US2023276100A1PendingUtilityA1

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

Assignee: WINVIEW INCPriority: Apr 12, 2006Filed: May 8, 2023Published: Aug 31, 2023
Est. expiryApr 12, 2026(expired)· nominal 20-yr term from priority
H04N 21/4781A63F 13/358A63F 13/335A63F 13/332A63F 13/216A63F 13/795A63F 13/338H04N 21/47217H04N 21/6131H04N 5/04H04N 21/43615H04N 21/27H04N 21/4302H04N 21/435A63F 13/22A63F 13/92H04N 21/2385H04N 21/25866H04N 21/44209H04N 21/4508A63F 13/32A63F 13/285A63F 13/50H04N 21/24A63F 2300/406A63F 2300/409A63F 2300/534A63F 2300/407A63F 13/12A63F 13/30
86
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Claims

Abstract

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.

Claims

exact text as granted — not AI-modified
What is claimed is: 
     
         1 . A method of equalizing effects of latency differences in a game of skill comprising:
 a. grouping participants into a set of cohorts viewing a telecast delivered by identical transmission and reception systems;   b. determining an amount of delay for each cohort in the set of cohorts; and   c. substantially equalizing the set of cohorts through adjustment of the amount of delay.   
     
     
         2 . The method as claimed in  claim 1  further comprising determining how each participant receives a television signal. 
     
     
         3 . The method as claimed in  claim 2  wherein how each participant receives a television signal is selected from the group consisting of an over the air broadcast, a cable system and a satellite system. 
     
     
         4 . The method as claimed in  claim 2  wherein the participants are grouped based on how the participants receive a television signal. 
     
     
         5 . The method as claimed in  claim 1  further comprising determining if there is additional processing of a television signal in a reception location. 
     
     
         6 . The method as claimed in  claim 5  wherein the additional processing occurs within a participant's location selected from the group consisting of a public place, a home, an office and a bar. 
     
     
         7 . The method as claimed in  claim 1  wherein determining the amount of delay comprises one or more of:
 a. requiring the participants to answer questions related to their television system service; 
 b. requiring the participants to mark on a game playing client device a precise time that a predetermined audio or visual event is viewed on a television program; 
 c. utilizing a GPS function in a cellular phone to determine a physical location of each of the participants; 
 d. utilizing an employee of a game producer who is a member of each cohort in the set of cohorts to determine the amount of delay; 
 e. inserting an artifact in the telecast in which the participants respond to; and 
 f. establishing the amount of delay through an automated system which samples an audio or video track of a satellite, cable or over the air broadcast television signal, linked to a game server, to provide information related to a precise arrival of an underlying television picture. 
 
     
     
         8 . The method as claimed in  claim 7  wherein an average is taken when requiring participants to mark the precise time the predetermined audio or visual event is viewed on the television program. 
     
     
         9 . The method as claimed in  claim 1  wherein equalizing the set of cohorts comprises at least one of 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 telecast by the group. 
     
     
         10 . A method of preventing a first set of participants at a live event from having an advantage over a second set of participants watching the live event on television comprising:
 a. determining a cellular site that serves a set of cellular phones at a venue site;   b. determining the set of cellular phones that are utilizing the cellular site of the venue site;   c. determining a subset of cellular phones within the set of cellular phones that are located within the venue site; and   d. generating separate groups of competitions based on the subset of cellular phones within the set of cellular phones that are located within the venue site.   
     
     
         11 . The method as claimed in  claim 10  wherein a first group within the separate groups of competitions includes only the first set of participants and a second group within the separate groups of competitions includes only the second set of participants. 
     
     
         12 . The method as claimed in  claim 10  wherein an application on a server determines the cellular site, the set of cellular phones utilizing the cellular site and the subset of cellular phones located within the venue site. 
     
     
         13 . The method as claimed in  claim 10  wherein an application on each cellular phone within the subset of cellular phones determines if the cellular phone is located within the venue site. 
     
     
         14 . A method of equalizing effects of latency issues with a taped television broadcast comprising:
 a. storing a set of data files on a server;   b. determining one or more start times; and   c. transmitting the set of files from the server to each mobile device at a transmission time corresponding to an appropriate start time for the mobile device.   
     
     
         15 . The method as claimed in  claim 14  wherein an application starts using the set of files at the one or more start times. 
     
     
         16 . The method as claimed in  claim 14  wherein the set of data files are game data files. 
     
     
         17 . The method as claimed in  claim 14  wherein determining the one or more start times includes at least one of:
 a. utilizing an employee of a game provider to synchronize data files based on their visual observation of a telecast; 
 b. utilizing at least one of an audio and video recognition system with online access to the broadcast for each separate market which provides real-time tracking of the broadcast to the server; 
 c. inserting at least one of an audio and video event in the television broadcast which is recognizable at a starting point; 
 d. designating at least one of the audio and video event in the television broadcast which is recognizable as the starting point; 
 e. utilizing an audio signal, inserted within the broadcast recognizable by an audio receiver of the mobile device; and 
 f. using a vertical blanking interval. 
 
     
     
         18 . A system for equalizing effects of latency issues for a game of skill comprising:
 a. a mobile device; and   b. a server coupled to the mobile device wherein the server sends a lockout signal at an appropriate time based on a measured amount of delay to prevent a user from submitting a response.   
     
     
         19 . The system as claimed in  claim 18  wherein the mobile device is within a group of mobile devices. 
     
     
         20 . The system as claimed in  claim 18  wherein the server determines which group the mobile device is in. 
     
     
         21 . The system as claimed in  claim 18  wherein the server stores game control data and transmits the game control data to the mobile device. 
     
     
         22 . The system as claimed in  claim 21  wherein the game control data includes delay information for implementing the lockout signal. 
     
     
         23 . The system as claimed in  claim 18  wherein the server contains a location determination application for determining the location of the mobile device. 
     
     
         24 . The system as claimed in  claim 18  wherein the mobile device contains a location determination application for determining the location of the mobile device. 
     
     
         25 . The system as claimed in  claim 18  wherein variances in delays in receiving the television signal determine delays in transmitting applicable data files within a television signal reception path. 
     
     
         26 . A device for equalizing effects of latency issues for a game of skill comprising:
 a. a storage device; and   b. a set of applications contained within the storage device for sending a lockout signal at an appropriate time based on a measured amount of delay to prevent a user from submitting a response.   
     
     
         27 . The device as claimed in  claim 26  wherein the set of applications determines which group mobile devices coupled to the device are in. 
     
     
         28 . The device as claimed in  claim 26  wherein the device stores game control data and transfers the game control data to mobile devices. 
     
     
         29 . The device as claimed in  claim 28  wherein the game control data includes delay information for implementing the lockout signal. 
     
     
         30 . The device as claimed in  claim 26  wherein the set of applications includes a location application for determining the location of mobile devices. 
     
     
         31 . The device as claimed in  claim 26  wherein the amount of delay accounts for delays within a television signal reception path. 
     
     
         32 . A network of devices comprising:
 a. a plurality of mobile devices; and   b. a server coupled to the mobile devices wherein the server groups the plurality of mobile devices into a set of cohorts and wherein the server sends a lockout signal at an appropriate time based on an amount of delay to prevent users from submitting a response.   
     
     
         33 . The network of devices as claimed in  claim 32  wherein each cohort within the set of cohorts is based on a signal reception path. 
     
     
         34 . The network of devices as claimed in  claim 32  wherein the signal reception path is selected from the group consisting of an over the air network, a cable network and a satellite network. 
     
     
         35 . The network of devices as claimed in  claim 32  wherein the server stores game control data and transfers the game control data to each mobile device within the plurality of mobile devices. 
     
     
         36 . The network of devices as claimed in  claim 32  wherein the game control data is specific for each cohort within the set of cohorts. 
     
     
         37 . The network of devices as claimed in  claim 36  wherein the game control data includes delay information for equalizing the lockout signal. 
     
     
         38 . The network of devices as claimed in  claim 32  wherein the amount of delay accounts for delays within a television signal reception path.

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