METHODOLOGY FOR EQUALIZING SYSTEMIC LATENCIES IN TELEVISION RECEPTION IN CONNECTION WITH GAMES OF SKILL PLAYED IN CONNECTION WITH LIVE TELEVISION PROGRAMMING
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.
1 - 38 . (canceled)
39 . A method programmed in a memory of a device, the method comprising:
a. identifying a synchronization point within an online broadcast; and
b. automatically synchronizing pre-produced data files stored on the device with the online broadcast using the synchronization point.
40 . The method of claim 39 wherein the pre-produced data files comprise real-time entertainment or information related to television commercials.
41 . The method of claim 40 wherein the real-time entertainment and commercials are synchronized with the online broadcast.
42 . The method of claim 39 wherein existing events in the online broadcast are used as synchronization points as start points for data files stored on the device.
43 . The method of claim 39 wherein the synchronization point is an event located within the online broadcast.
44 . The method of claim 39 wherein the synchronization point is audio or video within the online broadcast.
45 . The method of claim 39 wherein determining a start time of the online broadcast includes using a recognizable signal.
46 . The method of claim 39 wherein a plurality of synchronization points are used to continuously check to ensure the pre-produced data files are synchronized with the online broadcast.
47 . The method of claim 39 wherein inserted audio or video is used to continuously check to ensure the pre-produced data files are synchronized with the online broadcast.
48 . The method of claim 39 wherein information is embedded in the online broadcast and tracked online in real-time.
49 . The method of claim 39 wherein a game of skill or chance ends when the online broadcast ends.
50 . The method of claim 39 wherein the device comprises a mobile device.
51 . The method of claim 39 wherein the device comprises a server.
52 . The method of claim 39 wherein a game of skill or chance is stored in a memory of the device.
53 . The method of claim 39 wherein a game of skill or chance is stored in random access memory of the device.
54 . The method of claim 39 further comprising displaying a game of skill or chance or other entertainment.
55 . The method of claim 39 wherein an earliest receipt of a lockout signal by participants is utilized for equalizing locking out all participants receiving the online broadcast later.
56 . The method of claim 39 further comprising establishing an amount of delay by comparing audio or video samples derived from the device linked to a game server by comparing samples to archived audio or video files of the online broadcast.
57 . The method of claim 56 wherein adjustment of an amount of delay results in synchronization of receipt of the online broadcast and presentation of game-related data on the device.
58 . The method of claim 39 further comprising determining a shortest delay of participants and applying lockouts to the participants based on the shortest delay.
59 . The method of claim 39 wherein participants comprise ad hoc or preexisting groups of friends competing in a separate competition in disparate physical locations.
60 . The method of claim 39 wherein equalizing the participants comprises time stamping an amount of delay on game-related data.
61 . The method of claim 39 further comprising equalizing a delay wherein equalizing incorporates time stamping the amount of delay on a game lock out signal, imposing the amount of delay on an entire game data stream and sending game control data to the participant cohorts at the same time where client software synchronizes presentation of game data based on a precise time of reception of the online broadcast.
62 . The method of claim 39 further comprising equalizing a set of cohorts comprising time stamping an amount of delay on a game lock out signal, imposing the amount of delay on an entire game data stream and sending game control data to the participant cohorts at the same time relative to receipt of the online broadcast, where client software delays presentation of game data based on a precise time of reception of the online broadcast by a group.
63 . The method of claim 39 wherein the online broadcast and a game of skill or chance are presented on a same screen.
64 . The method of claim 39 wherein the online broadcast and a game of skill or chance are presented on different screens.
65 . The method of claim 39 further comprising using electronics for receiving and displaying the online broadcast on a first screen and providing control information to a second screen.
66 . The method of claim 39 wherein the pre-produced data files are uploaded to the device before the online broadcast begins.
67 . The method of claim 39 wherein the pre-produced data files are uploaded to the device in segments, with an initial segment of the pre-produced data files uploaded to the device before the online broadcast begins.
68 . The method of claim 39 wherein the pre-produced data files are periodically uploaded to the device.
69 . A method programmed in a memory of a device, the method comprising:
a. identifying an audio or video synchronization point located within an online broadcast; and
b. automatically synchronizing pre-produced data files stored on the device with the online broadcast using the synchronization point.
70 . A method programmed in a memory of a device, the method comprising:
a. identifying synchronization points in a online broadcast; and
b. automatically synchronizing pre-produced data files stored on the device with the online broadcast using the synchronization points, wherein existing events in the online broadcast are used as the synchronization points as start points for the pre-produced data files.