WO2024103270A1 - 游戏多媒体数据认证标示方法及系统 - Google Patents

游戏多媒体数据认证标示方法及系统 Download PDF

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Publication number
WO2024103270A1
WO2024103270A1 PCT/CN2022/132133 CN2022132133W WO2024103270A1 WO 2024103270 A1 WO2024103270 A1 WO 2024103270A1 CN 2022132133 W CN2022132133 W CN 2022132133W WO 2024103270 A1 WO2024103270 A1 WO 2024103270A1
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Prior art keywords
game
data
media server
recording
authentication
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PCT/CN2022/132133
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English (en)
French (fr)
Inventor
王振宇
赖书培
魏奕文
张思涵
白玉书
Original Assignee
游戏橘子数位科技股份有限公司
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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Application filed by 游戏橘子数位科技股份有限公司 filed Critical 游戏橘子数位科技股份有限公司
Priority to PCT/CN2022/132133 priority Critical patent/WO2024103270A1/zh
Publication of WO2024103270A1 publication Critical patent/WO2024103270A1/zh

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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/497Partially or entirely replaying previous game actions
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • 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
    • H04N21/432Content retrieval operation from a local storage medium, e.g. hard-disk
    • 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
    • H04N21/83Generation or processing of protective or descriptive data associated with content; Content structuring
    • H04N21/845Structuring of content, e.g. decomposing content into time segments

Definitions

  • the present invention relates to a multimedia data authentication method and system, and in particular to a game multimedia data authentication marking method and system.
  • the present invention has invented a method and system for authenticating and marking game multimedia data to solve the problems of the prior art. No preparation is required, and one can replay the surprises encountered in daily life and retrieve the wonderful moments with one click.
  • the recorded package data can carry user account data and game business data, and official authentication can be achieved to ensure the authenticity of the package data content.
  • the present invention provides a method and system for authenticating and marking game multimedia data.
  • the game application needs to be connected in series with the capture and recording application.
  • the user operation process of one embodiment is as follows: 1. The user clicks the "Capture and Recording Identifier" button in the game application. 2. If the user has not registered yet, the user is reminded that he must register before using the retrospective recording function. 3. The capture and recording application will output the short video file and related official certification information. (The user's latest game data, level, level, map, and the unique code of the video.) 4. The capture and recording application asks the user "Do you want to open the video editing function immediately for creative editing?" 5. If the user chooses "Edit later", the original game operation experience is maintained. 6.
  • the “Video Editing Function” will provide the following materials for the user to use or specify the placement by dragging. (a. Countdown timer sticker: 3, 5 seconds countdown special effects. b. Turn on or off the background sound of the video. c. The game to which the video belongs and its game emoticon stickers. d. Text editing 16. e. Video fast forward.) 8. After the user completes the post-production in the "Video Editing Function", click "Save to Short Video Library" to find the record in the user's "Game/Passport/Short Video Library”.
  • the present invention can rewind the video by one-click to rewind 15 seconds (not limited to 15 seconds) of the video, and can carry user accounts/information/data, and be used in game to achieve audio and video recording scenarios for sharing and storage in local albums.
  • the present invention can be used in conjunction with customer service reporting, and can automatically provide a video link of the first 15 seconds (not limited to 15 seconds) of the selected report to the customer service, and be used for game program debugging testing.
  • the retrospective video recording method of the present invention can be used to carry out official authentication by using the entrained account data and game data.
  • the authenticated short videos can be made into stickers, advertisements, or sold, given away, and traded as non-fungible token commodities (NFTs).
  • NFTs non-fungible token commodities
  • the game multimedia data authentication marking method and system of the present invention can record wonderful moments at any time without missing any, without pre-planning, and can authenticate the authenticity of the recorded video with the game company.
  • FIG1 is a schematic diagram of a game multimedia data authentication marking system
  • FIG2 is a schematic diagram of an electronic device capturing and recording an identifier
  • Figure 3 is the user information intent
  • FIG4 is a schematic diagram of a method for capturing and recording an application program
  • FIG5 is a schematic diagram of a video editing function
  • FIG6 is a schematic diagram of an authentication label
  • FIG7 is a flowchart of a method for authenticating and marking game multimedia data
  • FIG8 is a flowchart of a method for authenticating and marking game multimedia data
  • FIG9 is a flowchart of a method for authenticating and marking game multimedia data
  • FIG. 10 is a schematic diagram of a method for authenticating and marking game multimedia data combined with a real-time communication group.
  • 1 electronic device 1 electronic device; 2 game server; 3 media server; 11 display screen; 12 capture recording identifier; 13 authentication tag; 14 user information; 15 video editing function; 16 tag item; 20 recording file; 30 package data; 40 platform; 100 game multimedia data authentication and marking system; 201-215 recording file; A10-A90 game multimedia data authentication and marking method process steps; B10-B80 game multimedia data authentication and marking method process steps.
  • a game multimedia data authentication and marking system 100 includes: an electronic device 1, at least one game server 2 and a media server 3; the electronic device 1 includes at least one processor, a display screen 11, a storage unit, a game application and a capture (capture) recording application; the game server 2 is connected to the electronic device 1 via the Internet and includes game-related data; and the media server 3 is connected to the electronic device 1 and the game server 2 via the Internet.
  • the capture and recording application obtains user data from the electronic device 1 , obtains game process data from the game application, and obtains official authentication data from the media server 3 .
  • the electronic device 1 executes the capture and recording application, and embeds a capture and recording identifier 12 in the game application screen being displayed on the display screen 11; the processor records the continuous screen presented on the display screen 11 according to a time length, records it into a recording file 20 with a timestamp and stores it in the cache (temporary) memory of the storage unit, and the processor deletes the earliest timestamp screen data in the cache memory according to the time length, and stores the current timestamp screen data.
  • the processor extracts the recording file 20 in the cache memory and embeds a verification code and stores it as a packet data 30 in the general memory of the storage unit.
  • the capture and recording application After being stored as the packet data 30 , the capture and recording application presents a transmission authentication option on the display screen 11 to ask the user whether to perform a valid authentication. If so, the packet data 30 is embedded in the transmission authentication option and transmitted to the media server 3 .
  • the media server 3 receives the packet data 30, connects to the game server 2 according to the verification code to obtain game-related data, and compares the verification code with the game-related data to see if they are correct. If so, an authentication tag 13 is output, and if not, a message is sent back to the display screen 11 of the user's electronic device 1.
  • the recording file 20 is embedded with a verification code and stored as a packet data 30, which can be directly transmitted to the media server 3 without going through the transmission authentication option step.
  • the verification code includes the user data, game history data, official certification data and an editing record.
  • the user data includes the media server 3 account, the game application account and a platform 40 (such as a communication platform) account
  • the game history data includes the user level and the level, map, game progress and related game history data when the recording file 20 is recorded
  • the official authentication data includes the game server authority, an anti-counterfeiting code and a video unique code.
  • the capture and recording application can obtain the official authentication data directly from the game server 2 without going through the media server 3.
  • a game multimedia data authentication and marking system 100 of the present invention further includes a communication server (not shown in the figure), the communication server is connected to the electronic device 1 and/or the media server 3, and the media server 3 marks the authentication tag 13 on the user information 14 of a platform 40 of the communication server, as shown in Figure 3.
  • the electronic device 1 executes a capture and recording application at time 09:20:10, and the time length is set to 10 seconds.
  • the electronic device 1 continues to execute the capture and recording application. If the time is less than the set time length (before 09:20:20), the capture and recording application stores the recording file 20 recorded second by second into the cache memory (the process is as shown in the recording files 201 to 210).
  • the cache memory automatically deletes the oldest data and adds the latest data (the process is as shown in the recording files 211 to 215).
  • the processor When the capture and recording application detects a transmission instruction (09:20:25), the processor extracts the recording file 20 (09:20:16 to 09:20:25 recording file 215) from the cache memory and embeds the verification code and stores it as package data 30 into the general memory.
  • the capture and recording application receives a transmission instruction, and the capture and recording application starts recording the continuous images presented on the display screen and stores them as a recording file 20 in a cache memory.
  • the processor embeds a verification code in the recording file 20 in the cache memory and packages it into packet data 30 to a general memory.
  • the length of time for recording of the electronic device 1 is set in a manner including setting according to cache memory capacity, user setting, and default setting according to a capture and recording application.
  • the recording file 20 includes a video format, a pure audio format, a single or multiple picture formats, a Graphics Interchange Format (GIF), and a game program file.
  • GIF Graphics Interchange Format
  • the packet data 30 is composed of the recording file 20 and the verification code.
  • the media server 3 embeds the authentication tag 13 into the continuous frames of the packet data 30 and stores the authentication tag 13 in a media database of the media server 3 for viewing by the user.
  • the capture and recording application further includes a video editing function 15 , as shown in FIG. 5 , the video editing function 15 can edit the packet data 30 and embed the edited record into the verification code.
  • the video editing function 15 further includes countdown timer stickers, 3- and 5-second countdown special effects, turning on or off the sound source of the video background, emoticon stickers, text editing, video fast forwarding and filters, but is not limited to these.
  • the capture and recording application further includes an authentication label menu, which allows the user to select a label item 16 for authentication according to the item of the package data 30 that needs to be officially authenticated according to the authentication label menu.
  • an authentication label menu which allows the user to select a label item 16 for authentication according to the item of the package data 30 that needs to be officially authenticated according to the authentication label menu.
  • the capture and recording application will embed the verification code into the label item 16.
  • the label items 16 of the certification label menu include wonderful moments, interesting things to share, quick clearance, top rankings, banule, various strongest and the items in Table 1, but are not limited to these.
  • the media server 3 obtains the platform 40 authority according to the platform 40 account in the verification code, uploads the package data 30 embedded with the authentication tag 13 to the platform 40 and/or embeds the personal data on the platform 40 into the authentication tag 13, as shown in FIG. 6 .
  • the tag item 16 may correspond to the game-related data of the game server 2 , and the game-related data is regularly updated with the game time.
  • the game-related data includes an anti-counterfeiting code and a video unique code.
  • the game further includes the content shown in Table 1 below, but is not limited thereto:
  • the electronic device 1 includes a mobile phone, a computer, a handheld device, a game console, and a tablet, but is not limited thereto.
  • the media server 3 and the capture and recording application need to complete the following projects on the official game application (App) side of the game, capturing the recording identifier 12 to embed the game screen protocol, synchronizing the game application anti-counterfeiting code and the video unique code and the data update of the game application (such as level completion, game level, entering the map).
  • the media database decapsulates the package data 30 and provides it to multiple users through the platform 40 to connect to the media server 3 for viewing and/or sharing.
  • FIG7 a method for authenticating and marking game multimedia data is shown in FIG7 , and includes:
  • a user executes a game application on an electronic device 1, and the game application presents a continuous game screen on a display screen 11 of the electronic device 1;
  • the user executes a capture and recording application on the electronic device 1.
  • the processor of the electronic device 1 records the continuous images and audio presented on the display screen 11 according to a time length, records them into a recording file 20 with a continuous time stamp, and stores them in a storage unit of the electronic device 1.
  • the processor deletes the earliest image data with a time stamp in the storage unit according to the passage of time, and stores the image data with the current time stamp;
  • A30 When the processor executes the capture and recording application, a capture and recording identifier 12 is displayed in the game screen presented on the display screen 11;
  • A40 When a user encounters an event while continuing to execute a game application, the user can click on the capture recording identifier 12 after the event occurs, and the capture recording application sends a transfer instruction to the processor, and the processor will embed a verification code in the recording file 20 in the storage unit and store it as a packet data 30;
  • the capture and recording application displays a transmission authentication option on the display screen 11, allowing the user to select whether to conduct an official authentication packet data 30, if not, the display screen 11 continues to present the game screen to maintain the original game operation experience;
  • the capture recording application detects a transmission authentication instruction, the processor transmits the packet data 30 to a media server 3;
  • the media server 3 receives packet data 30, extracts the game server authority of an official authentication data of the verification code, connects to a game server 2, and obtains a game-related data corresponding to the game application;
  • A80 media server 3 compares the verification code of a security code and a unique video code and game-related data are consistent, if it is output an authentication label 13;
  • the media server 3 embeds the authentication tag 13 into the continuous images of the recorded file 20 of the packet data 30 and stores it in a media database of the media server 3 for viewing by many users.
  • Step A40 is further followed by step A41.
  • the processor stores the packet data 30 in the storage unit, and then proceeds to step A50. As shown in FIG. 8 .
  • Step A40 or A41 follows A42, and the capture recording application displays a video editing function 15 option on the display screen 11, asking the user whether to open the video editing function 15 for editing immediately. If not, the original operating experience is maintained. If so, the display screen 11 switches to the video editing function 15. After the user completes editing the package data 30, it is stored as package data 30 to continue step A50.
  • Step A50 is further replaced by A50a, where the capture and recording application presents a verification tag menu on the display screen 11, and when the user selects a tag item 16 in the verification tag menu, the capture and recording application embeds the verification code into the tag item 16 and proceeds to step A60.
  • step A40 the processor directly transmits the packet data 30 to a media server 3 to proceed to step A70.
  • the media server 3 compares the security code of the verification code and the unique code of the video with the game-related information to see if they are consistent. If not, a message is sent back to the display screen 11 of the user's electronic device 1.
  • step A80 the media server 3 compares the security code of the verification code and the unique code of the video with the game-related data to see if they are consistent. If so, the package data 30 is directly unpacked and stored in a media database of the media server 3 for the user to watch.
  • Step A10 can be further replaced by A10a, where a user executes a game application on an electronic device 1, and the game application presents a continuous game screen on a display screen 11 of the electronic device 1, and a capture and recording identifier 12 is embedded in the display screen 11; step A10a follows step A20 and omits step A30.
  • FIG. 9 Another embodiment of the present invention is shown in FIG. 9 , a method for authenticating and marking game multimedia data can authenticate a quick clearance screen during a game, and the method comprises:
  • a user executes a capture and recording application on an electronic device 1.
  • the processor of the electronic device 1 records the continuous images and audio displayed on a display screen 11 of the electronic device 1 for a time length (e.g., 15 seconds) and records them into a recording file 20 with a continuous time stamp, and stores them in a cache memory of the electronic device 1.
  • the processor deletes the earliest image data with the time stamp of the time length in the cache memory as time passes, and stores the image data with the current time stamp (the recording file 20 maintains a length of 15 seconds);
  • the user executes a game application on the electronic device 1, the game application is presented on the display screen 11 of the electronic device 1, and a capture recording identifier 12 is displayed on the game application screen;
  • B40 processor receives a transmission instruction, that is, the cache memory recording file 20 embedded with a verification code after storing it as a packet data 30 to the general memory of the electronic device 1, the verification code includes a game history data;
  • the capture and recording application presents an authentication tag menu on the display screen 11.
  • the capture and recording application receives a user's selection of a tag item 16 (such as a quick pass) from the authentication tag menu, the tag item 16 is embedded with a verification code and then the packet data 30 is transmitted to a media server 3;
  • B60 media server 3 connects to the game server 2 and extracts a game-related data
  • B70 media server 3 compares the game history data and game-related data of the verification code of the first level clearance record (such as Table 1, clearance record: 1st level -1m45s) meets the conditions; and
  • an authentication tag 13 (eg, quick pass) embedded into a user information 14 and/or embed the authentication tag 13 into the continuous frame of the recording file 20 of the packet data 30 and store it in a media database of the media server 3 for multiple users to watch.
  • the media server 3 compares the game history data of the verification code with the game-related data to see if they meet the conditions; if not, a message is sent back to the display screen 11 of the user electronic device 1 .
  • steps B10 and B20 of the above embodiment are changed to B10a and B20a as follows:
  • a user executes a game application on an electronic device 1, and the game application is presented on a display screen 11 of the electronic device 1;
  • a user executes a capture and recording application on the electronic device 1, and a capture and recording identifier 12 is displayed on the game application screen.
  • the processor of the electronic device 1 records the continuous images displayed on the display screen 11 of the electronic device 1 for a time length (for example, 15 seconds), records them into a recording file 20 with a continuous timestamp, and stores them in a cache memory of the electronic device 1.
  • the processor deletes the earliest image data with the timestamp of the time length in the cache memory as time passes, and stores the current timestamp image data (the recording file 20 maintains a length of 15 seconds); continuing with the above-mentioned embodiment B30.
  • the present invention also includes a game multimedia data authentication and identification system, the system includes: an electronic device 1, at least one game server 2 and a media server 3; the electronic device 1 includes at least one processor, a display screen 11, a storage unit, a game application, a built-in screen image recording application and a capture and recording application; the game server 2 is connected to the electronic device 1 via the Internet and includes game-related data; and the media server 3 is connected to the electronic device 1 and the game server 2 via the Internet; the electronic device 1 starts the built-in screen image recording application function, the built-in screen image recording application records the continuous images presented on the display screen 11, and stores it as a recording file 20 in a cache memory of the storage unit, the cache memory deletes the earliest image data in the cache memory according to a time length, and stores the current image data; the game application is bound to the capture and recording application, and when the electronic device 1 executes the game application, a capture and recording identifier 12 is embedded in the game application image presented on the display screen 11.
  • the electronic device 1 includes at
  • the user needs to register on the media server 3 first.
  • the capture and recording application verifies the user's identity. If the user has not registered, the capture and recording application connects to the registration screen of the media server 3.
  • a retrospective video authentication method when multiple users compete in the same game application and use the present invention, the method comprises:
  • a binding agreement between a game application and a capture and recording application is officially issued by the publisher of the game application and the capture and recording application;
  • the processor of the electronic device 1 When executing the game application together with the capture and recording application, the processor of the electronic device 1 records the continuous images presented on a display screen 11 of the electronic device 1 for a time length (e.g., 7 seconds) and records them into a recording file 20 with a continuous time stamp, and stores them in a cache memory of the electronic device 1.
  • the processor deletes the earliest image data with the time stamp of the time length in the cache memory as time passes, and stores the image data with the current time stamp (the recording file 20 maintains a length of 7 seconds);
  • the processor receives a transmission instruction, and then stores the recorded file 20 in the cache memory into a packet of data 30 embedded in a verification code to the general memory of the electronic device 1;
  • C60 capture recording application displays a video editing function 15 options on the display screen 11, asking the user whether to edit, if not continue C70, if the display screen 11 to the video editing function 15, in a plurality of households after each editing the packet data 30 and then stored as packet data 30;
  • C70 capture recording application presents a transmission authentication option on the display screen 11, allowing the user to choose whether to conduct official authentication packet data 30, if not, the display screen 11 continues to present the game screen to maintain the original game operation experience, if so, the processor transmits the packet data 30 to a media server 3;
  • the media server 3 receives packet data 30 to extract a verification code of an official authentication data of the game server authority, connect to a game server 2, and obtain a game-related data corresponding to the game application;
  • C90 media server 3 compares the verification code of a security code and a unique video code and game-related data are consistent, if it is output an authentication label 13;
  • the media server 3 embeds the authentication tag 13 in the continuous picture of the recorded file 20 of the packet data 30 and stores it in a media database of the media server 3;
  • Multiple users connect to the media database of the media server 3 via their respective electronic devices 1, and each extracts the package data 30 and uploads it to a platform 40 for sharing.
  • a method for authenticating and marking game multimedia data is applied to a media server, comprising: the media server receives a packet of data transmitted by an electronic device, the packet of data comprising a recording file and a verification code; the media server connects to a game server to obtain game-related data; the media server compares the verification code with the game-related data to see if they are correct, and if so, outputs an authentication tag; and the media server marks the authentication tag on a user information of a platform or/and the media server embeds the authentication tag in a continuous screen of the recording file and stores it in a media database of the media server for multiple users to watch.
  • a software module is implemented as a computer program product including a computer-readable medium containing computer program code, which may be executed by a processor for performing any or all of the steps, operations or processing procedures described.
  • the storage unit may be a read-only memory (ROM) or an erasable memory, such as a hard disk or a flash memory.
  • the memory unit may be a random access memory (RAM).
  • the memory unit may be physically integrated with the processor or integrated in the memory or constructed as a separate unit.
  • the processor is the control center of the above-mentioned device (the device is the above-mentioned server or the above-mentioned electronic device), and provides processing means for executing instructions, performing interrupt operations, providing timing functions and various other functions.
  • the processor includes one or more central processing units (CPUs).
  • CPUs central processing units
  • the above-mentioned device includes one or more processors.
  • the processor may be a single-core processor or a multi-core processor. Unless otherwise stated, components such as processors or memories described as being used to perform tasks may be implemented as general components that are temporarily used to perform tasks at a given time, or implemented as specific components specially manufactured for performing tasks.
  • the term "processor” used herein refers to one or more devices, circuits and/or processing cores for processing data, such as computer program instructions.
  • the program code executed by the processor may be stored in a memory unit or a storage medium. Alternatively, the program code stored in the storage medium may be copied into the memory unit for execution by the processor.
  • the processor may execute at least one kernel (e.g., LINUXTM, UNIXTM, WINDOWSTM, ANDROIDTM, IOSTM), which is known to control the operation of the above-mentioned devices by controlling the execution of other programs or processes, controlling communication with peripheral devices, and controlling the use of computer device resources.
  • kernel e.g., LINUXTM, UNIXTM, WINDOWSTM, ANDROIDTM, IOSTM

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Abstract

本发明公开了一种游戏多媒体数据认证标示方法及系统,用户在玩游戏应用程序时点选录像按钮,捕获录制应用程序将游戏过程录制成录制档,并让用户编辑。录制档可以是一段影音格式、纯音讯格式、单张或多张图片格式及图像互换格式(GIF)。捕获录制应用程序将录制文件合并验证码后输出成封包数据再传送到媒体服务器进行认证标示作业。

Description

游戏多媒体数据认证标示方法及系统 技术领域
本发明涉及一种多媒体数据认证方法及系统,尤其是一种游戏多媒体数据认证标示方法及系统。
背景技术
随着玩手机游戏的人越来越多且投入游戏的时间也越多,在玩游戏的过程中用户有时会遭遇一些精彩瞬间、破关时段、有趣片段及任何值得保存或炫耀的场景发生,这类画面往往都稍纵即逝,即使想马上以画面录制应用程序来录制也无法找回已经发生过的游戏片段了。
为解决上述问题,游戏发行商采用在游戏程序中定期为用户保存玩游戏的过程状态,但这类方式大都不是录制在用户需要的关键时间点上。而且现的游戏都很复杂,以至于要保存游戏的所有可能状态是不切实际的,甚至是不可能的。因为占用的磁盘空间非常大,这远远超出了大多数个人计算器的存储能力。另外,有一种方式是用户在手机上外挂画面录制程序来录制,但这类型的应用程序所采用的录像为时间正向录像,要在游戏过程中做到随时可以亮点捕捉,就需要经过事先的规划与准备或者是长时间反复录像。这类方式的门坎较高而且录制出来的短影音有没有人为造假也无法确认。
发明内容
有鉴于此,本发明为解决现有技术问题发明了一种游戏多媒体数据认证标示方法及系统,不须准备,一键回溯日常遇见的惊喜找回精彩瞬间,而且所录制的封包数据可夹带用户账号数据、游戏商数据,可做到官方认证确保封包数据内容的真实性。
本发明一种游戏多媒体数据认证标示方法及系统,游戏应用程序需与捕获录制应用程序完成串接,一实施例用户操作流程如下:1.用户于游戏应用程序点选“捕获录制标识符”按钮。2.若用户尚未注册时,则提醒用户需先注册才能使用回溯录像功能。3.捕获录制应用程序将输出短影音的档案及相关官方认证资料。(用户最新的游戏数据、等级、关卡、地图,该影片的唯一码。)4.捕获录制应用程序询问用户“是否立即打开影片编辑功能进行创意编辑”。5.若用户选择“稍后编辑”,则维持原本游戏操作体验。6.若用户选择“进行编辑”,则手机画面转到“影片编辑功能”。7.“影片编辑功能”将提供以下素材,让用户使用或以拖曳方式指定摆放位置。(a.倒数定时器贴图:倒数3、5秒的特效。b.开启或关闭影片背景的音源。c.影片所属的游戏,其游戏表情贴图。d.文字编辑16。e.影片快转。)8.用户于“影片编辑功能”完成后制后,点选“储存至短影音库”,即可于用户的“游戏/护照/短影音库”内找到纪录。
本发明回溯录像,可采一键回溯15秒(不限定15秒)录像,可夹带用户账号/信息/数据,运用于游戏成就影音纪录情境,供分享及储存在本地相簿。
本发明可搭配客服回报,可以自动将点选回报的前15秒(不限定15秒)影片连结带给客服,运用于游戏程序除错测试。
本发明回溯录像方式,运用夹带账号数据、游戏数据,可进行官方认证,认证过的短影音可制作成贴图、广告或当成非同质化代币商品(NFT)进行贩卖、赠送、交易。
本发明一种游戏多媒体数据认证标示方法及系统达到了可随时录制精彩瞬间无一漏失,不用预先规划,并可与游戏商认证所录制影片之真伪。
附图说明
图1是游戏多媒体数据认证标示系统示意图;
图2是电子装置捕获录制标识符示意图;
图3是用户信息意图;
图4是捕获录制应用程序录制方法示意图;
图5是影片编辑功能示意图;
图6是认证标签示意图;
图7是游戏多媒体数据认证标示方法流程示意图;
图8是游戏多媒体数据认证标示方法流程示意图;
图9是游戏多媒体数据认证标示方法流程示意图;
图10是游戏多媒体数据认证标示方法结合实时通讯群组示意图。
附图标记说明:1电子装置;2游戏服务器;3媒体服务器;11显示屏幕;12捕获录制标识符;13认证标签;14用户信息;15影片编辑功能;16标签项目;20录制档;30封包数据;40平台;100游戏多媒体数据认证标示系统;201-215录制档;A10-A90游戏多媒体数据认证标示方法流程步骤;B10-B80游戏多媒体数据认证标示方法流程步骤。
具体实施方式
以下说明中的许多具体细节用于提供对各种示例性实施例的透彻理解,而不是用于限定本发明。本发明可以在没有这些具体细节或具有一个或多个等效布置的情况下实践各种示例性实施例。
如图1所示,一种游戏多媒体数据认证标示系统100包含:一电子装置1、至少一游戏服务器2及一媒体服务器3;电子装置1包含至少一处理器、一显示屏幕11、一存储单元、一游戏应用程序及一捕获(撷取)录制应用程序;游戏服务器2运用互联网与电子装置1连接,包含一游戏相关数据;以及媒体服务器3运用互联网与电子装置1及该游戏服务器2连接。
捕获录制应用程序从电子装置1取得一用户数据,从游戏应用程序取得一游戏历程数据,从媒体服务器3取得一官方认证数据。
如图2所示,电子装置1执行该捕获录制应用程序,在显示屏幕11上正在呈现的游戏应用程序画面中嵌入一捕获录制标识符12;处理器依一时间长度录制显示屏幕11所呈现的连续画面,录制成具有一时间戳的一录制档20并储存到该存储单元的缓存(暂存)存储器,处理器依时间长度推移删除缓存存储器内时间戳最早画面数据,储存当前时间戳画面数据。
如上所述,当捕获录制应用程序检测到一用户点选捕获录制标识符12后所传送的一传送指令,处理器提取缓存存储器的录制文件20并嵌入一验证码后储存成一封包数据30到存储单元的一般存储器。
如上所述,储存成封包数据30后,捕获录制应用程序在显示屏幕11上呈现一传送认证选项询问用户是否进行有效认证,若是则将封包数据30嵌入传送认证选项传送到媒体服务器3。
如上所述,媒体服务器3接收封包数据30,依验证码连接游戏服务器2取得游戏相关数据,比对该验证码与该游戏相关数据是否正确,若是则输出一认证标签13,若否,则回传一信息到该用户该电子装置1的显示屏幕11上。
在本发明另一实施例中,当用户点选该捕获录制标识符12,即包含将该录制档20嵌入一验证码后储存成一封包数据30后可直接传送到媒体服务器3,不必经过该传送认证选项步骤。
在一个优选实例中,验证码包含该用户数据、游戏历程数据、官方认证数据及一编辑纪录。
如上所述,用户数据包含媒体服务器3账号、该游戏应用程序账号及一平台40(例如通讯平台)账号,游戏历程数据包含录制档20录制时的用户等级与所进行的关卡、地图、游戏进度及其相关的游戏历程数据,官方认证数据包含游戏服务器权限、一防伪码及一影片唯一码。
在另一实施例中,捕获录制应用程序可直接从游戏服务器2取得该官方认证数据,而不需要通过媒体服务器3。
在一实施例中,本发明一种游戏多媒体数据认证标示系统100进一步包含一通讯服务器(图中未示出),通讯服务器连接电子装置1和/或媒体服务器3,媒体服务器3将认证标签13标示在该通讯服务器一平台40的用户信息14,如图3所示。
在图4所示的一实施例中,电子装置1于时间09:20:10执行捕获录制应用程序,时间长度设定为10秒,电子装置1持续执行捕获录制应用程序时间,若小于设定的时间长度(09:20:20前),则捕获录制应用程序将逐秒录制的录制档20储存到该缓存存储器(过程如该录制档201至210),执行捕获录制应用程序持续时间超出时间长度时(09:20:19后), 缓存存储器自动删除时间最早的数据,增加当前最新的数据(过程如该录制档211至215),当捕获录制应用程序检测到传送指令(09:20:25),处理器提取缓存存储器的录制文件20(09:20:16~09:20:25录制档215)并嵌入验证码后储存成封包数据30到一般存储器。
在另一实施例中,捕获录制应用程序接收传送指令,捕获录制应用程序开始录制显示屏幕上所呈现的连续画面,储存成录制档20到缓存存储器,录制时间持续到设定的时间长度时,处理器将缓存存储器中的录制文件20嵌入验证码后封包成封包数据30到一般存储器。
在一个较佳实例中,电子装置1录制的时间长度设定方式包含依缓存存储器容量设定、用户设定及依捕获录制应用程序默认。
录制档20包含一段影音格式、纯音讯格式、单张或多张图片格式及图像互换格式(GIF)及游戏程序文件。
封包数据30由录制文件20及验证码组成。
在一个较佳实例中,媒体服务器3将认证标签13嵌入在封包数据30的连续画面中并储存到媒体服务器3的一媒体数据库,供用户观看。
捕获录制应用程序进一步包含一影片编辑功能15,如图5所示,影片编辑功能15可对封包数据30进行编辑并将编辑记录嵌入到验证码中。
影片编辑功能15进一步包含倒数定时器贴图、倒数3、5秒的特效、开启或关闭影片背景的音源、表情贴图、文字编辑、影片快转及滤镜等,但不以此为限。
此外,捕获录制应用程序进一步包含一认证标签选单,可让用户依封包数据30要进行官方认证的项目,依认证标签选单选择一标签项目16进行认证,待用户选择其中的标签项目16时,捕获录制应用程序将标签项目16嵌入验证码。
认证标签选单的标签项目16包含精彩瞬间、趣事分享、快速通关、顶尖排名、嘲讽、各类最强及表1中各项目,但不以此为限。
在较佳实例中,媒体服务器3依验证码中平台40账号取得平台40权限,将嵌入认证标签13的封包数据30上传到平台40和/或平台40上的个人资料嵌入认证标签13,如图6所示。
在本发明的游戏多媒体数据认证标示方法中,标签项目16可对应于游戏服务器2的游戏相关数据,游戏相关数据随游戏时间定期更新。
在本发明的游戏多媒体数据认证标示方法中,游戏相关数据包含防伪码及影片唯一码。
游戏进一步包含下表1所示的内容,但不仅此为限:
表1
Figure PCTCN2022132133-appb-000001
Figure PCTCN2022132133-appb-000002
在本发明的游戏多媒体数据认证标示方法中,电子装置1包含手机、计算机、手持装置、游戏机及平板,但不以此为限。
在本发明另一实施例中,媒体服务器3与捕获录制应用程序需于游戏官方的游戏应用程序(App)端完成以下项目,捕获录制标识符12嵌入游戏画面协议、同步游戏应用程序防伪码及影片唯一码及游戏应用程序的数据更新(如等级完成、游戏关卡、进入地图)。
在本发明一实施例中,媒体数据库将封包数据30进行解封后提供诸多用户透过平台40连接媒体服务器3来观看或/及分享。
在本发明一实施例中,一种游戏多媒体数据认证标示方法如图7所示,包含:
A10.由一用户在一电子装置1上执行一游戏应用程序,游戏应用程序在电子装置1的一显示屏幕11上呈现连续的一游戏画面;
A20.用户在电子装置1执行一捕获录制应用程序,电子装置1的处理器依一时间长度录制显示屏幕11上所呈现的连续画面及音讯,录制成具有连续一时间戳的一录制档20,并储存到电子装置1的一储存单元,处理器依时间推移删除储存单元内时间长度的时间戳最早画面数据,储存当前时间戳画面数据;
A30.当处理器执行捕获录制应用程序时,会在显示屏幕11上所呈现的游戏画面中显示一捕获录制标识符12;
A40.用户在持续执行游戏应用程序过程中遭遇一事件时,用户可在事件发生过后点选捕获录制标识符12,捕获录制应用程序传送一传送指令到处理器,处理器即将储存单元中的录制文件20嵌入一验证码后储存成一封包数据30;
A50.接续上步骤,捕获录制应用程序在显示屏幕11上显示一传送认证选项,让用户选择是否要进行官方认证封包数据30,若否,则显示屏幕11继续呈现游戏画面维持原本游戏操作体验;
A60.若是,捕获录制应用程序检测到一传送认证指令,处理器将封包数据30传送到一媒体服务器3;
A70.媒体服务器3接收封包数据30,提取验证码的一官方认证数据的游戏服务器权限,连接一游戏服务器2,并取得对应游戏应用程序的一游戏相关数据;
A80.媒体服务器3比对验证码的一防伪码及一影片唯一码与游戏相关数据是否一致,若是则输出一认证标签13;以及
A90.媒体服务器3将认证标签13嵌入封包数据30的录制文件20连续画面中并储存到媒体服务器3的一媒体数据库,供诸多用户观看。
步骤A40进一步接续A41.处理器将封包数据30存储到存储单元,接续步骤A50.,如图8所示。
步骤A40或A41接续A42,捕获录制应用程序在显示屏幕11上显示一影片编辑功能15选项,询问用户是否立即打开影片编辑功能15进行编辑,若否,则维持原本操作体验,若是,则显示屏幕11转到影片编辑功能15,在用户对封包数据30编辑完成后再储存成封包数据30接续步骤A50。
步骤A50进一步由A50a替代,捕获录制应用程序在显示屏幕11上呈现一认证标签选单,待用户选择认证标签选单中的一标签项目16时,捕获录制应用程序将标签项目16嵌入验证码接续步骤A60。
在步骤A40中,处理器直接将封包数据30传送到一媒体服务器3接续步骤A70。
A80.媒体服务器3比对验证码的防伪码及影片唯一码与游戏相关资料是否一致,若否,则回传一信息到用户电子装置1之显示屏幕11上。
在步骤A80中,媒体服务器3比对验证码的防伪码及影片唯一码与游戏相关数据是否一致,若是,则直接将封包数据30解封后储存到媒体服务器3之一媒体数据库供用户观看。
在本发明另一实施例中,在执行上述实施例步骤前,游戏官方的游戏应用程序端与捕获录制应用程序先行协议,将捕获录制标识符12嵌入游戏画面中,步骤A10进一步可由A10a替代,由一用户在一电子装置1上执行一游戏应用程序,游戏应用程序在电子装置1的一显示屏幕11上呈现连续的一游戏画面,显示屏幕11上嵌入一捕获录制标识符12;步骤A10a接续步骤A20省略步骤A30。
本发明另一实施例如图9所示,一种游戏多媒体数据认证标示方法可认证游戏过程中的快速通关画面,方法包含:
B10.由一用户在一电子装置1上执行一捕获录制应用程序,电子装置1的处理器依一时间长度(例如15秒)录制电子装置1的一显示屏幕11上所呈现的连续画面及音讯,录制成具有连续一时间戳的一录制档20,并储存到电子装置1的一缓存存储器,处理器依时间推移删除缓存存储器内时间长度的时间戳最早画面数据,储存当前时间戳画面数据 (录制文件20维持15秒长度);
B20.用户在电子装置1上执行一游戏应用程序,游戏应用程序在电子装置1的显示屏幕11上呈现,游戏应用程序画面中显示一捕获录制标识符12;
B30.当用户在执行游戏应用程序时,在游戏第1关卡花费了1分40秒通关,通关后用户随即点选捕获录制标识符12;
B40.处理器接收到一传送指令,即将缓存存储器的录制文件20嵌入一验证码后储存成一封包数据30到电子装置1的一般存储器,验证码包含一游戏历程数据;
B50.接续上步骤,捕获录制应用程序在显示屏幕11上呈现一认证标签选单,捕获录制应用程序接收到用户从认证标签选单中选择一标签项目16(如快速通关)时,将标签项目16嵌入验证码后再将封包数据30传送到一媒体服务器3;
B60.媒体服务器3连接游戏服务器2并提取一游戏相关数据;
B70.媒体服务器3比对验证码的游戏历程数据与游戏相关数据的第1关破关记录(如表1,破关记录:第1关-1m45s)是否符合条件;以及
B80.若是,则输出一认证标签13(如,快速通关)嵌入到一用户信息14或/及将认证标签13嵌入在封包数据30的录制文件20连续画面中并储存到媒体服务器3的一媒体数据库,可供多个用户观看。
在上述B70中,媒体服务器3比对验证码的游戏历程数据与游戏相关数据是否符合条件;若否,则回传一信息到用户电子装置1的显示屏幕11上。
在本发明另一实施例中,上述实施例步骤B10、B20改为如下B10a、B20a:
B10a.一用户在一电子装置1上执行一游戏应用程序,游戏应用程序在电子装置1的一显示屏幕11上呈现;
B20a.由用户在电子装置1上执行一捕获录制应用程序,在游戏应用程序画面中显示一捕获录制标识符12,电子装置1的处理器依一时间长度(例如15秒)录制电子装置1的显示屏幕11上所呈现的连续画面,录制成具有连续一时间戳的一录制档20,并储存到电子装置1的一缓存存储器,处理器依时间推移删除缓存存储器内时间长度的时间戳最早画面数据,储存当前时间戳画面数据(录制文件20维持15秒长度);接续上述实施例B30。
本发明还包括一种游戏多媒体数据认证标示系统,系统包含:一电子装置1、至少一游戏服务器2及一媒体服务器3;电子装置1包含至少一处理器、一显示屏幕11、一存储单元、一游戏应用程序、一内置型屏幕画面录置应用程序及一捕获录制应用程序;游戏服务器2经由互联网与电子装置1连接,包含一游戏相关数据;以及媒体服务器3经由互联网与电子装置1及游戏服务器2连接;电子装置1启动内置型屏幕画面录制应用程序功能,内置型屏幕画面录制应用程序录制显示屏幕11所呈现的连续画面,储存成一录制档20到存储单元之一缓存存储器,缓存存储器依一时间长度推移删除缓存存储器内最早画面数据,储存当前画面数据;游戏应用程序绑定捕获录制应用程序,电子装置1执行 游戏应用程序时在显示屏幕11上呈现的游戏应用程序画面中嵌入一捕获录制标识符12。
在本发明一实施例中,用户需先在媒体服务器3进行注册,当用户于电子装置1执行捕获录制应用程序时,捕获录制应用程序验证用户身分,若用户尚未注册,则捕获录制应用程序连接媒体服务器3注册画面。
在本发明图10所示的实施例中,一种回溯录像认证标方法,多个用户在竞赛同一款游戏应用程序与使用本发明时,方法包含:
C10.由一游戏应用程序与一捕获录制应用程序的发行官方对游戏应用程序与捕获录制应用程序进行绑定协议;
C20.由多个用户在各自一电子装置1上执行同款游戏应用程序,游戏应用程序在电子装置1的一显示屏幕11上呈现,游戏应用程序画面中嵌入一捕获录制标识符12;
C30.执行游戏应用程序时连同执行捕获录制应用程序,电子装置1的处理器依一时间长度(例如7秒)录制电子装置1的一显示屏幕11上所呈现的连续画面,录制成具有连续一时间戳的一录制档20,并储存到电子装置1的一缓存存储器,处理器依时间推移删除缓存存储器内时间长度的时间戳最早画面数据,储存当前时间戳画面数据(录制文件20维持7秒长度);
C40.当多个用户竞赛结束时,各自在电子装置1上点选捕获录制标识符12;
C50.处理器接收到一传送指令,即将缓存存储器的录制文件20嵌入一验证码后储存成一封包数据30到电子装置1的一般存储器;
C60.捕获录制应用程序在显示屏幕11上显示一影片编辑功能15选项,询问用户是否进行编辑,若否则接续C70,若是则显示屏幕11转到影片编辑功能15,在多个户对封包数据30各自编辑后再储存成封包数据30;
C70.捕获录制应用程序在显示屏幕11上呈现一传送认证选项,让用户选择是否要进行官方认证封包数据30,若否,则显示屏幕11继续呈现游戏画面维持原本游戏操作体验,若是,则处理器将封包数据30传送到一媒体服务器3;
C80.媒体服务器3接收封包数据30提取验证码的一官方认证数据的游戏服务器权限,连接一游戏服务器2,并取得对应游戏应用程序的一游戏相关数据;
C90.媒体服务器3比对验证码的一防伪码及一影片唯一码与游戏相关数据是否一致,若是则输出一认证标签13;
C100.媒体服务器3将认证标签13嵌入在封包数据30的录制文件20连续画面中并储存到媒体服务器3的一媒体数据库;以及
C110.由多个用户经各自电子装置1连接媒体服务器3的媒体数据库,各自提取封包数据30上传到一平台40进行分享。
在本发明一实施例中,一种游戏多媒体数据认证标示方法,应用于一媒体服务器,包含:媒体服务器接收一电子装置传送的一封包数据,封包数据包含一录制文件及一验 证码;媒体服务器连接一游戏服务器取得一游戏相关数据;媒体服务器比对验证码与游戏相关数据是否正确,若是则输出一认证标签;以及媒体服务器将认证标签标示在一平台的一用户信息或/及媒体服务器将认证标签嵌入在录制档的连续画面中并储存到媒体服务器的一媒体数据库供多个用户观看。
上文所描述的步骤、操作或处理程序中的任一者可以一或多个硬件或软件模块单独地或与其他装置组合地执行或实施。在一个实施例中,一软件模块以包括含有计算机程序码的一计算机可读媒体的一计算机程序产品实施,计算机程序码可由用于执行所描述的步骤、操作或处理程序中的任何或所有步骤、操作或处理程序的一处理器执行。
上述实施例中,储存单元可以是只读存储器(Read-Only Memory,ROM),或是可擦写的,例如硬盘、闪存。存储器单元可为随机存取存储器(Random Access Memory,RAM)。存储器单元可与处理器物理整合或整合在存储器中或构建为单独的单元。
处理器为上述设备(设备为上述服务器或者上述电子装置)的控制中心,并提供处理装置,用于执行指令,进行中断操作,提供计时功能以及多种其他功能。可选地,处理器包括一个或多个中央处理单元(CPU)。上述设备中包括一个或者多个的处理器。处理器可为单核处理器或多核处理器。除非另有声明,描述为用于执行任务的例如处理器或存储器的部件可实现为通用部件,其暂时用于在给定时间执行任务,或实现为专门制造用于执行任务的特定部件。此处所用的术语“处理器”指一个或多个装置,电路和/或处理核,用于处理数据,例如计算机程序指令。
被处理器执行的程序代码可储存在存储器单元或储存媒体中。可选地,储存在储存媒体中的程序代码可以被复制入存储器单元以便处理器执行。处理器可执行至少一个内核(例如LINUXTM、UNIXTM、WINDOWSTM、ANDROIDTM、IOSTM),众所周知,内核用于藉由控制其他程序或过程的执行、控制与外围装置的通信以及控制计算机设备资源的使用来控制上述设备的操作。
尽管上文已经描述了某些示例性实施例和实施方式,但是根据描述,其他实施例和修改将是显而易见的。因此,本发明不限于这样的示例性实施例,而是限于所提出的权利要求和各种明显修改和等效布置的更广泛的范围。

Claims (17)

  1. 一种游戏多媒体数据认证标示方法,包含:
    电子装置的处理器执行游戏应用程序并在电子装置的显示屏幕上呈现游戏画面;
    处理器执行捕获录制应用程序,将显示屏幕上所呈现的连续画面及信息在电子装置的储存单元储存成录制文件;
    捕获录制应用程序接收传送指令,使处理器提取储存单元的录制文件并嵌入验证码后封包成封包数据传送到媒体服务器;
    媒体服务器连接游戏服务器取得游戏相关数据;以及
    媒体服务器比对所述验证码与所述游戏相关数据是否正确,若正确则将封包数据储存到媒体服务器的媒体数据库。
  2. 如权利要求1所述的游戏多媒体数据认证标示方法,所述录制档包含影音格式、音频格式、图片格式及图像互换格式(GIF)。
  3. 如权利要求1所述的游戏多媒体数据认证标示方法,所述储存单元依时间长度及时间戳储存显示屏幕所呈现的连续画面,并依时间推移删除储存单元内时间长度的时间戳最早的画面数据,并储存当前时间戳的画面数据。
  4. 如权利要求1所述的游戏多媒体数据认证标示方法,所述处理器执行捕获录制应用程序时,在显示屏幕所呈现的游戏画面中显示捕获录制标识符。
  5. 如权利要求1所述的游戏多媒体数据认证标示方法,所述媒体服务器将认证标签标示在平台的用户信息或/和将认证标签嵌入在录制档的连续画面中。
  6. 如权利要求1所述的游戏多媒体数据认证标示方法,所述传送指令进一步包含认证标签选单。
  7. 如权利要求1所述的游戏多媒体数据认证标示方法,所述捕获录制应用程序进一步包含影片编辑功能。
  8. 如权利要求1所述的游戏多媒体数据认证标示方法,所述验证码包含用户数据、游戏历程数据、官方认证数据及编辑纪录。
  9. 如权利要求8所述的游戏多媒体数据认证标示方法,所述官方认证数据包含游戏服务器权限、防伪码及影片唯一码。
  10. 一种游戏多媒体数据认证标示方法,该方法包含:
    电子装置的处理器执行捕获录制应用程序,将显示屏幕上所呈现的连续画面及音讯在电子装置的储存单元中储存成录制文件;
    处理器执行游戏应用程序,并在显示屏幕上呈现游戏画面;
    捕获录制应用程序接收传送指令,使处理器提取储存单元的录制文件并嵌入验证码后储存成封包数据传送到媒体服务器;
    媒体服务器连接游戏服务器取得游戏相关数据;以及
    媒体服务器比对验证码与游戏相关数据是否正确,若正确则将封包数据储存到媒体服务器的媒体数据库。
  11. 如权利要求10所述的游戏多媒体数据认证标示方法,所述媒体服务器将认证标签标示在平台的用户信息或/和将认证标签嵌入在录制档的连续画面中。
  12. 如权利要求10所述的游戏多媒体数据认证标示方法,所述录制档包含影音格式、音频格式、图片格式及图像互换格式(GIF)。
  13. 一种游戏多媒体数据认证标示方法,应用于媒体服务器,包含:
    媒体服务器接收电子装置传送的封包数据,所述封包数据包含录制文件及验证码;
    媒体服务器连接游戏服务器,取得游戏相关数据;以及
    媒体服务器比对验证码与游戏相关数据是否正确,若正确则将封包数据储存到媒体服务器的媒体数据库。
  14. 如权利要求13所述的游戏多媒体数据认证标示方法,媒体服务器将一认证标签标示在平台的用户信息或/和将认证标签嵌入在录制档的连续画面中。
  15. 一种游戏多媒体数据认证标示系统,所述系统包含:
    电子装置包含至少处理器、显示屏幕、存储单元、游戏应用程序及捕获录制应用程序;
    至少游戏服务器经由互联网与电子装置连接,并具有游戏相关数据;以及
    媒体服务器经由互联网与电子装置及游戏服务器连接;
    处理器执行游戏应用程序并在显示屏幕上呈现游戏画面;
    处理器执行捕获录制应用程序,将显示屏幕上所呈现的连续画面及信息在储存单元中储存成一录制文件;
    捕获录制应用程序接收传送指令,使处理器提取储存单元的该录制文件并嵌入验证码后储存成封包数据传送到媒体服务器;以及
    媒体服务器连接游戏服务器取得游戏相关数据,比对验证码与游戏相关数据是否正确,若正确则将封包数据储存到媒体服务器的媒体数据库。
  16. 如权利要求15所述的游戏多媒体数据认证标示系统,所述媒体服务器将认证标签标示在平台的用户信息或/和将认证标签嵌入在录制档的连续画面中。
  17. 如权利要求15所述的游戏多媒体数据认证标示系统,所述捕获录制应用程序进一步包含影片编辑功能。
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