| United States Patent Application |
20090271821
|
| Kind Code
|
A1
|
|
Zalewski; Gary M.
|
October 29, 2009
|
Method and Apparatus For Real-Time Viewer Interaction With A Media
Presentation
Abstract
Real-time participation within a media presentation is disclosed. A
participant overlay may be generated by preprocessing a media
presentation to extract a time-variant metadata stream associated with
one or more interactive regions depicted in the media presentation. The
participant overlay includes simulated physics, which may include
boundaries of the interactive regions defined in accordance with content
in said media presentation. A participant's interaction with said media
presentation through the interactive regions may be captured and combined
with the media presentation for display on a display. The interaction may
comprise a user action upon one or more elements in the media
presentation, a user action expressed in the media presentation through
an avatar, or a user action in said media presentation in connection with
a game element.
| Inventors: |
Zalewski; Gary M.; (Oakland, CA)
|
| Correspondence Name and Address:
|
JOSHUA D. ISENBERG;JDI PATENT
809 CORPORATE WAY
FREMONT
CA
94539
US
|
| Assignee Name and Adress: |
Sony Computer Entertainment America Inc.
Foster City
CA
|
| Serial No.:
|
419248 |
| Series Code:
|
12
|
| Filed:
|
April 6, 2009 |
| U.S. Current Class: |
725/37 |
| U.S. Class at Publication: |
725/37 |
| Intern'l Class: |
H04N 5/00 20060101 H04N005/00 |
Claims
1. A system for real-time participation within a media presentation,
comprising:a compositing processor programmed toa) generate a participant
overlay by preprocessing said media presentation to extract a
time-variant metadata stream associated with one or more interactive
regions depicted in said media presentation, wherein said participant
overlay includes simulated physics, wherein said simulated physics
include boundaries of said one or more interactive regions defined in
accordance with one or more content elements in said media
presentation;b) capture a participant's interaction with said media
presentation through said one or more interactive regions of said
overlay; andc) combine said overlay with said media presentation for
display to said participant on a display.
2. The system of claim 1, wherein said participant's interaction comprises
any of a user action upon said one or more content elements in said media
presentation, a user action expressed in said media presentation through
an avatar, or a user action in said media presentation in connection with
a game element
3. The system of claim 1, further comprising a display for simultaneously
displaying said media presentation and said participant overlay.
4. The system of claim 3, further comprising a controller configured to
facilitate the participant's interaction within said media presentation
in real time.
5. The system of claim 4, said controller comprising:any of a game
controller, joystick, mouse, touchpad, ultrasonic motion detector,
microphone, and video camera.
6. The system of claim 1, further comprising:a plurality of participant
locations, each participant location supporting at least one participant;
anda network for interconnecting each participant location;wherein said
compositing processor is configured to simultaneously capture interaction
of each participant at each of said plurality of participant locations
and add the interaction of each participant to said overlay in real time
for display at a display at each of said participant locations.
7. The system of claim 1, further comprising a participant location
comprising a facility that supports a plurality of participants and a
display configured to display said media presentation and said
participant overlay simultaneously to each of said plurality of
participants.
8. The system of claim 7, further comprising means for each participant in
said plurality of participants to interact with said media presentation
in real time.
9. The system of claim 1, wherein said compositing processor comprises:a
local processor at said participant location.
10. The system of claim 1, further comprising:a game processor programmed
to provide at least one game play element to said media presentation via
said participant overlay.
11. The system of claim 10, wherein said game processor and said
compositing processor comprise:one or more local processor at said
participant location.
12. The system of claim 1, further comprising:a media processor programmed
to provide said media presentation to said compositing processor.
13. The system of claim 1, wherein said compositing processor is further
programmed to synchronize captured participant interaction with said
media presentation.
14. The system of claim 1, wherein said compositing processor is further
programmed to map said media presentation on a predetermined basis, to
add interactive elements to said media presentation in accordance with
said map, and to track participant interaction with said interactive
elements based upon said map.
15. The system of claim 14, wherein said compositing processor is
programmed to use said map to track participant movement of said
interactive and to maintain accurate registration between said
participant overlay and said media presentation.
16. The system of claim 1, wherein a media presentation is displayed on
said display as video.
17. The system of claim 1, wherein said participant overlay comprises:an
avatar representation of said participant.
18. The system of claim 1, wherein said participant overlay
comprises:interactions of said participant with any of said media
presentation and interactive elements within said participant overlay.
19. The system of claim 1, wherein at least one element of said media
presentation is extracted therefrom and re-rendered into an interactive
feature.
20. A method for real-time participation within a media presentation,
comprising:a) generating a participant overlay by preprocessing said
media presentation to extract a time-variant metadata stream associated
with one or more interactive regions depicted in said media presentation,
wherein said participant overlay includes simulated physics, wherein said
simulated physics include boundaries of said one or more interactive
regions defined in accordance with one or more content elements in said
media presentation;b) capturing a participant's interaction with said
media presentation through said one or more interactive regions of said
overlay; andc) combining said overlay with said media presentation for
display to said participant on a display, said interaction comprising any
of a user action upon said one or more content elements in said media
presentation, a user action expressed in said media presentation through
an avatar, or a user action in said media presentation in connection with
a game element; andd) simultaneously displaying said media presentation
and said overlay on the display.
21. The method of claim 20, wherein said participant's interaction
comprises any of a user action upon said one or more content elements in
said media presentation, a user action expressed in said media
presentation through an avatar, or a user action in said media
presentation in connection with a game element
22. The method of claim 20, wherein said media presentation comprises any
of:a scene or other narrative element from existing content, a prepared
piece of content for use in connection with said participant overlay, or
an interactive activity.
23. The method of claim 20, wherein said media comprises any of a standard
cable broadcast, a satellite broadcast, streamed media, a DVD
presentation, or a Blu-ray presentation.
24. The method of claim 20, wherein, for a plurality of participant
locations, a processor is programmed to:composite a participant layer
with said media presentation to superimpose an interactive or game play
element onto said media presentation;display said media presentation and
interactive or game play element to each participant at each said
participant location; andprovide a cue with said interactive or game play
element to each participant take a predetermined action.
25. The method of claim 24, further comprising:rewarding a first
participant to take said predetermined action successfully; anddisplaying
a ranking of said participants at each said participant location, based
upon one or more participant actions.
26. The method of claim 20, generating said participant overlay
includes:providing a common element of a time-based, triggered action
that enables a game state in connection with specific content elements at
referential locations on said display.
27. The method of claim 20, further comprising:presenting one or more
virtual objects via said participant overlay at any of predetermined
times within said media presentation and as determined in real time by
any of a level or quality of participant interaction.
28. The method of claim 24, further comprising:providing each said
participant with a mechanism for posting an icon;wherein if a
predetermined number of icons are posted, said processor providing access
to interactive features for each said participant.
29. The method of claim 20, further comprising providing a palette of
actions that is either of persistently displayed and user invoked, with
which said participant can add interactive virtual objects via said
participant overlay to said media presentation.
30. The method of claim 29, wherein said actions in said palette
include:posting participant comments to said display via a voice bubble
in said participant overlay, placing and/or animating a virtual object in
said participant overlay, or posting an icon or symbol expressing a
reaction and/or opinion in said participant overlay.
31. The method of claim 20, further comprising wherein said boundaries
include one or more defining boundaries within said participant overlay
that restrict an area of user interaction on said display.
32. The method of claim 20, further comprising wherein said boundaries
include one or more defining boundaries that correspond to an outline of
a content element of said media presentation.
33. The method of claim 24, further comprising providing each said
participant with a personal avatar in said participant overlay.
34. The method of claim 20, wherein said physics boundaries include one or
more referential corners of a virtual object within said participant
overlay.
35. The method of claim 20, further comprising defining one or more
specific areas within said media presentation with which said participant
overlay is associated.
36. The method of claim 20, further comprising:providing a game and/or
game element in said participant overlay at any of a predetermined and
participant determined point in time during said media
presentation;defining boundaries of said game and/or game element at a
particular location within a media presentation frame;identifying to each
said participant which game and/or game elements are active;tracking user
interaction with said game and/or game element;combining each said
participant's interaction with said game and/or game element during said
media presentation in real time and, based upon the coordinates of said
game and/or game element, to merge each said participant's interaction
into said frame and, optionally, to generate a score if a participant
successfully performs a task in connection with said game and/or game
element.
37. The method of claim 20, further comprising:preparing an analysis of
said media presentation based upon captured participant interactions.
38. The method of claim 20, wherein a), b) and c) comprises providing a
shooting game.
39. The method of claim 38, further comprising:providing said shooting
game for simultaneous game play by a plurality of said participants
during a corresponding, independent media presentation that is displayed
to a plurality of said participants at a plurality of said participant
locations;wherein each participant is in communication with said overlay
processor via a network;establishing conditions and an environment upon
which a specific interactive event is overlaid when said participant
overlay is displayed;tracking participant actions and recording
participant scores as said participants attempt to shoot at said
interactive element;adding animation to said participant overlay to show
the effect of each said participant shooting at said interactive
element;displaying said animation to each said participant via said
participant overlay.
40. The method of claim 39, further comprising displaying a ranked list of
highest scoring participants to each participant via said participant
overlay.
41. The method of claim 20, further comprising:establishing a boundary in
said participant overlay relative to said media presentation beyond which
participant interaction is not possible because of a potential for
collision with a content element in a media presentation frame;
anddefining references within said frame which establish constraints
within a time base of sequenced images in which the interactive elements
are overlaid and mixed in with said media presentation.
42. The method of claim 20, further comprising adding an interactive piece
to a media presentation to repurpose existing content.
43. The method of claim 20, further comprising:providing an interactive
participant score register in which participant interactions are stored;
anddetermining a next segment of play for said participant in response to
any of a previous participant interaction with said participant layer and
in view of a participant score.
44. The method of claim 20, further comprising:providing an outline of a
participant's avatar in a theater overlay comprising a frame depicting an
audience on the bottom of a screen;providing a sponsored interactive
element;capturing participant interaction and gestures in connection with
said sponsored interactive element based upon any of game controller
operation and participant motions and gestures captured by a camera that
is observing said participant;representing each of a plurality of
participants in said audience as avatar comprising a member of said
audience;recognizing captured participant interaction and gestures in
connection with said sponsored interactive element and to depict a
corresponding action by said participant's avatar on said screen;
andwherein every participant can see interaction and gestures of every
other participant.
45. The method claim 44, further comprising:determining a number of
participant interactions and gestures for each interactive element;
andgenerating a report indicating entertainment value of a portion of
said media presentation associated with a particular participant
interaction and/or gesture.
46. The method claim 20, further comprising capturing demographic
information with regard to one or more participants.
47. The method of claim 20, further comprising:extracting at least one
element of said media presentation; andre-rendering said at least one
extracted element into an interactive feature.
48. A game system comprising:a display; anda processor coupled to the
display, wherein the processor is configured to combine pre-existing
video content with an interactive overlay that permits user interaction
with one or more virtual objects overlaid onto a scene of the
pre-existing video content, wherein said overlay includes simulated
physics, wherein said simulated physics include boundaries defined in
accordance with one or more content elements in said video content.
49. The system of claim 48 wherein the interactive overlay includes
information defining one or more regions of the scene for which
interaction is either permitted or prohibited.
50. The system of claim 48 wherein the interactive overly includes
information defining one or more virtual objects.
51. The system of claim 48 wherein the one or more virtual objects include
one or more virtual objects include one or more brand name objects
containing advertising content.
52. The system of claim 48 wherein the interaction is based on a nature of
one or more content elements of the preexisting video content.
Description
CLAIM OF PRIORITY
[0001]This application claims the priority benefit of provisional
application No. 61/047,737, to Gary M. Zalewski, filed Apr. 24, 2008 and
entitled System and "Method For Converting a TV Show Or Movie into an
Interactive Game Experience", the entire contents of which are
incorporated herein by reference.
FIELD OF THE INVENTION
[0002]Embodiments of the invention relate to collaborative viewing of a
media presentation. More particularly, embodiments of the invention
relate to converting a media presentation, such as television show or
movie into an interactive game experience.
BACKGROUND OF THE INVENTION
[0003]An annoying aspect of seeing a movie at a theater is distraction
caused by conversations held between viewers during the presentation of
the movie. It is not that conversation in and of itself is annoying so
much as that it is someone else's conversation. On the other hand, it is
enjoyable to share remarks, observations, and jokes with friends and
family while watching a movie at home. To this end, a popular television
series, Mystery Science Theater 3000, was based upon conversations that
were held between viewers of a movie, typically an appallingly bad movie.
In Mystery Science Theater 3000, two robots and a human space pilot
commented and made jokes while the movie was presented. The movie was
shown on a movie screen, as though in a movie theater, and the robots and
human commentators appeared in silhouette, as though they were seated in
the movie theater watching the movie.
[0004]It is known to provide players with the ability to talk to one
another while playing a video game over a network. In fact, headsets are
available for this purpose. As is known, players have a persona or avatar
in such games that is a representation of the player. Thus, a player may
participate in a game and talk with other players while doing so.
[0005]In the case of one or more individuals passively viewing a media
presentation, such as a movie, there is no way to interact with the movie
within the movie space itself. That is, those individuals viewing the
movie cannot be a part of the presentation of the movie outside of
offering up comments in their living room or in the movie theater. Simply
put, they are not a part of the action on the screen. This is due, in
part, to the fact that a media presentation, such as a movie, is static
in that it exists with a beginning, middle, and end before it is
presented to an audience.
[0006]In the case of a video game, players are participants in the
unfolding drama of the game and cannot act as bystanders. This is due, in
part, to the fact that a video game is dynamic in that the narrative of a
video game is created in real-time as the players interact with the game.
[0007]B. Burrill, T. Kirste, J. Weiss, Time-varying Sensitive Regions in
Dynamic Muti-Media Objects: a pragmatic approach to content-based
retrieval from video, Information and Software Technology, Vol. 36, No.
36, pp. 213-223 (1994) describe a general concept for accessing the
contents of the dynamic media by two points of view, i.e. those of
hyper-media and information retrieval. Burrill et al. introduce the
general concept of Sensitive Regions (or "hot-spots") by reverse
engineering techniques from established technologies. Burrill et al. also
describe three applications being developed which explore a variety of
aspects associated with Sensitive Regions, i.e. the HyperPicture-System
which manages such data, MOVie experiments with the creation of editing
of Sensitive Regions in the cinematically oriented context, and Share ME
which explores issues associated with the use of Sensitive Regions in the
interface to multi-media applications.
[0008]D. Wistendahl, L. Chon, System for mapping hot-spots in media
content for interactive digital media programs, U.S. Pat. No. 5,708,845
(13 Jan. 1998) disclose a system for allowing media content to be used in
an interactive digital media program. Such system comprises Frame Data
from the media content in object mapping data (N Data) representing the
frame addresses and display location coordinates for objects appearing in
the media content. The N Data are maintained separately from the Frame
Data for the media content, such that the media content is kept in tact
without embedded codes and can be played back on any system. The system
establishes linkages connecting the object mapped by the N Data the other
functions to be performed in conjunction with display of the media
content. Selection of an object appearing in the media content with
pointer results in initiation of the interactive function. Accordingly, a
broad base of existing non-interactive media content, such as movies,
videos, advertising, and television programming can be converted to
interactive digital media use.
[0009]While the art provides a rudimentary scheme for interaction with
media through various mapping techniques, there has been no attempt in
the art to address the effects of such interaction, such that the
interaction is coordinated with the content in a realistic way.
[0010]It would be advantageous to provide an experience in which one or
more individuals could interact with a media presentation without
previously being a part of the presentation itself.
SUMMARY OF THE INVENTION
[0011]The disadvantages associated with the prior art are overcome by
embodiments of the present invention which are directed to a method and
apparatus that allows real-time user interaction with a media
presentation.
[0012]In an embodiment of the invention, users are enabled to interact
with enhanced interactive productions of television shows or movies,
based upon adding game overlays to such movies or television shows. In
this way, the physics in the game or virtual world meet with the
boundaries defined in the television show or movie set. For example,
avatars displayed to a user, in response to user gestures in the real
world, e.g. in response to manipulation of a game controller or other
such expedient, may toss tomatoes that stick to the actor's face or
bounce off the actor's face and roll along a table that appears in the
movie or television show.
[0013]In an embodiment, the movie or television show may be preprocessed
to extract a time-variant metadata stream associated with regions in the
moving pictures. An overlay having both active regions and added content,
such as animation, is composited with the movie or television show. Such
preprocessing can include both visual and/or aural components of the
movie or television show.
[0014]User interaction with the enhanced movie or television show via a
game controller or the like may be mapped to the movie or television show
via the overlay, and game or other active features of the overlay respond
during presentation of the movie or television show.
[0015]As a result, the audience can be brought into, and interact with,
the performance depicted in the movie or television show. Such
interaction may include, for example, individual user actions, such as
throwing a tomato, as discussed above, or group and/or competitive
actions, such as shooting a spider that is crawling on an actor's back.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016]The teachings of the present invention can be readily understood by
considering the following detailed description in conjunction with the
accompanying drawings, in which:
[0017]FIGS. 1A-1C provide a series of block, schematic diagrams that show
prophetic examples of user interaction with a media presentation through
manipulation of an object within the presentation space according to an
embodiment of the invention;
[0018]FIG. 2 is a block, schematic diagram illustrating a prophetic
example of a system for real-time viewer interaction with a media
presentation according to the invention;
[0019]FIGS. 3A-3C provide a series of block, schematic diagrams that show
a prophetic example of user interaction with a media presentation through
action of a user avatar within the presentation space according to
another embodiment of the invention; and
[0020]FIGS. 4A-4C provide a series of block, schematic diagrams that show
prophetic examples of user interaction with a media presentation as part
of a game that is appended to the media presentation within the
presentation space according to the invention.
[0021]FIG. 5 is a flow diagram depicting a prophetic example of a method
for real-time participation within a media presentation in accordance
with an embodiment of the present invention.
DESCRIPTION OF THE SPECIFIC EMBODIMENTS
[0022]Although the following detailed description contains many specific
details for the purposes of illustration, anyone of ordinary skill in the
art will appreciate that many variations and alterations to the following
details are within the scope of the invention. Accordingly, the exemplary
embodiments of the invention described below are set forth without any
loss of generality to, and without imposing limitations upon, the claimed
invention.
[0023]The disadvantages associated with the prior art are overcome by
embodiments of the present invention which are directed to a method and
apparatus that allows real-time user interaction with a media
presentation.
[0024]In an embodiment of the invention, users are enabled to interact
with enhanced interactive productions of media content, such as
television shows or movies, based upon adding game overlays to such
movies or television shows. In this way, the physics in the game or
virtual world may include boundaries defined in terms of content elements
of the television show or movie. For example, avatars displayed to a
user, in response to user gestures in the real world, e.g. in response to
manipulation of a game controller or other such expedient, may toss
tomatoes that stick to the actor's face or bounce off the actor's face
and roll along a table that appears in the movie or television show.
[0025]In an embodiment, the media content, e.g., a pre-existing movie or
television show, may be preprocessed to associate a time-variant metadata
stream with regions in the moving pictures. An overlay having both active
regions and added content, such as animation, is composited with the
movie or television show. Such preprocessing can include both visual
and/or aural components of the movie or television show.
[0026]By way of example, the time variant metadata stream may be
associated with the media content in the manner described in U.S. Pat.
No. 5,708,845, which is incorporated herein by reference in its entirety.
Specifically, frame data for a digitized version of the media, e.g.,
video, content, may be associated with object mapping data (N data)
representing frame addresses and display location coordinates of objects
appearing in the media content. An interactive digital media (IDM)
program may be used to establish linkages connecting objects mapped by
the N data to interactive functions to be performed in conjunction with
display of the media content.
[0027]User interaction with the enhanced media content via a game
controller or the like is mapped to the media content via the metadata
overlay, and game or other active features of the overlay respond during
presentation of the movie or television show.
[0028]As a result, the audience may be brought into, and interact with,
the performance depicted in the media content. Such interaction may
include, but is not limited to, for example, individual user actions,
such as throwing a tomato, as discussed above, or group and/or
competitive actions, such as shooting a spider that is crawling on an
actor's back.
[0029]FIG. 5 shows a flow diagram generally illustrating a prophetic
example of a method 100 for real-time participation within a media
presentation. The method 100 may be implemented in the form of a set of
computer processor executable instructions, which may be embodied in a
computer readable storage medium such as a hard disk, flash memory,
CD-ROM, or random access memory (RAM). A participant overlay is generated
as indicated at 102. By way of example the participant overlay may be
generated by preprocessing a media presentation to extract a time-variant
metadata stream associated with one or more interactive regions depicted
in the media presentation. The participant overlay may include simulated
physics. The simulated physics may include boundaries of the one or more
interactive regions defined in accordance with content in the media
presentation.
[0030]A participant's interaction with the media presentation through the
one or more active regions is captured as indicate at 104. The
interaction may comprise, e.g., a user action upon one or more content
elements in said media presentation, a user action expressed in said
media presentation through an avatar, or a user action in the media
presentation in connection with a virtual object, such as a game element.
The participant's interaction may be captured by way of a controller,
such as a game controller, that is used in conjunction with a system used
to display the media presentation and participant overlay. The overlay
(including participant interactions) is combined with the media
presentation for display to a participant on a display as indicated at
106. The media presentation and overlay may then be displayed
simultaneously on the display as indicated at 108.
[0031]FIGS. 1A-1C provide a series of block, schematic diagrams that
showing a prophetic example of user interaction with a media presentation
through manipulation of an element within the presentation space
according to an embodiment of the invention. FIGS. 1A-1C have in common
an audience 10a, 10b, which in this example comprises two audience
members, each at a common location, and each having the ability to
interact with a presentation of a movie or television show via a game
controller. Those skilled in the art will appreciate that any number of
individuals at any number of locations may comprise an audience, e.g.
anywhere one person at one location to many individuals at many
locations. Further, user interaction may take place with any or game
controllers, motion sensing devices, and the like, and combinations
thereof.
[0032]Further in common in FIGS. 1A-1C are a display 11 in which the
audience is represented as avatars 15a, 15b; a score panel 13 which is
displayed at least periodically in those embodiments of the invention
that involve competition; and an object tracking module 12. In this
embodiment, the object tracking module 12 provides data to a motion
sensor 14 and thus enables actions of the audience in the real world to
be represented in a temporal and physically correct manner in the
presentation. By way of example, and not by way of limitation, the object
tracking module 12 may additionally implement tracking of elements (e.g.,
objects or characters) within the media presentation. For example, the
object tracking module may implement face tracking of the faces of one or
more characters appearing in the media presentation to generate metadata
(e.g., N data) associated with the tracked faces.
[0033]In an embodiment, the movie or television show may be preprocessed
to extract a time-variant metadata stream associated with regions in the
moving pictures. By way of example, a generator of the metadata stream,
referred to herein as an author, may identify one or more elements in a
particular frame of digital media content (or other media content that
has been digitized) using an outlining tool in a video editing software
such as ELASTIC REALITY 3.TM. from Avid Technology, Inc. of Tewksbury,
Mass. If the element remains stationary throughout a number of succeeding
frames, the author need not identify the element separately for each
frame. Alternatively, if the element moves relative to the frame, a
motion tracking or machine vision tool may be used to automatically
identify the object in successive frames. An example of such a motion
tracking tool is known as ASHET-2 developed by Stephen M. Smith at the
U.K. Defense Research Agency, Chertsey, Surrey, UK. This program uses
feature segmentation and clustering techniques to produce an abstracted
representation of elements in successive frames of a video sequence.
Using statistical comparisons, a cluster characterized by a similar set
of features appearing at different positions in a path across a series of
frames can be recognized as an element in motion. Once an element has
been identified, a hyperlinking tool may be used to establish hyperlinks
to the metadata to allow interaction with the elements.
[0034]To facilitate interaction between the audience members 15a, 15b and
the elements in the media content, the display 11 may operate in
conjunction with an interactive device, such as a computer or video game
console device. Each audience member 15a, 15b may operate a conventional
game controller to provide control signals to the interactive device. The
interactive device may be configured to permit interaction with
interactive objects presented on the display 11, e.g., through
application-specific hardware or through software programming. The
interactive objects may include elements (e.g., objects or characters)
appearing in the media content that have associated metadata. Such
elements are referred to herein as "content" elements. In addition, the
interactive objects may include objects that are generated by the
interactive device for the specific purpose of interacting with the
content elements. Such objects are referred to herein as "virtual"
objects.
[0035]In embodiments of the present invention, the metadata and/or
interactive device may be configured to define one or more parameters of
simulated physics that govern the interaction between virtual objects and
content elements defined by the metadata. By way of example, and not by
way of limitation, such physics parameters may include physical
boundaries that define one or more regions of a scene presented on the
display 11 that are subject to interaction. These physics boundaries may
include vertical boundary surfaces, such as walls, or horizontal boundary
surfaces, such as floors, ceilings, tabletops, and the like. These
physics boundaries may be associated with corresponding content elements
displayed in a scene shown on the display 11. By way of example and not
by way of limitation, the physics boundaries may conform to the outline
of a character depicted in the media presentation. The physics parameters
may define the nature of interactions between virtual objects and the
boundaries, e.g., the degree to which collisions between them are elastic
or inelastic.
[0036]The physics parameters may also define relevant physical quantities
governing the virtual objects. Specifically, the physics parameters may
determine a direction and magnitude of the force of a gravity vector
governing motion of virtual objects. The gravity vector may be oriented
in any suitable fashion, e.g., parallel to the vertical edges of the
frame or aligned with respect to the scene displayed in the frame.
Furthermore, the physics parameters may define optical parameters of
virtual objects, such as transparency, reflectivity, index of refraction
and the like. In the case of solid virtual objects the physics parameters
may include elasticity, plasticity, yield points, breaking strengths, and
the like. In the case of virtual objects that simulate liquids the
physics parameters may include density, viscosity, surface tension and
the like.
[0037]The physics parameters may also define when and how a user may
interact with a content element or interactive region shown on the
display. For example, the physics parameters may define one or more
regions of a scene or frame, referred to herein as "blackout" regions
where interaction is prohibited. The parameters may also define one or
more regions, referred to herein as "target" regions where interaction is
expressly invited. Furthermore, the physics parameters may define regions
of a scene, referred to herein as "free" regions, where virtual objects
may appear and move.
[0038]As an example of interaction between a content element and a virtual
object, audience member 10b may have a corresponding representation
displayed on the display along with the media presentation in the form of
an avatar 15b. As the audience member 10b operates his game controller to
direct the avatar to lift its arm in the presentation, the avatar 15b can
responds accordingly. In FIG. 1A, the audience member 10b operates a game
controller to begin to throw a virtual tomato 16 at an actor in a movie
or television show. The actor's face may be a content element having an
associated metadata stream that permits interaction with the virtual
tomato. As depicted in FIG. 1B, the audience member 10b may fling the
virtual tomato 16 at the face of the actor and the tomato may be depicted
in the presentation, as well as the throwing gesture of the avatar 15b
for the audience member 10b.
[0039]As shown in FIG. 1C, the tomato may land on the actor's face and is
drip 17 onto the actor's shirt and jacket. Metadata associated with the
virtual tomato 16 and/or the actor may govern the physics of the smearing
and dripping of the tomato. By way of example, if the throw by the
audience member 10b is accurate, his score may be incremented. Thus, the
score for Gary may be incremented to 111.
[0040]This embodiment, as
[0041]shown for purposes of example in FIGS. 1A-1C, provides for user
interaction with a media presentation through manipulation of an object
within the presentation space. Any object can be manipulated relative to
any portion of a presentation. The example of a user throwing a tomato at
an actor's face is only one possibility of an almost infinite number of
options. For example, a user may pick up a chair and break a window; a
user may drive a car over a cliff, etc.
[0042]In some embodiments, the nature of the interactivity may be based on
the nature of a content element of the media presentation. For example,
more points may be awarded if a virtual tomato hits a character who is
the "star" of the media presentation.
[0043]Furthermore, virtual objects may serve a purpose that is ancillary
to their interaction with the media presentation. For example, a virtual
object may incorporate advertising information, which can be displayed on
the display. Such virtual objects are sometimes referred to herein as
"brand name" objects
[0044]FIG. 2 is a block schematic diagram of a system for real-time viewer
interaction with a media presentation according to an embodiment of the
invention. FIG. 2 provides an example of an embodiment in which each
participant is interconnected via a network 24, such as the Internet.
Other embodiments do not need a network connection and may be entirely
local, as will be discussed below. In FIG. 2, several participant
locations 20 and 20a-20n are shown, which provide facilities for their
respective users 22 and 21a-21n. By way of example, and not by way of
limitation, participant location 20 may include a television or other
type of display 33. The participant at this location 20 may interact with
the system, e.g., by means of a game controller 28, microphone 29, and
video camera 30. Embodiments of the invention contemplate other forms of
user interaction as well, such as a cell phone, where the interaction
takes place, for example, amongst theater goers in a movie theater. The
interaction of the participant is captured at a local processor 27, which
may be implemented by a general-purpose computer or other device having a
computer processor. By way of example, the local processor 27 may be
implemented in a game console, such as a Sony PlayStation 3.
[0045]Each participant location may be interconnected via the network 24
with a game server 32 and a compositing server 31. The game server 32 may
be provided in those embodiments that provide game play features, as
discussed below. The compositing server 31 provides an overlay OL onto a
media presentation MP that allows interactive features to be added to
such media presentations. In some implementations, the functions of both
the game server 32 and the compositing server 31 may be combined in a
single server device. Further, the game server and/or compositing server
functions can be implemented at a participant's location, for example by
the local processor 27. In this embodiment, a network is not necessary.
However, the inclusion of a network provides interaction from a plurality
of participants at a plurality of remote locations simultaneously and in
real time.
[0046]A media server 26 may provide content 25 corresponding to the media
presentation MP to the compositing server 31. Alternatively, the content
25 may be provided through other means. For example, the content 25 may
be embodied in a computer readable medium such as a digital video disk
(DVD), CD-ROM, universal serial bus (USB) flash drive and the like and
accessed by the local processor 27 through an appropriate interface,
e.g., a DVD player, CD-ROM drive or USB port. The compositing server 31
combines the participant interactions with the media presentation
corresponding to the content 25 in real time. Time codes and other known
synchronization techniques may be used to assure accurate registration of
user interactions with the media presentation, and may also be used to
map the media presentation, for example on a frame-by-frame or scene
basis, to add elements to the media presentation and to track user
interactions on the basis of locations within the media presentation. For
example, a mapping may be used to track user movement of objects,
shooting, avatars, and the like in the overlay in accurate registration
with the underlying media presentation MP. Such techniques as collision
detection and the like, as are well known to game developers of ordinary
skill in the art, may be applied to implement these features.
[0047]As shown in FIG. 2, the media presentation 25 may appear on a
participant's display 33 as a video presentation. Likewise, avatars for
the various participants 21 and 22 are also shown on the screen as
avatars 21a and 22a. Actions of the participants are shown in a similar
way. Also note that FIG. 2 shows a split screen, in which the media
presentation appears in an upper portion of the screen and the
participants appear in a lower portion of the screen. This convention is
not required, and the overlay may be generated as desired, e.g. over the
entire screen.
[0048]Accordingly, an embodiment of the invention overlays an interactive
element onto a media presentation in real time, i.e. while it is playing.
In one embodiment, a scene or other narrative element is presented as
part of the media presentation. The scene or narrative element may be a
scene from existing content, such as a movie, television show, music
video, sporting event, or the like; it may be a prepared piece of content
for use in connection with the interactive system described herein; or it
can be a video game or other interactive activity, e.g. where spectators
to a video game may interact with the game play as an audience. While the
foregoing example mentions that a scene is presented, embodiments of the
invention contemplate that an entire movie, for example, may be
presented. By way of example, and not by way of limitation, the media
presentation may comprise a standard cable or satellite broadcast,
over-the-air digital or analog terrestrial broadcast, streamed media,
DVD, or Blu-ray presentation as a content source.
[0049]FIGS. 3A-3C provide a series of block, schematic diagrams that show
user interaction with a media presentation through action of a user
avatar within the presentation space according to another embodiment of
the invention. In the example of FIGS. 3A-3C, a scene presented on a
display 33 shows an actor 37 walking along a sidewalk. An interactive
layer is composited with the scene to superimpose a target 38 on the
actors behind that is visible to all individuals who are participating in
an interactive, real time viewing session. In one example, the display 33
shows the content scene and the target, as well as all members in an
audience, for example, in a theater watching the scene, including those
members of the audience 35a, 35b who are interacting with the
presentation. In this example, one member of the audience 31 is passively
viewing the presentation. The target provides a game element and cues the
audience to take some action. For example, each interacting member of the
audience could throw a virtual spitball at the screen that other
participants could see (see the example described above in connection
with FIGS. 1A-1C).
[0050]Each interacting member of the audience 35a, 35b may have a
corresponding avatar 39a, 39b shown on the display 33 along with the
presentation. As depicted in FIG. 3A, each interacting member of the
audience may be shown with their corresponding avatar seated. As seen in
FIG. 3B, an audience member 35a may use a game controller or other such
mechanism to move his avatar 39a out of its seat in the presentation and
to have the avatar walk up to the target. In the prophetic example shown
in FIG. 3C, the avatar of the audience member 39a is now out of its seat,
has rushed up to the actor in the scene, and has kicked the actor in the
behind while the target is still displayed. The first participant to
accomplish this may be awarded points. Total points are displayed in a
ranking among the players 40. In this prophetic example, Gary has
successfully completed this action and his score is incremented to 111.
[0051]Alternatively, a player may be given some other acknowledgement, or
could act solely for his, and everyone else's, entertainment.
[0052]Key to this embodiment of the invention is the adding of a
representation of an audience member, e.g., in the form of an avatar, to
the presentation. Enhancements to movies or television shows may be both
overlaid and tied temporally and physically to the action within the
presentation. In the example depicted in FIGS. 3A-3B, the target tracks
the movement of the actor. Accordingly, in this example, the target
appears to be static with respect to the actor's frame of reference; and
the avatar moves within the presentation space in a realistic way, such
that the avatar can be manipulated to match the actor's stride, or to run
up to the actor as the actor is moving and, for example, kick the target.
[0053]In one embodiment, a system is provided that enables actions in
connection with specific interactive objects at referential locations on
a display, for example on a television or computer display. The locations
for the interactive objects and the times at which they are presented
during a particular media presentation may be predetermined so that
presentation of the objects makes sense for that particular media
presentation. For example, objects may be presented at any time during
which user interaction would enhance the entertainment value of the media
presentation, such as during a chase scene, during a love scene, during a
fight, or as voted upon by the audience, for example, during a boring
part of the media presentation, when the audience is restless. By way of
example, and not by way of limitation, participants may signal their
inattention by posting an icon resembling a popcorn box on the display.
This is similar to going to the lobby in a movie theater. If a
predetermined number of popcorn boxes are displayed, then interactive
features are turned on.
[0054]Alternatively, the media presentation may be automatically enabled
for overlay viewer interaction; or a palette of actions can be
persistently displayed or user invoked, by which any viewer can add
interactive elements to a media presentation. In this later case, the
user may comment with a voice bubble, take an action, such as throwing an
object, move and animate an avatar, display a reaction, such as approval
or dislike, and so on.
[0055]As discussed above, boundaries can be applied that restrict the area
of user interaction, for example to an audience. Further, each member of
the audience may have a personal element, such as an avatar, so that they
are recognized by other members of the audience. In another embodiment,
metadata is provided that defines referential corners of an object. For
example, the metadata may identify areas within the presentation, such as
a person's behind, upon which a target would appear (see FIG. 3).
[0056]An embodiment of the invention allows, for example, a movie
distributor to create a game for the movie. At some point in time during
the movie, the game element is aware, for example, that there is a table
at a particular location in the frame, or that a person is bending over.
Metadata tells the system the boundary points of this element. Each
participant that is receiving the movie thus knows which screen elements
are active based upon the coordinates of the object in the frame. User
interaction with the object may be tracked locally, for example, using a
video game connected to the user's television and, optionally, to a
network. The participant's interaction may be composited with the media
presentation in real time and, based upon the coordinates of the object
in the frame, the participant's actions may be merged into the frame and,
alternatively, used to generate a score if the participant successfully
performed a task, such as hitting a target or reacting before any other
participant. This later case might be applied, for example, in a game
such as Where's Waldo, in which the first participant to react to the
appearance of a character or object would receive points.
[0057]Further, user interaction may be captured and used to prepare an
analysis of the media presentation. For example, those scenes that were
most engaging to the audience could be identified.
[0058]FIGS. 4A-4C provide a series of block, schematic diagrams that show
user interaction with a media presentation as part of a game that is
appended to the media presentation within the presentation space
according to the invention. One example of this embodiment is a game
implementation that provides a shooting game. For example, a metadata
stream may add a virtual spider 48 to the narrative of a science-fiction
or horror movie. The virtual spider may jump on an actor in the scene
from time to time. When the virtual spider appears, it may begin crawling
up the back of the actor on which it has landed. The metadata stream may
be configured to realistically match motion of the spider to motion of
the actor. Boundaries may be established that the spider cannot go beyond
due to the presence of another object in the scene, such as a person, a
book on the table, a glass, etc. The metadata stream may define
references within the frame, which establish constraints within the time
base of sequenced images where the game elements are overlaid and mixed
in with the media presentation. In this example, participants can shoot
at the virtual spider.
[0059]In some embodiments, the metadata stream may include an audio
transcript that is time referenced to action taking place in the media
presentation so that interactions with virtual objects may be triggered
by events occurring in the media presentation. For example, the virtual
spider may be triggered to jump if a character in the media presentation
says "jump".
[0060]In the prophetic example shown in FIG. 4A, one audience member 35a
has a game controller or other such device that is used to shoot at the
spider. Other audience members 41 may passively view the presentation. As
an actor 37 walks through a scene in the media presentation, the virtual
spider 48 moves with the actor, and also moves up the actors back to bite
the actor in the neck. Progress of the spider may proceed as shown in
FIG. 4B. In the prophetic example depicted in FIG. 4C, the audience
member 35a has shot at the spider and hit it. This is indicated in this
embodiment by the spider exploding 49. Because the spider was hit (and
the actor spared the fate of having his neck bitten), the score 40 of the
audience member is incremented. Thus, Gary's score is incremented to 111.
[0061]The media presentation may be viewed simultaneously by many people
at many locations. At the same time, the participants are also playing a
game. Each participant may be connected to the overlay generator by a
network, such as the Internet. In another embodiment, an overlay of
aliens may be displayed, the overlay generator may establish conditions
and an environment upon which a game/film producer overlays the specific
mini-interactive event, in this case the aliens may jump up and down on a
table. As the participants attempt to shoot the aliens, the game server
may track user actions and records participant scores, which are
displayed both to each participant on his television, and which can also
be displayed as a ranked list of the highest scoring participants.
Animation is added to the overlay to show the effect of shooting each
alien.
[0062]According to another embodiment an interactive piece may be added to
a media presentation by repurposing existing content. For example, an
interactive layer may be added to an existing movie, such as a war movie.
The interactive layer may designate characters in the movie that are
shootable, or shootable (virtual) characters may be added to the movie,
as in the alien example above.
[0063]An embodiment provides an interactive participant score register in
which participant interactions are kept. A participant's score and/or
previous interaction may affect a subsequent segment of play. For
example, if a participant killed an alien successfully, then the next
alien might be a bigger monster that is harder to kill.
[0064]Another embodiment may provide an outline of the participants'
avatars in a theater overlay, as discussed above. However, in this
embodiment, the interactive aspect may be sponsored. For example, the
overlay generator composites images of a sponsoring company's products,
such as real Coca-Cola cans. The participants could take these cans and
throw them at targets during interactive portions of the media
presentation. The participant interaction and gestures may be based upon
a suitable form of input. Examples of such input include, but are not
limited to operation of a game controller, participant motions and
gestures captured by a camera that is observing the participant, or
sounds made by a participant and captured by a microphone. In this
embodiment, the overlay may comprise a frame on the bottom of the screen
with the audience depicted in the frame. Each participant may be
represented by his avatar as a member of the audience depicted in the
frame.
[0065]Participants who wish to interact with the media presentation may
use a game controller or make a recognized gesture, e.g., trigger the
throwing of a virtual object at a portion of media presentation. The
participant's avatar may be depicted on the screen as throwing the
virtual object into the media presentation depicted on the screen. In
this prophetic example, since every participant's avatar is depicted in
the frame, each participant can see every other participant's interaction
with the scene, e.g., people throwing objects on the screen and trying to
hit the target while watching. By way of example, participants may throw
virtual tomatoes because they really do not like a certain scene. In this
prophetic example, the number of tomatoes may be counted for each scene
and this information may be provided as a report to a producer of the
show, indicating that a particular scene was not popular, was popular,
was engaging, etc. Thus, this embodiment may be useful for capturing
demographic information with regard to a viewing audience.
[0066]As discussed above, a key aspect of certain embodiments of the
invention is frame level physics-based interaction of a user with one or
more objects in the media presentation. That is, users may be presented
an overlay, such as a game overlay, and may interact with an underlying
media presentation in a way that conforms to the laws of physics (or
physics simulation). Thus, as in a previous example, a virtual tomato
landing on the face of person depicted in the media presentation may
create an impact in which the virtual tomato naturally deforms and
splatters. Furthermore, the virtual tomato may then drip from the
depicted person's face in a manner that is natural and realistic.
[0067]A further embodiment of the invention contemplates interaction of an
element of a media presentation with a game element. In the prophetic
example of the virtual tomato, the tomato hits the depicted person's
face, but the depicted person's face is not necessarily deflected by the
virtual tomato. In this further embodiment of the invention, the
individual's face may be deflected.
[0068]To facilitate such interaction, embodiments of the invention may
include a mechanism for extracting an element of an underlying media
presentation and remapping an animated version of that element into the
scene. In this regard, consider a prophetic example where the underlying
media presentation is a vintage 1920's Charlie Chaplin film in which
Charlie Chaplin is drinking from a clear glass that might contain water,
all while he is walking around a set during the scene. In this
embodiment, the individual is provided would be provided with the ability
to use a joystick or other game controller to throw animated rubber ducks
into the glass. Not only would the individual score points, should the
duck land in glass, but the water in the glass would rise in volume as
the ducks landed in the glass. Further, water might splash from the
glass, and a duck landing on the edge of the glass, but still within the
glass, might bounce from the side of glass into the water, displacing
water appropriately. To accomplish this, the water originally depicted in
the glass in the Charlie Chaplin film may be rendered, for example using
wire frame or other animation techniques. The rendered object replaces
the original object in the presentation, for example as part of the
overlay. The overlay may track the original object as the object moves
from frame-to-frame in the underlying media presentation. Thus, Charlie
Chaplin would be walking around with a glass of water in which the water
appears exactly as in the original presentation because it is a rendering
of that water based upon the underlying image, but in which it has been
modified to exhibit animated effects. Thus, an object may be introduced
into a media presentation as part of a game overlay and that object may
interact with another object that is part of the underlying media
presentation as well. The object that is originally part of the media
presentation, having been re-rendered in an interactive form, would not
appear any differently than in the original presentation until such time
as there is a user interaction with the object. Thus, as mentioned above
in connection with the glass of water, a rubber duck landing into the
water would both raise the level of the water in the glass and also cause
water to splash from the glass.
[0069]Those skilled in the art will appreciate that this technique may be
used in many different ways. For example, as mentioned above in
connection with the example of a tomato being thrown at an individual,
the blow of the tomato glancing off the individual's face may cause the
individual's face to be displaced appropriately. In the example of an
individual kicking a character in a presentation, the kicked individual
may be displaced or the portion of the body that is kicked may respond.
Key to this aspect of the invention is modeling the physics and the
interaction of the impacting object, e.g. the duck and the underlying
object, e.g. the water, in a way that is realistic. Known game technology
techniques can be used to accomplish this modeling.
[0070]A key aspect to certain embodiments of the invention is the
compositing of an interactive game layer over an existing piece of media
content, and in this aspect of the invention, the replacement of some
element of the media presentation with a version thereof that is capable
of interacting in an animated and realistic fashion, based upon the
physics of the interaction. In one embodiment of the invention an editor
may repurpose selected portions of the underlying content to add metadata
at the frame level that re-renders those portions which are intended to
be active on the basis of the laws of physics. In a broader sense, this
aspect of the invention applies metadata to a content presentation to
define boundaries of objects in the video stream based on physics of the
objects themselves. Thus, in another embodiment, advertising assets may
be added to either overlaid objects as part of the game overlay, or as a
replacement for objects in the underlying content presentation. For
example, a box of cereal, which appears in a scene where a family is
having breakfast, could be replaced with a box of cereal that is
physically identical, but that includes an advertising logo of a cereal
manufacturer. Similarly, a logo, such as the Nike logo, could be added to
a pair of shoes. The invention would track movement of the individual as
the individual walked or ran through the scene and apply the Nike logo in
a realistic way.
[0071]While the above is a complete description of the preferred
embodiment of the present invention, it is possible to use various
alternatives, modifications and equivalents. Therefore, the scope of the
present invention should be determined not with reference to the above
description but should, instead, be determined with reference to the
appended claims, along with their full scope of equivalents. Any feature
described herein, whether preferred or not, may be combined with any
other feature described herein, whether preferred or not. In the claims
that follow, the indefinite article "A", or "An" refers to a quantity of
one or more of the item following the article, except where expressly
stated otherwise. The appended claims are not to be interpreted as
including means-plus-function limitations, unless such a limitation is
explicitly recited in a given claim using the phrase "means for."
[0072]Throughout this description, the embodiments and examples shown
should be considered as exemplars, rather than limitations on the
apparatus and methods disclosed or claimed. Although many of the examples
presented herein involve specific combinations of acts or system
elements, it should be understood that those acts and those elements may
be combined in other ways to accomplish the same objectives. With regard
to flowcharts, additional and fewer steps may be taken, and the steps as
shown may be combined or further refined to achieve the methods described
herein. Acts, elements and features discussed only in connection with one
embodiment are not intended to be excluded from a similar role in other
embodiments.
[0073]For means-plus-function limitations recited in the claims, the means
are not intended to be limited to the means disclosed herein for
performing the recited function, but are intended to cover in scope any
means, known now or later developed, for performing the recited function.
[0074]As used herein, whether in the written description or the claims,
the terms "comprising", "including", "carrying", "having", "containing",
"involving", and the like are to be understood to be open-ended, i.e., to
mean including but not limited to. Only the transitional phrases
"consisting of" and "consisting essentially of", respectively, are closed
or semi-closed transitional phrases with respect to claims.
[0075]As used herein, "plurality" means two or more.
[0076]As used herein, "and/or" means that the listed items are
alternatives, but the alternatives also include any combination of the
listed items.
* * * * *