Scaled vr engagement and views in an e-sports event
19 claims: 3 independent, 16 dependent
- 1ライブの電子スポーツ(eスポーツ)イベントのスケーリングされたエンゲージメント及びビューを提供する方法であって、1つまたは複数のゲーム内要素を含む情報をライブeスポーツイベントから収集することと、前記収集した情報に基づいて前記ライブeスポーツイベント内のプレイヤに関する統計を生成することと、前記ライブeスポーツイベントからの前記収集された情報を使用して、ゲーム内カメラの視野からの前記ライブeスポーツイベントを提示する表示を生成することであって、前記生成された表示は、前記生成された統計に関連付けられる、前記生成することと、前記生成された表示を、前記生成された統計を使用して、リモート視聴者に合わせて修正することであって、前記生成された表示を修正することは、拡張現実環境内に前記ライブeスポーツイベントの表示を実施することと、前記リモート視聴者のプリファレンスに従って、前記ゲーム内要素の少なくとも1つを追うように前記ゲーム内カメラの視野を調節することを含む、前記修正することと、前記修正された表示を前記リモート視聴者のユーザデバイスに配信することと、を含む、方法。
- 2前記ライブeスポーツイベントから前記収集された情報は、前記ライブeスポーツイベント内の前記プレイヤによって使用されるイベント固有のコンピューティングデバイスからのゲーム関連情報を含む、請求項1に記載の方法。
- 3前記ライブeスポーツイベントから前記収集された情報は、聴衆及び前記ライブeスポーツイベントに対する前記聴衆の反応に関する情報を含む、請求項1に記載の方法。
- 4前記生成された表示を修正することは、広告を組み込むことをさらに含む、請求項1に記載の方法。
- 5前記生成された表示を修正することは、前記リモート視聴者に関連付けられたユーザプロファイルにさらに基づき、前記ユーザプロファイルは、前記リモート視聴者にとって関心のある前記生成された統計に関連するものとして前記プリファレンスを識別する、請求項1に記載の方法。
- 6前記ユーザプロファイルは、前記リモート視聴者にとって関心のある広告の種類に関連する追加プリファレンスをさらに識別する、請求項5に記載の方法。
- 7前記生成された表示を修正することは、前記ライブeスポーツイベントの複数の異なる視野を提供することをさらに含み、前記異なる視野は、前記収集された情報に関連付けられた前記ライブeスポーツイベントの異なるカメラアングルに基づく、請求項1に記載の方法。
- 8前記リモート視聴者は、他の視聴者とのインタラクションを選択し得る機能を提供される、請求項1に記載の方法。
- 9前記リモート視聴者は、他の視聴者からの音声を提供される、請求項1に記載の方法。
- 10ライブ電子スポーツ(eスポーツ)イベントのスケーリングされたエンゲージメント及びビューを提供するシステムであって、1つまたは複数のゲーム内要素を含む情報をライブeスポーツイベントから収集するイベントサーバであって、前記情報は、プレイヤの入力と、ビデオゲーム情報とを含む、前記イベントサーバと、ゲームサーバであって、前記収集された情報に基づいて前記ライブeスポーツイベント内のプレイヤに関する統計を生成すること、前記ライブeスポーツイベントから前記収集された情報を使用して、ゲーム内カメラの視野から前記ライブeスポーツイベントを提示する表示を生成することであって、前記生成された表示は、前記生成された統計と関連付けられる、前記生成すること、前記生成された表示を前記生成された統計を使用してリモート視聴者に合わせて修正することであって、前記生成された表示を修正することは、拡張現実環境内に前記ライブeスポーツイベントの表示を実施することと、前記リモート視聴者のプリファレンスに従って、前記ゲーム内要素の少なくとも1つを追うように前記ゲーム内カメラの視野を調整することとを含む、前記修正すること、及び、前記修正された表示を前記リモート視聴者のユーザデバイスに配信すること、を行う前記ゲームサーバと、を含む、システム。
- 11前記ライブeスポーツイベントから前記収集された情報は、前記ライブeスポーツイベント内の前記プレイヤによって使用されるイベント固有のコンピューティングデバイスからのゲーム関連情報を含む、請求項10に記載のシステム。
- 12前記ライブeスポーツイベントから前記収集された情報は、聴衆と前記ライブeスポーツイベントに対する前記聴衆の反応とに関する情報を含む、請求項10に記載のシステム。
- 13前記生成された表示を修正することは、広告を組み込むことをさらに含む、請求項10に記載のシステム。
- 14前記生成された表示を修正することは、前記リモート視聴者に関連付けられたユーザプロファイルにさらに基づき、前記ユーザプロファイルは、前記リモート視聴者にとって関心のある前記生成された統計に関連するものとして前記プリファレンスを識別する、請求項10に記載のシステム。
- 15前記ユーザプロファイルは、前記リモート視聴者にとって関心のある広告の種類に関連する追加プリファレンスをさらに識別する、請求項14に記載のシステム。
- 16前記生成された表示を修正することは、前記ライブeスポーツイベントの複数の異なる視野を提供することをさらに含み、前記異なる視野は、前記収集された情報に関連付けられた前記ライブeスポーツイベントの異なるカメラアングルに基づく、請求項10に記載のシステム。
- 17前記リモート視聴者は、他の視聴者とのインタラクションを選択し得る機能を提供される、請求項10に記載のシステム。
- 18前記リモート視聴者は、他の視聴者からの音声を提供される、請求項10に記載のシステム。
- 19プログラムを具現化した非一時的コンピュータ可読記憶媒体であって、前記プログラムは、プロセッサによって実行可能で、ライブ電子スポーツ(eスポーツ)イベントのスケーリングされたエンゲージメント及びビューを提供する方法を実行し、前記方法は、1つまたは複数のゲーム内要素を含む情報をライブeスポーツイベントから収集することと、前記収集した情報に基づいて前記ライブeスポーツイベント内のプレイヤに関する統計を生成することと、前記ライブeスポーツイベントから前記収集された情報を使用して、ゲーム内カメラの視野から前記ライブeスポーツイベントを提示する表示を生成することであって、前記生成された表示は、前記生成された統計に関連付けられる、前記生成することと、前記生成された表示を、前記生成された統計を使用して、リモート視聴者に合わせて修正することであって、前記生成された表示を修正することは、拡張現実環境内に前記ライブeスポーツイベントの表示を実施することと、前記リモート視聴者のプリファレンスに従って、前記ゲーム内要素の少なくとも1つを追うように前記ゲーム内カメラの視野を調整することとを含む、前記修正することと、前記修正された表示を前記リモート視聴者のユーザデバイスに配信することと、を含む、 非一時的コンピュータ可読記憶媒体 。
Independent claims19
96 paragraphs, as filed
The present invention relates generally to electronic sports (esports). More specifically, the present invention relates to scaled virtual reality (VR) engagement and views at esports events.
Competitive gaming, commonly referred to as electronic sports or "esports," involves playing video games in a competitive environment. Video game competition has been around for as long as video games themselves. Early competitions were set up as tournament-style matches between players focused on a particular game, often tied to new product releases. Ultimately, it evolved to provide structure to the esports community with competitive leagues and constant tournaments. Players now have the option to compete in a myriad of professional and amateur competitions held at physical locations, or virtual competitions that take place online. Leagues and content providers, such as Major League Gaming (MLG) and the Global StarCraft® League, offer opportunities to compete and to find information about competitive games. Until recently, participation in competitive gaming has grown at a slow and steady pace. However, participation and interest in competitive games is now growing rapidly.
Video game competitions generally involve professional players participating in a variety of different formations of multiplayer video game competitions. Common esports video game genres include real-time strategy (e.g. StarCraft 2, Warcraft 3), fighting (e.g. Smash Bros., Street Fighter), first-person shooters (e.g. Counter-Strike, Overwatch), and multiplayer online battle arenas (eg, League of Legends, Heroes of the Storm).
There are many existing esports tournaments that offer cash prizes to competitors and deliver video game competitions (eg, via live broadcasts or streams) to audiences around the world. In 2013, an estimated 71.5 million people worldwide watched some form of esports competition. Individual events can have over one million unique viewers.
Currently, there are a limited number of existing online streaming media platforms that enable promotion of esports competitions and monetization of streams associated with esports competitions. While gaming companies are moving toward focusing more on the increasingly popular esports, current methods of delivering esports competitions to viewing audiences (e.g., via broadcasts) do not allow viewing There aren't many customizable features that increase user engagement. In general, the distribution information provided to various viewers in esports competition streams is far less compared to the experiences and information available to viewers participating in live esports competitions. Delivery of esports competition information (e.g., via broadcast or stream) needs to provide more customization to provide better engagement and monetization capabilities for users watching esports competitions remotely .
Additionally, along with the improvement and availability of virtual reality (and augmented reality), there is also a need to implement these mediums as a means of providing a more immersive user viewing experience of esports events.
Embodiments of the present invention include methods for providing scaled engagement and views of live electronic sports (esports) events. This method first collects information from a live esports event. The collected information is then processed to generate detailed statistics about players within the live esports event. The collected information is used to generate an esports event display for the live esports event. The esports event display is then modified using the generated detailed statistics. The modified esports event display is then delivered for viewing by remote viewers (eg, via live broadcast or stream). The modified esports event display is specific to that remote viewer.
Embodiments of the present invention also include systems for providing scaled engagement and views of live electronic sports (esports) events. The system includes an event server that collects information from live esports events. Also included are game servers used to process collected esports event information. Using the collected information, the game server also generates esports event displays and uses the processed information to modify the displays. The modified esports event display is delivered to the remote viewer's respective user device. The system also includes multiple databases that are used to store information useful for generating and modifying esports event displays.
Embodiments of the present invention include a non-transitory computer-readable storage medium embodying a program executable by a processor to provide scaled engagement and views of live electronic sports (esports) events. carry out the method. This method first collects information from a live esports event. The collected information is then processed to generate detailed statistics about players within the live esports event. The collected information is used to generate an esports event display for the live esports event. The esports event display is then modified using the generated detailed statistics. The modified esports event display is then delivered for viewing by remote viewers. The modified esports event display is specific to that remote viewer.
<figref num="1">A system for scaled engagement and views at esports events.</figref>
<figref num="2">2 is a user device used in the context of the system of FIG. 1;</figref>
<figref num="3">FIG. 2 is the game network of FIG. 1;</figref>
<figref num="4">A method for providing scaled engagement and views to remote viewers.</figref>
This disclosure describes methods and systems performed to provide scaled engagement and views of esports events. An immersive viewer experience using features associated with esports gaming networks instead of distributing information of live esports events in the same way to all remote viewers (e.g. live broadcast or stream) Customize video delivery of esports events to promote Additionally, you can customize general video delivery. These features can provide additional information, different views, and a variety of different commentators for the esports event, thus making the viewer more immersed when watching a particular esports event. With increased engagement from remote viewers, esports distribution can also be further modified for monetization by implementing advertising.
Enhanced immersion can also be achieved by implementing more customization when viewing esports events in a virtual or augmented reality setting. Virtual reality or augmented reality embodiments may include features that enable simulation of esports events and provide viewers with a more immersive view. For example, the viewing experience (e.g., viewing an esports event from a particular seat, crowd noise, and interaction) can be as if the viewer were actually watching the event from where the esports event is taking place. ) may be provided. Virtual or augmented reality can also be used to render the viewer's view as if the viewer were inside a video game.
As referred to herein, esports events are competitions involving many different video game players. Video games used for competition may span a wide range of genres and titles. People can attend and watch live esports events, as well as other popular sports (eg, football, basketball) in designated arenas or stadiums. People can also watch these live esports events remotely by delivery to their respective computing devices 120 via esports event streams. Much like a sporting event (e.g., football) can be delivered to remote viewers and provide an immersive experience for users with additional commentary, statistics, and explanations, this application will The aim is to embed and automate these same functions in the field of sports event distribution.
FIG. 1 is a system 100 for scaled engagement and views in esports events. Scaled engagement and views can be implemented via VR and non-VR capabilities. The system 100 may also facilitate monetization of esports events on each user computing device 120 of various remote viewers.
As an overview, the system 100 delivers esports event data from a live esports event 110 to various remote users on each remote user's computing device 120 . A delivery may include, for example, a live broadcast stream that remote viewers may view on their respective computing devices 120 . Esports event data from the live esports event 110 is collected and processed at the event server 130 . The esports event data from the live esports event 110 is then sent to the game server 140, which makes modifications to the esports event data. As described in more detail below, modification of esports event data at game server 140 may include the incorporation of statistics and descriptions that highlight key events within the esports event data. In addition, the game server 140 also changes the viewer's perspective of the esports event data through selection of different perspectives (e.g., different player perspectives, different perspectives within the video game), and adds commentators to the live event data. In addition, audio related to crowds attending a live esports event (eg, cheers, hoots, interactions) can be added, and monetization features (eg, advertisements from the advertisement database 180) can be implemented.
After any number of modifications have been made by the game server 140, the esports event data may then be provided to the public network 150, allowing users to receive and edit the esports event data on their computing devices 120. can watch. Exemplary computing devices 120 may include laptops, desktops, mobile devices and tablets. Viewing esports data can be done in a VR or non-VR environment. Users may be able to download esports event data directly to their computing devices 120 by using various software applications installed on their computing devices 120 . In other situations, web-based applications or streaming services may provide user access and viewing of esports event data. The user may then view the esports event data as a video stream that includes all modifications added by the game server 140, such as statistics, commentators, crowd interactions, and advertisements.
As noted above, the esports event data may be implemented using virtual reality (VR) or augmented reality (AR) as alternative ways of displaying the esports event data to further immerse the user in computing. may be provided to the device 120. For example, a VR or AR implementation can provide the user's perspective as if the user's point of view were the same as someone participating in a video competition or as a character in a video game of the video competition. . VR or AR also provide various ways to enhance aspects of esports event data, such as modifying the user's perspective of the video game or adding additional data (e.g. stats, highlights). It may allow modification of the display of sporting event data. VR or AR can also be used to simulate the viewing experience of viewers as if they were attending a live esports event. For example, viewers are assigned views based on ticket purchases, provided with audio of other participants (e.g., cheers, hoots), and features that allow interaction with other participants (e.g., chat). may be provided. Further details regarding the features of system 100 and how each feature can be used to implement scaled engagement and views of esports events are provided below.
Event server 130 obtains esports data from live esports events 110 . A live esports event 110 may be a video game competition held at a predetermined location, such as an arena or stadium dedicated to esports. Live esports event data obtained from live esports event 110 may include gameplay information associated with each video game competitor participating in live esports event 110 .
As an example, if the live esports event 110 is a first-person shooter game between 10 different players (e.g., a 5 vs. 5 match), the live esports event data is for each of these 10 players. In-game gameplay data associated with the . Gameplay data obtained from live esports events 110 is video gameplay information associated with each player's individual interactions with a video game, such as each player's point of view and game state within the video game at a given time. can include Gameplay data may also include different player inputs (eg, keyboard and mouse inputs) and communications between teammates that each player makes during a match (eg, voice and text chat).
In the process of obtaining each player's gameplay data, the event server 130 may also obtain video recordings of each player during the match. A video recording may be a recording of each player's screen as a video game match is played. A video recording may also be an in-game view of a video game match using features associated with the video game (eg, a spectator's camera view). This video data is provided to game server 140 and may be used to distribute live esports events sent to users on their computing devices 120 (or rendered gameplay video from game server 140). may be used to supplement ).
Event server 130 may also be able to obtain information related to video games being played during esports event 110 . For example, microphones, cameras and/or sensors may be used to capture information about the audience attending the live esports event 110 . Additionally, both audio and video associated with the on-site commentator can be captured by event server 130 .
Event server 130 may store information obtained from live esports event data in event database 170 . Event database 170 may be used to store video data and any gameplay information retrieved from event server 130 . Information stored in event database 170 can be accessed by game server 140 as needed, for example, to generate statistics about a particular player's past performance for use in any esports event stream.
Game servers 140 generate esports event data that is delivered to users on their computing devices 120 . Distribution of esports event data may generally include a video recording of the live esports event 110, along with additional information and commentary intended to immerse the user while watching the live esports event. Video recordings may be obtained directly from esports events 110 via event server 130 . It may also be possible for the game server 140 to re-render the game state of the video game using only the extracted gameplay data from the event server 130. In this situation, game server 140 may store video game assets associated with video games associated with esports event 110 . Using the extracted gameplay data and stored video game assets, the game server 140 may be capable of recreating the video of the video game as if it were recorded directly through the game server 140.
Game server 140 can then use the live esports event data coming from event server 130 to extract relevant information for the esports data stream viewers watch on computing device 120 . The type of extracted information obtained by game server 140 may be information likely to be of interest to a viewer.
While video games may be able to provide some of the information that game server 140 can extract and process for viewer consumption, game server 140 does not normally track/monitor video games. It may also be possible to provide additional information that it does not. For example, the game server 140 may be able to extract each individual statistic associated with a particular game by analyzing the ongoing game state of the game and each player's input. The information (applies to first person shooters, such as kills, deaths and accuracy) may be information commonly available from video games. However, the game server 140 can provide more detailed information from the game play data, such as each player's reaction time to firing and the number of near misses.
Detailed information can be obtained by the game server 140 using customizable instructions that allow the game server 140 to aggregate relevant gameplay information and process that information to obtain desired statistics. is. For an exemplary reaction time to fire, the game server 140 aggregates gameplay data to determine when a target is spotted by the player in the aiming reticle and when the target is spotted and when it fires. May be programmed to track. With respect to near misses, game state information can be aggregated and processed to identify all shots that miss the target whose firing was associated with the target.
The information that the game server 140 can obtain from the esports event data is used to distribute such information to live esports event data (e.g., video recordings of live esports events) delivered to users on their computing devices 120 . Metadata is generated so that it can be associated with Video recordings of esports events (discussed below) use metadata to associate information that should be associated with particular timeframes of the video. For example, at certain parts of the stream, information about a player's current performance can be added as a balloon near that player's avatar in the game. Metadata is used as an indicator as to what information goes there.
Additionally, the game server 140 can aggregate information from each player's gameplay data to compile a map that is a synthesized summary of the video game at any point in time. For example, a first-person shooter game may not typically generate a comprehensive map that includes all locations for each player on both teams. In-game maps typically contain information from a single team's perspective. Other teams may be obscured (e.g. by "fog of war" type effects). However, the game server 140 can use game state information from both teams to provide a complete, unobstructed view of the map so that the viewer knows what is happening within the video game. fully understandable at all times. This feature does not interfere with the ability of the system 100 to limit the user's vision of the event as desired (eg, to provide a particular player's or team's view).
Game server 140 can also provide different perspectives of events. Event server 130 collects all kinds of information from live esports events, including viewpoints from different players. Additionally, video games may have the ability to provide different perspectives of the environment within the game, and with this capability the game server 140 can similarly change the perspectives that users can view on their computing devices 120. can do.
In a further embodiment, game server 140 can use information gathered from live esports events from different players to reconstruct different viewpoints if different viewpoints are not available within the video game. This may be done by using information collected from the event server 130 and stored game assets available to the game server 140 . The game server 140 may be able to re-render the state of the video game at a given point in time and then focus the re-rendering on a particular portion based on the desired focus. This allows game server 140 to use all available information in situations where individual participants only know partial information to provide a different (and possibly comprehensive) view of the video game (e.g. , eliminating the "fog of war" effect).
The game server 140 may also embed advertisements within the delivery of live esports event data to facilitate monetization. Advertisements may be stored in a dedicated advertisement database 180 . If desired, game server 140 can query ad database 180 for appropriate ad(s) to implement in the delivery of live esports event data. Which advertisement is selected may be based on several different factors. For example, user profiles may be used to select the types of advertisements that a particular user may be interested in viewing. Certain developers or tournament organizers may also indicate a set of advertisements that should be incorporated into their distribution of live esports event data. The advertisement itself may include information suggestive of the type of user and/or stream in which the advertisement may be embedded. For example, certain advertisements may be incorporated when certain genres or certain video games are distributed. Incorporating advertising enables monetization of live esports events to a large number of potential remote viewers on the remote viewer's computing devices 120 .
Information obtained from the event server 130 (eg, from commentators of the live esports event 110) can also be used to add commentary to the delivery of the live esports event data. In other situations, one or more users may be able to assume the interpreting role on their computing device 120 . Users assuming commentary roles may require prior verification and authentication (to control who can commentate and who can provide that commentary along with live esports event data to remote viewers), but may vary. different commentators to comment on the same live esports event 110.
Once authenticated and verified, these users may be provided with a unique user interface to interact with game server 140 to modify the delivery of live esports event data to correspond to their commentary. For example, the commentator may be able to control the perspective of the game data for the esports event being streamed and the additional information displayed. Such functionality facilitates commentary effectiveness, allowing commentators to focus on the event within the live esports event data delivery and provide corresponding details related to what they are commenting on. Since each user may have a preferred commentator, the ability to allow third parties and users to introduce their comments into the system 100 can also be beneficial for viewing esports events.
Public network 150 facilitates communication of esports event data from game server 140 with multiple user computing devices 120 . Public network 150 may also include one or more private networks such as a local area network (LAN), a wide area network (WAN), or a network of public/private networks such as the Internet. The Internet is an extensive network of interconnected computers and servers that enable the transmission and exchange of Internet Protocol (IP) data between user devices connected through network service providers. Examples of network service providers include public switched telephone networks, cable service providers, digital subscriber line (DSL) service providers, or satellite service providers.
Developers 160 can also influence how distribution of live esports event data is performed. Developers 160 can interact with event server 130 and game server 140 using their respective computing devices. For example, developers 160 may create, run, and manage live esports events. Additionally, modifications to how live esports event data delivery is sent to remote viewers on remote viewers' computing devices 120 determine which advertisements should be incorporated during live esports event data delivery. , identifying which additional information (eg, statistics) should be shown, etc., can also be performed by the developer 160 .
Event data database 170 may be associated with event server 130 and may be used to store live esports event data obtained from live esports event 110 . Event server 130 may be capable of obtaining a variety of different types of esports event data from live esports event 110, including video recordings, audio, and text-based information.
Esports event data obtained from live esports event 110 may then be stored in event data database 170 . In some situations, information stored in the event data database 170 may be accessed at a future date and time after the live event has ended, for example, to analyze and obtain statistics about the live esports event. While the event server 130 may directly transmit esports event data obtained from the live esports event 110, the game server 140 accesses the event data database 170 for some or all of the information to deliver to users. It may also be possible to
Advertisement database 180 is used to store a number of different advertisements that can be incorporated into the stream of esports . Game server 140 may include an advertising profile that includes information about the types of advertisements that can be incorporated into the stream, for example, based on the esports event being streamed and the user viewing the stream. Advertisers, streaming services and/or developers may be able to specify the types of advertisements that are incorporated into esports event streams. For example, an advertising agency may have user information that can be used to match a particular advertisement to a particular user on the user's computing device 120 . Streaming services may contract with certain advertising companies to display certain advertisements during streaming of events.
Event metadata database 190 is used to store metadata associated with esports event streams provided to user computing devices 120 . The game server 140 can generate metadata to indicate what additional information (eg, statistics, advertisements) may be incorporated into the event data stream and where in the stream the additional information may be incorporated. Metadata is associated with the stream so that additional information (such as each statistic for each participating player within an esports event) can be incorporated at the appropriate time. For example, metadata may be used to link a player's kill/death ratio each time a player kills or is killed by another player. Similarly, each time a player appears in the stream, metadata can be used to link relevant game state information displayed in the esports event data stream, such as the player's current equipment, health, level, and rank.
Each piece of metadata generated by game server 140 may be assigned a unique identification linked to the esports event data used in the stream. Metadata is uniquely identified to be associated with event data and is used to indicate where and when additional information is incorporated into the event data stream, so that the overall event data used in the stream and the live esports event Additional information obtained from 110 need not be stored by game server 140 . Instead, whenever esports event data is used in a stream, the corresponding metadata associated with the esports event data is sent via game server 140, which queries event metadata database 190 for relevant metadata. Searchable from the event metadata database 190 .
FIG. 2 is a user computing device 200 used in the context of the system of FIG. User computing devices 200 (e.g., desktops, laptops, tablets, mobile devices, console gaming systems) may be used by users to facilitate performance of the features of the present invention related to scaled engagement and views of esports events. are available devices. In particular, user computing device 200 allows users to remotely watch broadcasts of live esports event data. User computing device 200 may facilitate user viewing of live esports event data via a display associated with user computing device 200 .
User computing device 200 may include various elements as shown in FIG. It should be noted that the elements are exemplary and that other embodiments may incorporate more or fewer elements than those shown. Referring to FIG. 2, a user computing device 200 includes a main memory 202, a central processing unit (CPU) 204, at least one vector unit 206, a graphics processing unit 208, an input/output (I/O) processor 210, an I /O processor memory 212, controller interface 214, memory card 216, universal serial bus (USB) interface 218, IEEE 1394 interface 220, auxiliary (AUX) interface 222 for connecting tracking devices 224, but other bus standards and You can use the interface. The User Computing Device 200 stores operating system read-only memory (OS ROM) 226 , sound processing unit 228 , optical disk control unit 230 and hard disk drive 232 , which are connected to I/O processor 210 via bus 234 . User computing device 200 further includes at least one tracking device 224 .
Tracking device 224 may be a camera that includes eye-tracking functionality. A camera may be embedded in the user computing device 200 or may be attached to the user computing device 200 as a peripheral device. In a typical eye-tracking device, infrared non-collimated light is reflected from the eye and detected by a camera or optical sensor. The information is then analyzed to extract eye rotation from changes in reflexes. Camera-based trackers focus on one or both eyes and record eye movements as the viewer looks at some type of stimulus. Camera-based eye trackers use the center of the pupil and light to generate the corneal reflection (CR). The vector between the pupil center and the CR can be used to calculate the gaze point or gaze direction on the surface. A simple calibration procedure of the viewer is usually required before using the eye tracker.
Alternatively, more sensitive trackers use reflections from the front of the cornea and the back of the lens of the eye as features to track over time. A more sensitive tracker images features from inside the eye, including retinal vessels, and follows these features as the eye rotates.
Most eye tracking devices use a sampling rate of at least 30Hz, but 50/60Hz is the most common. Some tracking devices work as high as 1250Hz. This frequency is necessary to capture the details of very fast eye movements.
Alternatively, a range camera may be used with the present invention to capture the gestures made by the user so that faces can be recognized. Range cameras are typically used to capture and interpret specific gestures. This allows hands-free control of the entertainment system. This technology can track the movement of objects and people in three dimensions using infrared projectors, cameras, depth sensors, and microchips. This user device may also employ a variant of image-based 3D reconstruction.
Tracking device 224 may include a microphone integrated within or attached to user computing device 200 as a peripheral device that captures audio data. The microphone may perform source localization and/or ambient noise suppression. The microphone may be operable to receive verbal instructions from the user to schedule, search for, and display content on the user computing device 200 .
Alternatively, tracking device 224 may be the controller of user device 200 . The controller uses a combination of built-in accelerometers and infrared detection when pointed at the LEDs of the sensors that are near, attached to, or built into the console of the entertainment system. Use to detect position in 3D space. This design allows the user to control the functionality of the user computing device 200 through physical gestures and button presses. Controllers are connected to user computing devices 200 using wireless technology that allows data to be exchanged over short distances (eg, 30 feet). The controller may additionally include a "rumble" feature (ie, vibration of the controller during certain points in the game) and/or internal speakers.
The controller may additionally or alternatively be designed to remotely capture biometric readings using sensors to record data including, for example, skin moisture, heart rhythm and muscle movement. good.
As noted above, user computing device 200 may be an electronic game console. Alternatively, user computing device 200 may be implemented as a general purpose computer, set-top box, or handheld gaming device. Moreover, similar user devices may include more or fewer operational components.
CPU 204 , vector unit 206 , graphics processing unit 208 and I/O processor 210 communicate via system bus 236 . Further, CPU 204 may communicate with main memory 202 via dedicated bus 238 while vector unit 206 and graphics processing unit 208 may communicate via dedicated bus 240 . CPU 204 executes programs stored in OS ROM 226 and main memory 202 . Main memory 202 contains prestored programs and programs transferred through I/O processor 210 from a CD-ROM, DVD-ROM or other optical disc (not shown) using optical disc control unit 232 . OK. I/O processor 210 primarily controls the exchange of data between various devices of user device 200 , including CPU 204 , vector unit 206 , graphics processing unit 208 and controller interface 214 .
Graphics processing unit 208 executes graphics instructions received from CPU 204 and vector unit 206 to generate images for display on a display device (not shown). For example, vector unit 206 may transform an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to graphics processing unit 208 . In addition, sound processing unit 230 executes instructions to generate sound signals that are output to an audio device (not shown), such as a speaker.
For VR and AR embodiments, the graphics processing unit 208 still provides live esports data to a display device (not shown) associated with the user's computing device 200 . A display device (not shown) may be a head-mounted display capable of receiving the rendered virtual environment provided by the graphics processing unit 208 using live esports data. For example, live esports data may cause the graphics processing unit 208 to render a view of a live esports event as if the viewer were sitting in a particular seat in the arena/stadium where the live esports event is taking place. can be done. Alternatively, live esports data may cause graphics processing unit 208 to render views as corresponding within a video game associated with the live esports event.
A user of user computing device 200 provides instructions to CPU 204 via controller interface 214 . For example, a user may instruct CPU 204 to store certain information on memory card 216, or may instruct user device 200 to perform some specified action. Exemplary controllers associated with controller interface 214 usable in both VR and non-VR embodiments may include touch screens, keyboards, and game controllers.
Other devices may be connected to user computing device 200 via USB interface 218 , IEEE1394 interface 220 and AUX interface 222 . Specifically, a tracking device 224 including a camera or sensor may be connected to the user computing device 200 via AUX interface 222 and a controller may be connected via USB interface 218 . In some embodiments, a VR headset or related hardware equipment may be communicatively coupled to computing device 200 via one or more computing interfaces. Hardware and associated software for implementing an augmented reality (AR) experience may similarly be coupled to computing device 200 via one or more computing interfaces.
FIG. 3 is the game server 300 of FIG. Game server 300 includes a number of different features that facilitate scaled engagement and views at esports events. As shown, the game server 300 includes an application program interface (API) 310, user profile storage 320, advertising profile storage 330, esports event data storage and buffers 340, a metadata module 350, and video game asset storage. 360 , AR/VR module 370 , and communication interface 380 . Details regarding each of these functions are described in further detail below.
An application program interface (API) 310 allows an entity to manage how live esports event data is delivered to remote viewers. Using the API310, administrators (e.g. developers, tournament organizers) can determine what data is retrieved from event servers, what data is processed and generated from event servers, and how esports event data is delivered to remote viewers. You can customize and modify how the game server behaves with respect to what is delivered to For example, an administrator may use API 310 to transmit information associated with various user profiles 320 and advertising profiles 330 that indicate additional content types to be implemented in the delivery of live esports event data to remote viewers. Can be created and/or modified.
In addition, any necessary updates regarding functionality associated with the game server can also be performed using API 310 . For example, various video games may get patches and/or other modifications during or between live esports events. API 310 can also be used to modify video game assets 360 to incorporate those patches and other modifications.
User profile 320 is used to store information about each remote viewer. Remote viewers may be required to create their own profiles and sign in to their respective profiles before being allowed to access/watch live esports event data. The game server 300 may use the user profile 320 to identify the types of modifications to the live esports event stream that can be made to make the user's viewing experience more immersive.
In embodiments where people are required to purchase tickets to attend a live esports event in person, remote viewers can choose from one of many different tickets available to watch the live esports event remotely. May require purchase or subscription. User profile 320 can store information about a remote user if there are different tickets or different statuses based on subscription type. For example, the features or perspectives available to a user may differ based on the status associated with a particular ticket and/or subscription purchase. If ticket A permits an "outfield" viewing location for a live esports event and ticket B permits a "courtside" viewing location for a live esports event, then the particular ticket purchased is in the user profile 320 stored in
User profiles 320 may also store user preferences for the delivery of live esports event data being viewed remotely on their respective user computing devices. For example, the user profile 320 can customize preferred viewpoints, preferred additional information to be displayed, preferred commentators, and advertisements likely to be of interest to the user. User profile 320 may be updated by each user at any time via his user computing device.
User profile 320 may also store information about the user's computing device. This information can be used by the game server 300 to identify how live esports event data can be processed and transmitted. This may, for example, identify the format in which live esports event data should be transmitted in order to be compatible with user computing devices. Once all information about the user is stored in the user profile 320, the game server 300 can identify the appropriate version of the live esports event data to distribute.
Advertisement profile 330 is used to store information that dictates which advertisements can be shown to the user and when they should be displayed. For example, different advertisements may be incorporated into the delivery of live esports event data based on user preferences, video game genre, and video game title. Some profiles 330 may contain user preferences so that relevant advertisements are provided for each user.
Once the game server identifies metadata corresponding to the distribution of live esports event data associated with the advertisements to include, the game server can query the advertisement profile 330 to identify one or more advertisements to include. can. Advertisement profile 330 may include information identifying where particular advertisements are stored in situations where advertisements are stored in separate databases. Advertisements, once retrieved, can be implemented into the delivery of live esports event data and can be sent to each remote viewer on each remote viewer's computing device. Each user can have different advertisements based on their user preferences. It is also possible to serve a single advertisement to all remote viewers based on the delivery of live esports event data.
Esports event data storage and buffer 340 is used to store esports event data coming from the event server. Esports event data storage and buffer 340 may be used to temporarily store esports data until the esports data is processed and available for distribution of live esports event data.
Metadata module 350 generates metadata for esports event data being delivered to remote viewers on computing devices. The generated metadata identifies the type of information to be incorporated into the distribution of live esports event data and when that information should be presented. For example, metadata is generated each time a particular player's avatar appears in a broadcast of live esports event data, and additional information about that player's avatar's health, progress, and other game-related statistics is provided to the player. Instruct it to appear in a speech bubble near the avatar. Metadata can also be used to identify advertisements to be incorporated into the distribution of live esports event data.
The metadata generated by metadata module 350 is uniquely associated with the delivery of live esports event data. This can be done, for example, by providing unique labels that connect to each other. In this way, esports event data used for delivery to deleted viewers can be stored separately from generated metadata. However, when esports event data is searched and viewed by users, the corresponding metadata can be queried and applied accordingly.
Video game asset 360 storage includes assets associated with live esports events. The stored assets are used by the game server to reconstruct gameplay of the video game using esports event data from the event server. In addition to possibly using video-based information from players or in-game information from event servers, game servers can also use esports event data to recreate gameplay. This may include generating a comprehensive map of all participants.
The use of video game assets 360 can also be used to generate different perspectives not available within the video game itself. This can be interfaced with the AR/VR module 370, where gameplay assets are rendered in 3rd order in an in-game environment in an AR or VR setting that allows the user a first-person view on their computing device. Useful for generating original simulations. An AR or VR view may place the user's point of view as the player's avatar.
The AR/VR module 370 may also introduce audio and other interactions related to other users or participants in the live esports event. For example, the AR/VR module 370 may include cheers and jeers of the attendees so that the viewer can experience what the atmosphere is like. Features (eg, chat) that allow viewers to interact with various attendees of a live esports event can also be introduced by the AR/VR module.
Communication interface 380 facilitates communication between various functions of the system of FIG. For example, this may facilitate the transmission of information from the event server to the game server and from the game server to remote viewers. Communication interface 380 also facilitates user (eg, developer, commentator) interaction with the game server.
The commentator module 390 facilitates the implementation of commentators into the delivery of live esports event data. The commentator module 390 allows the commentator to understand how displays related to the distribution of live esports event data are generated and presented, e.g., what additional information should be shown and what perspective should be used. You can provide your own user interface and tools that allow you to control
FIG. 4 is a method 400 for providing scaled engagement and views to remote viewers. Remote viewers are provided with customized delivery of live esports event data for a more immersive viewer experience, for example, via broadcast streams. Scaled engagement and views can be implemented via VR and non-VR embodiments. Customizations can also incorporate advertising for the purpose of providing monetization potential.
At step 410, esports data is obtained from a live esports event. The types of information collected during a live esports event can be customized to focus on the types of information used to calculate specific statistics and/or specific participants. If we want to use other audience members during a live esports event to provide a more immersive experience (e.g. for VR or AR embodiments that include audience interaction), we also collect information related to the live audience. You can Exemplary audience information may include audio of various attendees cheering, commentary, and jeering captured via microphones associated with the live esports event.
Each venue hosting a live esports event may have various features that facilitate the collection of information related to the live esports event. Information about what may be happening with the video game using cameras, microphones, and various other types of sensors (e.g., game state, progress, statistics for each video game player) , and information about the audience participating in the live esports event (eg, responses such as cheers/heckles, preferences regarding participants in the live esports event, and interactions such as participation in surveys).
In some embodiments, a venue, tournament organizer, or developer running and managing a live esports event may provide each participant in the live esports event with a specific computing device ( console, desktop) may also be provided. These provided computing devices may have built-in capabilities to directly collect all kinds of information about each participant during a live esports event.
After the live esports event data is collected, it is sent to the game server so that it can be processed before being distributed to remote viewers who wish to watch the live esports event. In some embodiments, esports event data may also be stored in a database for future reference. For example, stored esports data may be accessed by a game server or other third party to obtain and process historical information (eg, past performance) about a particular player.
At step 420, the esports data obtained from the live esports event is processed. Processing takes place on the game server. A live esports event may be created, run and managed by a tournament organizer, who in some cases may also be the developer of the video game associated with the live esports event. The tournament organizer has a game server that it uses in processing information coming from the live esports event, which is then transmitted to the remote viewers on their respective user computing devices.
As an example, certain video games may already track certain statistics for players associated with the video game. First person shooters may already track kills, deaths and accuracy. In situations where your game does not track these information, or there are other details that your viewers may be interested in viewing (e.g. reaction time), in order to obtain this information: It is also possible to have the game server process information coming from a live esports event.
Additionally, the game server may have profiles for particular users (or groups of users) that identify the types of detailed information that remote viewers may be interested in viewing. Viewers who have played a game and are invested in the competitive scene of a particular live esports event are more likely to view detailed information compared to casual viewers who have never played the game. be. Additionally, it may be possible for the user to indicate specifically what information they would like to see (and/or not want to see). In this way, game servers can be informed as to what information to associate with a particular delivery of live esports event data.
At step 430, the game server may generate an esports event display based on the processed live esports event data. The initially generated esports event display may include video recordings taken from live esports gameplay. The display may incorporate information obtained from a live esports event, such as audio from a live commentator and/or music being played. In AR/VR embodiments, the generated display may be a virtual simulation (including visuals and sounds) associated with a point of view within the live esports venue or within the video game itself.
In some situations, displaying an esports event may include using information from multiple players simultaneously to generate a comprehensive view of what is happening in the game. In games that utilize the "fog of war" mechanism that obscures portions of the environment based on the player's and/or team's view of the environment, the game server uses gameplay information from multiple users to remotely Viewers can be provided with different views of the (eg, complete, team-specific) game environment.
At step 440, the esports event display is modified to provide a more immersive viewer experience. Metadata is associated with the esports event display that is used to identify the type and when additional information should be associated with the esports event display. For example, metadata may be generated whenever a particular player is seen in the display. This metadata may indicate that certain statistics (eg, level, role, health) of the player should always be displayed when the player is present in the display. Metadata allows users to understand the state of the game and track interesting elements of live esports events.
The type of additional information included in the display can be customized on a user basis (eg, user preferences) or on a group basis (eg, gaming experience, gender, viewer location). For example, a user may be able to indicate that only certain players or teams have additional information. In some cases, the user can also identify the type of additional information that should be included.
Further modifications may include changing the viewpoint. Perspectives can be selected to provide the best view of the most interesting event(s) happening within the live esports event. For example, in advance (e.g., by users who wish to follow a particular player) so that a particular player (or group of players) of interest can use a particular perspective whenever they are participating in an esports event. Can set preferences. A game server monitors the status of a live esports event and can switch in-game views whenever the player shows up or engages with a player on an opposing team. Changing the field of view may include changing the in-game camera angle, providing the player's point of view using the player's game data, or providing the point of view of another player, including the player of interest.
In the case of virtual reality and augmented reality embodiments, the game server allows administrators (e.g., commentators) to adjust their viewpoints to follow specific events being commented on as they occur within a live esports event. It may be possible to An administrator interface may allow control of an in-game camera (via its computing device) or switching between views of different players within a video game of a live esports event via a user interface. The user interface may have elements associated with each player, and selection of one or more elements may instruct the game server to generate an esports event display corresponding to that viewpoint.
Other embodiments that allow administrators to view and commentate live esports events using virtual or augmented reality may also use motion controls (e.g., gestures) to facilitate camera control. can. For example, one hand gesture allows the administrator to zoom in/out the camera, and another gesture allows the administrator to move the camera to another position.
VR and AR embodiments can also incorporate audio to enhance immersion. For example, if a VR/AR simulation places the viewer inside a live esports venue, audio from the audience can be provided to the user. In another embodiment, if the VR/AR simulation places the viewer in a video game associated with live esports, audio from within the video game, such as environmental sounds or in-game music, can be used.
Game servers can also provide different perspectives on live esports events based on different characteristics. For example, a remote viewer may request the same point of view as a particular player on the team. Another point of view may be that of a coach who may be responsible for supervising multiple players simultaneously. An alternative viewpoint may be a view from within the venue of a live esports event. For example, it can provide users with a spectator perspective of a live esports event as if the remote viewers were actually attending the live event. Each of these different perspectives can be offered to remote viewers, for example, based on fees (eg, ticket purchases) or paid subscriptions. This allows remote viewers to further customize the display they are viewing for a more immersive experience.
In addition, advertising can be incorporated into esports event displays to help monetize distribution of live esports event data. Different advertisements may be served based on the stream, the games included, and/or the user watching the stream. For example, an advertising agency may already have information about many different remote viewers and may have user profiles associated with those viewers. At predetermined time periods within the delivery of live esports event data, the game server is instructed to search for relevant advertisements to display to remote viewers based on user information.
It is also possible for game servers to search for relevant advertisements based on current live esports events. Advertisements may be selected based on, for example, the genre or specific game being served. Esports event organizers and/or developers may influence which types of advertisements are incorporated into the distribution of esports events.
At step 450, the live esports event data is delivered to the remote users on their respective user computing devices. Generally, these computing devices may include one or more displays used to display esports event data (eg, video) for viewing by remote viewers. In some embodiments, a user computing device may be a computing device with an attached wearable headset that enables viewing of a virtual or augmented reality environment. At a minimum, the esports event data stream is viewable using any number of different existing video players associated with user computing devices and/or public networks.
The foregoing detailed description of the technology herein has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the technology to the precise forms disclosed. Many modifications and variations are possible in light of the above teaching. The described embodiments were chosen to best explain the principles of the technology and its practical application, thereby allowing those skilled in the art to adapt the various embodiments and specific applications contemplated. Various modifications can be made to best utilize the technology. It is intended that the scope of the technology be defined by the claims.
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| EP3758821A1 | European Patent Office (EPO) | A1 | |
| CN112423855A | China | A | |
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| US2021178257A1 | United States of America | A1 | |
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| EP3758821A4 | European Patent Office (EPO) | A4 | |
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Numbers
- Publication
- 7239596
- Application
- 2020545245
Titles2
- Japanese
- eスポーツイベントでのスケーリングされたVRエンゲージメント及びビュー
- English
- Scaled VR engagement and views at esports events
Classification
- CPC, 14
- A63F13/86
- G06Q30/0241
- A63F13/525
- A63F13/26
- A63F13/30
- A63F13/335
- A63F13/35
- A63F13/352
- A63F13/355
- A63F13/79
- A63F2300/8082
- A63F13/87
- A63F13/5258
- A63F13/61
- IPC, 7
- A63F13 86
- A63F13 52
- A63F13 30
- G06Q50 10
- H04N21 234
- H04N21 235
- H04N21 258
