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.

Inactive Publication Date: 2000-11-29
KONINKLIJKE PHILIPS ELECTRONICS NV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

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Problems solved by technology

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Method used

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  • Real time video game uses emulation of streaming over internet in broadcast event
  • Real time video game uses emulation of streaming over internet in broadcast event
  • Real time video game uses emulation of streaming over internet in broadcast event

Examples

Experimental program
Comparison scheme
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Embodiment Construction

[0028] best practice

[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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Abstract

In the broadcast application of client-server network, the data stream is simulated as animation data and delivered to a large number of users throughout the Internet. This animation can be viewed as a sequence of states. Status data is sent to the client instead of the image data itself. Under the control of the state information, the client generates the animation data itself. The server communicates with numerous clients using a shared object protocol. In this way, both broadcast and data flow are realized, and the problem of service network bandwidth has not been encountered yet. This method is used to map real events such as car races into a virtual environment, so that users can participate in virtual races instead of real professional races. The dynamics of the virtual environment are determined by the state transmitted to the user. determined by change.

Description

[0001] Related References [0002] This application is a continuation-in-part of Application No. 09 / 138,782 (Attorney Docket PHA 23,491), filed August 24, 1998 by Raoul Mallart and Atul Sinha, entitled "In broadcast applications over the Internet simulation flow". field of invention [0003] The present invention relates to streaming multimedia files over a network. In particular, the invention relates to allowing the simulation of streaming images or video animations over the Internet in a broadcast environment. In particular, the invention relates to enabling end users to interact with environments created from images or video animations. Background technique [0004] The term "streaming" refers to passing data from a server to a client so that it can be processed as a steady continuous stream at the receiving end. With the development of the Internet, streaming technology has become more and more important because most users cannot access and download a large number of...

Claims

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Application Information

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IPC IPC(8): A63F13/00A63F13/12G06T19/00H04N7/15H04N7/24H04N7/26H04N21/2343H04N21/43
CPCH04N7/2668H04N7/15A63F13/12H04N7/24H04N21/4307A63F2300/409A63F2300/69A63F2300/8082A63F2300/402H04N21/234318A63F2300/8017H04N19/00412H04N19/27H04N21/43072A63F13/335A63F2300/534A63F13/65A63F2300/407A63F13/358A63F13/803A63F13/31A63F13/35
Inventor R·马拉特A·辛哈
Owner KONINKLIJKE PHILIPS ELECTRONICS NV
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