IP Library Granted Patent US 8,272,964
Granted Patent B2
US 8,272,964 · App. 12/571,225 · Granted Sep 25, 2012

Identifying obstructions in an impression area

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Quick Facts
Patent No.
US 8,272,964
App. No.
12/571,225
Granted
Sep 25, 2012
Kind
B2
Abstract

Systems and methods for defining and tracking advertising campaigns across a channel video game network are disclosed. The system allows advertisements to be dynamically activated in video games. Advertisements are tracked to determine user impressions and user exposure to the advertisement. In the system, an impression area is defined relative an advertisements in the game. Methods for redefining the impression area or for accounting for the existence of obstructions that distort the view of the advertisement are also provided.

Claims (35)

1. A method for determining the existence of an obstruction in an impression area within a video game environment, the method comprising:

accessing an advertisement stored in memory, the advertisement accessed via an end-user client device; and

executing instructions stored in memory, wherein execution of instructions by a processor:

renders the advertisement within a video game environment,

sends an obstruction probe on a line-of-sight path between a game character in the video game environment controlled by a user and the advertisement,

detects any intersection of the obstruction probe with one or more polygonal sides of at least one object on the line-of-sight path;

determining a percentage of the intersection; and

calculating an advertising impression value based on the percentage of the intersection.

2. The method of claim 1 , wherein the detection of an unobstructed line-of-sight path generates an advertisement impression.

3. The method of claim 1 , wherein the detection of an obstructed line-of-sight path does not generate an advertisement impression.

4. The method of claim 3 , further comprising executing instructions stored in memory to overcome the obstructed line-of-sight path by adjusting a camera tracking the game character to provide an unobstructed line-of-sight path between the game character and the advertisement, the camera adjusted in response to an initial detection of the obstructed line-of-sight path.

5. The method of claim 1 , wherein the obstruction probe comprises a sphere.

6. The method of claim 5 , further comprising executing instructions stored in memory to adjust the radius of the sphere to prevent the obstruction probe on the line-of-sight path from intersecting one or more polygonal sides of the object.

7. The method of claim 1 , further comprising executing instructions stored in memory to redefine the impression area, wherein no impression is generated when the game character is in an area associated with the object.

8. The method of claim 1 , wherein the percentage of the intersection is less than 100 percent.

9. The method of claim 8 , wherein the calculation based on the percentage of the intersection results in a partial advertisement impression.

10. The method of claim 1 , wherein calculating the advertising impression value is further based on frame associated with the advertisement.

11. The method of claim 1 , wherein calculating the advertising impression value is further based on a measurement of time that the game character is in the impression area and oriented toward the advertisement.

12. A system for determining the existence of an obstruction in an impression area within a video game environment, the system comprising:

an advertising server configured to store advertising content for downloading by an end-user client device, the advertising content including metadata associated with an impression area; and

an end-user client device configured to:

access the advertising server to download advertising content,

process the metadata;

determine the presence of any object intersecting an obstruction probe on a line-of-sight path to an advertisement;

determine a percentage of the intersection; and

calculate an advertising impression value based on the percentage of the intersection.

13. The system in claim 12 , further including an advertising impression determination module stored in memory and executable by a processor to track an advertising impression generated when the game character located within the impression area has an unobstructed line-of-sight path to the advertisement.

14. The system of claim 12 , further comprising a payment processing center configured to process a payment when an advertising impression is generated.

15. A non-transitory computer-readable storage medium having embodied thereon a program, the program being executable by a processor to perform a method for determining the existence of an obstruction in an impression area within a video game environment, the method comprising:

accessing an advertisement stored in memory,

rendering the advertisement within a video game environment,

sending an obstruction probe on a line-of-sight path between a game character in the video game environment controlled by a user and the advertisement;

detecting any intersection of the obstruction probe with one or more polygonal sides of at least one object on the line-of-sight path;

determining a percentage of the intersection; and

calculating an advertising impression value based on the percentage of the intersection.

Assignments (4)
MERGER Recorded Mar 30, 2020
From: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT LLC
Reel/Frame 053323/0567 →
CHANGE OF NAME Recorded May 5, 2016
From: SONY COMPUTER ENTERTAINMENT AMERICA LLC
To: SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
Reel/Frame 038617/0474 →
MERGER Recorded Nov 9, 2010
From: SONY COMPUTER ENTERTAINMENT AMERICA INC.
To: SONY COMPUTER ENTERTAINMENT AMERICA LLC
Reel/Frame 025337/0741 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Sep 30, 2009
From: VAN DATTA, GLEN; ZALEWSKI, GARY
To: SONY COMPUTER ENTERTAINMENT AMERICA INC.
Reel/Frame 023309/0475 →