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

US9901820B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-9901820-B2
Application numberUS-201715603313-A
CountryUS
Kind codeB2
Filing dateMay 23, 2017
Priority dateApr 12, 2006
Publication dateFeb 27, 2018
Grant dateFeb 27, 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 programmed in a memory of a mobile device, the method comprising: a. storing a first content on the mobile device; and b. automatically synchronizing the first content on the mobile device with a second content on the mobile device using a signal to start the first content, wherein receipt of the signal is acknowledged by the mobile device. 2. The method of claim 1 wherein the first content comprises a game of skill or chance and the second content comprises a broadcast. 3. The method of claim 2 wherein the broadcast comprises commercials. 4. The method of claim 3 wherein questions related to the commercials are sent to the mobile device. 5. The method of claim 1 wherein synchronizing comprises utilizing an audio or video recognition system with online access to the second content. 6. The method of claim 1 wherein synchronizing utilizes a start signal generated by a game producer. 7. The method of claim 1 wherein synchronizing comprises sending a signal from a game server at a predetermined time. 8. The method of claim 1 wherein synchronizing comprises using added audio or video events into the second content as synchronization points. 9. The method of claim 1 wherein an artifact is inserted into the second content recognizable by an audio receiver in the mobile device which is utilized to start and continually keep the first content synchronized with the second content. 10. The method of claim 1 wherein information is inserted in a Vertical Blanking Interval (VBI) or equivalent of the second content and tracked online in real-time. 11. The method of claim 1 wherein synchronizing comprises adding a plurality of synchronization points to the second content which are used to continuously check to ensure the first content is synchronized with the second content. 12. The method of claim 1 wherein synchronizing comprises inserting audio or video to the second content which is used to continuously check to ensure the first content is synchronized with the second content. 13. The method of claim 1 wherein existing events in the second content are used as synchronization points as start points for the first content. 14. The method of claim 1 wherein a synchronization point is an event located within the second content. 15. The method of claim 1 wherein determining a start time of the second content includes using a recognizable signal. 16. The method of claim 1 wherein a signal is inserted into an audio track to synchronize the first content with the second content. 17. The method of claim 1 wherein information is embedded in the second content and tracked online in real-time. 18. The method of claim 1 further comprising determining the one or more start times of the second content includes using a recognizable signal recognizable by the mobile device. 19. The method of claim 1 wherein further comprising delivering a start time of a commercial using a recognizable signal recognizable by the mobile device. 20. The method of claim 1 wherein an artifact is inserted into the second content recognizable by an audio receiver in the mobile device which is utilized to start and continually keep the first content synchronized with the second content. 21. The method of claim 1 wherein the first content ends when the second content ends. 22. The method of claim 1 wherein a server sends the first content to the mobile device. 23. The method of claim 1 wherein the first content is stored in a memory of the mobile device. 24. The method of claim 1 wherein the first content is stored in random access memory of the mobile device. 25. The method of claim 1 further comprising displaying the first content on the mobile device. 26. The method of claim 1 wherein an earliest receipt of a lockout signal by participants is utilized for equalizing locking out all participants receiving the second content later. 27. The method of claim 1 further comprising establishing an amount of delay by comparing audio or video samples derived from the mobile device linked to a game server by comparing samples to archived audio or video files of the second content. 28. The method of claim 27 wherein adjustment of an amount of delay results in synchronization of receipt of a signal of the second content and presentation of game-related data on the mobile device. 29. The method of claim 1 further comprising determining a shortest delay experienced by participants receiving the second content and applying lockouts to all of the participants based on the shortest delay. 30. The method of claim 1 wherein participants comprise ad hoc or preexisting groups of friends competing in a separate competition in disparate physical locations. 31. The method of claim 1 wherein synchronization points are the audio or video data for the second content residing on the server online with the mobile device. 32. The method of claim 1 wherein participants constitute ad hoc or existing groups of geographically dispersed friends participating in a separate game of chance or skill. 33. The method of claim 30 wherein the participants are ad hoc or previously organized groups of friends competing against each other in a separate contest. 34. The method of claim 32 wherein equalizing the participants comprises time stamping an amount of delay on game-related data. 35. The method of claim 1 further comprising establishing an amount of delay through an automated system which samples an audio or video track of a satellite, cable or over the air signal, linked to a game server, to provide information related to a precise arrival of an underlying picture. 36. The method of claim 1 wherein the second content is stored on a digital video recorder. 37. The method of claim 1 further comprising determining if there is additional processing of the second content increasing a total length of delay. 38. The method of claim 1 wherein a delay includes a digital video recorder delay wherein the second content is recorded on the digital video recorder and played on demand. 39. The method of claim 1 further comprising equalizing a delay wherein equalizing incorporates 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 where client software delays presentation of game data based on a precise time of reception of the second content. 40. The method of claim 1 further comprising establishing an amount of delay through an automated system which samples an audio track of a satellite or over the air signal, linked to a game server, to provide information related to a precise arrival of the second content. 41. The method of claim 1 further comprising equalizing a set of cohorts comprising time stamping an 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 second content, where client software delays presentation of game data based on a precise ti

Assignees

Inventors

Classifications

  • 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

  • Data transfer via television network · CPC title

  • for network load management, e.g. bandwidth optimization, latency reduction · CPC title

  • Data transfer via internet · CPC title

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

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What does patent US9901820B2 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 Feb 27 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).