WO2013149079A1 - Mélangeur d'informations et commande de système pour la gestion de l'attention - Google Patents

Mélangeur d'informations et commande de système pour la gestion de l'attention Download PDF

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Publication number
WO2013149079A1
WO2013149079A1 PCT/US2013/034477 US2013034477W WO2013149079A1 WO 2013149079 A1 WO2013149079 A1 WO 2013149079A1 US 2013034477 W US2013034477 W US 2013034477W WO 2013149079 A1 WO2013149079 A1 WO 2013149079A1
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WIPO (PCT)
Prior art keywords
layer
participant
specific participant
participants
specific
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Ceased
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PCT/US2013/034477
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English (en)
Inventor
Tara Lemmey
Nikolay Surin
Stanislav Vonog
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Net Power and Light Inc
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Net Power and Light Inc
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Filing date
Publication date
Priority claimed from US13/433,199 external-priority patent/US9049033B2/en
Priority claimed from US13/554,948 external-priority patent/US8994779B2/en
Application filed by Net Power and Light Inc filed Critical Net Power and Light Inc
Publication of WO2013149079A1 publication Critical patent/WO2013149079A1/fr
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

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Classifications

    • 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
    • H04N21/4788Supplemental services, e.g. displaying phone caller identification, shopping application communicating with other users, e.g. chatting
    • 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
    • A63F13/795Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other players; for building a team; for providing a buddy list
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/85Providing additional services to players
    • A63F13/87Communicating with other players during game play, e.g. by e-mail or chat
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; 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
    • G06Q10/00Administration; Management
    • G06Q10/40Business processes related to social networking or social networking services
    • 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
    • H04N21/4781Games
    • 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
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • 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
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/54Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/63Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/812Ball games, e.g. soccer or baseball

Definitions

  • the present disclosure relates to controlling various aspects of ensemble experiences, such as the audio portion or the video portion of a video chat experience, in an intuitive, real life manner, and system control for attention management.
  • Figure 1 illustrates an exemplary server or a client system according to one embodiment(s) of the present disclosure.
  • Figure 2 illustrates a flowchart showing a set of exemplary operations 200 that may be used in accordance with another embodiment(s) of the present disclosure.
  • Figure 3 illustrates a flowchart showing a set of exemplary operations 300 that may be used in accordance with yet another embodiment(s) of the present disclosure.
  • Figures 4-6 illustrate a participant interface for an ensemble experience in accordance with yet another embodiment(s) of the present disclosure.
  • Figures 7-12 illustrate a specific video ensemble experience in accordance with yet another embodiment(s) of the present disclosure.
  • Figure 13A illustrates an exemplary interface for a specific participant of an online ensemble to adjust volume of audio signals from one or more group layer(s) and a content layer of the online ensemble in accordance with yet another embodiment(s) of the present disclosure.
  • Figure 13B illustrates an exemplary interface for a specific participant of an online ensemble to assign different weights to audio signals from one or more group layer(s), a content layer of the online ensemble and system feedbacks in accordance with yet another embodiment(s) of the present disclosure.
  • the present disclosure contemplates a variety of improved methods and systems for control of an ensemble experience such as a sports game, a large scale event, or a video conference.
  • One or more interface(s) may be provided that may present multiple layers and/or channels of communication, e.g., multiple video and audio.
  • multiple objects such as video chat windows may be manipulated by a specific participant (e.g., the local participant) to control the audio signal.
  • a specific participant experiencing a video conferencing embodiment comprised of multiple video layers or video chat windows, one of which represents the specific participant, others which represent other participants, and perhaps a base video layer of primary content.
  • the volume of other participants on the specific participant's device may be a function of the proximity of the video chat windows of the other participants with respect to the window representing the specific participant, and/or a function of the size of the video chat windows.
  • the specific participant may manipulate the windows within their display, and thus the audio signal, to have an intuitive effect on how the participant experiences the different layers within the ensemble experience. For example, the closer other participants are to the specific participant, the louder they may be. This could be embodied as a discrete function, e.g., the specific participant may only hear those participants whose windows are immediately to the left and right, and all other participants may be muted.
  • the volume may decrease as a function of distance.
  • a specific participant may experience a large scale event involving thousands or millions of other participants.
  • a large number of ensemble participants may watch a world cup soccer game or an
  • a graph may be provided to a specific participant to show how many other participants involved in the event.
  • the specific participant may be provided an audience representation layer or "swell" interface appearing translucently over the base layer.
  • a variety of other layers and dimensions, such as multiple content layers, video chat layers, etc. may be provided to the specific participant.
  • the specific participant may express emotions such as approval or disapproval via action suitable for detection, such as "applause” or "boo” etc.
  • the specific participant's feedback including audio feedback, may be provided to at least one other participant.
  • the audio feedback may swell or diminish as a function of factors, such as an intensity of participation from the specific participant, and a number of active participants.
  • Some embodiments may provide layers and/or dimensions for a specific participant to select or invite other participants to join an ensemble event or a subgroup of the ensemble event. Participants who are friends of the specific participant may join the sub-group even without invitations. In some embodiments, participants who have a friend in the sub-group of an ensemble event may join without invitations. In other embodiments, participants may be provided options to pay a fee to join an ensemble event or a sub-group of the ensemble event.
  • small icons indicating available online ensemble events may be provided on the screen of a specific participant's device(s).
  • the participant may select an icon to open a new content layer and join a new ensemble event associated with the icon. Once joining the new ensemble event, the specific participant may view the base video layer of primary content and objects/windows representing the existing participants in the new ensemble event.
  • a chat interface or layer may be provided to all participants of an ensemble event. The chat interface/layer may notify all existing participants the arrival of a new participant or the departure of an existing participant. A friend of the specific participant may choose to greet the specific participant upon his or her arrival. In some embodiments, the specific participant may choose to quit the old ensemble event or move the old ensemble event to another screen or another device of the participant if the specific participant has multiple devices/screens.
  • a specific participant may be provided a customized participation layer or interface to manage his/her expression in video and/or audio signals and effect how other participants perceive the expression from the specific participant. For example, the specific participant may effect how other participants perceive the volume of his or her audio.
  • a specific participant may be provided options to manage attention from other participants by making his or her object/window translucent over other participants. For example, the specific participant may change the color of the object/window perceived by others or temporarily make the object/window swell, and/or flash to draw attention from other participants.
  • the size of object/window and the volume of audio from a specific participant may be used to indicate the specific participant's influential level in an ensemble event. More active a specific participant in an ensemble event, the size of his or her object/window may become bigger and his or her volume perceived by other participants may become louder.
  • a participant may be provided options to draw attention from a specific participant by initiating an interaction with the specific participant. For example, the participant may throw an animated object, such as an egg or a tomato, etc., to a window/object of the specific participant. The specific participant may get the animated tomato or egg splashed on his or her screen.
  • the specific participant may be provided options to react by throwing an animated object back to the participant's window/object, or muting audio from the participant.
  • a participant may be provided option to purchase a variety of animated objects and throw them at any specific participant to show some emotions, such as love, joy, anger, dissatisfaction, etc. For example, animated roses, diamonds, etc. may be provided to show love.
  • Some embodiments may provide an announcer or a sponsor in an ensemble event or a sub-group of the ensemble event.
  • the announcer may be a specific participant, a celebrity, a sportscaster, an analyst, or a host of the ensemble event.
  • a participant may reduce or mute the volume from the announcer or a sponsor.
  • a participant may only reduce the volume of the announcer or the sponsor to a threshold volume but may not completely mute the volume from the announcer or the sponsor.
  • a participant may be provided with the option to completely mute the volume from the announcer or a sponsor by paying a fee. In other embodiments, a participant may be provided with the option to select an announcer that the participant likes and add the audio of the announcer by paying a fee.
  • audio from the announcer may be a part of base layers.
  • a participant may be provided an interface to manage the settings of base layers. For example, when the participant starts to talk, the volume of base layers may go down. When the participant stops talking, the volume of base layers may go up again.
  • the participant may add some of friends and/or celebrities in the settings of the base layers. When identified friends and/or celebrities start to talk, the volume of base layers may go down. When identified friends and/or celebrities stop talking, the volume of base layers may go up.
  • Some embodiments may provide layers and/or interfaces for a participant to select a synchronized mode with another participant or a group of participants. Participants in the same synchronized mode may have the same ensemble experience. For example, the group of participants may choose to sit in a row. If a participant X in the group speaks, participants sitting to the left of X may hear X's audio as if it sounds like X is to their right while participants sitting to the right of X may hear X's audio as if it sounds like X is to their left. As X speaks, all participants may have the same experience of X's speech.
  • common interfaces and/or layers of a synchronized mode may be provided to all participants.
  • the common interfaces and/or layers may include a video chat layer, a control layer, and/or a drawing layer, etc.
  • Each participant may draw on the same drawing layer while others may see the drawings in real time.
  • a specific participant may share a video on the video chat layer and allow other synchronized participants to watch the same video as the specific participant does.
  • the specific participant chooses to fast forward, skip, pause, or fast reverse the video, it may happen to the video chat layer of all participants in the synchronized mode.
  • Some embodiments may provide layers and/or interfaces for delivering targeted advertisements to a specific participant of an ensemble event.
  • the specific participant's activities in the ensemble event may be constantly collected and analyzed.
  • a targeted advertisement may be delivered to the specific participant based on his or her profile and/or the attention that he or she is focused on. For example, a participant X is constantly drawing global warming related subjects on the common drawing layer.
  • a targeted advertisement related to art suppliers or clean energies may be displayed to X near the common drawing layer on X's screen.
  • the activities of the specific participant's friends in the ensemble event may also be analyzed and linked to target
  • a targeted advertisement may be delivered to the specific participant based on what the specific participant's friends are focused on or interested in.
  • a target advertisement may be deployed in conjunction with other options to draw attention from a specific participant.
  • options may be provided for a specific participant to synchronize data stream between his or her multiple devices or multiple screens.
  • the specific participant may choose to experience multiple ensemble events on multiple devices or screens.
  • the specific participant may experience an ensemble event on one device or screen while experience another ensemble event on another device or screen.
  • one screen may be a system
  • a specific participant has two devices/screens, a TV and a tablet.
  • the TV screen may be used to show TV and/or mix audio from participants of the ensemble event.
  • the tablet may be configured to allow the specific participant to control his or her ensemble experience.
  • the specific participant may use the tablet to switch channels, manage volumes, and/or track multiple ensemble events.
  • Embodiments of the present disclosure include various steps, which will be described below.
  • the steps may be performed by hardware components or may be embodied in machine-executable instructions, which may be used to cause a general-purpose or special-purpose processor programmed with the instructions to perform the steps.
  • the steps may be performed by a combination of hardware, software and/or firmware.
  • Embodiments of the present disclosure may be provided as a computer program product, which may include a machine-readable medium having stored thereon instructions, which may be used to program a computer (or other electronic devices) to perform a process.
  • the machine-readable medium may include, but is not limited to, floppy diskettes, optical disks, compact disc read-only memories (CD- ROMs), and magneto-optical disks, ROMs, random access memories (RAMs), erasable programmable read-only memories (EPROMs), electrically erasable programmable read-only memories (EEPROMs), field programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), vehicle identity modules (VIMs), magnetic or optical cards, flash memory, or other type of media/machine- readable medium suitable for storing electronic instructions.
  • embodiments of the present disclosure may also be downloaded as a computer program product or data to be used by a computer program product, wherein the program, data, and/or instructions may be transferred from a remote computer or mobile device to a requesting computer or mobile device by way of data signals embodied in a carrier wave or other propagation medium via a
  • the communications link may be comprised of multiple networks, even multiple heterogeneous networks, such as one or more border networks, voice networks, broadband networks, service provider networks, Internet Service Provider (ISP) networks, and/or Public Switched Telephone Networks (PSTNs), interconnected via gateways operable to facilitate communications between and among the various networks.
  • the telephony network e.g., Public Switched Telephony Network, cellular, Wi-Fi, and other voice, data, and wireless networks
  • the communications link may be comprised of multiple networks, even multiple heterogeneous networks, such as one or more border networks, voice networks, broadband networks, service provider networks, Internet Service Provider (ISP) networks, and/or Public Switched Telephone Networks (PSTNs), interconnected via gateways operable to facilitate communications between and among the various networks.
  • ISP Internet Service Provider
  • PSTNs Public Switched Telephone Networks
  • a media filtering and manipulation application that may be used on a mobile device, a laptop, or other computing platform.
  • Various embodiments are applicable to other operational models and applications, including different types of computing platforms, data gathering, filtering schemes, and filtering operations.
  • the ability to sort may be different for different service tiers (e.g., free-user vs. a fee based subscription).
  • the application may be linked to, or used within, social media communities or platforms.
  • the features of many embodiments may be accessed by users using a software package or hardware device (with associated software or firmware) which may be directly installed on or connected to an end user's computer or mobile device. In some cases, access to the software and/or hardware device may be provided through various communication connections such as the Internet.
  • connection or “coupled” and related terms are used in an operational sense and are not necessarily limited to a direct connection or coupling.
  • application may include one or more modules, and/or a module may include one or more application programs.
  • the computer system 100 comprises a bus 101 or other communication means for communicating data and control information, and one or more processors 102, such as Intel® Itanium® or Itanium 2 processors, coupled with bus 101 .
  • processors 102 such as Intel® Itanium® or Itanium 2 processors
  • Computer system 100 further comprises a random access memory (RAM) or other dynamic storage device (referred to as main memory 104), coupled to bus 101 for storing information and instructions to be executed by processor(s) 1 02.
  • Main memory 104 also may be used for storing temporary variables or other intermediate information during execution of instructions by processor(s) 102.
  • Computer system 100 also comprises a read only memory (ROM) 106 and/or other static storage device coupled to bus 101 for storing static information and instructions for processor(s) 102.
  • ROM read only memory
  • static storage device coupled to bus 101 for storing static information and instructions for processor(s) 102.
  • a mass storage device 107 such as a magnetic disk or optical disc and its corresponding drive, may also be coupled to bus 101 for storing information and instructions.
  • One or more communication ports 1 03 may also be coupled to bus 101 for supporting network connections and communication of information to/from the computer system 100 by way of a Local Area Network (LAN), Wide Area Network (WAN), the Internet, or the public switched telephone network (PSTN), for example.
  • the communication ports 103 may include various combinations of well-known interfaces, such as one or more modems to provide dial up capability, one or more 10/100 Ethernet ports, one or more Gigabit Ethernet ports (fiber and/or copper), or other well-known network interfaces commonly used in current or future internet work environments.
  • the communications ports 103 may also include specialized interfaces to provide a capability to interact with a variety of portable devices. In any event, in this manner, the computer system 1 00 may be coupled to a number of other network devices, clients, and/or servers via a conventional network
  • operator and administrative interfaces may also be coupled to bus 1 01 to support direct operator interaction with computer system 100.
  • Other operator and administrative interfaces may be provided through network connections connected through communication ports 103.
  • removable storage media 105 such as one or more external or removable hard drives, tapes, floppy disks, magneto-optical discs, compact disk- read-only memories (CD-ROMs), compact disk writable memories (CD-R, CD-RW), digital versatile discs or digital video discs (DVDs) (e.g., DVD-ROMs and DVD+RW), zip disks, or USB memory devices, e.g., thumb drives or flash cards, may be coupled to bus 101 via corresponding drives, ports or slots.
  • CD-ROMs compact disk- read-only memories
  • CD-R compact disk writable memories
  • DVDs digital versatile discs or digital video discs
  • USB memory devices e.g., thumb drives or flash cards
  • a system suitable for facilitating an ensemble event may include a plurality of portable devices such as iPhones ® and Android ® devices, one or more local computing device, and one or more Internet connections coupling the portable devices to a cloud computing service.
  • a specific participant's feedback including audio feedback, may be recognized and provided at the portable devices in conjunction with cloud computing service.
  • the system may provide an ensemble experience for a variety of participants. As the participants engage in the ensemble experience and provide feedback, the system may ascertain the variety of responses, feedback, and activities from the
  • the system may facilitate participation, and provide a swell interface when appropriate.
  • Each participant may have unique feedback associated with their actions.
  • the system may provide a customized participation layer or interface for each specific participant. The specific participant may customize his/her expressions in video and audio signals to manage attention from other participants in the same ensemble event.
  • FIG. 2 illustrates a flowchart showing a set of exemplary operations 200 that may be used in accordance with another embodiment(s) of the present disclosure.
  • live stream signals including audio signals
  • profile information may be requested from a participant when the participant wants to join the ensemble event.
  • Example of profile information may include, but are not limited to age, occupation, date of birth, martial status, number of children, age of children, home town, favorite foods, favorite music (types or artists), preferences, and others.
  • the participant may be provided options to link the profile to an existing Twitter ® account, or a Facebook ® account etc.
  • a plurality of objects/windows may be displayed on the corresponding user device of each specific participant.
  • Each of the plurality of objects may correspond to one specific ensemble participant.
  • Each of the objects may have a distinct color and/or shape.
  • different colors and/or shapes of objects/windows may be used to indicate different social graphs of participants according to participants' profile information.
  • object/window size and audio volume may be used to indicate a specific participant's influential level in an ensemble event. For example, an object/window with a star shape or a larger size than others may correspond to a celebrity or a highly influential participant.
  • Options may be provided for each specific participant to control the position of its corresponding object/window relative to other objects/windows, at step 230.
  • a specific participant may "move” around different positions within his or her display to chat with neighboring participants at different "locations" to have an intuitive effect on how the participant experiences the different layers within the ensemble experience.
  • small icons indicating available online ensemble events may be provided and displayed on the screen of a specific participant's device(s). The specific participant may choose to experience different ensemble events on the same device/screen or multiple devices/screens.
  • the shape of an icon may indicate the content of the ensemble event.
  • the icon of a football game event may be the shape of a football.
  • an ensemble audio signal may be provided to each specific participant as a function of the audio signals from the plurality of ensemble participants and proximity of other objects with respect to the corresponding object of the specific participant. For example, the closer other participants are to the specific participant, the louder they may be. This could be embodied as a discrete function, e.g., the specific participant may only hear those participants whose windows are immediately to the left and right, and all other participants could be muted.
  • FIG. 3 illustrates a flowchart showing a set of exemplary operations 300 that may be used in accordance with yet another embodiment(s) of the present disclosure.
  • live stream signals including audio signals, may be received from each of a plurality of ensemble participants at step 310.
  • a plurality of objects may be displayed on the corresponding user device of each specific participant. Each of the plurality of objects may correspond to one specific ensemble participant.
  • options may be provided for each specific participant to manipulate sizes of each of the plurality of objects, and volume of audio signals from each of the plurality of ensemble participants.
  • a specific participant may reduce or enlarge the size of any object/window of the plurality of objects/windows on the specific participant's display.
  • the specific participant may increase, reduce, or mute the volume from any of the plurality participants.
  • the specific participant may only reduce the volume from an announcer or a sponsor to a threshold volume but may not completely mute the volume from the announcer or the sponsor.
  • the specific participant may be provided options to add audio of an announcer by paying a fee.
  • the specific participant may be provided options to mute audio of an announcer or a sponsor by paying a fee.
  • a customized participation layer or interface may be provided to a specific participant to manage how other participants perceive the expression from the specific participant.
  • the specific participant may be provided options to manage his or her expression in video and/or audio signals.
  • the specific participant may be provided options to make his or her object/window translucent over other participants of the ensemble event.
  • options may be provided for each specific participant to initiate an interaction with any of the plurality of participants.
  • a participant may be provided options to throw animated objects to a specific participant.
  • the specific participant may get animated objects splashed on his or her screen.
  • a participant may be provided options to purchase a variety of animated objects and throw them at any specific participant of the ensemble event to show some emotions, such as anger etc.
  • FIGs 4-6 illustrate a participant interface for an ensemble experience in accordance with yet another embodiment(s) of the present disclosure.
  • Example ensemble experiences may include video chat and audio chat.
  • a display device 10 may be of a portable computer, iPad ® , iPhone ® , netbook, tablet, cell phone etc. Shown in the display 10 are a plurality of objects corresponding to participant A, participant B, participant C, participant D (hereinafter referred to as participant object A, etc.), a volume control 12, and a base content layer 14.
  • the base content layer may represent a live or prerecorded game.
  • Participant objects may be video chat windows, thumbnails, avatars, etc, but generally represent active participants of the ensemble experience. Each object may have an associated audio signal.
  • the specific participant using display device 10 (sometimes, "the local participant") may control the ensemble audio by manipulating size and position of the different object.
  • the ensemble audio at device 10 may include only audio from object B and object D, the immediate left and right objects, with audio from object A muted.
  • object As volume may be included, but at a lower level.
  • the specific participant has manipulated the objects, and now audio corresponding to object B may be muted. Additionally, the audio from object A and object D may be sent to left and right speakers, respectively, to provide a stereo sound similar to how a real life experience would present audio.
  • the specific participant has again manipulated the objects, this time manipulating both position and sizing for a desired audio effect.
  • the sizing of objects may automatically adjust to correspond to distance from the local participant's object. For example, as a participant selects and moves an object away, the object may shrink and the volume decrease, thus representing how in real world social settings, the farther away someone is, the smaller they appear and their voice is quieter.
  • Other embodiments may allow you to put social characteristics onto participant objects. A friend participant that you know is always loud at a party may have their volume always set at a higher level to mimic real word experience. Still further embodiments would allow for the participant to apply audio and/or visual effects to the objects.
  • Figure 13A illustrates an exemplary interface for a specific participant of an online ensemble to adjust volume of audio signals from one or more group layer(s) 1320 and a content layer 1301 of the online ensemble in accordance with yet another embodiment(s) of the present disclosure.
  • one or more group layer(s) 1320 may be provided for a specific participant to interact with other participants of the online ensemble.
  • the one or more group layer(s) 1320 may include any interface on which participants of the online ensemble may communicate with each other, for example, a drawing layer 1302, a video, layer 1309, a text chat layer, a voice chat layer, and/or a video chat layer.
  • Figure 13B illustrates an exemplary interface for a specific participant of an online ensemble to assign different weights to audio signals from one or more group layer(s) 1320, a content layer 1301 of the online ensemble and system feedbacks in accordance with yet another embodiment(s) of the present disclosure.
  • the specific participant may assign the weights by picking a particular point inside an equilateral triangle of the one or more group layer(s), the content layer and system feedbacks. The particular point corresponds to a specific set of weights for audio signals from the one or more group layer(s), the content layer and system feedbacks.
  • the weight assigned to audio signals of system feedbacks may be equal or larger than a non-zero threshold value.
  • Figs. 7-12 illustrate a specific embodiment of a video ensemble experience in accordance with yet another embodiment(s) of the present disclosure.
  • Fig. 7 shows three participants are in a video ensemble watching a sports game (the base content layer). Two of the participants are represented by live video, and the third participant is represented by avatar. Note there could be unlimited number of video streams, windows, object, etc.
  • Figs. 8-9 show that as a participant moves to another position, the audio may change as may the ability to speak to certain people changes.
  • the local participant moved themselves to the right edge, and so in some embodiments the local participant may hear the middle participant well and not hear the left most participant, or hear them with less volume)
  • Fig. 1 the participant manipulation is settled, and so the system auto- aligned the videos, and put the volume control slider back up.
  • Fig. 1 1 shows that any participant may be made a base layer, in real time live while their video is streaming.
  • Fig. 12 shows audio volume may be based on size of videos and/or on distance between them.
  • routines executed to implement the embodiments of the disclosure may be implemented as part of an operating system or a specific application, component, program, object, module or sequence of instructions referred to as "programs.”
  • the programs typically comprise one or more instructions set at various times in various memory and storage devices in a computer, and that, when read and executed by one or more processing units or processors in a computer, cause the computer to perform operations to execute elements involving the various aspects of the disclosure.

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Abstract

La présente invention concerne des systèmes et des procédés pour commander différents aspects d'expériences partagées et une commande de système pour la gestion de l'attention. Dans certains modes de réalisation, l'invention concerne une variété de procédés et systèmes améliorés pour la commande d'une expérience partagée telle qu'un événement sportif, un événement à grande échelle ou une conférence vidéo. Lesdits systèmes comportent une ou plusieurs interfaces qui peuvent présenter de multiples couches et/ou canaux de communication, par exemple vidéo et audio. Des options peuvent être offertes aux participants pour régler le volume audio global et attribuer des coefficients de pondération différents à des signaux audio à partir de la ou des couches de groupe, de la couche de contenu et de la couche système.
PCT/US2013/034477 2012-03-28 2013-03-28 Mélangeur d'informations et commande de système pour la gestion de l'attention Ceased WO2013149079A1 (fr)

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US13/433,199 2012-03-28
US13/433,199 US9049033B2 (en) 2011-03-28 2012-03-28 Information mixer and system control for attention management
US13/554,948 2012-07-20
US13/554,948 US8994779B2 (en) 2011-03-28 2012-07-20 Information mixer and system control for attention management

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