IP Library Granted Patent US 11,007,445
Granted Patent B2
US 11,007,445 · App. 16/543,150 · Granted May 18, 2021

Techniques for curation of video game clips

Inventors: David Alexander Schwarz (Morrisville, NC); John Weldon Nicholson (Cary, NC); Barrett Bryson (Raleigh, NC)
Assignee: Lenovo (Singapore) Pte. Ltd.
A63F13/86A63F13/335A63F13/35
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Quick Facts
Patent No.
US 11,007,445
App. No.
16/543,150
Granted
May 18, 2021
Kind
B2
Abstract

In one aspect, a device includes at least one processor and storage accessible to the at least one processor. The storage may include instructions executable by the at least one processor to analyze a user's gameplay of a video game and to curate one or more video clips based on the user's gameplay. The video game clips may be curated based on player input to an input device, player audio from a microphone, and/or player video from a camera.

Claims (34)

1. A device, comprising:

at least one processor; and

storage accessible to the at least one processor and comprising instructions executable by the at least one processor to:

analyze a user's gameplay of a video game; and

generate one or more searchable video clips based on the user's gameplay;

wherein the analysis of the user's gameplay of the video game comprises analysis of audio from the user detected via a microphone, and wherein at least one of the searchable video clips is generated based on identification from the audio of one or more of: laughter, a positive exclamation by the user, a negative exclamation by the user.

2. The device of claim 1 , wherein the analysis of the user's gameplay of the video game comprises analysis of user inputs received via an input device, and wherein the instructions are executable to:

analyze the user inputs received via the input device by associating similar input sequences that are identified from the user inputs; and

make video clips of the similar sequences searchable by input sequence.

3. The device of claim 2 , wherein each similar input sequence comprises plural inputs received within a threshold non-zero time of each other.

4. The device of claim 1 , wherein at least one of the searchable video clips is generated based on identification from the audio of laughter.

5. The device of claim 1 , wherein at least one of the searchable video clips is generated based on identification from the audio of a positive exclamation by the user.

6. The device of claim 1 , wherein at least one of the searchable video clips is generated based on identification from the audio of a negative exclamation by the user.

7. The device of claim 1 , wherein at least one of the searchable video clips comprises video from the perspective of a first video game character different a second video game character controlled by the user.

8. The device of claim 7 , wherein the first video game character is a character controlled by another person besides the user.

9. The device of claim 1 , wherein the one or more video clips are searchable by one or more of: attacking a particular area of an opponent's body, moments the user does not prevail against a video game opponent, amusing or funny moments.

10. The device of claim 1 , wherein the one or more video clips are searchable by one or more of: montage of attacking a particular area of an opponent's body, montage of moments the user does not against a video game opponent, montage of amusing or funny moments.

11. A computer-implemented method, comprising:

analyzing, using a device, data of a user playing a video game; and

making video clips of the user's gameplay searchable based on the analysis;

wherein at least one of the video clips comprises video from the perspective of a first video game character different a second video game character controlled by the user; and

wherein the analyzing of the data of the user playing the video game comprises analyzing audio from the user detected via a microphone, and wherein the method comprises making at least one of the video clips searchable based on identification from the audio of one or more of: laughter, a positive exclamation by the user, a negative exclamation by the user.

12. A computer readable storage medium (CRSM) that is not a transitory signal, the computer readable storage medium comprising instructions executable by at least one processor to:

analyze a user's gameplay of a video game; and

generate one or more searchable video clips based on the user's gameplay;

wherein at least one of the searchable video clips comprises video from the perspective of a first video game character different a second video game character controlled by the user; and

wherein the analysis comprises analysis, using at least one artificial neural network, of similar player input sequences to an input device, and wherein the searchable video clips are grouped together by similar player input sequence.

13. The computer-implemented method of claim 11 , wherein the first video game character is a character controlled by another person besides the user.

14. The computer-implemented method of claim 11 , wherein at least one of the video clips is made searchable based on identification from the audio of laughter.

15. The computer-implemented method of claim 11 , wherein at least one of the video clips is made searchable based on identification from the audio of a positive exclamation by the user and/or a negative exclamation by the user.

16. The CRSM of claim 12 , wherein the analysis of the user's gameplay of the video game comprises analysis of audio from the user detected via a microphone, and wherein at least one of the searchable video clips is generated based on identification from the audio of one or more of: laughter, a positive exclamation by the user, a negative exclamation by the user.

17. The CRSM of claim 16 , wherein at least one of the searchable video clips is generated based on identification from the audio of laughter.

18. The CRSM of claim 16 , wherein at least one of the searchable video clips is generated based on identification from the audio of a positive exclamation by the user and/or a negative exclamation by the user.

19. The computer-implemented method of claim 11 , wherein the analyzing comprises analyzing, using at least one artificial neural network, similar player input sequences to an input device, and wherein the video clips are made searchable by similar player input sequence.

Assignments (3)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jan 10, 2025
From: LENOVO PC INTERNATIONAL LIMITED
To: LENOVO SWITZERLAND INTERNATIONAL GMBH
Reel/Frame 069870/0670 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 13, 2022
From: LENOVO (SINGAPORE) PTE LTD
To: LENOVO PC INTERNATIONAL LIMITED
Reel/Frame 060638/0160 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 16, 2019
From: SCHWARZ, DAVID ALEXANDER; NICHOLSON, JOHN WELDON; BRYSON, BARRETT
To: LENOVO (SINGAPORE) PTE. LTD.
Reel/Frame 050078/0381 →
Continuity (1)
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