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

US9878243B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-9878243-B2
Application numberUS-201715496404-A
CountryUS
Kind codeB2
Filing dateApr 25, 2017
Priority dateApr 12, 2006
Publication dateJan 30, 2018
Grant dateJan 30, 2018

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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 method of equalizing effects of latency differences in a game of skill or chance or other entertainment comprising: a. receiving an online broadcast of content; b. synchronizing the game of skill or chance or other entertainment with the online broadcast of content; and c. presenting the online broadcast of content and synchronized game data. 2. The method of claim 1 wherein the online broadcast of content comprises an audio and video track utilized to synchronize the game of skill or chance or other entertainment. 3. The method of claim 1 wherein determining a start time of the online broadcast of content includes using a recognizable signal. 4. The method of claim 1 wherein existing events in the online broadcast of content are used as synchronization points as start points for data files stored on the device. 5. The method of claim 1 wherein information is embedded in the online broadcast of content and tracked online in real-time. 6. The method of claim 1 wherein a plurality of synchronization points are used to continuously check to ensure the game of skill or chance or other entertainment is synchronized with the online broadcast of content. 7. The method of claim 1 further comprising determining an amount of delay for each participant of the game of skill or chance or other entertainment. 8. The method of claim 7 further comprising substantially equalizing receipt of game-related data and the game data for each participant through adjustment of the amount of delay. 9. A method of equalizing effects of latency differences in a game of skill or chance or other entertainment comprising: a. grouping participants into a set of cohorts receiving content delivered by similar transmission and reception systems; b. determining an amount of delay for the set of cohorts; c. receiving a content stream; d. synchronizing the game of skill or chance or other entertainment with the content stream; and e. delivering the content stream and synchronized game data to the set of cohorts. 10. The method of claim 9 wherein the content comprises an online broadcast. 11. The method of claim 9 wherein determining comprises establishing the amount of delay through an automated system which samples an online audio track, linked to a game server, to provide information related to a precise arrival of the broadcast. 12. The method of claim 9 wherein equalizing the set of cohorts comprises time stamping the amount of delay on a game lock out signal, imposing the amount of delay on an entire game data stream and sending game control data to the participant cohorts at the same time relative to receipt of the broadcast, where client software delays presentation of game data based on a precise time of reception of the broadcast by the group. 13. The method of claim 9 wherein determining the amount of delay is performed by a client device. 14. The method of claim 9 wherein determining the amount of delay is performed by a server device. 15. The method of claim 9 wherein synchronizing and delivering are performed by a server device. 16. A method of equalizing effects of latency differences in a game of skill or chance or other entertainment comprising: a. determining a service provider for each participant of the game of skill or chance or other entertainment; b. grouping participants into a set of cohorts receiving content from a same service provider; c. receiving a content stream; d. synchronizing the game of skill or chance or other entertainment with the content stream; and e. delivering the content stream and synchronized game data to the set of cohorts. 17. The method of claim 16 further comprising presenting the content stream and synchronized game data on a screen for a participant to view. 18. The method of claim 17 wherein the screen comprises a television screen. 19. The method of claim 17 wherein the screen comprises a computing device screen. 20. The method of claim 17 wherein the screen comprises a mobile phone display. 21. The method of claim 16 wherein determining the service provider is performed by a server device. 22. The method of claim 16 wherein determining the service provider is performed by a client device. 23. The method of claim 16 wherein the content stream and the synchronized game data of the game of skill or chance or other entertainment are presented on a same screen.

Assignees

Inventors

Classifications

  • Transmission via wireless network, e.g. pager or GSM · CPC title

  • using Internet · CPC title

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

  • Monitoring of downstream path of the transmission network originating from a server, e.g. bandwidth variations of a wireless network (arrangements for maintenance or administration in data switching networks involving bandwidth and capacity management H04L41/0896) · CPC title

  • Channel allocation (H04N21/266 takes precedence); Bandwidth allocation (H04N21/24 takes precedence {; allocation of channels according to the instantaneous demands of the users in time-division multiplex systems H04J3/1682; admission control, resource allocation in open networks H04L12/5692; arrangements for maintenance or administration in data switching networks involving bandwidth and capacity management H04L41/0896; negotiating bandwidth in wireless networks H04W28/16}) · CPC title

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What does patent US9878243B2 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 A63F13/358. Mapped technology areas include Human Necessities.
When was this patent published?
Publication date Tue Jan 30 2018 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 3 related publications on this page (citations in our corpus or others sharing the same primary CPC).