Patent classifications
H04N21/4781
PASS-THROUGH DEVICE FOR CLOUD GAMING AND METHODS FOR PROCESSING
Methods and systems are provided for processing video games streamed from a cloud gaming system over a network. The method includes receiving an indication of selection of the video game, for a gaming session, through a user interface associated with a streaming device that is connected to a display screen via a pass-through device. The method includes receiving a signal that the gaming session is active, from a game streaming logic of the pass-through device. In one embodiment, the game streaming logic is configured to receive a compressed stream of the video game, decode the compressed stream of the video game, and provide image data for rendering by the display screen, and receiving user input by the game streaming logic for driving interactivity of the video game while said cloud gaming system executes said video game.
Community boosting of stream visibility
It may be determined when at least one boost achievement condition is satisfied for temporarily boosting visibility of a video streaming channel within one or more interfaces of a video streaming service. The boosting of the visibility of the video streaming channel may be initiated based on satisfaction of the at least one boost achievement condition. It may be determined when at least one boost reward condition is satisfied. The boosting of the visibility of the video streaming channel may be terminated based on satisfaction of the at least one boost reward condition. The at least one boost achievement condition and the at least one boost reward condition may differ for different video streaming channels and may be determined based at least in part on viewership of the different video streaming channels.
METHOD AND APPARATUS FOR GAME LIVE STREAM INTERACTION, ELECTRONIC DEVICE AND STORAGE MEDIUM
A method and apparatus for game live stream interaction, an electronic device and a storage medium are disclosed. The method includes: displaying a live video resource and an interactive control corresponding to the live video resource, where the interactive control is configured to enable an audience end to select a virtual prop in a game live stream, and a selection range of virtual props at the audience end is identical to a selection range of virtual props at a corresponding live streamer end; determining prop selection information of the audience end in response to a triggering operation of the audience end on the interactive control; sending an interaction request to a live stream server, where the interaction request comprises the prop selection information of the audience end; and displaying interaction response information sent by the live stream server.
METHOD FOR BROADCASTING GAMEPLAY AND METHOD FOR JOINING GAME
A method of broadcasting a game includes the following steps. During a game process, a server receives videos and audios that are obtained by a plurality of first computers and generates a first video file. The first video file is sent to a second computer. The second computer displays a first video file through a monitor, wherein a screen of the first video file does not include contents of concealed hand tiles of the player. A method for joining a game includes the following steps. The server receives a starting command from a starting computer to open a new game, wherein the starting command includes at least one bidding condition of the new game. The server receives a bidding command of a participating computer, and then determines that bidding price of the bidding command is complied with the bidding condition, the participating computer could be joined into the new game.
METHOD AND APPARATUS FOR ACQURING PROP INFORMATION , DEVICE, AND COMPUTER READABLE STORAGE MEDIUM
The present disclosure provides a method and apparatus for acquiring prop information, a device, and a computer readable storage medium. The method comprises: receiving, by a transaction platform, information on game props during a live broadcast of a game, and generating an identification code for accessing the information on game props; and transmitting, by the transaction platform, the identification code to a live broadcast platform, so as to enable the live broadcast platform to display the identification code in a live broadcast screen.
DISPLAY DEVICE
Disclosed is a display device including an external device interface configured to receive image data of an external device, a display configured to output the image data, and a controller configured to recognize a type of the external device using reference information of the external device, to correct image quality of the image data using distance information corresponding to the type of the external device, and to output the corrected image data.
Exciting moment pre-cognizant notification for live events
Embodiments of the present invention provide a method, system and computer program product for exciting moment notification for a live event. An exciting moment notification method includes first defining in a table in memory of a computer, an exciting moment occurring during a live event, such as a card game, awards program or a sporting event, and then annotating a multiplicity of images of different instances of the live event with the exciting moment. The method further includes video streaming a live instance of the live event over a computer communications network and matching a frame of the video streamed live instance in the memory of the computer to an annotated one of the multiplicity of images. Finally, the method includes transmitting a message to at least one subscriber of the instance of the live event indicating an occurrence of the exciting moment.
Secure identity transfer
A first request is received for a temporary alternate identifier for a user, wherein the user is identified within a service using a user service identifier, and wherein the temporary alternate identifier assists in transferring the user service identifier from the service to a resource. In response to the first request, the temporary alternate identifier is generated and associated with the user service identifier. The temporary alternate identifier is then provided the user, and the temporary alternate identifier is also provided by the user to the resource. A second request is received, from the resource, for an associated service identifier that is associated with the temporary alternate identifier. An indication is then provided, to the resource, that the user service identifier is the associated service identifier.
SIMULATING CROWD NOISE FOR LIVE EVENTS THROUGH EMOTIONAL ANALYSIS OF DISTRIBUTED INPUTS
Methods and systems are provided for generating crowd noise related to a media event being presented using a cloud service is provided. The method includes receiving audio data captured from a viewer of the media event. The method includes processing the audio data to identify utterances of the viewer. In one embodiment, features of the utterances are classified to build a reaction model for identifying reaction states of the viewer. The method includes producing a soundscape for the crowd noise, the soundscape blends together audio of generic crowd noise related to the media event and audio corresponding to one or more of said reaction states of the viewer. In one embodiment, the soundscape is output to a speaker associated with presentation of the media event to the viewer.
Streaming systems and methods of providing interactive streaming service
A streaming system includes a streaming server and a client device. The streaming server is configured to train an interactive frame prediction model based on streaming data, a user input and metadata associated with the user input, encode the streaming data by selectively using a predicted frame generated based on the trained interactive frame prediction model and transmit the trained interactive frame prediction model and the encoded streaming data. The client device is configured to receive the trained interactive frame prediction model and the encoded streaming data, and decode the encoded streaming data based on the trained interactive frame prediction model to provide recovered streaming data to a user.