Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming

US11736771B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-11736771-B2
Application numberUS-202117387055-A
CountryUS
Kind codeB2
Filing dateJul 28, 2021
Priority dateApr 12, 2006
Publication dateAug 22, 2023
Grant dateAug 22, 2023

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  1. Title

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  2. Abstract

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  3. Assignees and inventors

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  4. Key dates

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  5. First independent claim

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  6. CPC / IPC classifications

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  7. Citations and related patents

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Abstract

Official abstract text for this publication.

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.

First claim

Opening claim text (preview).

What is claimed is: 1. A server comprising: a. a memory for storing an application for conducting one or more real-time games of skill or chance or other entertainment in connection with a sports event, the application configured for: i. communicating with a plurality of devices grouped into a plurality of cohorts, wherein each cohort constitutes participants in one of the real-time games of skill or chance or other entertainment; and ii. storing one or more files related to the one or more real-time games of skill or chance or other entertainment; iii. simultaneously transmitting the one or more files to each of the devices within a cohort; iv. sending one or more lockout signals at one or more appropriate times based on an amount of delay to prevent users from submitting one or more responses to the one or more real time games of skill or chance or other entertainment, wherein the at least one of the one or more lockout signals is based on information from an observer of the sports event; and b. a processor for processing the application. 2. The server as claimed in claim 1 wherein the amount of delay for a cohort is based on an earliest signal reception by a member of the cohort. 3. The server as claimed in claim 2 wherein the signal reception is selected from the group consisting of an over the air network, a cable network, a satellite network, or one or more streamed signals. 4. The server as claimed in claim 1 wherein the server stores game control data and transfers the game control data to each device within the plurality of devices. 5. The server as claimed in claim 1 wherein the amount of delay is predetermined. 6. The server as claimed in claim 5 wherein the game control data includes delay information for equalizing the lockout signal. 7. The server as claimed in claim 1 wherein the amount of delay accounts for delays within a television signal reception path. 8. The server as claimed in claim 4 wherein the game control data imposes a delay for equalizing the lockout signal. 9. The server as claimed in claim 4 wherein the game control data is based on one or more real-time data feeds. 10. The server as claimed in claim 9 wherein the one or more real-time data feeds originate from a venue of the sports event. 11. The server as claimed in claim 1 wherein the game of skill or chance or other entertainment is synchronized with a broadcast of the sports event. 12. The server as claimed in claim 11 wherein the broadcast is delivered online. 13. The server as claimed in claim 11 wherein questions are displayed at precise times before, during and after the commercials or pauses in the broadcast sent to the plurality of devices in synchronization with the broadcast. 14. The server as claimed in claim 1 wherein an earliest receipt of the lockout signal by participants is utilized for equalizing locking out all participants. 15. The server as claimed in claim 1 wherein an earliest lockout signal required to prevent participants receiving an earliest broadcast signal on a connected device is utilized for equalizing locking out all participants receiving a later broadcast signal. 16. The server as claimed in claim 1 wherein input data received by a server from the plurality of devices is further for determining a shortest delay for participants and applying the one or more lockout signals to the participants based on the shortest delay within a cohort. 17. The server as claimed in claim 1 wherein the observer is physically present at the sports event. 18. The server as claimed in claim 1 wherein each of the cohorts receives the sports event delivered by similar transmission and reception systems. 19. The server as claimed in claim 1 wherein each of the cohorts is grouped based on a time zone in which the mobile device is located. 20. The server as claimed in claim 1 wherein a first cohort is watching a first sports event and a second cohort is watching a second sports event. 21. The server as claimed in claim 1 wherein a person observes the event at a physical venue and is in communication with one or more producers of the game of skill or chance or other entertainment. 22. The server as claimed in claim 1 wherein the appropriate time for the one or more lockout signals occurs immediately before competitors are able to see or hear a play unfold. 23. The server as claimed in claim 1 wherein the appropriate time for the one or more lockout signals occurs immediately before a scoring chance in an event. 24. The server as claimed in claim 1 wherein the appropriate time for the one or more lockout signals involves an in-progress play, not during a stoppage, and preventing submitting the response before a critical element of the in-progress play unfolds. 25. The server as claimed in claim 1 wherein the one or more lockout signals are able to apply for a limited amount of time and then removed permitting user input after the lockout signal is removed. 26. The server as claimed in claim 1 wherein the one or more lockout signals are able to apply for an action lasting a limited amount of time. 27. The server as claimed in claim 1 wherein the amount of delay is based on latency of video signals received by a producer producing the one or more real-time games of skill or chance or other entertainment. 28. The server as claimed in claim 1 wherein the amount of delay is measured. 29. A server comprising: a. a memory for storing an application, the application configured for: i. communicating with a plurality of devices grouped into a set of cohorts, wherein each cohort constitutes participants in one or more real-time games of skill or chance or other entertainment; ii. storing one or more files related to the one or more real-time games of skill or chance or other entertainment; iii. simultaneously transmitting the one or more files to each of the devices within a cohort; and iv. sending one or more lockout signals at one or more appropriate times based on an amount of delay to prevent users from submitting a response to the real-time game of skill or chance or other entertainment, wherein a first cohort of the set of cohorts is watching a first televised sports event, and a second cohort of the set of cohorts is watching a second televised sports event, wherein the at least one of the one or more lockout signals is based on information from an observer of the sports event; and b. a processor for processing the application. 30. The server as claimed in claim 29 wherein the amount of delay is measured. 31. The server as claimed in claim 29 wherein the server stores game control data and transfers the game control data to each device within the plurality of devices. 32. The server as claimed in claim 29 wherein the amount of delay is predetermined. 33. The server as claimed in claim 31 wherein the game control data includes delay information for equalizing the lockout signal. 34. The server as claimed in claim 29 wherein the amount of delay accounts for delays within a television signal reception path. 35. The server as claimed in claim 31 wherein the game control data imposes a delay for equalizing the lockout signal. 36. The server as claimed in claim 31 wherein the

Assignees

Inventors

Classifications

  • Games · CPC title

  • using geographical information, e.g. location of the game device or player using GPS · CPC title

  • Setup operations, e.g. calibration, key configuration or button assignment · CPC title

  • Generating tactile feedback signals via the game input device, e.g. force feedback · CPC title

  • using local area network [LAN] connections · CPC title

Patent family

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What does patent US11736771B2 cover?
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.…
Who is the assignee on this patent?
Winview Inc
What technology area does this patent fall under?
Primary CPC classification H04N21/4781. Mapped technology areas include Electricity.
When was this patent published?
Publication date Tue Aug 22 2023 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 12 related publications on this page (citations in our corpus or others sharing the same primary CPC).