IP Library Granted Patent US 9,878,243
Granted Patent B2
US 9,878,243 · App. 15/496,404 · Granted Jan 30, 2018

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 9,878,243
App. No.
15/496,404
Granted
Jan 30, 2018
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 (36)

1. A method of equalizing effects of latency differences in a game of skill or chance or other entertainment comprising:

a. receiving an online broadcast of content;

b. synchronizing the game of skill or chance or other entertainment with the online broadcast of content; and

c. presenting the online broadcast of content and synchronized game data.

2. The method of claim 1 wherein the online broadcast of content comprises an audio and video track utilized to synchronize the game of skill or chance or other entertainment.

3. The method of claim 1 wherein determining a start time of the online broadcast of content includes using a recognizable signal.

4. The method of claim 1 wherein existing events in the online broadcast of content are used as synchronization points as start points for data files stored on the device.

5. The method of claim 1 wherein information is embedded in the online broadcast of content and tracked online in real-time.

6. The method of claim 1 wherein a plurality of synchronization points are used to continuously check to ensure the game of skill or chance or other entertainment is synchronized with the online broadcast of content.

7. The method of claim 1 further comprising determining an amount of delay for each participant of the game of skill or chance or other entertainment.

8. The method of claim 7 further comprising substantially equalizing receipt of game-related data and the game data for each participant through adjustment of the amount of delay.

9. A method of equalizing effects of latency differences in a game of skill or chance or other entertainment comprising:

a. grouping participants into a set of cohorts receiving content delivered by similar transmission and reception systems;

b. determining an amount of delay for the set of cohorts;

c. receiving a content stream;

d. synchronizing the game of skill or chance or other entertainment with the content stream; and

e. delivering the content stream and synchronized game data to the set of cohorts.

10. The method of claim 9 wherein the content comprises an online broadcast.

11. The method of claim 9 wherein determining comprises establishing the amount of delay through an automated system which samples an online audio track, linked to a game server, to provide information related to a precise arrival of the broadcast.

12. The method of claim 9 wherein equalizing the set of cohorts comprises 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 relative to receipt of the broadcast, where client software delays presentation of game data based on a precise time of reception of the broadcast by the group.

13. The method of claim 9 wherein determining the amount of delay is performed by a client device.

14. The method of claim 9 wherein determining the amount of delay is performed by a server device.

15. The method of claim 9 wherein synchronizing and delivering are performed by a server device.

16. A method of equalizing effects of latency differences in a game of skill or chance or other entertainment comprising:

a. determining a service provider for each participant of the game of skill or chance or other entertainment;

b. grouping participants into a set of cohorts receiving content from a same service provider;

c. receiving a content stream;

d. synchronizing the game of skill or chance or other entertainment with the content stream; and

e. delivering the content stream and synchronized game data to the set of cohorts.

17. The method of claim 16 further comprising presenting the content stream and synchronized game data on a screen for a participant to view.

18. The method of claim 17 wherein the screen comprises a television screen.

19. The method of claim 17 wherein the screen comprises a computing device screen.

20. The method of claim 17 wherein the screen comprises a mobile phone display.

21. The method of claim 16 wherein determining the service provider is performed by a server device.

22. The method of claim 16 wherein determining the service provider is performed by a client device.

23. The method of claim 16 wherein the content stream and the synchronized game data of the game of skill or chance or other entertainment are presented on a same screen.

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 Apr 25, 2017
From: LOCKTON, DAVID B.; BERNER, MARK K.; MICHELI, MARK J.; LOWE, DAVID
To: AIRPLAY NETWORK, INC.
Reel/Frame 042137/0068 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Apr 25, 2017
From: AIRPLAY NETWORK, INC.
To: WINVIEW, INC.
Reel/Frame 042137/0143 →