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    • 2. 发明申请
    • ADVERTISEMENT ROTATION
    • 广告旋转
    • WO2007130681A2
    • 2007-11-15
    • PCT/US2007/011059
    • 2007-05-07
    • SONY COMPUTER ENTERTAINMENT AMERICA INC.RUSSELL, Riley R.VAN DATTA, GlenZALEWSKI, Gary
    • RUSSELL, Riley R.VAN DATTA, GlenZALEWSKI, Gary
    • G06Q10/00
    • G06Q30/0269G06Q30/02G06Q30/0207
    • A system and method for delivering content over a network is provided. Content may be primary content (e.g., music or a movie) or ancillary content (e.g., an advertisement). The ancillary content may further be classified as universal ancillary content that all users of the present system will receive; targeted ancillary content that particular users of the present system will receive; and context-specific ancillary content that users of the present system and viewing particular primary content will receive. The type of primary and/or ancillary content delivered to the user will depend, in part, on indicia of the user of a device receiving the content. The present invention seeks to ensure that a user has relevant and up-to-date ancillary content notwithstanding the nature or date of the primary content. Feedback data concerning the viewing of the ancillary content may also be generated such that a provider of the advertisement and/or product may provide targeted advertisements and improved products and services.
    • 提供了一种通过网络传送内容的系统和方法。 内容可以是主要内容(例如,音乐或电影)或辅助内容(例如,广告)。 辅助内容还可以被分类为本系统的所有用户将接收的通用辅助内容; 本系统的特定用户将接收的目标辅助内容; 以及当前系统的用户和查看特定主要内容将接收的上下文特定的辅助内容。 递送给用户的主要和/或辅助内容的类型部分取决于接收内容的设备的用户的标记。 本发明寻求确保用户具有相关且最新的辅助内容,尽管主要内容的性质或日期。 还可以生成关于辅助内容的查看的反馈数据,使得广告和/或产品的提供者可以提供有针对性的广告和改进的产品和服务。
    • 4. 发明申请
    • FEATURE ERODING VIDEO GAME DEMONSTRATION SOFTWARE
    • 特征编辑视频游戏演示软件
    • WO2010027386A1
    • 2010-03-11
    • PCT/US2009/002749
    • 2009-05-01
    • SONY COMPUTER ENTERTAINMENT AMERICA INC.ZALEWSKI, Gary
    • ZALEWSKI, Gary
    • G06F9/445
    • A63F13/73A63F13/10A63F13/69A63F2300/201A63F2300/609A63F2300/638
    • A demonstration video game 102 permits gamers a more complete game experience while promoting a desire to acquire permission to continue playing. In some embodiments, a video game is implemented with trigger metrics. While a user may initially experience most or all of the full version of the game in a demonstration mode, the mode implements trigger metrics to erode game play characteristics, such as character, object, event and/or environmental features, during video game play in the demonstration mode. Thus, fewer play characteristics may be available as play continues in this mode. Multiple trigger metrics may gradually and successively limit play characteristics as play with the game continues. As the gamer loses functionality, the user may be prompted with the trigger metrics to purchase permission to continue the game in a non- demonstration mode that disables the trigger metrics and returns the game to the more complete version.
    • 演示视频游戏102允许游戏玩家具有更完整的游戏体验,同时促进获得继续玩游戏的愿望。 在一些实施例中,使用触发度量来实现视频游戏。 虽然用户最初可以以演示模式体验大部分或全部游戏的完整版本,但是在视频游戏过程中,该模式实现了触发度量来侵蚀诸如角色,对象,事件和/或环境特征的游戏特征 演示模式。 因此,在该模式中播放继续时,可以获得更少的播放特性。 多个触发指标可以逐渐和连续地限制游戏特性,因为玩游戏继续进行。 当玩家失去功能时,用户可能会以触发指标提示购买权限,以非演示模式继续游戏,禁用触发指标并将游戏返回到更完整的版本。
    • 8. 发明申请
    • LAUGH DETECTOR AND SYSTEM AND METHOD FOR TRACKING AN EMOTIONAL RESPONSE TO A MEDIA PRESENTATION
    • 用于跟踪媒体演示的情绪反应的LAUGH检测器和系统及方法
    • WO2009097337A1
    • 2009-08-06
    • PCT/US2009/032246
    • 2009-01-28
    • SONY COMPUTER ENTERTAINMENT AMERICA, INC.ZALEWSKI, Gary
    • ZALEWSKI, Gary
    • G06F3/00
    • G06F3/012G06F3/015G06F3/017G06F19/00Y02A90/26
    • Information in the form of emotional responses to a media presentation may be passively collected, for example by a microphone and/or a camera. This information may be tied to metadata at a time reference level in the media presentation and used to examine the content of the media presentation to assess a quality of, or user emotional response to, the content and/or to project the information onto a demographic. Passive collection of emotional responses may be used to add emotion as an element of speech or facial expression detection, to make use of such information, for example to judge the quality of content or to judge the nature of various individuals for future content that is to be provided to them or to those similarly situated demographically. Thus, the invention asks and answers such questions as: What makes people happy? What makes them laugh? What do they find interesting? Boring? Exciting?.
    • 可以例如通过麦克风和/或相机来被动地收集以媒体呈现的情绪反应形式的信息。 该信息可以在媒体呈现中的时间参考级别与元数据相关联,并且用于检查媒体呈现的内容以评估对内容的质量或用户情绪响应和/或将信息投影到人口统计 。 情绪反应的被动收集可用于增加情绪作为言语或面部表情检测的要素,以利用这些信息,例如判断内容的质量或判断未来内容的各种个人的性质,即 提供给他们或类似地位于人口统计的人。 因此,本发明要求和回答以下问题:什么让人高兴? 什么让他们笑? 他们觉得什么有趣? 无聊? 令人兴奋的?