IP Library › Granted Patent US 10,645,452
Granted Patent B2
US 10,645,452 · App. 16/656,410 · Granted May 5, 2020

Generating highlight videos in an online game from user expressions

Inventors: Gunnar Holmsteinn Gudmundsson (Reykjavik, IS); Johann Thorvaldur Bergthorsson (Reykjavik, IS); Thorsteinn Baldur Fridriksson (Reykjavik, IS); Ymir Orn Finnbogason (Gardabaer, IS)
Assignee: Teatime Games, Inc.
H04N21/44218G06K9/00302G06K9/00711H04L67/22H04L67/38H04N21/231H04N21/23418H04N21/4334H04N21/44008H04N21/4781H04N21/4788H04N21/84H04N21/8547H04N21/8549A63F13/85H04L67/42
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Quick Facts
Patent No.
US 10,645,452
App. No.
16/656,410
Granted
May 5, 2020
Kind
B2
Abstract

This disclosure relates to generating video edits. The video edits are highlight videos of gameplay of an online game. The video edits comprise of one or more video clips of the online game. A video clip includes a portion of a recording of the gameplay of the online game. From user emotional manifestations, events of interests, and/or other information of the online game, the portion of the recording of the online game to include in the video clip are determined. The user is presented with access to the video edits and/or previews to the video edits.

Claims (36)

1. A system for generating highlight reels of gameplay of an online game, the system comprising:

non-transitory storage media configured to store footage of the online game, the footage of the online game includes audio and/or visual content of an online game environment of the online game and/or of a user participating in the online game;

one or more physical processors configured by machine-readable instructions to:

analyze the footage of the online game to identify one or more user emotional manifestations associated with the user participating in the online game, wherein the one or more user emotional manifestations are visual and/or auditory evidence of one or more emotions being experienced by the user during gameplay of the online game, wherein the one or more user emotional manifestations include a first user emotional manifestation that occurs at a first point in time during the gameplay;

select one or more of the one or more user emotional manifestations that have been identified, wherein the one or more user emotional manifestations occurred at one or more particular points in time;

determine whether the first user emotional manifestation is triggered by one or more moments of the gameplay of the online game;

generate video edits to include the one or more user emotional manifestations that have been selected, and content of the online game environment at the one or more particular points in time of the one or more user emotional manifestations,

wherein the video edits including a first video edit and a second video edit, wherein the first video edit includes the first user emotional manifestation and a first video clip of the footage of the online game that includes the first point in time during the gameplay of the online game, and wherein the second video edit includes a second video clip of the footage of the online game that includes a different point in time than the first point in time; and

effectuate presentation of the video edits through a client computing device such that the user can preview the video edits.

2. The system of claim 1 , wherein the one or more physical processors are further configured such that analyzing the footage of the online game identifies events of interest in the online game environment, wherein the events of interest are associated with the gameplay of the online game, wherein the events of interest include a first event of interest that occurs at a second point in time during the gameplay,

wherein determining whether the first user emotional manifestation is triggered by the one or more moments of the gameplay of the online game includes determining the first user emotional manifestation is triggered by the first event of interest, and

wherein the second video clip of the footage of the online game includes the second point in time.

3. The system of claim 1 , wherein the user emotional manifestations include a second user emotional manifestation at a third point in time, the first point in time and the third point in time are different points in time.

4. The system of claim 1 , wherein the evidence of one or more emotions being experienced by the user during gameplay of the online game include the user's reaction to the gameplay of the online game, the user's reaction to the gameplay of the online game include one or more of a vocal communication from the user, gestures made by the user, and/or a combination of the vocal communication from the user and the gestures made by the user.

5. The system of claim 4 , wherein the vocal communication include one or more spoken words, tonality, speed, volume, and/or other vocal communication.

6. The system of claim 1 , wherein the online game includes audio and/or visual content of the user participating in the online game, including a real-time or near real-time video of the user participating in the online game.

7. The system of claim 1 , wherein the in-game events include one or more actions, activities, events, changes in game state, criteria being met, temporal occurrences, interactions within the online game, and/or other occurrences in the online game.

8. The system of claim 2 , wherein the events of interest include a second event of interest at a fourth point in time, the second point in time and the fourth point in time are different points in time.

9. A method for generating highlight reels of gameplay of an online game, the method comprising:

analyzing footage of the online game, the footage of the online game includes audio and/or visual content of an online game environment of the online game and of a user participating in the online game;

identifying one or more user emotional manifestations associated with the user participating in the online game, wherein the one or more user emotional manifestations are visual and/or auditory evidence of one or more emotions being experienced by the user during gameplay of the online game, wherein the one or more user emotional manifestations include a first user emotional manifestation that occurs at a first point in time during the gameplay;

selecting one or more of the one or more user emotional manifestations that have been identified, wherein the one or more user emotional manifestations occurred at one or more particular points in time;

determining whether the first user emotional manifestation is triggered by one or more moments of the gameplay of the online game;

generating video edits to include the one or more user emotional manifestations that have been selected, and content of the online game environment at the one or more particular points in time of the one or more user emotional manifestations,

wherein the video edits including a first video edit and a second video edit, wherein the first video edit includes the first user emotional manifestation and a first video clip of the footage of the online game that includes the first point in time during the gameplay of the online game, and wherein the second video edit includes a second video clip of the footage of the online game that includes a different point in time than the first point in time; and

effectuating presentation of the video edits through a client computing device such that the user can preview the video edits.

10. The method of claim 9 , further comprising:

identifying events of interest in the online game environment, wherein the events of interest are associated with the gameplay of the online game, wherein the events of interest include a first event of interest that occurs at a second point in time during the gameplay,

wherein determining whether the first user emotional manifestation is triggered by the one or more moments of the gameplay of the online game includes determining the first user emotional manifestation is triggered by the first event of interest, and

wherein the second video clip of the footage of the online game includes the second point in time.

11. The method of claim 9 , wherein the user emotional manifestations include a second user emotional manifestation at a third point in time, the first point in time and the third point in time are different points in time.

12. The method of claim 9 , wherein the evidence of one or more emotions being experienced by the user during gameplay of the online game include the user's reaction to the gameplay of the online game, the user's reaction to the gameplay of the online game include one or more of a vocal communication from the user, gestures made by the user, and/or a combination of the vocal communication from the user and the gestures made by the user.

13. The method of claim 12 , wherein the vocal communication may include one or more spoken words, tonality, speed, volume, and/or other vocal communication.

14. The method of claim 9 , wherein the online game includes audio and/or visual content of the user participating in the online game, including a real-time or near real-time video of the user participating in the online game.

15. The method of claim 9 , wherein the in-game events include one or more actions, activities, events, changes in game state, criteria being met, temporal occurrences, interactions within the online game, and/or other occurrences in the online game.

16. The method of claim 10 , wherein the events of interest include a second event of interest at a fourth point in time, the second point in time and the fourth point in time are different points in time.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 17, 2019
From: GUDMUNDSSON, GUNNAR HOLMSTEINN; BERGTHORSSON, JOHANN THORVALDUR; FRIDRIKSSON, THORSTEINN BALDUR; FINNBOGASON, YMIR ORN
To: TEATIME GAMES, INC.
Reel/Frame 050754/0574 →
Continuity (3)
Continuation 16279705 · Feb 19, 2019
Continuation 15897979 · Feb 15, 2018
Related Publication 20200053425A1 · Feb 13, 2020