![]() MESSAGES FOR LIVE BROADCAST EVENT
专利摘要:
Live Event Messaging The present invention relates to a messaging system for a live event. a processing device presents a live event featuring at least one participant. the processing device presents one or more participant messages within a native messaging interface associated with the event. the processing device also presents one or more spectator messages within the native messaging interface. spectator messages are integrated with participant messages and spectator messages are introduced via a non-native messaging interface. 公开号:BR112016010707A2 申请号:R112016010707-1 申请日:2014-11-14 公开日:2021-09-08 发明作者:Justin Lewis;Kevin Greene 申请人:Google Llc; IPC主号:
专利说明:
[0001] [0001] The present invention relates to implementations related to a live broadcast system, and more specifically to messages for a live broadcast event. BACKGROUND [0002] [0002] An online activity platform allows a participant to host a live event. A live event can include a live streaming video game, an online lecture, or a digital concert. The online activities platform can send a digital representation of the event (eg a live stream) to a content platform. Viewers can watch the event live via the content platform. SUMMARY [0003] [0003] The summary below is a simplified summary of the description in order to provide a basic understanding of some aspects of the description. This summary is not a broad overview of the description. It is neither intended to identify key or critical elements of the description, nor to delineate any scope of specific implementations of the description or any scope of claims. Its sole purpose is to present some concepts of the description in a simplified form as a prelude to the more detailed description that is presented below. [0004] [0004] In one implementation, a method for providing a messaging system for a live event is described. The method includes presenting a live event featuring at least one participant. The method also includes presenting one or more participant messages within a native messaging interface associated with the event. The method additionally includes displaying one or more viewer messages within the native messaging interface. Viewer messages are integrated with participant messages and spectator messages are introduced via a non-native messaging interface. [0005] [0005] In implementations, the event is a video game, an educational lecture, a digital concert, or an Internet broadcast. In implementations, one or more participant messages include participant messages from multiple participants. [0006] [0006] In implementations, the method additionally includes providing a set of configuration options to allow the participant to customize the message presentation of the native message interface. The set of configuration options may include an option to allow the participant to separate one or more participant messages from spectator messages. The set of configuration options may include an option to allow the participant to configure the appearance of one or more participant messages. Appearance can be related to at least one font, color, text formatting, style, size, or text effect. [0007] [0007] In implementations, when presenting one or more spectator messages within the native message interface, the method will include receiving a spectator message introduced via the non-native interface. The method also includes identifying an event identifier of the event. The method additionally includes selecting one or more viewer messages corresponding to the event identifier. [0008] [0008] In implementations, when presenting one or more participant messages within the native messaging interface, the method will include receiving a participant message, identifying an event identifier of the event, and selecting one or more messages of participant corresponding to the event identifier. [0009] [0009] In one implementation, a method for providing messages for a live event is described. The method includes providing, through a content platform processing device, a user interface featuring at least a first portion and a second portion, the first portion including a media player that broadcasts a live event featuring at least one active participant. The user interface is not a native interface of an event hosting platform. The method additionally includes receiving one or more active participant messages introduced via a native interface of the event hosting platform during the live event. The method also includes receiving one or more viewer messages via the second portion of the user interface during the live event. The method includes providing one or more active participant messages and one or more spectator messages for display in the second portion of the user interface during the live event. The viewer messages displayed are integrated with the active participant messages. [0010] [0010] Implementations may include any, all, or none of the following characteristics. The live event could be a video game, an educational lecture, a music festival, or a webcast. One or more active participant messages can include active participant messages from a plurality of active participants of the live event. The provision of one or more active participant messages and one or more spectator messages for presentation may include identifying an event identifier of the live event. The method may additionally include selecting one or more viewer messages corresponding to the event identifier. The method may additionally include selecting one or more active participant messages corresponding to the event identifier. The method may include receiving a viewer request, via the user interface, to watch the event live. One or more active participant messages and one or more spectator messages can each be associated with a timestamp. The method may include synchronizing one or more active participant messages with one or more spectator messages according to their respective timestamps for an integrated presentation in the second portion of the user interface. The live event can be associated with a channel of a content platform, the method can additionally include receiving, via the user interface, a request from the viewer to subscribe to the channel. The method may additionally include sending one or more spectator messages to the event hosting platform. In response to sending one or more spectator messages, the media player may present one or more spectator messages integrated with one or more active participant messages while broadcasting the live event. [0011] [0011] In the additional implementations, computing devices are also implemented to perform the operations described here. Additionally, in the embodiments of the description, a computer-readable storage medium stores instructions for performing the operations of the above-described embodiments. In other implementations, an apparatus is also implemented that includes a means for performing the operations described here. BRIEF DESCRIPTION OF THE DRAWINGS [0012] [0012] The present description will be understood more fully from the detailed description provided below and from the accompanying drawings of various embodiments of the present description, which, however, should not be taken as limiting the present description to specific embodiments. , but for explanation and understanding only. [0013] [0013] Figure 1 illustrates an exemplary network architecture in which the embodiments of the present description can be implemented. [0014] [0014] Figure 2 is a flowchart that illustrates an implementation of a method to provide messages to a participant of a live event according to the implementations. [0015] [0015] Figure 3 is a flowchart that illustrates an implementation of a method to provide messages to a live event viewer according to the implementations. [0016] [0016] Figure 4 illustrates a sequence diagram to provide messaging services between one or more participants of a live event and one or more spectators of the live event according to implementations. [0017] [0017] Figures 5A-5B illustrate event participant graphical user interfaces (GUI) according to implementations. [0018] [0018] Figure 6 illustrates an exemplary UI (User Interface) 600 according to the implementations. [0019] [0019] Figure 7 is a schematic diagram showing an example of a machine in the form of a computer system [0020] [0020] The following description presents numerous specific details, such as examples of specific systems, components, method, etc., in order to provide a good understanding of various embodiments of the present description. It will be apparent to one skilled in the art, however, that at least some embodiments of the present disclosure can be practiced without these specific details. In other examples, well-known components or methods are not described in detail or are presented in a simple block diagram format to prevent obscuration. [0021] [0021] Description implementations refer to messages for a live event. Conventional online activity platforms allow a participant to host a live event. A live event can include, for example, a live streaming video game, an online lecture, an internet broadcast or a digital concert. The online activities platform can send a digital representation of the event (eg a live stream) to a content platform. Viewers can watch the event live via the content platform. Conventional online activity platforms do not allow the participant to communicate with viewers via the content platform. To communicate with viewers, participants conventionally use messaging services outside the online activity platform. Participants often use a separate monitor or separate screen or even a separate computer device solely for messages to viewers. Conventional video games or video game platforms also do not provide the player with an in-game messaging component for communicating with live stream viewers. Instead, the player may need to use third-party messaging services (ie outside the game) to communicate with viewers. [0022] [0022] The implementations of the present description address the above shortcomings of conventional systems by providing a mechanism for a participant of a live event hosted by an online activities platform to communicate with spectators who are watching the event via a content platform. [0023] [0023] As used herein, a media item may include "streaming", "live streaming", "game streaming", "video game", "media", "online media item", "digital media" , and a "digital media item" may include one or more electronic files that can be played or loaded using software, firmware, or hardware configured to present the media item to an entity. Content may also include live streamed content and media items available on demand. [0024] [0024] Figure 1 illustrates an exemplary network architecture 100 in which embodiments of the present description may be implemented. The network architecture 100 includes a participant device 102, a network 104, an event hosting platform 106, a content platform 108, a messaging platform 110, a spectator device 112 and a data store. [0025] [0025] The participant device (a device of a user who is part of a live event) 102 and the spectator device (a device of a user who is watching a live event) 112 can each include which, a computing device, such as a personal computer (PC), a game console, a digital converter, a laptop, a mobile phone, a smart phone, a tablet, a netbook, a digital book reader, personal digital assistant [0026] [0026] In one implementation, the network 104 may include a public network (e.g. the Internet), a private network (e.g. a local area network (LAN) or a wide area network (WAN)), a wired network (for example, the Ethernet network), a wireless network (for example, an 802.11 network or a Wi-Fi network), a cellular network (for example, a Long Term Evolution network ( LTE) or advanced LTE networking, routes, hubs, switches, server computers, and/or a combination thereof. [0027] [0027] In one implementation, the data store 150 can be a memory (e.g. random access memory), a cache, a disk drive (e.g. a hard disk drive), a flash drive, a system database, or other type of component or device capable of storing data. Data storage 150 may also include multiple storage components (e.g., multiple disk drives or multiple databases) that may also span multiple computing devices (e.g., multiple server computers). ). [0028] [0028] Each attendee device 102 includes at least one event application 114 that allows an attendee to engage in an event (e.g., play a video game, host a lecture) and communicate, from within the application. of events 114, [0029] [0029] Each viewer device 112 may include a media viewer 116. The viewer device 112 may present content (eg, a broadcast of a live event) to the viewer via the media viewer 116. The viewer 116 may also provide an embedded media player (e.g. a Flash® player or an HTML5 player) that is embedded in a web page (e.g. a web page that may refer to a live event). In another example, the media viewer 116 may be a standalone application (e.g. a mobile app or mobile app) that allows users to subscribe to channels and consume digital media items (e.g. live events, videos e-books, digital images, e-books, etc.). The media viewer 116 may be provided to the viewer device by the content platform 108. For example, the media viewer 116 may be a browser that provides a media player that is built into a web page provided by content platform 108. In another example, media viewer 116 may be an application that is downloaded from an application distribution platform, such as an "app store" (not shown). [0030] [0030] Event hosting platform 106, content platform 108, and messaging platform 110 may each include one or more computing devices, such as a rackmount server, a router, a server computer, a personal computer, a mainframe computer, a laptop, a tablet, a desktop computer, etc., data stores (e.g. hard drives, memories, database), networks, software components, and/or hardware components. [0031] [0031] Event hosting platform 106 may provide all or part of an event (e.g. a video game) to participant device 102. For example, participant may play a video game using a client application where portions of the game are provided by the event hosting platform 106. The event hosting platform 106 can facilitate a connection in the application. [0032] [0032] Content platform 108 may be an Internet-based platform (e.g. a content sharing or hosting platform) that can provide digital content (e.g. live events, digital video, broadcast video , images, digital music, broadcast music, social media information, etc.) to one or more viewer devices 112 and may allow viewers to watch a broadcast of a live event. To provide digital content, for example, the content platform 108 may allow a viewer to subscribe to a paid or free channel. The content platform 108 may also allow the viewer to consume, upload, search, assist, share, approve ("like"), dislike, and/or comment on broadcast events provided through various channels. The content platform may include a smart TV platform, a content sharing platform, a content recommendation platform, and the like. [0033] [0033] The messaging platform 110 may provide messaging services that facilitate communication between users of the event hosting platform 106 and users of the content platform 108, such as between a participant engaged in a live event using the event hosting platform 108. hosting event 106 and a spectator watching a live broadcast of the event using the platform [0034] [0034] In some implementations, delays can be taken into account when synchronizing messages from participants and spectators. For example, a twenty second delay can be introduced within an event. The message platform 110 may create instructions that instruct the participant device 102 and the spectator device 112 of the delay. In implementations, the messaging platform 110 is implemented not as a separate platform, but as a service that is integrated into both the event hosting platform 106 and the content platform 108. [0035] [0035] Message platform 110 may store participant and viewer messages as message records 120 in data store 150. Data store 150 may include any number of message records 120a-n. Each message record 120 may include information about a specific message, including the message itself. For example, the message log may include the source of the message (e.g. participant device, spectator device), a message ID, the time the message was created, the time when the message was received at data store 150, the time the messaging platform 110 received the message, a unique ID associated with a participant, a session ID, an event ID, an application ID, a game tag, a lecture tag, and the like. [0036] [0036] In implementations, a participant may submit a participant message via event application 114 on participant device 102. Participant device 102 may transmit the participant message, along with information about the participant message. participant (as described above), to the messaging platform 110 via the network 104. The messaging platform [0037] [0037] While each of these, event hosting platform 106, content platform 108, messaging platform 110, or data store 150, is represented in Figure 1 as disparate single components, these components can They can be implemented together in a single device or networked in various combinations of multiple different devices that operate with each other. Examples of devices may include servers, mainframe computers, networked computers, process-based devices, virtual machines, and similar types of systems and devices, but are not limited to these. Each of these components can be implemented on a single server, a group of servers, a cloud, etc. These components can also be implemented individually, each on a separate server, group of servers, a cloud, etc. [0038] [0038] In implementations, an event can be transmitted in real time (eg live) via a channel. An event can be digital content chosen by a channel curator. The channel curator can be a user, a participant, a participant agent, a content provider, a media company, a broadband provider, a broadcaster, a game service, a game provider, a gamer. , etc. The curator (e.g. a participant, an agent of the participant) can also perform management actions on the channel including requesting live streaming of an event via the channel, defining subscription requirements for the channel, defining attributes of presentation for channel content, set access attributes for channel content, etc. The channel curator can also select various channel characteristics, such as whether the channel is free or paid. For paid channels, the curator can set or select a subscription fee. The curator can also select different subscription characteristics, or define subscription levels that correspond to different types of channel access and corresponding subscription fees. The content platform 108 may include multiple channels that are created or curated by different channel curators. Users, other than the channel curator, can subscribe to one or more channels they are interested in. [0039] [0039] Figure 2 is a flowchart illustrating an implementation of a method 200 for providing messages to a participant of a live event in accordance with the implementations. Method 200 may be executed by processing logic (e.g., in computer system 700 of Figure 7) which may comprise hardware (e.g., circuitry, dedicated logic, programmable logic, microcode, etc.), software (such as instructions running on a processing device), firmware, or a combination thereof. In implementations, method 200 is executed primarily by participant device 102 of Figure 1. In one implementation, method 200 is executed primarily by event hosting platform 106 of Figure 1. [0040] [0040] In block 202, the processing logic provides a set of configuration options to customize a message presentation for the live event participant. The attendee may be authorized to make any number or type of configuration changes with respect to the appearance of any messages presented in conjunction with the live event (e.g., separating messages from a plurality of attendees from ex-post messages). live event viewers), as described in greater detail in conjunction with Figure 5B. At block 204, the processing logic may receive configuration input that corresponds to a configuration option. For example, a participant can select a configuration option to differentiate between messages from other participants and from other viewers of the live stream. Processing logic can receive this selection, such as via a graphical user interface. [0041] [0041] At block 206, the processing logic presents a live event featuring at least one participant. The live event can be any type of event that includes the exemplary events described here. The event can have any number of participants. The processing logic can present the event to the participant via the event application 114 of the participant device 103 of Figure 1. [0042] [0042] In block 208, the processing logic presents a participant message within a native message interface associated with the event (for example, a message interface provided by the event application 114 and/or the platform event hosting 106). For example, a video game might have a native in-game messaging interface. Processing logic can present the participant message within an in-game messaging interface. In implementations where the processing logic presents a set of configuration options for the participant, the processing logic can present the viewer messages according to the configuration options selected. [0043] [0043] In implementations, the presentation of one or more participant messages within the native messaging interface includes receiving a participant message. The processing logic can receive the participant message from any source, such as via the native messaging interface, via a participant microphone, and the like. The processing logic can then identify an event identifier of the event, as described in more detail in conjunction with Figure 4. Afterwards, the processing logic can select one or more participant messages corresponding to the event identifier. event for presentation to the participant via the native messaging interface. [0044] [0044] In block 210, the processing logic displays one or more spectator messages within the native message interface. Viewer messages are introduced by the viewer via a non-native message interface, such as an interface provided by the content platform 108 in Figure 1. When viewing viewer messages, the processing logic may integrate viewer messages with participant messages. In some implementations, the spectator messages presented within the native messaging interface are spectator messages introduced via the non-native interface that are associated with an event event identifier, as described in more detail in conjunction with Figure 4. The logic The processor can select viewer messages corresponding to the event identifier for presentation to the participant via the native messaging interface. Processing logic may cause viewer messages to be presented by event application 114 on a participant device 102 of Figure 1. [0045] [0045] Figure 3 is a flowchart illustrating an implementation of a method 300 for providing messages to a live event viewer in accordance with implementations. Method 300 may be executed by processing logic (e.g., in the computer system 700 of Figure 7) that may comprise hardware (e.g., circuitry, dedicated logic, programmable logic, microcode, etc.), software (such as instructions that run on a processing device), firmware, or a combination thereof. In implementations, method 300 is primarily performed by content platform 108 in Figure 1. [0046] [0046] At block 302, the processing logic provides a media player in a user interface. The media player can be presented as an application or part of an application on a viewer device, such as media viewer 116 of viewer device 112 in Figure 1. In implementations, the user interface includes two or more portions - the first portion for displaying the media player, and a second portion for displaying and receiving messages. The user interface can be any interface that differs from a native interface of an event hosting platform. For example, when the event is a video game, the native interface will be an in-game messaging interface. [0047] [0047] In block 304, the processing logic receives a request to watch a live event. The request may be a response to a viewer activating a "watch" or "play" button from within a graphical user interface. The event features at least one active participant (eg a player, a speaker, a teacher, a musician). [0048] [0048] In block 306, the processing logic can transmit the event via the media player. In implementations, the processing logic receives the event broadcast from a content platform (eg, content platform 108 in Figure 1). [0049] [0049] In block 308, the processing logic receives a participant message from an active participant of the event. The processing logic can receive the participant message from an event hosting platform (for example, the event hosting platform 106 in Figure 1) or from a messaging platform (for example, the of messages 110 of Figure 1). The attendee message is introduced via a native interface of the event hosting platform during the live event. [0050] [0050] At block 310, the processing logic receives one or more spectator messages via the user interface (eg, the second portion) during the live event. At block 312, the processing logic provides one or more spectator messages and one or more active participant messages for display in the user interface during the live event. The processing logic can cause the viewer messages to be presented by the media viewer application 116 on the viewer device 112 of Figure 1. In implementations, the processing logic integrates the viewer messages and the participant messages. In implementations, the processing logic receives instruction (eg metadata, timestamps) about how viewer messages and participant messages will be presented. For example, the processing logic can synchronize the viewer messages and the participant messages, such as chronologically, according to the respective timestamps of the messages for an integrated presentation in the user interface. Instructions for displaying spectator messages and participant messages can be generated by a messaging platform (for example, the messaging platform 110 in Figure 1), the event hosting platform (for example, the event hosting form 106 of Figure 1), a content platform (eg, content platform 108 of Figure 1). [0051] [0051] In implementations, when providing active participant messages and spectator messages for presentation, the processing logic will identify an event identifier of the event. Afterwards, the processing logic will select the viewer messages corresponding to the event identifier. The processing logic selects active participant messages corresponding to the event identifier. [0052] [0052] In some implementations, the presentation of one or more spectator messages within the native messaging interface includes receiving multiple spectator messages introduced via the user interface and selecting one or more spectator messages corresponding to an identifier of the event. Alternatively, one or more participant messages corresponding to the event identifier of the event can be selected. In some implementations, one or more spectator messages and one or more participant messages corresponding to the event identifier of the event can be selected. [0053] [0053] In some implementations, the processing logic sends any spectator messages received to a messaging platform, an event hosting platform, or an attendee device to present the spectator messages to the event attendee. [0054] [0054] In some implementations, the processing logic also presents, via the media player, the spectator messages integrated with the active participant messages while broadcasting the live event. For example, the spectator is watching the event via the interface and types a message to the participant. The processing logic sends the message to the participant's device, where it is presented. In this implementation, the processing logic presents to the viewer what the participant sees, including the viewer's message. [0055] [0055] Figure 4 illustrates a sequence diagram 400 for providing messaging services between one or more participants of a live event and one or more spectators of the live event. In this implementation, an event platform 404 (e.g., event hosting platform 106 of Figure 1) and a content platform 406 (e.g., content platform 108 of Figure 1) each feature , message components that communicate with each other. [0056] [0056] First, at 410, a participant device 402 transmits an authentication request to the event platform 404. The authentication request may include participant credentials, such as a username and password. The 404 event platform receives the authentication request and attempts to authenticate the participant's credentials against data in an authentication data store (not shown). If the received credentials are authenticated, at 412 the event platform 404 transmits an authentication response to the participant device 402. The participant device 402 is now authenticated. In implementations, the 404 event platform can also create an event session token or key that can be associated with the participant. The session token or key can also be associated with a specific event or session. The token can be used to identify the attendee and/or the event. Optionally, the participant device 402 can then be authenticated with the content platform 406 that will host and provide a broadcast of the live event at 414. The content platform 406 can authenticate the participant device 402 in a similar manner as the event platform 404 in 416. The content platform 406 creates an identifier (event ID) in 422 that is associated with the event and any related tokens. [0057] [0057] At any time, the event platform 404 may receive a participant message (illustrated as 426) along with a participant user ID. The 404 event platform can use the user ID to identify the event ID associated with the user ID of the participant in 428. When an event is currently happening (eg, being broadcast, broadcast, etc.), it can refer to an active event. The 404 event platform can store an indicator in association with the event ID that the event is an active event. When event platform 404 identifies the ID of an active event, event platform 404 can send (at 430) the attendee message, attendee user ID and event ID to content platform 406. The content platform 406 receives the attendee message, attendee user ID, and event ID and uses at least one of them to query any viewers associated with 432 in a data store that includes a record of viewers who are associated with an event ID. Content platform 406 then sends the participant message to any viewers associated with 434. A messaging service on or coupled to content platform 406 may insert the received message into a compiled list of messages, such as those stored on the content platform 406. data store 150 of Figure 1. In implementations, content platform 406 may generate a timestamp of when it received the message and may associate the timestamp with the message. [0058] [0058] Event platform 404 can receive multiple viewer messages, where each of the multiple viewer messages [0059] [0059] Content platform 406 can deliver messages to viewers, such as using push or pull techniques. In implementations, the content platform 406 identifies a timestamp for when the message was created and provides messages according to its timestamps. [0060] [0060] At any time, the content platform 406 may receive a request to access the event from a spectator device 408 in 436. The request may include user credentials of the spectator. Alternatively, the content platform 406 can verify that the viewer is registered on the content platform. [0061] [0061] Once the viewer device 408 is authenticated with the content platform 406, the viewer will be able to view the event as well as the messages associated with it. The viewer may be presented with a list of events that are available for viewing. The viewer can also use the [0062] [0062] While the implementations of the description are discussed in terms of event hosting platforms, content platforms, messaging platforms and media consumption, the implementations can also be generally applied to any type of social network that provides connections between users, or to other implementations such as live software tutorials. Description implementations are not limited to content platforms that provide game streams to users. [0063] [0063] In situations where the systems discussed here collect personal information about users, or may make use of personal information, users may be provided with the opportunity to control whether the event hosting platform, the platform - form of content or messaging platform collects user information (e.g. information about a user's social network) [0064] [0064] Figures 5A-5B illustrate example graphical user interfaces (GUI) of event participant according to the implementations. Exemplary GUIs may be presented and/or displayed when a participant accesses an event hosting platform via an application (eg event application 114). Some example GUIs include control elements in the form of a button (eg a button to subscribe to a channel). However, various control elements can be used for selection by a user, such as a checkbox, a link, or other user interface elements. [0065] [0065] Figure 5A illustrates an exemplary participant UI 500 that displays an event 502. Event 502 can be any event and can be locally provided and displayed. Event 502 can also be web-based and executed via the Participate UI. [0066] [0066] Figure 5B illustrates another example of a participant UI 550 to configure a message component in the event. The participant can be allowed to make any number or type of configuration changes to the message component in the event. For example, the configuration may include color-coding messages from different sources - spectators may be represented in blue italics, some participants may be in pink (e.g. from the same team) and other participants may be represented in red (e.g. oponen). - tes). The participant can provide a request via the UI 500 to separate messages within the screen. In some embodiments, participant messages may be separated from spectator messages. For example, participant messages can be one color, and spectator messages can be another color. The event message component may also include organization tools, such as tabs, to help the attendee configure the message screen. Separating participant messages and spectator messages may also include the use of tabs for different message groups and/or message sources. For example, a participant can specify one tab for messages from all viewers of the live stream and another tab for messages from participants of the live stream. Multiple tabs can be used to group messages in different ways. For example, one tab might be for squad members and another tab for clan members. Another tab can be for common messages among all participants in the event. Each tab can have configurable formatting options, such as color coding, text formatting, etc. [0067] [0067] In implementations, spectators can be categorized. For example, top viewers (eg, the biggest fans) of the attendee or attendee events can be identified as such. Top viewers can be determined by how and how much viewers interact with the participant. The content platform, for example, can detect viewer activity, posts, visits, comments, frequency, time duration, etc. The content platform can use information gathered about the viewer to rank the viewer as a top viewer. Top fans can be identified by badges, icons, avatars, colors, text formatting, etc. In another example, a new viewer may be identified as such. [0068] [0068] Figure 6 illustrates an example graphical user interface (GUI) for a live event viewer according to the implementations. Exemplary GUIs may be presented by a web browser and/or displayed within it, when the viewer accesses the content platform via the web browser. In another implementation, the example GUIs may be an interface presented by a media viewer (e.g. an app, an application, a program, a software module/component, etc., which can be used to view, stream , play games, and/or consume media items from channels). Some [0069] [0069] The viewer UI 600 may include an event stream 602 provided by a media player (eg a flash player). The event can be broadcast to the viewer in real time. Alternatively, the event can be transmitted to the viewer after a time delay. This time delay can be any duration, such as five seconds, or fifteen seconds. In some implementations, an event platform can adjust the delay. In other implementations, a messaging platform may delay messages based on an existing delay. [0070] [0070] In some implementations, the broadcast of event 602 provides content that the event participant can see in the event, including a message component in event 603. The message component in event 603 and spectator messages 506 and the 508 participant messages may be in sync. In other implementations, some event characteristics are omitted from the transmission. For example, the message component in event 603 can be omitted from the live stream. One reason for omitting the message component in event 603 may be to prevent opposing players of a video game from gaining an unfair advantage by viewing a participant's message exchange with spectators. The spectator UI 600 may include a spectator message component 604 which may include spectator messages 506, participant messages 508 and/or related message 510, each of which is described above in conjunction with Figure 5A. In implementations, viewer UI 600 may include additional information 612 about the event, such as broadcaster information 614 (e.g., channel information, participant information, game information), a subscription button 616 that allows a viewer subscribe to an event (eg, on a channel that features events), and broadcast information 618 (eg, numerous common viewers, likes, dislikes, dates, times). [0071] [0071] Figure 7 is a schematic diagram showing an example of a machine in the form of a computer system [0072] [0072] The computer system 700 includes a processor 702, a main memory 704 (e.g., read-only memory (ROM), flash memory, dynamic random access memory (DRAM), such as synchronous DRAM (SDRAM) or DRAM Rambus (RDRAM), etc.), a 706 static memory (e.g. flash memory, static random access memory (SRAM), etc.), and a [0073] [0073] Processor 702 represents one or more general-purpose processing devices, such as a microprocessor, a central processing unit, or the like. More particularly, the processor 702 may be a complex instruction set computing (CISC) microprocessor, a reduced instruction set computing (RISC) microprocessor, a very large instruction word (VLIW) microprocessor, or a processor that implements other sets of instructions or processors that implement a combination of instruction sets. Processor 702 can also be one or more specific-purpose processing devices, such as an application-specific integrated circuit (ASIC), a field programmable gate array (FPGA), a digital signal processor (DSP), a network processor, or similar. Processor 702 is configured to execute instructions to perform the operations and steps discussed here. [0074] [0074] Computer system 700 may additionally include a network interface device 722 that provides communication with other machines over a network 718, such as a local area network (LAN), an intranet, an extranet, or the Internet. Computer system 700 may also include an imaging device 710 (e.g., a liquid crystal display (LCD), or a cathode ray tube (CRT)), an alphanumeric input device 712 (e.g., , a keyboard), a cursor control device 714 (e.g., a mouse), and a signal generating device 720 (e.g., a speaker). [0075] [0075] Data storage device 716 may include computer readable storage medium 724 on which dynamic media viewer instruction sets 726 embodying any one or more of the methodologies or functions described herein are stored. Dynamic media viewer instruction sets 726 may also reside, completely or at least partially, within main memory 704 and/or within processor 702 during execution thereof by computer system 700, by main memory. 704 and processor 702 which are also computer readable storage media. Instruction sets 726 may additionally be transmitted or received over network 718 via network interface device 722. [0076] [0076] While the example computer-readable storage medium 724 is shown as a single medium, the term "computer-readable storage medium" may include a single medium or multiple mediums (e.g., a centralized or distributed database , and/or associated caches and servers) that store instruction sets 726. The term "computer-readable storage medium" may include any medium that is capable of storing, encoding, or executing a set of instructions for execution by the machine. and which cause the machine to perform any one or more of the methodologies of the present disclosure. The term "computer-readable storage medium" may include, but is not limited to, solid-state memories, optical media, and magnetic media. [0077] [0077] In the following description, numerous details are presented. It will be apparent, however, to one skilled in the art exhibiting the benefit of this disclosure, that the present disclosure can be practiced without these specific details. In some cases, well-known structures and devices are shown in block diagram form, rather than in detail, in order to avoid obscuring the present description. [0078] [0078] The components and other features described here can be implemented as discrete hardware components or integrated into the functionality of hardware components, such as ASICs, FPGAs, DSPs or similar devices. Furthermore, these components can be implemented as firmware or functional circuits within hardware devices. Furthermore, these components can be implemented in any combination of hardware devices and software components. [0079] [0079] Some parts of the detailed description were presented in terms of algorithms and symbolic representations of operations on data bits within a computer memory. These algorithmic descriptions and representations are the means used by those versed in data processing techniques to more effectively convey the essence of their work to those skilled in the art. An algorithm is here generally conceived to be a self-consistent sequence of steps leading to a desired result. Steps are those that require physical manipulations of physical quantities. Usually, though not necessarily, these quantities take the form of electrical or magnetic signals capable of being stored, transferred, combined, compared, and otherwise manipulated. It has proved convenient at times, mainly for reasons of common usage, to refer to these signs as bits, values, elements, symbols, characters, terms, numbers, or the like. [0080] [0080] It should be borne in mind, however, that all these terms and similar terms will be associated with the appropriate physical quantities and are merely convenient labels applied to these quantities. Unless otherwise specifically mentioned as evident from the following discussion, it is appreciated that, throughout the description, discussions that use terms such as "capturing [0081] [0081] The terms "example" or "exemplary" are used herein to indicate serving as an example, a case, or an illustration. Any aspect or design described herein as an "example" or "exemplary" will not necessarily be construed as preferred or advantageous over other aspects or designs. Preferably, the use of the terms "example" or "exemplary" is intended for the present concepts in a concrete manner. As used in this application, the term "or" is intended to indicate an inclusive "or" rather than an exclusive "or". That is, unless otherwise specified, or clear from the context, "X includes A or B" is intended to denote any of the natural inclusive permutations. That is, if X includes A, X includes B, or X includes both A and B, then "X will include A or B" will be satisfied under either of the above cases. In addition, the articles "a" as used in this application and the appended claims will generally be construed as indicating "one or more" unless otherwise specified or clear from the context to be be directed to a singular form. [0082] [0082] For simplicity of explanation, the methods have been represented and described as a series of procedures. However- [0083] [0083] It will be understood that the above description is intended to be illustrative, not restrictive. Many other implementations will become apparent to those skilled in the art upon reading and understanding the above description. The scope of the description must therefore be determined with reference to the appended claims, together with the total scope of equivalents to which such claims are entitled. [0084] [0084] Although the operations of the methods here are shown and described in a specific order, the order of operations of each method can be changed so that certain operations can be performed in a reverse order so that a certain operation can be performed , at least in part, simultaneously with other operations. In another implementation, instructions or sub-operations of different operations may occur intermittently and/or alternately. [0085] [0085] Reference throughout this description to "an implementation" indicates that a specific feature, structure, or characteristic described in connection with the implementation or implementation is included in at least one implementation. Thus, the appearances of the phrase "in an implementation" in various places throughout this specification do not necessarily refer to the same implementation. Furthermore, traits, structures, or features can be combined in any suitable way in one or more implementations. [0086] [0086] Implementations also refer to an apparatus to perform operations on it. This apparatus may be specially constructed for required purposes or may comprise a general purpose computer selectively activated or reconfigured by a computer program stored on the computer. Such computer program may be stored on a computer readable storage medium such as, but not limited to, any type of disk including floppy disks, optical disks, CR-ROMs and magneto-optical disks, read-only memories (ROMs) , random access memories (RAMs), EPROMs, EEPROMs, magnetic or optical cards, flash memory devices including universal serial bus (USB) storage devices (e.g. USB key device), or any type of suitable means for storing electronic instructions, each of which may be coupled to a computer system bar. [0087] [0087] The methods and systems described herein may be used in a wide variety of implementations, including as part of a mobile application ("app"), and may be part of photo or video related software including a mobile operating system. . Apps installed on the mobile device can access systems and methods via one or more application programming interfaces (API). [0088] [0088] The algorithms and displays presented here are not inherently related to any specific computing system or other apparatus. Various systems in common use may be used with programs in accordance with the teachings here or may prove convenient to build a more specialized apparatus to perform the necessary steps of the method. The structure required for a variety of these systems will be evident from the description above. Furthermore, the present description is not described with reference to any specific programming language. It will be appreciated that a variety of programming languages may be used to implement the teachings of the description as described herein.
权利要求:
Claims (20) [1] 1. Method, characterized by the fact that it comprises: presenting, through a processing device, a live event featuring at least one participant; present one or more participant messages within a native messaging interface associated with the event; and display one or more spectator messages within the native messaging interface, where the spectator messages are integrated with the participant messages and where the spectator messages are introduced via a non-native messaging interface. [2] 2. Method according to claim 1, characterized in that the event is a video game, an educational lecture, a digital concert, or an Internet broadcast. [3] 3. Method according to claim 1, characterized in that one or more participant messages comprise participant messages from a plurality of participants. [4] 4. Method, according to claim 1, characterized in that it additionally comprises providing a set of configuration options to allow the participant to customize the message presentation of the native message interface. [5] 5. Method according to claim 4, characterized in that the set of configuration options comprises an option to allow the participant to introduce a request to separate one or more participant messages from the spectator messages. [6] 6. Method according to claim 4, characterized in that the set of configuration options comprises an option to allow the participant to configure the appearance of one or more participant messages. [7] 7. Method according to claim 6, characterized in that the appearance is related to at least one font, color, text formatting, style, size, or text effect. [8] 8. Method according to claim 1, characterized in that the presentation of one or more spectator messages within the native message interface comprises: receiving a plurality of spectator messages introduced via the non-native interface of messages, the plurality of viewer messages being associated with different event identifiers; and select one or more spectator messages corresponding to an event identifier of the event. [9] 9. Method, according to claim 1, characterized in that the presentation of one or more participant messages within the native message interface comprises: receiving a plurality of participant messages associated with different event identifiers; and select one or more participant messages corresponding to an event identifier of the event. [10] 10. System, characterized by the fact that it comprises: a memory; and a memory-coupled processing device, the processing device for: presenting a live event featuring at least one participant; present one or more participant messages within a native messaging interface associated with the event; and display one or more spectator messages within the native messaging interface, where the spectator messages are integrated with the participant messages and where the spectator messages are introduced via a non-native messaging interface. [11] 11. System according to claim 10, characterized in that the event is a video game, an educational lecture, a digital concert, or an Internet broadcast. [12] 12. System according to claim 10, characterized in that the processing device additionally provides a set of configuration options to allow the participant to customize the message presentation of the native messaging interface. [13] 13. System, according to claim 10, characterized by the fact that, when presenting one or more viewer messages within the native message interface, the processing device is intended to: receive a plurality of spectator messages introduced via the non-native interface, the plurality of spectator messages being associated with different event identifiers; and select one or more spectator messages corresponding to an event identifier of the event. [14] 14. Non-transient computer-readable storage medium, characterized in that it includes instructions that, when executed by a processing device, cause the processing device to perform operations that include: presenting, through the processing device, an event live featuring at least one participant; present one or more participant messages within a native messaging interface associated with the event; and display one or more spectator messages within the native messaging interface, where the spectator messages are integrated with the participant messages and where the spectator messages are introduced via a non-native messaging interface. [15] 15. Non-transient computer-readable storage medium, according to claim 14, characterized in that the operations additionally comprise providing a set of configuration options to allow the participant to customize the message presentation of the native messaging interface. [16] 16. Non-transient computer-readable storage medium, according to claim 15, characterized in that the set of configuration options comprises an option to allow the participant to separate one or more participant messages from the participant messages. spectator. [17] 17. Non-transient computer-readable storage medium, according to claim 15, characterized in that the set of configuration options comprises an option to allow the participant to configure the appearance of one or more participant messages. [18] 18. Non-transient computer-readable storage medium, according to claim 17, characterized in that the appearance is related to at least one font, color, text formatting, style, size, or effect of text. [19] 19. Non-transient computer-readable storage medium, according to claim 14, characterized in that the presentation of one or more spectator messages within the native messaging interface comprises: receiving a plurality of spectator messages introduced via the non-native messaging interface, the plurality of viewer messages being associated with different event identifiers; and select one or more spectator messages corresponding to an event identifier of the event. [20] 20. Non-transient computer-readable storage medium according to claim 14, characterized in that the presentation of one or more participant messages within the native messaging interface comprises: receiving a plurality of participant messages associated with different event identifiers; and selecting one or more attendee messages corresponding to an event identifier of the event.
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同族专利:
公开号 | 公开日 EP3518172B1|2020-10-21| US20210006522A1|2021-01-07| KR101908473B1|2018-10-17| KR20160086909A|2016-07-20| KR20180004837A|2018-01-12| CN105684023A|2016-06-15| CN113285829A|2021-08-20| EP3069312A4|2017-04-26| KR101815124B1|2018-01-05| EP3069312A1|2016-09-21| US20160149841A1|2016-05-26| US10104022B2|2018-10-16| EP3069312B1|2019-04-24| EP3518172A1|2019-07-31| US20160149967A1|2016-05-26| US10785174B2|2020-09-22| CN105684023B|2021-06-08|
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法律状态:
2018-01-16| B25D| Requested change of name of applicant approved|Owner name: GOOGLE LLC (US) | 2020-03-24| B06U| Preliminary requirement: requests with searches performed by other patent offices: procedure suspended [chapter 6.21 patent gazette]|
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申请号 | 申请日 | 专利标题 US201361905137P| true| 2013-11-15|2013-11-15| US61/905,137|2013-11-15| US14/541,030|2014-11-13| US14/541,030|US10785174B2|2013-11-15|2014-11-13|Messaging for event live-stream| US14/541,054|US10104022B2|2013-11-15|2014-11-13|Messaging for event live-stream| US14/541,054|2014-11-13| PCT/US2014/065767|WO2015073866A1|2013-11-15|2014-11-14|Messaging for event live-stream| 相关专利
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