IP Library Granted Patent US 11,019,395
Granted Patent B2
US 11,019,395 · App. 16/551,758 · Granted May 25, 2021

Automatic digital representations of events

Inventors: David Brandon Miller (Studio City, CA); Amit Puntambekar (Sunnyvale, CA)
Assignee: Facebook, Inc.
H04N21/44218G06F16/9024H04N21/8146H04N21/8456
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Quick Facts
Patent No.
US 11,019,395
App. No.
16/551,758
Granted
May 25, 2021
Kind
B2
Abstract

Systems and methods for creating automatic digital representations of events may include (1) collecting data indicative of one or more emotions experienced by viewers of an event, (2) generating a timeline of the emotions based on the collected data, (3) creating a dynamic digital representation of the timeline, and (4) transmitting the dynamic digital representation to a device for display via a display element of the device. Various other methods, systems, and computer-readable media are also disclosed.

Claims (60)

1. A computer-implemented method comprising:

collecting (1) data indicative of a competition's score progression as the competition progresses temporally and (2) data indicative of one or more emotions experienced by viewers of the competition in response to the score progression as the competition progresses temporally;

generating, based on the collected data, a timeline that portrays (1) the score progression at a plurality of timestamps and (2) an emotion associated with the score progression at each of the timestamps;

creating a dynamic digital representation of the timeline that depicts both the score progression and the emotions associated with the score progression; and

transmitting the dynamic digital representation to a device for display via a display element of the device.

2. The computer-implemented method of claim 1 , further comprising identifying the emotion associated with each timestamp by:

clustering data points, from the data indicative of the one or more emotions, around the timestamp;

applying the clustered data points as inputs to a neural network; and

identifying the emotion as an output of the neural network.

3. The computer-implemented method of claim 1 , wherein the competition comprises a sporting event.

4. The computer-implemented method of claim 1 , wherein the competition comprises at least one of:

an election;

a performance; or

a virtual event.

5. The computer-implemented method of claim 1 , wherein:

collecting the data indicative of the score progression further comprises collecting data describing at least one of:

a closeness of the score;

a magnitude of a change in the score;

a time left in the competition; or

a change in competitor with a highest score.

6. The computer-implemented method of claim 1 , wherein the data indicative of the one or more emotions comprises a measure of an audible loudness of an audience of the competition.

7. The computer-implemented method of claim 1 , wherein the data indicative of the one or more emotions comprises a rate of speech of an announcer of the competition.

8. The computer-implemented method of claim 1 , wherein the data indicative of the one or more emotions comprises data collected from one or more digital comments posted to a platform related to the competition.

9. The computer-implemented method of claim 8 , wherein the data collected from the digital comments comprises at least one of:

a number of digital comments posted to the platform;

a change in the number of digital comments at various moments during the competition; or

content within the digital comments.

10. The computer-implemented method of claim 1 , wherein the dynamic digital representation comprises a dynamic graph.

11. The computer-implemented method of claim 10 , wherein the dynamic graph comprises at least one of:

a bar graph with one or more dynamic bars that depict a score of the competition; or

a line graph with one or more dynamic lines that depict the score of the competition.

12. The computer-implemented method of claim 1 , wherein the dynamic digital representation comprises one or more multimedia effects that emphasize the identified emotions.

13. The computer-implemented method of claim 1 , wherein:

the method further comprises:

identifying, based on the timeline, one or more moments with an intensity of emotion that surpasses a threshold; and

selecting one or more clips of at least one of the moments; and

creating the dynamic digital representation comprises including the selected clips within the dynamic digital representation.

14. A system comprising:

a collection module, stored in memory, that collects (1) data indicative of a competition's score progression as the competition progresses temporally and (2) data indicative of one or more emotions experienced by viewers of the competition in response to the score progression as the competition progresses temporally;

a timeline module, stored in memory, that generates, based on the collected data, a timeline that portrays (1) the score progression at a plurality of timestamps and (2) an emotion associated with the score progression at each of the timestamps;

a generation module, stored in memory, that creates a dynamic digital representation of the timeline that depicts both the score progression and the emotions associated with the score progression;

a display module, stored in memory, that transmits the dynamic digital representation to a device for display via a display element of the device; and

at least one physical processor configured to execute the collection module, the timeline module, the generation module, and the display module.

15. The system of claim 14 , wherein the competition comprises a sporting event.

16. The system of claim 14 , wherein the competition comprises at least one of:

an election;

a performance; or

a virtual event.

17. The system of claim 14 , wherein the dynamic digital representation comprises a dynamic bar graph.

18. The system of claim 14 , wherein the dynamic digital representation comprises one or more multimedia effects that emphasize the identified emotions.

19. The system of claim 14 , wherein:

the timeline module further:

identifies, based on the timeline, one or more moments with an intensity of emotion that surpasses a threshold; and

selects one or more clips of at least one of the moments; and

the generation module further includes the clips within the dynamic digital representation.

20. A non-transitory computer-readable medium comprising one or more computer-readable instructions that, when executed by at least one processor of a computing device, cause the computing device to:

collect (1) data indicative of a competition's score progression as the competition progresses temporally and (2) data indicative of one or more emotions experienced by viewers of the competition in response to the score progression as the competition progresses temporally;

generate, based on the collected data, a timeline that portrays (1) the score progression at a plurality of timestamps and (2) an emotion associated with the score progression at each of the timestamps;

creating a dynamic digital representation of the timeline that depicts both the score progression and the emotions associated with the score progression; and

transmit the dynamic digital representation to a device for display via a display element of the device.

Assignments (3)
CHANGE OF NAME Recorded Jan 27, 2022
From: FACEBOOK, INC.
To: META PLATFORMS, INC.
Reel/Frame 058871/0336 →
CORRECTIVE ASSIGNMENT TO CORRECT THE ASSIGNEE'S NAME INSIDE THE ASSIGNMENT DOCUMENT PREVIOUSLY RECORDED AT REEL: 050212 FRAME: 0961. ASSIGNOR(S) HEREBY CONFIRMS THE ASSIGNMENT. Recorded Sep 13, 2021
From: MILLER, DAVID BRANDON; PUNTAMBEKAR, AMIT
To: FACEBOOK, INC.
Reel/Frame 057584/0577 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 29, 2019
From: MILLER, DAVID BRANDON; PUNTAMBEKAR, AMIT
To: FACEBOOK, INC.,
Reel/Frame 050212/0961 →
Continuity (1)
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