USRE43601E1 - System and methods for enhancing the experience of spectators attending a live sporting event, with gaming capability - Google Patents
System and methods for enhancing the experience of spectators attending a live sporting event, with gaming capability Download PDFInfo
- Publication number
- USRE43601E1 USRE43601E1 US13/289,493 US201113289493A USRE43601E US RE43601 E1 USRE43601 E1 US RE43601E1 US 201113289493 A US201113289493 A US 201113289493A US RE43601 E USRE43601 E US RE43601E
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- electronic device
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- spectator
- video
- handheld electronic
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- 0 CC1=*C2=C*C3C2=C1C3 Chemical compound CC1=*C2=C*C3C2=C1C3 0.000 description 1
- UHOVQNZJYSORNB-UHFFFAOYSA-N c1ccccc1 Chemical compound c1ccccc1 UHOVQNZJYSORNB-UHFFFAOYSA-N 0.000 description 1
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Classifications
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Abstract
Description
-
- a) a receiver for receiving a wireless RF transmission conveying:
- i) a plurality of video streams conveying live sporting event content, the live sporting event content including moving images of action occurring at the live sporting event held at the venue;
- ii) physiological data associated with a player involved in the live sporting event held at the venue.
- b) a display;
- c) a user interface for selecting a video stream among the plurality of video streams to be displayed on the display;
- d) the handheld electronic device capable of processing the physiological data for displaying physiological information associated with the player on the display.
- a) a receiver for receiving a wireless RF transmission conveying:
-
- a) a plurality of video streams for display at handheld electronic devices, the plurality of video streams conveying live sporting event content, the live sporting event content including moving images of action occurring at the live sporting event held at the venue;
- b) physiological data associated with a player involved in the live sporting event held at the venue.
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- a) a receiver for receiving a wireless RF transmission conveying:
- i) a plurality of video streams conveying live sporting event content, the live sporting event content including moving images of action occurring at the live sporting event held at the venue;
- ii) video game data;
- b) a display;
- c) a user interface for selecting a video stream among the plurality of video streams to be displayed on the display;
- d) the handheld electronic device capable of processing the video game data for allowing the spectator to play a video game on the display.
- a) a receiver for receiving a wireless RF transmission conveying:
-
- a) a plurality of video streams for viewing at the handheld electronic devices, the plurality of video streams conveying live sporting event content, the live sporting event content including moving images of action occurring at the live sporting event held at the venue;
- b) video game data for execution by the handheld electronic devices allowing users of the handheld electronic devices to play a video game on displays of the respective handheld electronic devices.
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- a) producing while the live sporting event is ongoing a wireless RF transmission including a plurality of video streams conveying live sporting event content, the live sporting event content including moving images of action occurring at the live sporting event held at the venue, the wireless RF transmission being intended for reception by handheld electronic devices of respective spectators at the venue, each handheld electronic device:
- i) including a display allowing the respective spectator to view the video streams;
- ii) capable of game play function which allows a spectator to play a game on the handheld electronic device;
- b) conveying in the wireless RF transmission data for reception by the handheld electronic devices that enables the handheld electronic devices for game play function;
- c) controlling the conveying according to an evolution of the live sporting event, such that the handheld electronic devices are enabled for game play upon occurrence of one or more predetermined events during the live sporting event.
- a) producing while the live sporting event is ongoing a wireless RF transmission including a plurality of video streams conveying live sporting event content, the live sporting event content including moving images of action occurring at the live sporting event held at the venue, the wireless RF transmission being intended for reception by handheld electronic devices of respective spectators at the venue, each handheld electronic device:
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- a) a receiver for receiving a wireless RF transmission containing a plurality of video streams conveying different views of the golf game;
- b) a display;
- c) a user interface for selecting a video stream among the plurality of video streams to be displayed on the display;
- d) the wireless RF transmission conveying information on current weather at the venue, the handheld electronic device capable of communicating the information on current weather at the venue to the spectator.
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- A motor sport event, such as a car race, or motorcycle race;
- A golf game;
- A football game;
- A soccer game
- A baseball game
- A hockey game;
- A tennis game;
- A horse race;
- A polo game;
- A basketball game;
- The Olympic games
- 1. The first input, designated by
reference numeral 100 includes the multiple edited video feeds that are transmitted according to a Serial Digital Interface (SDI) format. - 2. The
second input 200 includes the multiple edited audio feeds 32 that are associated with respective video feeds 31. Those audio feeds 32 are transmitted in analog format. For instance, eachaudio feed 32 may be sent in a separate frequency band. - 3. The
third input 300 includes the independent audio feeds 33, which are also transmitted in analog format sent over independent frequency bands. As indicated earlier, anindependent audio feed 33 may convey voice conversations, audio commentaries, etc . . . , picked up by aradio scanner 15. - 4. The
fourth input 400 includes the realtime data content 35 that is transmitted digitally to thehead end 12. In one non-limiting example, the real-time data content includes information relating to the live sporting event, such as for example scoring and participant ranking information, among others. In the specific example of a car racing event, the real-time information can include:- the current ranking;
- number of laps remaining;
- participants still in the race;
- participants no longer in the race;
- fastest lap of the current leader or of anyone of the participants;
- average speed of the current leader or of anyone of the participants, among others;
- present speed of any one of the participants;
- Revolutions Per Minute (RPM) of the engine of anyone of the participants;
- The engaged gear in the transmission of any one of the participants;
- 5. The
fifth input 500 includes authentication data received from anauthentication database 502. Theauthentication data 500 is digitally transmitted to thehead end 12. - 6. The
sixth input 600 includes ancillary content that is output from anancillary information database 602. Theancillary content 600 can be in the form of video, audio or data, such as text for display to the spectator. Examples of ancillary content includes:- a) Advertisement content. The advertisement content can be delivered in the form of video, audio or a combination of video and audio. Examples include short movies, still images, or portions of still images appearing as overlays on other video content appearing on the spectator's screen. The advertisement content can be delivered in a wide variety of ways. Examples include:
- (1) A first possibility is to broadcast the advertisement content such that it is played at each
electronic device 16. In this fashion each spectator is exposed to the same content. Ads can be channeled to the handheldelectronic devices 16 over individual video/audio streams such that the spectator can select when to view the ads or not view the ads. For example, theelectronic device 16 can be programmed in a way to allow the spectator to access a special add channel that continuously runs the ads content. Alternatively, ads can be inserted in the video/audio streams that convey the event-related content. The insertion of the ads can be done upon occurrence of one or more predetermined events during the game. For example, during idle times, ads can be run. Such ads can be in the form of short movies that are played on theelectronic device 16 for a predetermined time period, such as 30 seconds. Another possibility is to present the ads as banners, logos or in a “ticker” type fashion that appears on certain areas of the screen of the handheldelectronic device 16. - (2) A second possibility is to deliver the ad content according to spectator profiles. The ads are organized into blocks, where each block corresponds to a spectator profile. Spectator profiles can be defined in various ways, such as age groups, gender, level of revenue, area of interest or combinations of the above, among many others. For instance, with profiles that are distinguished from one another on the basis of gender, ads that are intended to attract the interest of males can be directed in one profile while ads that are more likely to be of interest to females can be placed in the other profile. In the case of profiles that are distinguished on the basis of revenue level, ads on products or services would be placed in profiles according to the cost of the product or service; more expensive products or services would be placed in profiles associated with higher revenue levels.
- (1) A first possibility is to broadcast the advertisement content such that it is played at each
- b) Venue or event related contextual content. In the case of motor sports, such as car races, the contextual content may include information about the track or venue, such as:
- a map of the track and/or of the venue
- the history of the track and/or venue;
- the list of the racing teams;
- the information about each team;
- information about the drivers and cars;
- instructions on where to find certain facilities at the venue such as washrooms, vending machines or stands, among many others.
- c) News. The news content may include “breaking” news bulletins, weather information, and economic information such as stock exchange averages or indices, among others.
- d) Environmental conditions. In the case of certain events, such as golf games, environmental conditions can greatly affect the way the game is played. As such, information relating to environmental conditions such as:
- current temperature;
- wind speed;
- wind direction;
- humidity;
- weather forecast.
- e) Shopping Information. A shopping service may be provided to a spectator in order to enable the spectator to purchase products or services related to the live sporting event, such as T-shirts, caps, related sporting equipment and autographed items from the players or participants. The shopping information may be displayed in the form of an electronic catalogue of purchasable items that lists the products and paraphernalia that are for sale. The shopping catalogue may also include products from the sponsors of the sporting event.
- a) Advertisement content. The advertisement content can be delivered in the form of video, audio or a combination of video and audio. Examples include short movies, still images, or portions of still images appearing as overlays on other video content appearing on the spectator's screen. The advertisement content can be delivered in a wide variety of ways. Examples include:
-
- f) Trivia games and/or Surveys. During the course of a live sporting event, the handheld
electronic device 16 can present to the spectator a series of questions in the form of either a trivia game or a survey. This could be done either to gather information from the spectator or to entertain the spectator during the idle time of the live sporting event. The spectator would be able to respond to the questions, which may be in yes/no format, or multiple choice format, via a user interface of theelectronic device 16.
- f) Trivia games and/or Surveys. During the course of a live sporting event, the handheld
- 7. Finally, the
seventh input 700 includes service data. The service data resides in adatabase 702. This database can also connect to the Internet to obtain updates or program releases that may not be available prior the beginning of the event being serviced by thesystem 10. Examples of service data include:- a) Data for setting the software running each electronic device 16 (For the purpose of this specification “setting” means either altering the software that may already be in the
electronic device 16 or loading new software that was not present in the electronic device 16). For example, the service data may be used to upload an entirely new or portions of a Graphical User Interface (GUI) to the handheldelectronic devices 16 in order to customize the handheldelectronic devices 16 for the event. One example of a portion of a GUI that can upload is data that forms a menu on theelectronic device 16. The menu is such as to provide the spectator with a list of options. Another GUI element can be graphical information that can be tailored to the event, such as background images on which other GUI elements can be displayed to the spectator. The service data may upload the Graphical User Interface (GUI) in multiple different languages so as to provide multiple language support to the spectators using the handheldelectronic devices 16. In this manner, spectators using the handheldelectronic devices 16 can select their language of preference. The choice of language may be presented to the spectators in an initial start-up screen that is displayed upon powering up theelectronic device 16. Specifically, the following components of the user interface can be set via the service data:- i) Background image information;
- As discussed above this is the graphical information associated with the user interface.
- ii) Menu structure and look;
- This refers to the option items of the menu, in particular the options hierarchy, the options themselves (what are the options available to the spectator from which the spectator can select an action), the graphical elements of the menu, such as the disposition of the option items on the display, color and shape of the option items, etc.
- iii) Soft keys layout and look (soft keys will be discussed later);
- The aesthetical components of soft keys, such as their location on the screen, their shape, color, etc.
- iv) Soft keys assignments;
- The functions assigned to the respective soft keys
- v) Layout of icons on the display;
- The appearance and disposition of the icons on the display screen
- vi) Navigation mechanisms
- The type of navigation mechanisms to which the user interface responds, such as up, down, left and right arrows, pointing devices, voice recognition, etc.
- i) Background image information;
- b) Cartographic data that can be used by the
electronic device 16 to display a map of the venue or a portion thereof. The cartographic data can be used as in a standalone manner to show on the display of the handheld electronic device 16 a map of the venue that can be zoomed in or out to the desired degree of detail or panned to show different areas of the map. Alternatively, the cartographic data can be used in conjunction with a coordinates receiver, such as a Global Positioning System (GPS) receiver that can generate the coordinates of the location of theelectronic device 16. The coordinates can then be used to show on the display the map of the venue and point the location of theelectronic device 16. The cartographic data can also include specific locations of interest such as washrooms, vending stands, parking, etc. When the cartographic data is intended to work with location information generated by a GPS receiver or any other suitable device capable of producing location information it will typically be georeferenced. For maps that are not intended to work with devices producing location information, such georeferencing is not required since the map is processed simply as an image to be viewed by the spectator. - c) Video game data for allowing the spectators at the individual handheld
electronic devices 16 to play one or more video games. The video game data contains program code for execution by the processor of theelectronic device 16 to enable the spectator to play a video game on the display of the handheldelectronic device 16. The video game that is used for the entertainment of the spectator has images that can be manipulated on the display. The video game is controlled via the user interface.
- a) Data for setting the software running each electronic device 16 (For the purpose of this specification “setting” means either altering the software that may already be in the
Required unit | Number | Aggregated | |
Description | bit rate | of feeds | bit rate |
Live video feeds 31, | 384 | Kbits/s each | 10 | 3.84 | Mbits/s |
320 × 240 pixels, | |||||
16 bit colors, 30 | |||||
Fps (Mpeg 4) | |||||
Audio feeds 32 | 28.8 | Kbits/s each | 10 | 288 | Kbits/sec. |
(synchronized with | |||||
video feeds-MP3) | |||||
|
8 | Kbits/sec. | 48 | 384 | Kbits/sec. |
grade compressed | each | ||||
audio feeds 33 | |||||
(MP3) | |||||
Real time data | 480 | Kbits/s each | 1 | 480 | Kbits/sec. |
35-6,000 ASCII | |||||
Characters (or | |||||
equivalent data | |||||
payload) of high | |||||
priority refresh | |||||
|
1 | Mbits/ |
1 | 1 | Mbits/sec. |
and service data, | |||||
(several priority | |||||
refresh levels) | |||||
Authentication | 256 | bits/ | 50,000 | 425 | Kbits/sec. |
|
30 | sec. | |||
Spare | ≈1 | Mbits/sec. | |||
Overall payload | 7.5 | Mbits | |||
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- i. Background image—an image that appears on the screen and on which are overlaid other types of information such as menu choices. For instance the background can have a visual theme associated with the event or venue. The background image can change for different events or venues;
- ii. Menu choices—define the options hierarchy that is available to the spectator. For example, for a certain event, 10 video channels are available but for other events, fewer or more channels are possible.
- iii. Menu look and details—the visual appearance and prompts associated with the various menu choices. For instance, the different video channels may have names or identifiers associated therewith, such as the video channel at the pits, the video channel from the camera inside the race car of driver XYZ or the video channel from the left corner of the racetrack.
- iv. Soft keys assignment—Referring briefly to
FIG. 3 , the handheld electronic device is provided with Function keys 810 (F1, F2, F3 and F4). The user interface may assign to different functions to each physical key F1, F2, F3 or F4. In a specific and non-limiting example of implementation, the current assignment of a key is displayed on thedisplay 802, immediately above the associated physical key (F1, F2, F3 or F4). - v. Soft keys layout and look—The aesthetical components of soft keys, such as their location on the screen, their shape, color, etc.
- vi. Layout of icons on the display—The appearance and disposition of the icons on the display screen.
- vii. Navigation mechanisms—The type of navigation mechanisms to which the user interface responds, such as up, down, left and right arrows, pointing devices, voice recognition, etc.
-
- Watching a video channel—the spectator will access this choice and activate it. The menu hierarchy is designed so as to display the list of the possible video channels that the spectator can watch onscreen. The spectator selects the one he or she desires by pressing the appropriate selection keys and confirming the choice by pressing the “renter” key. At this point, the handheld electronic device software will instruct the
video decoder 114 to start decoding the appropriate channel. The decoded video information will be directed to the screen and it will be displayed to the spectator. At the same time the audio output is played by the speaker/headphones 124.- At any time the spectator can invoke the graphical interface to either stop the video watching or switch to a different video channel.
- One option that may also be considered is to view thumbnails of video channels onscreen so as to allow the spectator to select the one he or she finds the most interesting. Specifically, the spectator invokes the thumbnail option on the graphical user interface and as a result he/she sees on the screen a plurality of thumbnails, each associated with a given video channel. The number of thumbnails can vary according to the intended application. In one possible example four thumbnails are presented, each associated to a video channel, with each thumbnail thereby occupying a quadrant of the screen. A total of 10 video channels will require two and a half-thumbnail pages for the spectator to see. The spectator can switch from one thumbnail page to the other by pressing appropriate keys on the
keypad 108. When the spectator desires to watch the video channel from a particular thumbnail, he/she selects that thumbnail to expand the image and cause it to occupy the entire screen. - The thumbnail function requires the
video decoder 114 to process several video channels at the same time. The processing is done such that the resolution is decreased sufficiently to reduce each image to a portion that will fit in the thumbnail space. When four thumbnails are displayed on the screen, the resolution of eachvideo feed 31 is reduced by a factor of four. - When viewing thumbnail pages, different options exist in handling the audio stream associated with the corresponding video feeds. First, the audio stream may be interrupted altogether since each page is associated with multiple audio streams. The audio stream may be activated only when the spectator has selected to view a video channel over the entire screen. In a possible variant, the spectator is provided with the option of highlighting thumbnails as he/she navigates through them by pressing selection keys on the
keypad 108. As a thumbnail is highlighted, the audio stream associated with that particular video stream is decoded and directed to the audio output. Once a thumbnail is highlighted, it can be selected and thus expanded to full screen by pressing any appropriate key, such as the “enter” key. - In addition to the purely manual method for selecting the video channel to watch, the system can be designed to perform some automatic video channel switching based on some particular parameters. This will be described later in greater detail.
- Data overlay—the spectator can choose to see data content that is overlaid on the screen of the
electronic device 16. In a first example, In one non-limiting example, the real-time data content includes information relating to the live sporting event, such as for example scoring and participant ranking information, among others. In the specific example of a car racing event, the real-time information can include the current ranking, number of laps remaining, participants still in the race, participants no longer in the race, fastest lap of the current leader or of anyone of the participants, average speed of the current leader or of anyone of the participants, among others. In another example, the real-time data content can also convey physiological information associated with anyone of the participants. Again in the context of a car race, the physiological information can include the heart rate of the driver or his body temperature, among others. The real time data content is usually available from the authority sanctioning the live sporting event. In the case of the physiological information, a requirement would be to provide one or more of the participants with the necessary sensors that measure the heart rate, body temperature, etc and convey the collected information to thehead end 12 such that it can be included in the wireless RF transmission. It is not deed necessary to describe in detail how the physiological information is collected and delivered to thehead end 12, since this would be known to a person skilled in the art.- When the data is not video channel specific, it can be organized as a “ticker” type band that appears at any appropriate location on the screen and continually cycles time and scoring information that is updated in real-time. With this example, the same information is seen on each video channel.
- In a second example, each video channel is provided with associated data content. A video channel specific data content may include the name and other identification information associated with the race team or car being watched, current standing, best lap time, among others.
- When the amount of information to be displayed is relatively small, it may appear as a static overlay in contrast to a “ticker” approach. The data in the static overlay is changed only when necessary to update it.
- In order to provide as much flexibility as possible, options may be presented on the screen so as to allow the spectator to see additional information of interest. Specifically, the screen shows areas suggesting tabs that can be selected by pressing selection keys on the
keypad 108. Each tab provides access to a lower level of additional information that will then appear in the data overlay. Such additional information may include information on the driver's career, information on the driver's vehicle, promotional information about the driver's team or paraphernalia, among many others. - With video channel specific data content, it is useful to structure the data content that is being broadcast in a way that creates a logical association with the
respective video feed 31. For instance, the data that is carried into the data packets being broadcast can be grouped into blocks, each being associated with a given video channel. Additional blocks may be provided that correspond to the data that may be shared by all the video channels or a subset of the video channels. - When such an association is created the video channel specific data content can automatically be shown in the overlay as soon as the video channel is selected for viewing.
- The flowchart in
FIG. 6 summarizes the video viewing process. The spectator accesses themain menu 19 from which he/she navigates to the video channel selection commands 21. Those commands can be grouped into thumbnail page commands 23, or direct selection commands 25. The thumbnail page commands allow the spectator to view real-time video channels in thumbnail size and to select one for full screen viewing. The direct selection command allows the spectator to directly specify the video channel for full screen viewing. At the next step the data to be overlaid is selected. The data and the video information are overlaid and shown on the screen.
- Video playback functionality—Since the video channel content is being continuously buffered, the spectator has the ability to implement a video playback functionality by selecting which portion of the video content currently in the
memory buffer 27 will be displayed on the screen. The degree of playback depth, in other words the extent to which the spectator can wind back the video content, depends on thememory buffer 27 size. As suggested earlier this size may be selected to accommodate a 5 minute playback depth. Of course, this is one possible example that should not be construed in a limiting manner.- The spectator can invoke the playback feature on the user interface. For example, the spectator accesses a menu item with the appropriate selection keys and then confirms by pressing the “enter” key. When the playback feature is active, the following functions are available:
- Rewind—the rewind function positions the pointer in the
memory buffer 27 at a previous location. The speed at which the spectator effects the rewind can be set or can be selectable. During the rewind, two options exist. One is to show a blank screen and resume video play when the rewind key has been released. The video play will start at the location to which the pointer in thememory buffer 27 has been pushed back. The other option is to see the video content played in reverse while the “rewind” is active so as to allow the spectator to more easily find an image or section of the video content of interest. The speed at which the video content is played back as thememory buffer 27 is being backed up, can be fixed or variable, under control of the spectator. - Fast forward—opposite of the rewind function. Can be invoked only when the pointer in the
memory buffer 27 has been backed up to some degree. - Bookmark—the spectator can jump to a certain point in the video content by selecting a previously established “bookmark” from a menu option, as described earlier. Each “bookmark” points to a specific portion of the video feed in the memory buffer. As such, when the spectator selects a “bookmark”, the video play will start at the location of the pointer associated with the bookmark. The “bookmark” function enables the spectator to quickly jump back and forth to interesting portions of video play. The bookmark feature also allows the spectator to jump quickly from one bookmark to another bookmark. In this fashion, the spectator can easily go from one salient event to another in the video content held in the
video memory 27 without the necessity of fast forwarding or rewinding the video content. - Still image—the spectator can pause the image which is effected by maintaining the pointer in the
memory buffer 27 at a fixed location. In this manner, the spectator sees the same image frame. - Moving frame by frame—the spectator can see the image moving (by “moving” is meant either a forward movement or a backward movement) slowly frame by frame at a pace slower than the normal frame rate. Pressing the appropriate key on the keyboard can allow the image to jump from one frame to the next. Alternatively, the image can be moved automatically frame by frame but at a slower than normal rate so as to allow the spectator to see each frame individually.
- Zoom—the spectator can zoom in or out on frames shown on the screen. Typically this function is enabled when the still image feature is active. The zooming in can be invoked by pressing one key on the
keypad 108, while the reverse, zooming out function can be invoked by pressing a different key. - Video recording—the spectator can transfer some or the entire video stream content in the
memory buffer 27 to the removable storage media in the storage media reader/writer 106. Again, operating the appropriate keys on thekeypad 108 enables this function. Several options exist:- Start recording the video content that is being played in real time on the screen. This function is useful when the spectator sees footage that is of interest and that he/she would like to record. The video content that is directed to the
video memory buffer 27 is also copied in a compressed form to theremovable storage media 106. In this fashion, the video content can be played back on theelectronic device 16 or on any other suitable electronic device that can read the video information stored in theremovable storage media 106. The amount of video information that can be recorded on theremovable storage media 106 depends on the size of the storage media. - Transfer the entire content of the
memory buffer 27 to theremovable storage media 106. This option is possible if the size of theremovable storage media 106 can accommodate the information in thememory buffer 27. - Transfer only a selected portion of the
memory buffer 27 to theremovable storage medium 106. This function can be activated by first performing a “rewind”, “fast forward” or a “frame by frame” movement until the desired location in thememory buffer 27 of interest has been reached, and then activating the “play” and “recording function” that will start transferring the compressed image stream to the removable storage medium. When the desired portion of the video content has been recorded on theremovable storage medium 106 the spectator can stop the recording process. - Any bookmarks entered by the spectator are also transferred to the
removable storage medium 106. This is effected by copying on theremovable storage medium 106 the address of the video information to which the bookmark points to. In this fashion, the if the spectator has placed bookmarks during the watching of the live sporting event those are not lost when the video content is transferred to theremovable storage medium 106.
3. Audio Stream Reception and Related Functions.
- Start recording the video content that is being played in real time on the screen. This function is useful when the spectator sees footage that is of interest and that he/she would like to record. The video content that is directed to the
- Rewind—the rewind function positions the pointer in the
- The spectator can invoke the playback feature on the user interface. For example, the spectator accesses a menu item with the appropriate selection keys and then confirms by pressing the “enter” key. When the playback feature is active, the following functions are available:
- Watching a video channel—the spectator will access this choice and activate it. The menu hierarchy is designed so as to display the list of the possible video channels that the spectator can watch onscreen. The spectator selects the one he or she desires by pressing the appropriate selection keys and confirming the choice by pressing the “renter” key. At this point, the handheld electronic device software will instruct the
Priority 1 (highest) | radio conversations of | ||
Priority | |||
2 | radio conversations of team A | ||
|
radio conversations of | ||
Priority | |||
4 | audio commentary about the | ||
Priority | |||
5 | advertisement content | ||
- Audio stream 1 (team A)
- Audio stream 5 (team K)
- Audio stream 7 (team B)
- Audio stream 9 (audio commentary)
- Audio stream 10 (advertisement content)
Inactive
-
Priority # 1—race leader; -
Priority # 2—second position; -
Priority # 3—any car in the pits
-
- Rewind—the rewind function positions the pointer in the
audio memory buffer 29 at a previous location. The speed at which the spectator effects the rewind can be set or can be selectable. The audio play starts at the location at which the pointer in thememory buffer 29 has been pushed back. The speed at which the audio content is played back as thememory buffer 29 is being backed up, can be fixed or variable, under control of the spectator. - Fast forward—opposite of the rewind function. Can be invoked only when the pointer in the
memory buffer 29 has been backed up to some degree.
4. Playing Ancillary Content and Related Functions
- Rewind—the rewind function positions the pointer in the
-
- Advertisement content—the advertisement content can be delivered in a wide variety of ways to the spectator. Some examples are discussed below:
- The broadcast that is received by the spectator can be provided with an advertisement video channel that can be selected by the spectator in the same manner as he/she selects a principal video channel. For clarity, by principal video channel is meant a video channel that conveys real time video information associated with the live sporting event. Of course there may be more than one advertisement video channel. The channels can be organized in terms of language; for instance, one advertisement video channel in English, one in Spanish and one in French. Alternatively, the channels can be organized in terms of product types or services being promoted.
- The advertisement content is embedded in the video content delivered over a principal video channel. The advertisement content can be inserted at the editing stage on the content production console, (see the block diagram in
FIG. 1 ). In this fashion, every spectator receives the same advertisement. The advertisement can be in the form of advertisement clips, such as short movies, banners or graphical elements overlaid on the image or “ticker” type areas running on the screen. It should be appreciated that other ways can also exist for presenting the advertisement video content on the principal video channels without departing from the spirit of the invention. - The advertisement content can also be embedded in the video content delivered over the principal video channel with the insertion occurring at the
electronic device 16, rather than at the content production console. Specifically, the advertisement video content is broadcasted over a dedicated channel and instructions are sent to theelectronic device 16 that will control when advertisement content from the advertisement channel is injected in a principal video channel. Such instructions will determine when advisement content will start to be played over the principal video channel and the duration of such play. The instructions are interpreted by the software managing the operation of theelectronic device 16 to control when to start injecting the advertisement content and when to stop.
- Venue or event related contextual information—Venue related contextual information is information that is associated to the venue where the event is held. In the case of a race car event, the venue related contextual information may include:
- Map of the venue;
- Map of the race track
- Information on key locations such as washrooms, vending stands, medical facilities and emergency exits, among others;
- History of the venue;
- History of the track (if different from the venue)
- Schedule of future events to be held at the venue;
- Costs schedule for services or products that a spectator may acquire at the venue
- Advertisement content—the advertisement content can be delivered in a wide variety of ways to the spectator. Some examples are discussed below:
-
- List of the racing teams;
- Profile of individual drivers;
- Current standings in the championship;
- Information about settings of one or more cars participating in the car race;
- Information about the regulations governing the car race
-
- News—Relates to different types of news service, such as “breaking news”, weather information and economic information, among others. The news information can be delivered to the spectator as in the case of the venue or event related information.
- Trivia/Surveys/Games—Provides the spectator with trivia questions, or surveys or games in order to keep the spectator occupied during down-time at the event.
- Meteorological/Environmental information—This information would provide the spectator with current weather information and a forecast for future weather conditions. This may be particularly useful at outdoor events where spectators want advance notice if it is going to start raining or snowing. The environmental information may provide the spectator with environmental conditions associated with the live sporting event. For example, in the case of a golf game, the environmental information may include the speed and direction of the wind, the slope of the green, or any other conditions that might affect the game.
- Shopping information—Provides the spectator with information allowing the spectator to purchase products or services related to the live sporting event, such as T-shirts, caps, etc.
- 1. Provide a spectator with News information at all times in a ticker type of format at the bottom of the screen
- 2. Each time the score, or rankings, change, display a screen showing the current standings for 10 seconds.
- 3. During the idle time in the event or game (such as half time or a football game) display to the spectator any trivia games or spectator surveys.
-
- My preferred racing team;
- The type of food preferred;
- Type of automobiles the spectator is interested in;
-
- The profile in the
electronic device 16 is defined on the basis of age group. Three age classes exist: (1) up to 25 years old; (2) from 26 to 60 years old and (3) from 61 and above. The advertisement content is structured according to the age based classification. Specifically, the advertisement content includes three streams, each tailored to a specific age group. When an advertisement is to be played, the spectator only sees the stream that corresponds to the profile data stored in thememory 102. In addition, the products featured most prominently in the shopping catalogue may also be structured according to the age based classification. For example, for the first age class, T-shirts and hats may be featured most prominently, while for the second age group, more expensive items, such as signed collector's items, may be featured most prominently. - The profile in the
electronic device 16 is defined on the basis of amount of venue or event contextual information the spectator would like to receive. Say the profile allows for two levels of information, one being low and one high. The venue or event contextual information that is sent to theelectronic device 16 is structured as independent streams, one containing more information than the other such that the stream presented to the spectator is the one that matches the profile data stored in thememory 102. - The profile in the
electronic device 16 is based on racing teams the spectator is most interested in. For example, the profile allows the spectator to specify three teams of interest in the order of preference, such as team A, team B and team C. The video feeds that are broadcasted to theelectronic device 16 include views from cameras in all the racing vehicles. The profile data based on team preference will allow the spectator to define an order of preference in which the video feeds will appear on the screen of theelectronic device 16 when the spectator switches “channels”. For instance the default view will be the video feed from the vehicle camera of team A. When the spectator switches to another video feed, the video feed that appears on the screen of theelectronic device 16 is the one from team B. The next view will be the one from team C. - Service level profile. This profile will allow the spectator to access only the services that the spectator paid for. For example, the spectator may have opted to access the financial news service during the live sporting event and paid a premium for this service. The spectator profile data in the
memory 102 of theelectronic device 16 reflects this choice and enables theelectronic device 16 to deliver the financial news service for viewing on the screen. When a service level profile is used it is preferred to design the spectator profile structure that is stored in thememory 102 of theelectronic device 16 in a manner such that the spectator cannot freely change the service level portion of the profile. The service level portion of the profile can be altered remotely, such as for example by sending along with the authentication information used to unlock theelectronic devices 16, data indicating which service level is associated with a particularelectronic device 16. Specifically, this can be done by broadcasting the block of identifiers and sending with each identifier a code identifying the service level for theelectronic device 16 associated with the identifier. When theelectronic device 16 unlocks itself by matching an identifier being broadcast to its own identifier, it reads the service level identification code and stores it as spectator profile data in thememory 102. At this point, the spectator profile data will dictate which service the spectator can access and which service is blocked.
- The profile in the
-
- Scanner—allowing access to the independent audio feeds, such as radio traffic between drivers and teams, audio commentary, etc.
- Timing and scoring—this option page is selected from the page at
FIG. 12 . The timing and scoring page provides information of the type shown in the drawing such as best lap, lag, etc. Additional information may also include number of laps completed, number of laps to go, among others; - Results—allowing access to a results page;
- Event info—by selecting this option the spectator accesses a sub-menu shown in
FIG. 7 . The sub-menu has a number of options, some of which will be described below:- Site—shows a map of the venue, as seen in
FIG. 8 . The spectator has the option to zoom on different sections of the map. The map is divided in quadrants and the each can be highlighted. Currently, the upper left quadrant is highlighted. By selecting the highlighted quadrant the zoom function is enabled for that quadrant, as shown atFIG. 9 . - Track—shows info regarding the track, as seen in
FIG. 11 . - Schedule—shows schedule information, as seen in
FIG. 10 . - Champ car info—referring back to
FIG. 12 , by selecting this option the spectator accesses a sub-menu. The sub-menu has a number of options, some of which will be described below: - Drivers—by selecting this option the spectator has access to a list of drivers as shown at
FIG. 13 . By highlighting and selecting a driver in the list the spectator can access a detailed page of that particular driver, as seen for example atFIG. 14 . - Standings—by selecting this option the spectator has access to a current standings list, as shown at
FIG. 15 ; - Teams—by selecting this option the spectator has access to a list of the teams participating at the event, as shown at
FIG. 16 . The spectator has the option to highlight a particular team in the list and access a more detailed page showing additional information on the selected team.
- Site—shows a map of the venue, as seen in
- Race technical—referring back to
FIG. 12 , by selecting this option the spectator accesses a sub-menu shown atFIG. 17 , providing information about the race.
6. Automatic/forced Video Switching
-
- Video channel switching based on commands in the wireless RF transmission—the content production team determines, for each car, what is the optimal viewing channel at any given moment. This can be done manually or automatically. Video channel switching commands are then sent to the individual
electronic devices 16 in the wireless RF transmission. For example, for a given car, say car A the data being sent to theelectronic devices 16 contains a field that specifies the video channel that provides the optimal viewing. The information in this field is updated continuously as the car moves on the track. If automatic sequencing is enabled at theelectronic device 16, theelectronic device 16 will show on thedisplay screen 802 the video channel that is being specified in the data field. The software running theelectronic device 16 is continuously looking for the video channels switching commands in the wireless RF transmission and when those commands are observed the display is switched to the new video channel. - Video channel switching based on car displacement information (speed information). The
electronic device 16 receives data contained in the wireless RF transmission that defines a group of video channels for use in automatic sequencing. The data will specify the following parameters that are determined before the car race starts:- Which are the channels to use for sequencing, say channel A, channel B and channel C;
- The sequence—switch from channel A to channel B and then to channel C and then start again;
- The field of view of each channel, the field of view being expressed in terms of track distance. For example, channel A's field of view is of 5 km of track distance, channel B's field of view is of 7 km of track distance and channel C's field of view is of 9 km of track distance.
- The spectator at the
electronic device 16 starts watching the event and sees a car that the spectator would like to track automatically. The spectator specifies (via menu selection or other the car to track), waits until the car is in the field of view of any of the channels A, B or C and then activates the automatic tracking feature. The automatic tracking feature invokes a car tracking software that uses an algorithm that will read the speed of the car that was specified by the real time data that is continuously broadcasted and determine based on a simple speed versus distance computation, the time when the car will exit the field of view of the currently watched channel. Specifically, in the case of channel C, the algorithm computes the time required for the car to travel 9 km which is the field of view of the channel. After this computation is completed, an internal clock is started. When the time interval elapses, the algorithm issues video channel switching command to switch video channels automatically according to the switching order specified. The same operation is repeated continuously. Assuming that the speed of the car is reported with a reasonable accuracy, the timing of the video channels switching events can be dynamically controlled such that to maintain the car always in view for the spectator. - Video channel switching based on car displacement information (position coordinates information). This approach is somewhat similar to the example above except that the video channel switching is effected on the basis of coordinates of the car reported in the real-time data being broadcast. Specifically, the coordinates information can be obtained from a Global Positioning System (GPS) in each car, delivered to the
head end 12 and then broadcast in the wireless RF transmission to eachelectronic device 16. The video channels in the sequencing group are characterized by a field of view covering a range of coordinates. The spectator simply specifies the car to be tracked. On the basis of the coordinates of the car of interest, the algorithm determines in which video channel coordinates range the car is located and then switches to that channel automatically. At each coordinate update received in the wireless RF transmission, the same operation is performed and if the car is now in the field of view of a different channel then the algorithm performs the switching accordingly.
- Video channel switching based on commands in the wireless RF transmission—the content production team determines, for each car, what is the optimal viewing channel at any given moment. This can be done manually or automatically. Video channel switching commands are then sent to the individual
-
- Online shopping over the
electronic device 16—The concept of delivering to theelectronic device 16 an electronic catalog was discussed previously. The availability of a bidirectional communication allows the spectator to select merchandise to purchase and electronically complete an online purchase. Assume for the sake of this example that the spectator wishes to access the on-line shopping information such as the electronic catalog in order to make a purchase of a souvenir, say a T-shirt with the logo of his/her favorite racing team. The electronic catalog having been loaded previously, as it was described earlier, the spectator accesses the catalog via theuser interface 800. This may be done by pressing one or more dedicated buttons on thespectator interface 800 or via a menu item on the GUI of theelectronic device 16. Once the electronic catalog has been accessed, the spectator navigates to the desired item by buttons on theuser interface 800. At that point the spectator makes the selection and proceeds to a checkout page. The checkout process can be designed in a number of different ways. The first possibility is to require the spectator to enter the necessary information such that the on-line transaction can be completed. This information includes, his/her name, payment instrument such as credit card details, shipping address information, among others. This information is entered by the spectator by using buttons on theuser interface 800. Note that the example of the user interface shown inFIG. 3 would require to be expanded to include the necessary alphanumeric characters to allow such data entry to be made. After completion of all the fields on the checkout page theelectronic device 16 communicates over thecellular network 102 with aremote server 108 to complete the transaction. The session would include transmitting to theserver 108 the information contained in the checkout page, such as the article or service to be purchased, the payment information and shipping address information. At this point the transaction is completed and the spectator will receive its merchandise via the selected delivery method. Another possibility to effect the on-line transaction is to store on the server 108 (or any other network server that communicates with the server 108) the necessary information on the spectator such as to avoid having the spectator enter the data via theelectronic device 16. This possibility is discussed in greater detail in connection withFIG. 21 . Specifically, theserver 108 contains user records associated with different spectators, where each user record includes an identifier for authentication purposes, payment instrument for on-line transactions, shipping address, etc. In such case, the checkout process would involve sending over thecellular network 102 the identification of the article or service the spectator wants to purchase and the spectator identifier to allow theserver 108 to retrieve the correct user record. The second possibility is arguably more practical because it avoids the necessity of typing on the user interface 800 a lot of information. - Trivia/Survey/Games. This option was discussed earlier in connection with the embodiment having a unidirectional communication capability. The bidirectional communication can significantly enhance the interactivity of the spectator's experience. Several examples can be provided to illustrate this. In a first example, the spectator is presented with a trivia game that includes a number of questions associated with the live sporting event or a participant of the event. The questions are shown on the display of the handheld
electronic device 16 and they are extracted from data that is transported in the wireless RF transmission. The spectator may answer selections by operating buttons on theuser interface 800. There may be a series of questions or a single one. The answers are collected and when all the questions have been answered the answers are sent to theserver 108. The process is illustrated by the flowchart onFIG. 20 . Step 200 shows the process of embedding the data necessary to generate the trivia game questions in the wireless RF transmission. This is done by thehead end 12. The data can be stored in thedatabase 602. Atstep 202 the individualelectronic devices 16 receive the data, generate the questions on the display and the spectators enter responses in the respectiveelectronic devices 16. Multiple blocks are shown forstep 202 to indicate that multipleelectronic devices 16 are involved in the process. Atstep 204 each individualelectronic device 16 sends the responses to theserver 108 over thecellular network 102. Atstep 206 theserver 108 processes the responses and then takes some type of action on the basis of the processing. The type of action that can be selected depends on the particular game strategy. Examples include:- Forwarding to each
electronic device 16 information indicating the correctness of the responses. Such information is conveyed over thecellular network 102. This approach allows conveying to each spectator a personalized message, such as his/her score. - Compiling the responses from individual
electronic devices 16 and ranking the participants in terms of score. The score is sent to the individualelectronic devices 16 over thecellular network 102. Therefore, aelectronic device 16 can receive the list of highest ranking participants, such as the top 10 participants; - Awarding a prize for the highest score and notifying the particular
electronic device 16 of the win; - Using the wireless RF transmission to send the information on the basis of the processing to the
electronic devices 16. This approach does not allow a personalized message but can still be used to present to spectators information on the trivia/survey, such as for example, the list of highest ranking participants and/or the correct answers to trivia questions or in the case of a survey the compiled results of the survey.
- Forwarding to each
- Another possibility is to tie the trivia or survey questions to action occurring at the live sporting event. For example;
- In the case of a car race when an accident occurs, a question is sent to each
electronic device 16 identifying the participants involved and asking who is at fault; - In the case of a hockey/football or soccer game asking a question as to whether the call of the referee is correct. For instance in the case of a hockey game, when a player is given a penalty, the question asks if the penalty call was correct. In this fashion, the spectators that have the
electronic devices 16 can vote on referee calls during the actual game. - In the case of a hockey/football/soccer game asking at the end of the game or at the end of a period to identify the player that played the best or was the most useful to his team during the game/period. In this fashion, the spectators that have the
electronic devices 16 can vote on player's behavior or performance during the actual game.
- In the case of a car race when an accident occurs, a question is sent to each
- The results of the processing of the responses received by the
server 108 can be handled as discussed, earlier, in other words, a feedback is provided to the individualelectronic devices 16 either via thecellular network 102 or the wireless RF transmission. Yet another option is to publicly announce or display results. In the case of live sporting events held in a stadium or a similar infrastructure that usually has some type of large display screen, the results of the processing can be displayed on the large screen for everyone to see. For example, the message displayed may say that the survey indicates the call of the referee is wrong or that the best player for the period is player X. - The information that is to be displayed on the screen or otherwise announced to the audience can be generated from the
server 108 and sent to the display apparatus in any suitable way. The transmission can be wireless or wire line in the case theserver 108 is local to the display. - The
electronic device 16 can also be provided with a game play functionality that does not require a bidirectional communication. Several examples can be provided to illustrate this variant. For instance, the wireless RF transmission can be designed as a vehicle to convey data that enables theelectronic device 16 to acquire game play functionality. Specifically, thehead end 12 can be designed to generate video game data which is carried by the wireless RF transmission and received by the individualelectronic devices 16. The video game data contains program code for execution by theprocessor 100 to enable the spectator to play a video game on thedisplay screen 802. The video game that is used for the entertainment of the spectator has images that can be manipulated on thedisplay screen 802. The video game is controlled via theuser interface 800. The various buttons of the user interface are assigned functions for interacting with and manipulating the images on thedisplay screen 802. - Another option is to pre-load in the
electronic device 16 the video game data and only send via the wireless RF transmission data that will enable the game play functionality by “unlocking” the execution of the video game data. In other words, the spectator is normally prevented from playing the video game, unless the data to unlock the game is received via the wireless RF transmission. - The above discussed options are not strictly limited to video games and can be extended to trivia games/surveys etc. In other words, the game can be loaded or enabled by the wireless RF transmission, as described earlier. When the
electronic device 16 is provided with a bidirectional communication functionality, the responses to the game questions, survey or voting can be output as discussed above. - It is also possible to time the game play functionality according to the evolution of the live sporting event. For instance the game play functionality of the
electronic devices 16 can be enabled only when a predetermined event occurs during the live sporting event. One such event is a pause during which the action is stopped. - Another non-limiting example of implementation of the invention is shown at
FIG. 21 . In this example the individualelectronic devices 16 can be set up for an upcoming event before the event occurs such that theelectronic device 16, at the event site, is already programmed and contains the event specific information. After the user purchases theelectronic device 16 the user sets a user account, typically with the business organization that delivers the service during live sporting events.
8. Online Service Purchase
- Online shopping over the
-
- Name 312;
-
Address 314; -
Payment instrument 316 such as a credit card number and expiration date and possibly a security code. Thepayment instrument 316 is used to pay for the service delivered to theelectronic device 16 during the live sporting event and also to pay for merchandise purchased during the live sporting event, as previously described. -
Shipping address information 317 for on-line shopping. The shipping address is the address at which merchandise purchased by the user, as described previously, will be shipped; - Language in which the on-line account is to be set.
-
- The
server 304 will download to thePC 300 the necessary service data, such as the data to set-up/alter the GUI of theelectronic device 16 and/or cartographic data for the venue, assuming GPS functionality of theelectronic device 16; - Ancillary data such as:
- Advertisement content;
- Venue or event related contextual content;
- Shopping information such as an on-line catalog;
- Trivia or surveys;
- Video games;
- Environmental/meteorological information;
- News
- Authentication information
- The
Claims (12)
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2006
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- 2006-07-14 JP JP2008521755A patent/JP4834729B2/en not_active Expired - Fee Related
- 2006-07-14 CN CN201210106755.0A patent/CN102710976B/en not_active Expired - Fee Related
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- 2006-07-21 US US11/459,281 patent/US8391774B2/en active Active
- 2006-07-21 US US11/459,284 patent/US8051452B2/en active Active - Reinstated
- 2006-07-21 US US11/459,285 patent/US8051453B2/en active Active - Reinstated
- 2006-07-21 US US11/459,224 patent/US20070022445A1/en not_active Abandoned
- 2006-07-21 US US11/459,237 patent/US20070021055A1/en not_active Abandoned
- 2006-07-21 US US11/459,296 patent/US20070021057A1/en not_active Abandoned
- 2006-07-21 US US11/459,308 patent/US7657920B2/en not_active Ceased
- 2006-07-21 US US11/459,278 patent/US8391773B2/en active Active
- 2006-07-21 US US11/459,259 patent/US8432489B2/en active Active
- 2006-07-21 US US11/459,247 patent/US8391825B2/en active Active
- 2006-07-21 US US11/459,266 patent/US20070022446A1/en not_active Abandoned
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2011
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2013
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