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    • 31. 发明授权
    • Dynamic insertion of cinematic stage props in program content
    • 在节目内容中动画插入电影舞台道具
    • US09038100B2
    • 2015-05-19
    • US14030958
    • 2013-09-18
    • Sony Computer Entertainment America LLC
    • Gary ZalewskiRiley R. Russell
    • H04N7/10H04N7/025H04N21/81G06Q30/02G11B27/036H04N21/478
    • H04N21/812G06Q30/02G11B27/036H04N21/478
    • Dynamically replaceable assets are inserted in program content and may be used for the insertion of cinematic stage props therein. Such assets can be used for advertising purposes in that images of different products and services can be inserted therein and are changeable via a network. Such assets may be created by identifying locations in the content where the assets can be inserted, establishing the assets in the identified locations, and determining location and visual effects information for each asset. Replacement images, such as images of products, may be obtained via a network. The visual appearance of each replacement image may be modified using visual effects information so the inserted objects appear natural as if they were part of the original scene.
    • 动态可替换资产插入节目内容,可用于在其中插入电影舞台道具。 这样的资产可以用于广告目的,因为不同产品和服务的图像可以插入其中并且可以经由网络改变。 可以通过识别内容中可以插入资产的位置,在识别的位置建立资产,以及确定每个资产的位置和视觉效果信息来创建此类资产。 可以通过网络获得诸如产品图像的替换图像。 可以使用视觉效果信息来修改每个替换图像的视觉外观,使得插入的对象看起来像是原始场景的一部分一样自然。
    • 37. 发明申请
    • GAME PLAY SKILL TRAINING
    • 游戏技巧训练
    • US20140248960A1
    • 2014-09-04
    • US14275886
    • 2014-05-13
    • Sony Computer Entertainment America LLC
    • Gary M. Zalewski
    • A63F13/30
    • A63F13/86A63F13/12A63F13/792A63F13/795A63F2300/5513A63F2300/558A63F2300/577H04L67/06H04L67/22H04L67/38
    • Embodiments of the present invention provide a library of video related to game play involving the use of particular objects. By observing game play of users in a game play environment, determinations may be made as to users who excel at the use of a particular object. Video of game play related to these users and a particular object may be created, cataloged, and stored for later use by users that lack proficiency with that object. By observing video of game players with particular skill as to an object, less skilled players may improve their game play thereby avoiding frustration with a game, which may lead to a loss of interest. Acquisition and proffering of video may be facilitated through the use of an analytics server or functional software module that observes game play and identifies players of particular skill or lack thereof.
    • 本发明的实施例提供了涉及使用特定对象的与游戏相关的视频库。 通过在游戏环境中观察用户的游戏,可以对使用特定对象的用户进行确定。 可以创建,编目和存储与这些用户和特定对象相关的游戏的视频,供以后用于那些不熟悉该对象的用户使用。 通过以特定技能观察对象的游戏玩家的视频,较不熟练的玩家可以改善他们的游戏玩法,从而避免游戏的挫败,这可能导致失去兴趣。 视频的获取和提供可以通过使用观察游戏的分析服务器或功能软件模块来促进,并识别特定技能或缺乏的玩家。
    • 38. 发明申请
    • DIGITAL MARKETPLACE FOR RESELLING MEDIA PACKAGES
    • 用于修改媒体包的数字市场
    • US20140222661A1
    • 2014-08-07
    • US13791654
    • 2013-03-08
    • Sony Computer Entertainment America LLC
    • Scott McCarthyJohn KollerJonathan Webb
    • G06Q20/12
    • G06Q20/1235
    • Aspects of the present disclosure describe systems and methods for implementing the sale of a media package that has one or more digital assets and/or platform features and a first level of digital rights management (DRM) protections from a first purchaser to a second purchaser. The DRM protections may limit which digital assets may be sold. The level of DRM protection on the media package may be changed to a second level before being delivered to the second purchaser. The changed DRM protection may restrict the future sale of the digital assets and/or platform feature(s) remaining in the package. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.
    • 本公开的方面描述了用于实现具有一个或多个数字资产和/或平台特征的媒体包的销售以及从第一购买者到第二购买者的第一级数字版权管理(DRM)保护的销售的系统和方法。 DRM保护可能会限制哪些数字资产出售。 在传送给第二购买者之前,可以将媒体包上的DRM保护级别改变为第二级。 改变的DRM保护可能限制将来销售包装中剩余的数字资产和/或平台功能。 要强调的是,该摘要被提供以符合要求抽象的规则,允许搜索者或其他读者快速确定技术公开内容的主题。 提交它的理解是,它不会用于解释或限制权利要求的范围或含义。