Animation distribution apparatus, animation distribution method, and computer-readable storage medium

By acquiring and aggregating audience and viewer feedback, and changing display methods and ad presentations, the issue of popularity not being displayed on esports animation release sites was resolved, enhancing the interaction and sense of unity between viewers and players.

CN116057517BActive Publication Date: 2026-02-06JVC KENWOOD CORP
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Patent Information

Application Number
CN202180056242.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2020-09-04
Filing Date
2021-03-03
Publication Date
2026-02-06
Estimated Expiration
2041-03-03

AI Technical Summary

Technical Problem

On esports animation release sites, the viewers' popularity cannot be effectively displayed, and the audience's reactions at the event venue cannot be reflected on the animation release site in real time.

Method used

By capturing audience and viewer responses, accumulating response values, and adjusting display methods and ad presentations based on response magnitude, the system reflects audience and viewer engagement and enhances a sense of unity.

Benefits of technology

It enables the visual transmission of audience and viewer enthusiasm on animation release sites, enhancing the interaction and sense of unity between viewers and players.

✦ Generated by Eureka AI based on patent content.

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Abstract

A viewer reaction acquisition section (20) acquires a reaction of a viewer of an animation. A reaction totalizing section (40) totalizes the size of the reaction of the viewer for each player or team of which the viewer cheers. A display mode changing section (80) changes the display mode in accordance with the size of the reaction of each player or team. An animation distributing section (90) distributes the animation of which the display mode is changed.
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Description

TECHNICAL FIELD

[0001] The present application relates to an animation distribution technique. BACKGROUND

[0002] In recent years, electronic sports (e-sports) are popular worldwide, and various types of video game tournaments are held. In the fun of e-sports, in addition to actually participating in the game and playing, there is also the fun of not participating in the game and watching the competition of other players at the tournament venue as with general sports. In addition, in the case of distributing the competition of players in e-sports on an animation distribution service of a shared site on the Internet or the like, a viewer located at a remote place can watch live at the animation distribution site.

[0003] In Patent Literature 1, a system is disclosed in which reactions of viewers who watch a sports or concert played on a television or on the Web using a remote controller or a terminal such as a personal computer, a mobile phone, or the like over the Internet are collected in real time, and are reflected in the form of cheers or graphics and the like at the event venue in real time as well.

[0004] PRIOR ART DOCUMENTS

[0005] PATENT LITERATURE

[0006] Patent Literature 1: Japanese Patent Application Publication No. 2005-339479 SUMMARY

[0007] In an animation distribution site of e-sports, by projecting the expressions of the audience in the tournament venue of e-sports, it is possible to convey the heat condition of the audience to the viewers at the animation distribution site, but there is a problem that the heat condition of the viewers cannot be displayed on the animation distribution site. In addition, in the system of Patent Literature 1, it is possible to reflect the reactions of the viewers to the event venue, but the expressions of the reactions of the viewers are not shown in the animation distribution site.

[0008] The present application was made in view of such a situation, and aims to reflect the reactions of the viewers.

[0009] To solve the above problem, an animation distribution apparatus according to an aspect of the present application includes a viewer reaction acquisition section that acquires reactions of viewers of an animation, a reaction totalizing section that totalizes the sizes of the reactions of the viewers by each player or team cheered by the viewers, a display mode changing section that changes a display mode according to the sizes of the reactions of each player or team, and an animation distribution section that distributes the animation whose display mode is changed.

[0010] It can also include a spectator reaction acquisition section that acquires reactions of spectators of a venue, and the reaction totalizing section can totalize the sizes of the reactions of the spectators by each player or team cheered by the spectators.

[0011] The display manner changing section can also give an effect to the player or team's character according to the size of the reaction of each player or team.

[0012] The display manner changing section can also change the number of display of the cheering character of the player or team according to the size of the reaction of each player or team.

[0013] Another aspect of the present application is an animation distribution method. The method includes: a viewer reaction obtaining step of obtaining a reaction of a viewer of an animation; a reaction totalizing step of totalizing the size of the reaction of the viewer by each player or team cheered by the viewer; a display manner changing step of changing a display manner according to the size of the reaction of each player or team; and an animation distribution step of distributing the animation whose display manner is changed.

[0014] In addition, any combination of the above-mentioned elements, the present application embodied in a method, a device, a system, a recording medium, a computer program, and the like, and a scheme transformed therebetween, are also effective as aspects of the present application.

[0015] According to the present application, it is possible to reflect the reaction of a spectator. BRIEF DESCRIPTION OF DRAWINGS

[0016] Figure 1 is a configuration diagram of an animation distribution device according to an embodiment of the present application.

[0017] Figure 2 is a graph illustrating a reaction value stored in a reaction storage section of Figure 1

[0018] Figure 3 is a flowchart illustrating a process of distributing a game animation reflecting the reaction of a spectator by an animation distribution device of Figure 1

[0019] Figure 4 is a graph illustrating a game animation displayed on a terminal of a viewer.

[0020] Figure 5 is a graph illustrating a game animation and an advertisement displayed on a terminal of a viewer.

[0021] Figure 6 is a graph illustrating a game animation displayed on a terminal of a viewer.

[0022] Figure 7 is a graph illustrating a game animation displayed on a terminal of a viewer. DETAILED DESCRIPTION

[0023] Figure 1 ​​Fig. 1 is a block diagram of an animation distribution device 100 according to an embodiment of the present application. The animation distribution device 100 includes a spectator reaction acquisition section 10, a viewer reaction acquisition section 20, a reaction storage section 30, a reaction totalization section 40, an advertisement update section 50, an advertisement storage section 60, a processing section 70, a display mode change section 80, and an animation distribution section 90. The spectator reaction acquisition section 10, the viewer reaction acquisition section 20, the reaction totalization section 40, the advertisement update section 50, the processing section 70, the display mode change section 80, and the animation distribution section 90 can be realized by cooperation of hardware resources and software resources, or by hardware resources alone. As the hardware resources, a CPU, a GPU, a ROM, a RAM, an ASIC, an FPGA, other LSIs can be used. As the software resources, programs such as an operating system, middleware, and an application program can be used. In addition, the reaction storage section 30 and the advertisement storage section 60 are, for example, a memory, an HDD, an SSD.

[0024] Spectators of a match-type game such as e-sports include spectators in a convention venue of the game and viewers of animation distribution of the game. The spectators are registered in advance to cheer for which player or team in the match-type game.

[0025] The spectator reaction acquisition section 10 acquires reactions of spectators in a convention venue of the match-type game. The reactions of the spectators include cheers, expressions, gestures, and the like. The spectator reaction acquisition section 10 numerically values the reactions of the spectators and stores the reaction values in the reaction storage section 30 in correspondence with the player or team cheered by the spectators.

[0026] The viewer reaction acquisition section 20 acquires reactions of viewers of animation distribution of the match-type game from terminals of the viewers via a network. The reactions of the viewers include cheers, comments, clicking of a "like" button, and the like. The viewer reaction acquisition section 20 numerically values the reactions of the viewers and stores the reaction values in the reaction storage section 30 in correspondence with the player or team cheered by the viewers.

[0027] The reaction totalization section 40 totals the reaction values stored in the reaction storage section 30 for each player or team. It is also possible to total the reaction values for each player or team, and to total the reaction values of the spectators and the viewers for each player or team.

[0028] Figure 2 Fig. 2 is a diagram illustrating reaction values stored in the reaction storage section 30. The reaction values of the number of comments, the number of "likes", and the size of cheers are totaled and stored for each player or team. Here, a case where a player A and a player B are in a match is explained. Three reaction values of the number of comments, the number of "likes", and the size of cheers of the spectators and the viewers are saved in association with the player A and the player B, respectively. In this example, the reaction values of the spectators and the viewers are added and stored, but it is also possible to store the reaction values of the spectators and the viewers separately.

[0029] The reaction totalizing section 40 provides the reaction value totalized for each player or team to the advertisement updating section 50 and the display mode changing section 80.

[0030] In the advertisement storage section 60, there are stored advertisements prepared from sponsors for each player or team. The advertisement updating section 50 changes the ratio of displaying the advertisements of the sponsors in accordance with the reaction value of each player or team provided from the reaction totalizing section 40, and updates the advertisements to be issued. Specifically, the advertisements of the sponsors of the players or teams with high reaction values are increased, and the advertisements of the sponsors of the players or teams with low reaction values are decreased. The advertisement updating section 50 provides the updated advertisements to the animation issuing section 90.

[0031] The processing section 70 updates the status of the characters of the players or teams in accordance with the progress of the match game, renders the game screen, and provides it to the display mode changing section 80.

[0032] The display mode changing section 80 changes the display mode of the game in accordance with the reaction value of each player or team provided from the reaction totalizing section 40. Specifically, the display mode of the background, characters, and the like of the game is changed in such a manner that the players or teams with higher reaction values are more conspicuous, or the viewpoint of the game screen is switched to the viewpoint of the character of the player or team with a high reaction value.

[0033] The animation issuing section 90 issues the game animation whose display mode has been changed by the display mode changing section 80 together with the advertisements provided from the advertisement updating section 50 to the terminal of the viewer via the network.

[0034] Figure 3 is a flowchart for explaining the process in which the animation issuing apparatus 100 issues the game animation reflecting the reactions of the spectators.

[0035] The spectators of the game venue and the viewers who issue the game animation register the players or teams for which they cheer (S10).

[0036] The spectator reaction acquiring section 10 acquires the reactions to the match game from the spectators of the game venue, and stores the reactions in the reaction storage section 30 in correspondence with the players or teams for which the spectators cheer (S20).

[0037] The viewer reaction acquiring section 20 acquires the reactions to the match game from the viewers who issue the game animation, and stores the reactions in the reaction storage section 30 in correspondence with the players or teams for which the viewers cheer (S30).

[0038] The reaction totalizing section 40 totals the reactions for each player or team of the match game, and notifies the advertisement updating section 50 and the display mode changing section 80 (S40).

[0039] The display mode changing section 80 changes the display mode of the game so that the player or team whose cheering viewers are more highly reactive is emphasized (S50).

[0040] The advertisement updating section 50 updates the posted advertisement so that the player or team whose cheering viewers are more highly reactive is increased in the sponsor advertisement (S60).

[0041] The animation posting section 90 posts the game animation whose display mode is changed by the display mode changing section 80 together with the advertisement updated by the advertisement updating section 50 (S70).

[0042] Figure 4 is a diagram illustrating a game animation displayed on a viewer's terminal. In this example, in the animation posting site, the background of the screen is changed according to the heat of the audience, the viewers.

[0043] In the game animation 200, a character 210A of the player A and a character 210B of the player B are depicted. The comments of the viewers cheering each player are displayed in a comment column 230. The comment column 230 is visually distinguished so that the viewers can understand the player or team cheered. For example, the color of the player or team is decided in advance, and the comment column is color-distinguished with the color of the player or team. Thus, it is visually known which player or team has more comments. In the diagram, the comments of the viewers cheering the player A are hatched.

[0044] In the lower part of the screen, a cheering group 240A of the player A and a cheering group 240B of the player B are displayed. The cheering group is a mascot of the player or team or the like. The ratio of the number of the cheering group 240A of the player A to the number of the cheering group 240B of the player B reflects the ratio of the number of the comments of the viewers cheering the player A to the number of the comments of the viewers cheering the player B. In the case where the number of the players or teams is three or more, the same applies as long as the ratio of the number of the cheering groups of the three or more players or teams is decided according to the ratio of the number of the comments of the three or more players or teams.

[0045] Here, the number of the comments of the viewers cheering the player A is more than the number of the comments of the viewers cheering the player B, and thus the number of the cheering group 240A of the player A is more than the number of the cheering group 240B of the player B. The cheering group 240A of the player A advances in the right direction, and the cheering group 240B of the player B advances in the left direction, and like a push sumo, the cheering group 240A of the player A in the advantage pushes the cheering group 240B of the player B in the disadvantage out to the end of the screen.

[0046] Thus, according to the total number of the comments of each player or team, that is, the sum of the number of the comments of each team from the start of the match to the present, it is possible to perform a presentation like a mascot battle of each player or team. By such a presentation, it is possible to visually know which player or team is popular in the posting site.

[0047] Here, the ratio of the number of cheering teams of each player or team is changed according to the ratio of the number of comments input by viewers at terminals who are cheering for each player or team, but the ratio of the number of cheering teams of each player or team can also be changed according to the ratio of the number of evaluations such as "likes" input by viewers at terminals. Also, regarding the game being played at the venue, the ratio of the number of cheering teams can be changed not only considering the reactions of viewers but also considering the size of the cheers of the audience at the venue for each player or team. For example, the heat of each player or team can be judged according to the volume heard from the audience of each team.

[0048] Figure 5 is a diagram illustrating a game animation and advertisements displayed on the terminals of viewers. Advertisements A-1, A-2, B-1, A-3, B-2, A-4, A-5, and B-3 are displayed in the lower part of the screen. Advertisements A-1 to A-5 are advertisements of the sponsors of player A, and advertisements B-1 to B-3 are advertisements of the sponsors of player B.

[0049] Although advertisements based on the sponsors of each player or team are displayed in the distribution site, the opportunities of display of advertisements of the sponsors of popular players or teams are increased based on the number of comments of viewers, the size of the cheers of the audience at the venue, for each player or team. Here, since the number of comments of viewers cheering for player A is more than the number of comments of viewers cheering for player B, the advertisements of the sponsors of player A are displayed more than the advertisements of the sponsors of player B.

[0050] The display of the advertisements of the sponsors can also be updated when the heat exceeds a certain reference, for example, when 1000 or more comments are made within 1 minute.

[0051] The advertisements of players or teams with more heat are displayed more in the game, but if the winner is finally decided, the advertisements of the winning player or team can also be displayed more.

[0052] In Figure 5 In, the case where the players of the game are two is described, but in the case where the players or teams are three or more, the same applies, and the ratio of the display of the advertisements of the sponsors of three or more players or teams can be decided according to the heat of the three or more players or teams.

[0053] Here, the advertisements of the sponsors are displayed in the lower part of the screen, but the advertisements of the sponsors can also be displayed on the clothes worn by the characters of each player or team of the game animation 200. In this case, the advertisements of the sponsors of the characters of the player or team with the advantage can be displayed according to the heat of the viewers or the audience, or the advertisements of the sponsors can be frequently updated. The advertisements of the sponsors can not be displayed for the characters of the players or teams that are not popular.

[0054] Figure 6 is a diagram illustrating a game animation displayed on the terminal of the viewer. In this example, the characters of the dominant player or team are given effects in accordance with the heat of the viewers, the audience. Here, as an example, the presentation of the character 210A of the player A with the aura 220 is shown. By expressing the comments of the viewers and the cheers of the audience at the venue on the game, the player can know that he is being cheered by the spectators on the game. In addition, since the viewers can give effects to the characters of the game in the posting site, a sense of unity among the viewers, and a sense of unity between the viewers and the players can be felt. By giving an influence on the game according to the cheers and the comments, the viewers are no longer mere spectators of the game, and a sense of unity with the players is improved by participating in the game.

[0055] Figure 7 is a diagram illustrating a game animation displayed on the terminal of the viewer. In this example, the game animation is depicted from the viewpoint of the character of the popular player or team. Here, the number of comments of the viewers cheering for the player A is more than that of the player B, and thus the game animation is depicted from the viewpoint of the character 210A of the player A. Since it is possible to switch to the viewpoint of such a popular player or team to watch the game animation, a sense of unity between the viewers or the audience and the players can be improved.

[0056] As described above, the game animation has been described in the present embodiment, but is not limited thereto. As long as there is an animation of the player or team, it can be applied to sports such as baseball or soccer.

[0057] The various processes of the animation posting apparatus 100 described above can of course be realized as an apparatus using hardware such as a CPU, a memory, etc., and can also be realized by firmware stored in a ROM (Read Only Memory), a flash memory, etc., or software such as a computer. The firmware program or the software program can be provided by being recorded in a recording medium readable by a computer, etc., can be transmitted and received with a server through a wired or wireless network, and can also be transmitted and received as data broadcasting of a terrestrial wave or a satellite digital broadcasting.

[0058] As described above, according to the embodiment of the present application, by presenting the heat of the viewers who watch the match game in the posting site on the game, the heat is visually transmitted to the viewers, and a sense of unity among the viewers is improved. In addition, by reflecting the heat of the viewers including the audience and the viewers on the game screen, the heat of the viewers is transmitted to the players, and a sense of unity between the viewers and the players can be improved.

[0059] The present application has been described above based on the embodiments. Those skilled in the art will understand that the embodiments are examples, and various modifications of each constituent element and the combination of each process can be made, and such modifications are also within the scope of the present application.

[0060] Industrial applicability

[0061] The present application can be utilized in an animation distribution technique.

[0062] Symbol explanation

[0063] 10 Audience reaction acquisition section

[0064] 20 Viewer reaction acquisition section

[0065] 30 Reaction storage section

[0066] 40 Reaction totalizing section

[0067] 50 Advertisement updating section

[0068] 60 Advertisement storage section

[0069] 70 Processing section

[0070] 80 Display mode changing section

[0071] 90 Animation distribution section

[0072] 100 Animation distribution apparatus

Claims

1. An animation publishing device, characterized in that, include: Viewer reaction acquisition department, which acquires the reactions of viewers of the animation; The reaction statistic section calculates the magnitude of the viewers' reactions based on each player or team they cheer for. The display mode change department adjusts the display mode based on the magnitude of each player's or team's reaction. The animation release department releases animations whose display methods have been altered. as well as The advertising update department adjusts the rate at which ads associated with a player or team are displayed based on the magnitude of each player's or team's response, and updates the ads that should be published. The advertising update department displays sponsor ads for the dominant player or team's role based on the magnitude of each player's or team's reaction.

2. The animation publishing device as described in claim 1, characterized in that, The display mode changing unit selects the player's or team's perspective based on the magnitude of each player's or team's reaction.

3. An animation publishing method, characterized in that, include: The steps to obtain viewer reactions are as follows: This involves acquiring the reactions of viewers of the animation. The reaction aggregation step aggregates the size of the viewer's reaction based on each player or team they cheer for. The display method changes step by step, depending on the magnitude of each player's or team's reaction; The animation publishing steps involve publishing an animation whose display method has been changed. as well as The ad update process involves adjusting the ratio of ads displayed associated with a player or team based on the magnitude of their response, and updating the ads that should be published. In the ad update step, the sponsored ads for the dominant player or team's role are displayed based on the magnitude of each player's or team's reaction.

4. A computer-readable storage medium storing an animation publishing program, characterized in that the program causes a computer to execute: The steps to obtain viewer reactions are as follows: This involves capturing the reactions of viewers of the animation. The reaction aggregation step aggregates the size of the viewer's reaction based on each player or team they cheer for. The display method changes step by step, depending on the magnitude of each player's or team's reaction; The animation publishing steps involve publishing an animation whose display method has been changed. as well as The ad update process involves adjusting the ratio of ads displayed associated with a player or team based on the magnitude of their response, and updating the ads that should be published. In the ad update step, the sponsored ads for the dominant player or team's role are displayed based on the magnitude of each player's or team's reaction.

Citation Information

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