Real time video game uses emulation of streaming over internet in broadcast event
An eventful, real technology used in video games, parlor games, digital video signal modification, etc.
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[0029] figure 1 is a block diagram of a VRML-based client-server system 100. System 100 includes a server 102 connected to a client 104 via a communication channel 106, in this case the Internet. System 100 may also include more clients, but they are not shown here for clarity of the drawing. Server 102 includes a source encoder 108 and a channel encoder 110 . The client 104 includes a channel decoder 112 and a source decoder 114 . Source encoder 108 is considered a content generation tool. For example, it may be a tool for generating VRML animation data from a video-operated motion capture device (not shown). The Channel Encoder 110 is a subsystem that is considered to take the VRML animation generated at the Source Encoder 108 and transform it into a form that can be transmitted over the Internet. The VRML animation data is stored in a file. Transferring such files uses standard file transfer protocols. At the client 104, the channel decoder is...
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