery system in accordance with a preferred exemplary embodiment of the present invention is depicted.
  • DSE Digitally Signed Envelopes
  • the figure describes the standard flow to create a DSE.
  • the sender To create a DSE, the sender first creates a digital signature using a Private Key (1.) from the X.509 certificate issued by way of the Certificate Authority (as mentioned above).
  • Message Digest (4.) This Message Digest (4.) is then encrypted in the Signature Function (5.) using the “message sender’s” Private Key (1.) resulting in the Digital Signature (7.)
  • a Random Symmetric Key (8.) is created and used to encrypt the Message (6.) and Digital Signature (7.) resulting in the Encrypted Message (13).
  • the Random Symmetric Key (10.) from step 8. is then encrypted using the Receiver’s Public Key (11.) resulting in an Encrypted Symmetric Key (12.).
  • FIG. 16 a block diagram of a proxy key decryption system in accordance with a preferred exemplary embodiment of the present invention is depicted.
  • the DSE (1.) consisting of the Encrypted Symmetric Key (1.1) and the Encrypted Message (1.2) is received by the recipient.
  • the Receiver s Private Key (3.) is used to decrypt the Encrypted Symmetric Key (2.) resulting in the Random Symmetric Key (4.) that was used by the sender to encrypt the message.
  • step 4 resulting in the original unencrypted message consisting of the sender’s Digital Signature (7.) and the Message (8.).
  • the Digital Signature (7.) is validated using the sender’s Public Key (9.) and the Signature Function (10.) resulting in the Message Digest (11.).
  • the Message (8.) is also hashed using the Hash Function (12.) used by the sender resulting in a Message Digest (13.).
  • the Message Digest (11.) must match the Message Digest (13.) to validate the integrity of the message.
  • the Wiggle Room network will block such users from receiving future Wiggle Room ads and any associated rewards. This will be accomplished by blocking the Device IDs of these users (or “hots”). A list of blocked Device IDs will be maintained in the Device Database (8.2) that will be queried prior to services being rendered to users.
  • a problem may then present itself with a Device ID which is the possibility that a given Device can be “spoofed” or otherwise duplicated or forged.
  • additional information will be concatenated to the Device ID character string, however an alternative embodiment allows additional information to be placed within a separate database record (or table).
  • the purpose for linking this additional information to the Device ID is to thwart hackers looking for ways to compromise the system.
  • the following information can be concatenated to the Device ID (or otherwise linked to the Device ID) as follows: SIM ID (for the mobile carrier)
  • network trace routes can be captured to determine where the user can be found on the network. Such captured trace routes can be saved in a database record for the user to be compared against should hacking be suspected.
  • each user can be provided with a unique encryption algorithm as well as a unique encryption key to further thwart potential hackers. Over time, these unique encryption algorithms can be updated to further frustrate would-be hackers (who would be challenged to not only create new encryption keys but design/create the correct encryption algorithms as well).
  • Device-ROI numbers Many other mathematic and analytic models can be used to create Device-ROI numbers; however, these numbers will be used by advertisers to wisely craft their campaigns in such a way as to target users with high likelihood that they will ultimately purchase a product and/or service.
  • an advertiser may order a Wiggle Room campaign and designate Device-ROIs to be 1.2x or greater. This means all devices that have a Device-ROI less than 1.2x won’t even receive the Wiggle Room ad from their media platforms.
  • the Device- ROI could result in the user receiving a lower-value reward from the advertiser than otherwise.
  • Preference settings are important to the Wiggle Room system and network as both advertisers and users will need to establish such settings to receive an optimal experience. For advertisers, they can establish preference settings one time and have these preference settings operate within all future Wiggle Room campaigns. For users, they can also establish preference settings that allow them to derive maximum value and enjoyment from the network.
  • a corporate approval and/or compliance system is provided on the Wiggle Room network to ensure all Wiggle Room advertisements and campaigns are acceptable to the Wiggle Room company and will not otherwise cause damage to any participants of the Wiggle Room system and network due to the content of the advertisement (or otherwise from the advertiser from a different venue).
  • Such a Corporate Compliance system will provide a status code of “Approved” or “Denied” for each Wiggle Room campaign that is submitted by an advertiser.
  • Wiggle Room ads are in any way skipped, the user will be notified with a message such as “Sorry you did not watch the Wiggle Room ad to the end”.
  • a message can be delivered by text, email or to another electronic message system.
  • Users are allowed to share Wiggle Room Ads with friends and family members as long as it is allowed by the advertisers.
  • advertiser may specify a given user can only share a certain number of times (example: sharing is allowed but only once.)
  • Wiggling characters are stored within a server named the Wiggle Room Character / Icon / Avatar Management System that is connected to the Wiggle Room Management System (3.0), also depicted in FIG. 18.
  • Media Platforms are also responsible to verify the sound is ON and loud enough for the audio of the Wiggle Room ad to be heard by the user. Furthermore, a Wiggle Room ad will be considered skipped if the sound is either too low or off.
  • Secure electronic deposit accounts are provided to all users to hold their money and rewards until the point until such users indicate they want cash and rewards redeemed. Such secure electronic deposit accounts to be similar to the popular PayPal network.
  • Wiggle Room will allow users to indicate their approval (or disapproval) of video ads by way of pressing a thumbs-up button expressing approval and a separate thumbs-down button expressing disapproval. Both buttons are prominently displayed when the Wiggle Room ad plays. Other similar “feed-back” buttons may be presented to the user as well.
  • Wiggle Room system and network A button will be made available with a label that reads “Learn More”, “Purchase” or similar (as defined by the advertiser at the time the campaign is launched). The intent of such a button is to lead the user to the place where the advertised product or service is purchased. In addition, donations to charitable organizations can be made by way of an appropriately labeled button press as well. Therefore, Wiggle Room ads will always have a “call-to-action” for the user and a check-out function so purchases and/or donations can be made.
  • Campaign Number An example of a Campaign Number is as follows: FORD-123456789-ABCDE. Each character in this Campaign ID Number has a meaning with the first 4 characters in this example meaning the Ford Motor Company.
  • the Campaign Manager System (7.1) is the network component that generates and stores Campaign Numbers for each discrete campaign.
  • points can simply accumulate over time and then be redeemed for cash, prizes, vouchers and other valuable items.
  • points will be called Wiggle Room Points.
  • each point will have a market value of something like $.01 USD (or one penny per point).
  • a Wiggle Room ad may be presented to users by way of a Virtual Reality or
  • a given user can creates his/her own video ad and launch a user-generated Wiggle Room campaign as follows: The user creates the User- Generated Ad (Step 12.1). The User will then transfer the User-Generated Ad and all associated information and materials to the Wiggle Room Management System (3.0 - Step 12.2) most likely by way of a web portal. Personnel working within the Wiggle Room Company will then review the User-Generated Ad and either approve the ad or deny the ad for appropriateness (and political correctness, sensitivities, cultural or otherwise - Step 12.3). [0170] Still referring to FIG. 21, whether the User-Generated Ad is approved or denied, the user will be duly notified (Step 12.4).
  • Wiggle Room Ad a wiggling character will alert the user to the existence of a Wiggle Room Ad. If a user clicks on the associated link, the Wiggle Room ad will be made known to the user (once the web page displays), and the user can receive cash and rewards by watching the video ad found within the associated web page. The Wiggle Room video ad to them play from the web site’s browser. Note: The user will be properly notified that the Wiggle Room App must be downloaded on the user’s device before rewards can be disbursed.
  • Influencers can be placed into categories in which they have background, knowledge, and/or a unique perspective. Examples of categories can be (but are not limited to): clothing, cosmetics, cooking, dating, vacations, movies & TV, comedy, music, home improvement, cars, education, etc. In some cases, Influencers can be brands such as McDonalds with an actor playing the part of Ronald McDonald (or a likeness of Ronald McDonald) being an effective Influencer for the company.
  • An example of a Positive Feedback Loop is an Influencer posts a challenge to his/her Followers.
  • the Followers respond to the challenge by following the rules as specified by the Influencer. Those who successfully complete the challenge are then rewarded by way of the Wiggle Room system and network.
  • Followers can then communicate with the Influencer (electronically) to provide valuable insights into matters that are important to both Influencers and their advertisers. New challenges can then be designed (with assistance from advertisers) and launched over time.
  • Advertiser Management System (6.5) to establish a commercial relationship with Influencers by way of the Influencer Management System (14.2). Once the commercial relationship is established (between a given Advertiser (14.3) and a given Influencer (14.2), the Advertiser can transfer assets such as cash, coupons, rewards, promo codes, vouchers, points or otherwise to the Advertiser Asset Account (14.4). It is this Advertiser Asset Account (14.4) that acts like an escrow account that holds assets (including but not limited to recognized currencies and/or fiat currencies) for the purpose of allowing Influencers to disburse these assets to their Followers by way of the Wiggle Room App (3.8) downloaded on the User Device (3.7).
  • assets including but not limited to recognized currencies and/or fiat currencies
  • Influencer Interface (14.6) to define the campaign parameters including but not limited to the terms and conditions regarding when and how users can receive rewards.
  • the Influencer Interface (14.6) is primarily a user interface connected to a database that prompts Influencers (and/or advertisers by way of Influencers) for information and then stores the variables and parameters for specific campaigns.
  • the Influencer Interface (14.6) is then connected to the Wiggle Room Management System (3.0) to disburse the rewards as defined by Influencers (14.2) according to the information captured in the Influencer Interface (14.6).
  • Influencers (14.2) can establish their own asset accounts (14.5) to provide the assets and/or recognized currencies and/or fiat currencies necessary to disburse rewards to their Followers.
  • the Wiggle Room System and Network (as disclosed in this patent application) deploys artificial intelligence (AI) methodologies to predict the popularity of Influencers on behalf of individual Followers (given the data points that are known about Followers), and curates these Influencers within a user-friendly interface.
  • AI artificial intelligence
  • Such an AI-assisted Influencer “Search and Curate” facility can then become an attractive facility within an app for potentially millions of Followers world-wide.
  • artificial intelligence methodologies can assist an Influencers with “search, discover, aggregate and curate” facilities in an effort to increase their base of Followers.
  • the Wiggle Room app provides three methodologies to identify ‘Favorite’
  • Influencers within the Wiggle Room app The three methodologies are as follows: 1. Predict Influencers (by way of AI) from among the total population of Influencers that could be desirable to potential Followers and pro-actively place these Influencers in the list of ‘Favorites’ by way of the Wiggle Room app. 2. Allow potential Followers to navigate and identify potentially desirable Influencers by way of a button press (or click), and place these Influencers in the list of ‘Favorites’ within the app. 3. Count the number of engagements between the Follower and individual Influencers and automatically place Influences with the highest number of engagements in the list of ‘Favorites’ within the app.
  • FIG. 24 shows the Wiggle Room App with a button that is used to organize Influences for easy and fast access.
  • an “Influencer” button (14.7) allows users to navigate to the list of Influences by way of a single button press.
  • the most frequently visited Influences (considered to be ‘Favorites’ - 14.8) are also displayed on the screen by way of pictorial icon ‘buttons’ for simple one-click navigation (to locate those Influencer’ s videos, texts, “live” streams and/or channels of media content).
  • FIG. 25 shows the screen after the Follower has pressed the
  • ‘Influences’ button as displayed in FIG. 24.
  • the follower is prompted to select a category of Influences for the purposes of simple navigation and to reduce the search and discover process.
  • a ‘Favorites’ button (14.9) is provided to users so they can quickly navigate to the list of their Favorite Influences.
  • Categories of Influences (14.10) are also provided to users to assist them in the process of searching and discovering Influences.
  • FIG. 26 shows an example of a screen in the Wiggle
  • Influencers are listed within the ‘Comedy’ category.
  • Each Influencer displayed on the screen is represented by a ‘button’ with an image that can be ‘clicked’. Once a ‘button’ is ‘clicked’, the user will be taken to the list of the selected Influencer’ s media content as described below.
  • each Influencer will have a library of media content files (or ‘live’ streams) that can be accessed by way of Button presses. Such a library will be stored in the Wiggle Room Management System (3.0). Also in this figure, one or more content files provided by the Influencer (or on behalf of the Influencer) will play after a ‘click’ by the Follower.
  • the follower can then enter a communications session with the Influencer by way of clicking the button labeled “Video Blog back to Influencer” (14.14).
  • the preferred embodiment is a video-blog, however alternatively, the Follower can enter text, voice, graphical information, a “live” stream, or any other form of electronic communication.
  • a video conferencing system such as the popular
  • icons will be made available when rewards are disbursed to users.
  • a preferred embodiment is to show an icon of a stack of dollar bills on the screen below a given user after such user has just earned a reward.
  • the Wiggle Room App provides a Payment Gateway that facilitates payments made by one or more users (to one or more Influencers) as consideration for the Influencer’ s time, attention, resources and/or products, services or other valuable assets.
  • a payment gateway would allow payments from numerous facilities such as (but not limited to) the following: Credit Card Debit Card PayPal Apple Pay Google Pay Venmo ACH Transfer
  • Influencers will be enabled to sell or otherwise make event-oriented tickets available to their Followers. Such tickets can be sold by way of the Payment Gateway (as presented above) and the actual tickets themselves can be disbursed to Followers using the systems and methodologies provided within the Wiggle Room App (as presented in this disclosure).
  • on- line stores can be operated by Influencers allowing money (payments, reimbursements, returns, debits, credits, advances, etc.) to transact in both directions.
  • all money will be managed by the Wiggle Room system and network even if external payment systems (or payment gateways) are used for expediency.
  • a follower may wish to make a payment to an Influencer.
  • the Follower will indicate the amount of money to be paid and how the money should be deducted from his/her account.
  • the Influencer can indicate how a payment should arrive (such as PayPal, wire transfer or otherwise). It is the Wiggle Room system and network that debits money from the Follower and credits the money to the Influencer. The reverse is also true also.
  • the point being the payee and the payer both indicate how the payment is to be handled on their side of the transaction; however, it is the Wiggle Room system and network that facilitates the transaction.
  • a Wiggle Room Bank Account (similar to a PayPal Account) can be established for virtually any user on the Wiggle Room system and network.
  • the Wiggle Room system and network can provide loans or other types of financings to some (or all) of parties using the network.
  • the rationale is as follows: If all money is managed by the Wiggle Room system and network, then the Wiggle Room system and network can take possession of some (if not all) of the money for a given borrower, should that borrower become delinquent. Virtually any type of financing can be offered by the Wiggle Room system and network such as: Short-Term Loans Longer-Term Loans Cash Advances against Sales Venture Financings (allowing for ownership of equity)
  • the Wiggle Room App will notify the larger company if there is a high probability of a loan default.
  • FIG. 29 the figure provides an example of the Cash Rewards screen within the Wiggle Room App: Separate screens for non-cash rewards such as vouchers, points, coupons and other offerings look similar to this screen, however, are more specific to such non-cash rewards.
  • FIG. 30 the figure provides an example of the screen within the
  • Wiggle Room App that allows for the scanning of a bar code that enables a user to redeem coupons, vouchers or other valuable rewards that can be disbursed electronically.
  • Games can also be played within the Wiggle Room system and network with an example of that being an avatar of an Influencer who looks and sounds like the user.
  • Such a game will allow such an avatar to look and sound like the user (game player) at different ages in his/her lifetime.
  • Such a game may require the user to upload information about him/herself including photos, writings, report cards, yearbooks and other documentation as prompted by the game.
  • artificial intelligence systems can further predict how the user would have looked and acted at the specified age of the user.
  • Other games can be defined and played among Wiggle Room users of all kinds.
  • a computer system 100 is one suitable implementation of a computer system that is capable of performing the computer operations described herein including dynamic management of media subscriptions for media consumers.
  • Computer system 100 is a computer which can run multiple operating systems including the IBM i operating system.
  • IBM i operating system the operating systems
  • those skilled in the art will appreciate that the disclosure herein applies equally to any computer system, regardless of whether the computer system is a complicated multi-user computing apparatus, a single user workstation, laptop, phone or an embedded control system.
  • computer system 100 comprises one or more processors
  • the computer system 100 further includes a main memory 120, a mass storage interface 130, a display interface 140, and a network interface 150. These system components are interconnected through the use of a system bus 160.
  • Mass storage interface 130 is used to connect mass storage devices with a computer readable medium, such as mass storage 155, to computer system 100.
  • mass storage 155 is a readable and writable CD-RW drive, which may store data to and read data from a CD-RW 195.
  • Some mass storage devices may have a removable memory card or similar instead of the CD-RW drive.
  • Main memory 120 preferably contains an operating system 121.
  • Operating system 121
  • the memory 120 further includes data 122 and one or more media management applications 124 with processing elements 125.
  • the memory 120 also includes a media management service (MMS) 126 that includes a connection manager 127 and connection data 128.
  • MMS media management service
  • the media management service 126 deploys and manages processing elements 125 of the media management applications 124 as described further below.
  • Computer system 100 utilizes well known virtual addressing mechanisms that allow the programs of computer system 100 to behave as if they only have access to a large, single storage entity instead of access to multiple, smaller storage entities such as main memory 120 and mass storage 155. Therefore, while operating system 121, data 122, media management applications 124, processing elements 125, the media management service 126, the connection manager 127 and the connection data 128 are shown to reside in main memory 120, those skilled in the art will recognize that these items are not necessarily all completely contained in main memory 120 at the same time. It should also be noted that the term "memory” is used herein generically to refer to the entire virtual memory of computer system 100, and may include the virtual memory of other computer systems coupled to computer system 100.
  • Processor 110 may be constructed from one or more microprocessors and/or integrated circuits. Processor 110 executes program instructions stored in main memory 120.
  • Main memory 120 stores programs and data that processor 110 may access.
  • processor 110 initially executes the program instructions that make up operating system 121 and later executes the program instructions that make up the media management applications 124 as directed by a user and the media management service
  • computer system 100 is shown to contain only a single processor and a single system bus, those skilled in the art will appreciate that the system may be practiced using a computer system that has multiple processors and/or multiple buses.
  • the interfaces that are used preferably each include separate, fully programmed microprocessors that are used to off-load compute-intensive processing from processor 110.
  • these functions may be performed using I/O adapters as well.
  • Display interface 140 is used to directly connect one or more displays 165 to computer system 100.
  • These displays 165 which may be non-intelligent (i.e., dumb) terminals or fully programmable workstations, are used to provide system administrators and users the ability to communicate with computer system 100. Note, however, that while display interface 140 is provided to support communication with one or more displays 165, computer system 100 does not necessarily require a display 165, because all needed interaction with users and other processes may occur via network interface 150, e.g. web client-based users.
  • Network interface 150 is used to connect computer system 100 to other computer systems or workstations 175 via network 170.
  • Network interface 150 broadly represents any suitable way to interconnect electronic devices, regardless of whether the network 170 comprises present-day analog and/or digital techniques or via some networking mechanism of the future.
  • many different network protocols can be used to implement a network. These protocols are specialized computer programs that allow computers to communicate across a network. TCP/IP (Transmission Control Protocol/Intemet Protocol) is an example of a suitable network protocol.
  • the present invention may be a system, a method, and/or a computer program product at any possible technical detail level of integration
  • the computer program product may include a computer readable storage medium (or media) having computer readable program instructions thereon for causing a processor to carry out aspects of the present invention
  • the computer readable storage medium can be a tangible device that can retain and store instructions for use by an instruction execution device.
  • the computer readable storage medium may be, for example, but is not limited to, an electronic storage device, a magnetic storage device, an optical storage device, an electromagnetic storage device, a semiconductor storage device, or any suitable combination of the foregoing.
  • a non-exhaustive list of more specific examples of the computer readable storage medium includes the following: a portable computer diskette, a hard disk, a random access memory (RAM), a read-only memory (ROM), an erasable programmable read-only memory (EPROM or Flash memory), a static random access memory (SRAM), a portable compact disc read-only memory (CD-ROM), a digital versatile disk (DVD), a memory stick, a floppy disk, a mechanically encoded device such as punch-cards or raised structures in a groove having instructions recorded thereon, and any suitable combination of the foregoing.
  • RAM random access memory
  • ROM read-only memory
  • EPROM or Flash memory erasable programmable read-only memory
  • SRAM static random access memory
  • CD-ROM compact disc read-only memory
  • DVD digital versatile disk
  • memory stick a floppy disk
  • a mechanically encoded device such as punch-cards or raised structures in a groove having instructions recorded thereon
  • a computer readable storage medium is not to be construed as being transitory signals per se, such as radio waves or other freely propagating electromagnetic waves, electromagnetic waves propagating through a waveguide or other transmission media (e.g., light pulses passing through a fiber-optic cable), or electrical signals transmitted through a wire.
  • Computer readable program instructions described herein can be downloaded to respective computing/processing devices from a computer readable storage medium or to an external computer or external storage device via a network, for example, the Internet, a local area network, a wide area network and/or a wireless network.
  • the network may comprise copper transmission cables, optical transmission fibers, wireless transmission, routers, firewalls, switches, gateway computers and/or edge servers.
  • a network adapter card or network interface in each computing/processing device receives computer readable program instructions from the network and forwards the computer readable program instructions for storage in a computer readable storage medium within the respective computing/processing device.
  • Computer readable program instructions for carrying out operations of the present invention may be assembler instructions, instruction-set-architecture (ISA) instructions, machine instructions, machine dependent instructions, microcode, firmware instructions, state-setting data, configuration data for integrated circuitry, or either source code or object code written in any combination of one or more programming languages, including an object oriented programming language such as Smalltalk, C++, or the like, and procedural programming languages, such as the "C" programming language or similar programming languages.
  • the computer readable program instructions may execute entirely on the user's computer, partly on the user's computer, as a stand-alone software package, partly on the user's computer and partly on a remote computer or entirely on the remote computer or server.
  • the remote computer may be connected to the user's computer through any type of network, including a local area network (LAN) or a wide area network (WAN), or the connection may be made to an external computer (for example, through the Internet using an Internet Service Provider).
  • electronic circuitry including, for example, programmable logic circuitry, field-programmable gate arrays (FPGA), or programmable logic arrays (PLA) may execute the computer readable program instructions by utilizing state information of the computer readable program instructions to personalize the electronic circuitry, in order to perform aspects of the present invention.
  • These computer readable program instructions may be provided to a processor of a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions, which execute via the processor of the computer or other programmable data processing apparatus, create means for implementing the functions/acts specified in the flowchart and/or block diagram block or blocks.
  • These computer readable program instructions may also be stored in a computer readable storage medium that can direct a computer, a programmable data processing apparatus, and/or other devices to function in a particular manner, such that the computer readable storage medium having instructions stored therein comprises an article of manufacture including instructions which implement aspects of the function/act specified in the flowchart and/or block diagram block or blocks.
  • the computer readable program instructions may also be loaded onto a computer, other programmable data processing apparatus (including mobile devices such as smart phones and tablets), or other device to cause a series of operational steps to be performed on the computer, other programmable apparatus or other device to produce a computer implemented process, such that the instructions which execute on the computer, other programmable apparatus, or other device implement the functions/acts specified in the flowchart and/or block diagram block or blocks.
  • a computer other programmable data processing apparatus (including mobile devices such as smart phones and tablets), or other device to cause a series of operational steps to be performed on the computer, other programmable apparatus or other device to produce a computer implemented process, such that the instructions which execute on the computer, other programmable apparatus, or other device implement the functions/acts specified in the flowchart and/or block diagram block or blocks.
  • each block in the flowchart or block diagrams may represent a module, segment, or portion of instructions, which comprises one or more executable instructions for implementing the specified logical function(s).
  • the functions noted in the blocks may occur out of the order noted in the Figures.
  • two blocks shown in succession may, in fact, be executed substantially concurrently, or the blocks may sometimes be executed in the reverse order, depending upon the functionality involved.
  • Media management applications 124 and media management service 126 are programmatic elements that combine to perform the proxy app functions and proxy subscription functions set forth herein. Depending on the application environment, media management applications 124 and media management service 126 may be deployed on a standard computer, a mobile device, or a network server.

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  • Strategic Management (AREA)
  • Finance (AREA)
  • Development Economics (AREA)
  • Accounting & Taxation (AREA)
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Abstract

La présente invention concerne un système en nuage qui récompense des utilisateurs d'avoir regardé des publicités vidéo sans les sauter le plus tôt possible. Un tel système de publicité et de récompense synchronise son réseau avec des plates-formes multimédias externes (tels des médias sociaux et une télévision AVOD) de façon à récompenser les utilisateurs lorsqu'ils ont lu du début à la fin des publicités vidéo (qu'ils auraient facilement pu sauter). Des technologies de liaison profonde utilisées pour communiquer entre les plates-formes multimédias et une application téléchargée permettent aux utilisateurs d'accéder facilement à leur récompense au moyen de leur téléphone, tablette, ordinateur et/ou téléviseur intelligent. Des procédés « d'adressabilité » de publicités sont utilisés pour délivrer des publicités pertinentes à des utilisateurs soigneusement sélectionnés de façon à créer des campagnes d'une grande efficacité. De plus, des récompenses de grande valeur sont utilisées pour inciter les utilisateurs à apprécier la marque et, éventuellement, à acheter des produits et/ou des services. L'intelligence artificielle est utilisée pour délivrer des publicités pertinentes aux personnes intéressées par la proposition du publicitaire et pour créer des propositions de valeurs attrayantes destinées aux deux côtés de la chaîne logistique. Des paramètres de préférence établis par les utilisateurs et les publicitaires permettent d'ajuster l'expérience de distribution des récompenses. Des influenceurs sont autorisés à lancer des défis à leurs suiveurs en établissant des règles relatives à des défis discrets et en délivrant ensuite des récompenses à ceux qui ont réussi. Tous les éléments du système sont disponibles au moyen d'interfaces utilisateur modernes sur des dispositifs mobiles et/ou des ordinateurs.
PCT/US2021/038307 2020-06-18 2021-06-21 Système et procédé permettant de récompenser des utilisateurs d'avoir regardé des publicités vidéo sans les sauter WO2021258071A1 (fr)

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Cited By (2)

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Publication number Priority date Publication date Assignee Title
CN116389784A (zh) * 2023-06-06 2023-07-04 北京达佳互联信息技术有限公司 信息展示方法、装置、电子设备及存储介质
IT202200001055A1 (it) * 2022-01-24 2023-07-24 Zoe S R L S Metodo di tracciamento pubblicitario in ambito web/app

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US20080221986A1 (en) * 2007-03-09 2008-09-11 Barry Soicher Consumer-choice, incentive based, alternative payment method and advertising system
US20080244635A1 (en) * 2007-03-29 2008-10-02 Pollard Edward E Method to encourage digital video recording users to view advertisements by providing compensation offers
US20140067516A1 (en) * 2012-11-08 2014-03-06 Timothy James Price System and method of incentivized advertising

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US20080221986A1 (en) * 2007-03-09 2008-09-11 Barry Soicher Consumer-choice, incentive based, alternative payment method and advertising system
US20080244635A1 (en) * 2007-03-29 2008-10-02 Pollard Edward E Method to encourage digital video recording users to view advertisements by providing compensation offers
US20140067516A1 (en) * 2012-11-08 2014-03-06 Timothy James Price System and method of incentivized advertising

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
IT202200001055A1 (it) * 2022-01-24 2023-07-24 Zoe S R L S Metodo di tracciamento pubblicitario in ambito web/app
CN116389784A (zh) * 2023-06-06 2023-07-04 北京达佳互联信息技术有限公司 信息展示方法、装置、电子设备及存储介质

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