Patent classifications
A63F13/338
Synchronized gaming and programming
To encourage viewer participation, games, contests and social interactions are able to be synchronized with programming such as television shows or commercials utilizing a second screen such as a cell phone, iPad® or laptop computer. The programming is able to be television programming, Internet programming (e.g. a video displayed on a webpage or mobile device) or any other programming. The gaming is able to be any game such as a game of skill or chance, for example, played in connection with a football telecast.
Synchronized gaming and programming
To encourage viewer participation, games, contests and social interactions are able to be synchronized with programming such as television shows or commercials utilizing a second screen such as a cell phone, iPad® or laptop computer. The programming is able to be television programming, Internet programming (e.g. a video displayed on a webpage or mobile device) or any other programming. The gaming is able to be any game such as a game of skill or chance, for example, played in connection with a football telecast.
INTERACTIVE VIDEO STREAMING APPARATUS AND METHOD
An interactive multi-player game for two or more users on their mobile devices responding to a live stream video on a separate video streaming device. An interactive video streaming apparatus includes a game server configured to synchronously transmit live stream video data signals and game play data signals via different first and second communication channels, respectively. A video streaming interface transmits the live stream video data signals to a plurality of streaming devices for broadcasting a live stream video. A mobile device interface is configured to transmit the game play data signals to the plurality of mobile devices, separate from the plurality of streaming devices. Accordingly, the mobile device interface is also configured to receive return signals from the mobile devices in response to questions broadcast on the live stream video.
METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING
A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.
METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING
A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.
SYNCHRONIZED GAMING AND PROGRAMMING
To encourage viewer participation, games, contests and social interactions are able to be synchronized with programming such as television shows or commercials utilizing a second screen such as a cell phone, iPad® or laptop computer. The programming is able to be television programming, Internet programming (e.g. a video displayed on a webpage or mobile device) or any other programming. The gaming is able to be any game such as a game of skill or chance, for example, played in connection with a football telecast.
SYNCHRONIZED GAMING AND PROGRAMMING
To encourage viewer participation, games, contests and social interactions are able to be synchronized with programming such as television shows or commercials utilizing a second screen such as a cell phone, iPad® or laptop computer. The programming is able to be television programming, Internet programming (e.g. a video displayed on a webpage or mobile device) or any other programming. The gaming is able to be any game such as a game of skill or chance, for example, played in connection with a football telecast.
VIDEO GAMES ON DEMAND WITH ANTI-PIRACY SECURITY
A method includes receiving, at a media device, a video game from a server via a network. The method includes installing, via the media device, the video game to a storage device associated with the media device. The method includes receiving, at the media device, a request to play the video game. The method includes sending an authorization request to the server from the media device via the network in response to the request. The method includes receiving authorization to execute the video game at the media device. The authorization is based on an identifier of the media device included in the authorization request being associated with rights allowing execution of the video game. The method also includes executing the video game via the media device in response to receiving the authorization.
VIDEO GAMES ON DEMAND WITH ANTI-PIRACY SECURITY
A method includes receiving, at a media device, a video game from a server via a network. The method includes installing, via the media device, the video game to a storage device associated with the media device. The method includes receiving, at the media device, a request to play the video game. The method includes sending an authorization request to the server from the media device via the network in response to the request. The method includes receiving authorization to execute the video game at the media device. The authorization is based on an identifier of the media device included in the authorization request being associated with rights allowing execution of the video game. The method also includes executing the video game via the media device in response to receiving the authorization.
PORTING LOCALLY PROCESSED MEDIA DATA WITH LOW LATENCY TO A REMOTE CLIENT DEVICE VIA VARIOUS WIRELESS LINKS
Systems, methods, and computer-readable media for porting locally processed media data with low latency to a remote client device via various wireless links are provided. In one example embodiment, a transceiver module may include a local network interface and a controller that may receive a client control signal from a client device over a wireless local area network via the local network interface, transmit a media control signal based on the client control signal to a media device, receive media data based on the media control signal from the media device, and transmit to the client device over the wireless local area network via the local network interface client data based on the media data and a low-latency compression technique. The receipt of the media data and transmission of the client data may be accomplished with substantially no detectable latency. Additional embodiments are also provided.