IP Library Granted Patent US 8,817,408
Granted Patent B2
US 8,817,408 · App. 13/681,123 · Granted Aug 26, 2014

Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming

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Quick Facts
Patent No.
US 8,817,408
App. No.
13/681,123
Granted
Aug 26, 2014
Kind
B2
Abstract

A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.

Claims (41)

1. A method of preventing a first set of participants of a game of skill or chance at a live event from having an advantage over a second set of participants of the game of skill or chance watching the live event on television comprising:

a. determining a cellular site that serves a set of cellular phones at a venue site;

b. determining the set of cellular phones that are utilizing the cellular site of the venue site;

c. determining a subset of cellular phones within the set of cellular phones that are located within the venue site; and

d. generating separate groups of competitions based on the subset of cellular phones within the set of cellular phones that are located within the venue site;

wherein an earliest receipt of a lockout signal by the second set of participants is utilized for equalizing locking out all of the second set of participants receiving a broadcast signal of the live event on television.

2. The method as claimed in claim 1 wherein a first group within the separate groups of competitions includes only the first set of participants and a second group within the separate groups of competitions includes only the second set of participants.

3. The method as claimed in claim 1 wherein an application on a server determines the cellular site, the set of cellular phones utilizing the cellular site and the subset of cellular phones located within the venue site.

4. The method as claimed in claim 1 wherein an application on each cellular phone within the subset of cellular phones determines if the cellular phone is located within the venue site.

5. The method of claim 1 wherein the game of skill or chance comprises pre-produced data files and game data generated in real-time by observation at the venue site or via a live telecast.

6. The method of claim 5 wherein the pre-produced data files and contemporaneously generated game control data comprise real-time entertainment.

7. The method of claim 5 wherein a plurality of synchronization points are used by a client to continuously check to ensure the data files are synchronized with the live event on television.

8. The method of claim 5 wherein inserted audio or video is used to continuously check to ensure the data files are precisely synchronized on the client with the live event on television.

9. The method of claim 8 wherein the inserted audio or video is used by a client to continuously check to ensure the data files are precisely synchronized on the client with the live event on television.

10. The method of claim 8 wherein the inserted audio or video is used by a server to continuously check to ensure the pre-produced data files are precisely synchronized on the client with the live event on television.

11. The method of claim 1 wherein the game of skill or chance ends when the live event on television ends.

12. The method of claim 1 wherein a server sends the game of skill or chance to a mobile device.

13. The method of claim 1 wherein the game of skill or chance is stored in a memory of a mobile device.

14. The method of claim 1 wherein the game of skill or chance is stored in random access memory of a mobile device.

15. The method of claim 1 further comprising displaying the game of skill or chance on a mobile device.

16. The method of claim 1 wherein the participants constitute ad hoc or existing groups of geographically dispersed friends participating in the separate game of chance or skill.

17. The method of claim 1 wherein the participants are ad hoc or previously organized groups of friends competing against each other in a separate contest.

18. The method of claim 1 wherein further comprising determining if there is additional processing of the live event on television increasing a total length of a delay.

19. The method of claim 1 wherein each participant of the participants is an individual.

20. The method of claim 1 wherein each participant of the participants participates separately.

21. The method of claim 1 wherein electronics receiving and displaying the live event on television on a first screen provide control information to a second screen.

22. A method of preventing a first set of participants of a game of skill or chance at a live event from having an advantage over a second set of participants of the game of skill or chance watching the live event on television comprising:

e. determining a cellular site that serves a set of cellular phones at a venue site;

f. determining the set of cellular phones that are utilizing the cellular site of the venue site;

g. determining a subset of cellular phones within the set of cellular phones that are located within the venue site;

h. generating separate groups of competitions based on the subset of cellular phones within the set of cellular phones that are located within the venue site; and

i. displaying the game of skill or chance on a mobile device, wherein the game of skill or chance comprises pre-produced data files, wherein the pre-produced data files are synchronized with the live event on television;

wherein an earliest receipt of a lockout signal by the second set of participants is utilized for equalizing locking out all of the second set of participants receiving a broadcast signal of the live event on television.

23. A method of preventing a first set of participants of a game of skill or chance at a live event from having an advantage over a second set of participants of the game of skill or chance watching the live event on television comprising:

j. determining a cellular site that serves a set of cellular phones at a venue site;

k. determining the set of cellular phones that are utilizing the cellular site of the venue site;

l. determining a subset of cellular phones within the set of cellular phones that are located within the venue site;

m. generating separate groups of competitions based on the subset of cellular phones within the set of cellular phones that are located within the venue site;

n. determining if there is additional processing of the live event on television increasing a total length of a delay; and

o. displaying the game of skill or chance on a mobile device;

wherein an earliest receipt of a lockout signal by the second set of participants is utilized for equalizing locking out all of the second set of participants receiving a broadcast signal of the live event on television.

Assignments (5)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 2, 2023
From: WINVIEW, INC.
To: WINVIEW IP HOLDINGS, LLC
Reel/Frame 065102/0116 →
RELEASE OF SECURITY INTEREST Recorded May 8, 2020
From: JAKE MAAS, AS COLLATERAL AGENT
To: WINVIEW, INC.
Reel/Frame 052617/0001 →
SECURITY INTEREST Recorded Oct 1, 2018
From: WINVIEW, INC.
To: MAAS, JAKE
Reel/Frame 047170/0172 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 19, 2012
From: LOCKTON, DAVID B.; BERNER, MARK K.; MICHELI, MARK J.; LOWE, DAVID
To: AIRPLAY NETWORK, INC.
Reel/Frame 029323/0839 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 19, 2012
From: AIRPLAY NETWORK, INC.
To: WINVIEW, INC.
Reel/Frame 029323/0870 →