System and method for casting and enriching motion data in real time
By introducing blockchain technology and gamification elements in sports events, generating non-fungible tokens related to event events, the problems of low fan participation and single revenue sources of sports organizations in the existing technology are solved, and higher user participation and revenue diversity are achieved.
Patent Information
- Application Number
- CN202380057507.8
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-08-25
- Filing Date
- 2023-08-21
- Publication Date
- 2025-03-18
AI Technical Summary
The existing technology is difficult to effectively convert critical moments in sports events into opportunities for user participation, resulting in low fan participation and a single source of income for sports organizations.
By combining blockchain technology and gamification elements, non-fungible tokens related to sports event events are generated, allowing users to participate in the minting process through bidding, thereby increasing user engagement and revenue streams for sports organizations.
It has realized the opportunity to convert critical moments in sports events into user participation, improve the participation of fans and the revenue diversity of sports organizations, and enhance the interactive experience between users and sports events.
Smart Images

Figure CN119654831A_ABST
Abstract
Description
[0001] CROSS-REFERENCE TO RELATED APPLICATIONS
[0002] This application claims the benefit of priority to U.S. Provisional Patent Application No. 63 / 373,509, filed on August 25, 2022, the entire contents of which are incorporated herein by reference. Technical Field
[0003] The present disclosure generally relates to a system and method for real-time casting and enrichment of motion data. Background Art
[0004] As data proliferates, sports teams, commentators, and fans are more interested in identifying and categorizing events that occur throughout a game or season. As companies develop models configured to generate a variety of predictions and metrics, presenting these predictions and metrics to users becomes increasingly important. Summary of the invention
[0005] In some embodiments, a method is disclosed herein. A computing system generates a portal for access by a plurality of users. The portal includes a representation of an event and a plurality of gamification elements. The computing system receives data related to the event represented by the portal. The data includes at least one of tracking data or event data. The computing system monitors the data to detect an event that occurred in the event. Based on the monitoring, the computing system determines that the event has occurred within the event. Based on the determination, the computing system generates a graph associated with the event. The graph includes insights related to the event. The computing system generates a non-fungible token corresponding to the event. The non-fungible token is linked to the graph. The computing system broadcasts the non-fungible token to a blockchain.
[0006] In some embodiments, a non-transitory computer-readable medium. The non-transitory computer-readable medium includes one or more instruction sequences that, when executed by one or more processors, cause a computing system to perform operations. The operations include generating, by a computing system, a portal for access by multiple users. The portal includes a representation of an event and multiple gamification elements. The operations also include receiving, by a computing system, data related to the event represented by the portal. The data includes at least one of tracking data or event data. The operations also include monitoring, by a computing system, data to detect events occurring in the event. The operations also include determining, by a computing system based on the monitoring, that an event has occurred within the event. The operations also include generating, by a computing system based on the determination, a graph associated with the event. The graph includes insights related to the event. The operations also include generating, by a computing system, a non-fungible token corresponding to the event. The non-fungible token is linked to the graph. The operations also include broadcasting, by a computing system, the non-fungible token to a blockchain.
[0007] In some embodiments, a system is disclosed herein. The system includes a processor and a memory. The memory stores programming instructions that, when executed by the processor, cause the system to perform operations. The operations include generating a portal for access by multiple users. The portal includes a representation of an event and multiple gamification elements. The operations also include receiving data related to the event represented by the portal. The data includes at least one of tracking data or event data. The operations also include monitoring data to detect events that occurred in the event. The operations also include determining that the event has occurred within the event based on the monitoring. The operations also include generating a graph associated with the event based on the determination. The graph includes insights related to the event. The operations also include generating a non-fungible token corresponding to the event. The non-fungible token is linked to the graph. The operations also include broadcasting the non-fungible token to a blockchain. BRIEF DESCRIPTION OF THE DRAWINGS
[0008] In order to understand the above-mentioned features of the present disclosure in detail, the present disclosure briefly summarized above may be described in more detail with reference to the embodiments, some of which are shown in the accompanying drawings. However, it should be noted that the accompanying drawings only illustrate typical embodiments of the present disclosure and are therefore not to be considered as limiting the scope thereof, as the present disclosure may allow for other equally effective embodiments.
[0009] Figure 1 is a block diagram illustrating a computing environment according to an example embodiment.
[0010] Figure 2 is a block diagram illustrating an organizational computing system 104 according to an example embodiment.
[0011] Figure 3 An exemplary graphical user interface is shown in accordance with an example embodiment.
[0012] Figure 4 An exemplary graphical user interface is shown in accordance with an example embodiment.
[0013] Figure 5 is a flow chart illustrating a method of generating a non-fungible token corresponding to a sports event according to an example embodiment.
[0014] Fig. 6A is a block diagram illustrating a computing device according to an example embodiment.
[0015] Figure 6B is a block diagram illustrating a computing device according to an example embodiment.
[0016] To facilitate understanding, identical reference numerals have been used, where possible, to designate identical elements that are common to the figures. It is contemplated that elements disclosed in one embodiment may be beneficially utilized on other embodiments without specific recitation. DETAILED DESCRIPTION
[0017] Digital business models are receiving more attention than ever in the sports world. In order to remain competitive and less dependent on sporting success, sports rights holders may seek to create new revenue streams. There are two major challenges facing all sports rights holders: financial losses and alienation of fans. A more targeted and sustainable measure for sports rights holders may be to invest in new digital business models that meet the needs of the fan base.
[0018] The primary goal of sports rights holders should be to achieve a satisfied and engaged fan base, which is ultimately at the core of all further value creation for sports organizations. Blockchain technology may help to stay connected with younger, digitally savvy target groups and, ideally, retain them through fan engagement measures. However, professional sports organizations are still a long way from widespread adoption of the technology.
[0019] One or more of the technologies described herein provide a method of connecting with sports fans to drive fan engagement. For example, one or more of the technologies described herein provide a system capable of connecting sports with Web3 technologies. In some embodiments, key moments in a sporting event can be directly converted into a minted non-fungible token. To further drive user engagement, the system can incorporate gamification aspects into the non-fungible token minting and distribution process. In this way, users can interact with the system during live events to participate in the minting process. By combining the huge interest in sports with the excitement of gamification, the current system provides sports organizations with technology to further drive fan engagement with their products.
[0020] Figure 1 1 is a block diagram illustrating a computing environment 100 according to an example embodiment. The computing environment 100 may include a tracking system 102, an organizational computing system 104, and one or more client devices 108 in communication via a network 105.
[0021] Network 105 can be of any suitable type, including a separate connection via the Internet, such as a cellular or Wi-Fi network. In some embodiments, network 105 can use a direct connection to connect terminals, services, and mobile devices, such as radio frequency identification (RFID), near field communication (NFC), Bluetooth TM , Bluetooth Low Energy TM (BLE), Wi-Fi TM 、ZigBee TM, Ambient Backscatter Communication (ABC) protocol, USB, WAN, or LAN. Because the information transmitted may be private or confidential, one or more of these types of connections may need to be encrypted or otherwise protected for security reasons. However, in some embodiments, the information transmitted may not be so private, and therefore, the network connection may be selected for convenience rather than security.
[0022] The network 105 may include any type of computer network device for exchanging data or information. For example, the network 105 may be the Internet, a private data network, a virtual private network using a public network, and / or other suitable connections that enable components in the computing environment 100 to send and receive information between components of the environment 100.
[0023] Tracking system 102 may be located in venue 106. For example, venue 106 may be configured to host a sports event including one or more agents 112. Tracking system 102 may be configured to capture the motion of all agents (i.e., players) on the playing field, as well as the motion of one or more other related objects (e.g., balls, referees, etc.). In some embodiments, tracking system 102 may be an optical-based system using, for example, multiple fixed cameras. For example, a system consisting of six fixed calibrated cameras may be used, and the cameras project the three-dimensional positions of players and balls onto a two-dimensional top view of the court. In another example, a combination of stationary and non-stationary cameras may be used to capture the motion of all agents and one or more objects or related persons on the playing field. As recognized by those skilled in the art, the use of such a tracking system (e.g., tracking system 102) may result in many different camera views of the court (e.g., high line view, free throw line view, crowded view, confrontation view, end zone view, etc.). In some embodiments, tracking system 102 may be used for broadcast feeds of a given game. In such an embodiment, each frame of the broadcast feed may be stored in event file 110.
[0024] In some embodiments, the game file 110 may also be enhanced with other event information corresponding to the event data, such as but not limited to game event information (pass, shot, turnover, etc.) and contextual information (current score, time remaining, etc.).
[0025] The tracking system 102 may be configured to communicate with an organizational computing system 104 via a network 105. The organizational computing system 104 may be configured to manage and analyze data captured by the tracking system 102. The organizational computing system 104 may include at least a network client application server 114, a pre-processing agent 116, a data store 118, a prediction module 120, a graphics engine 122, a gamification engine 124, and a tokenization engine 126.
[0026] Each of the pre-processing agent 116, the prediction module 120, the graphics engine 122, the gamification engine 124, and the tokenization engine 126 may be composed of one or more software modules. One or more software modules may be a collection of codes or instructions stored on a medium (e.g., a memory of the organization computing system 104), which represent a series of machine instructions (e.g., program code) that implement one or more algorithm steps. Such machine instructions may be actual computer code that the processor of the organization computing system 104 interprets to implement the instructions, or alternatively, may be a higher-level encoding of instructions that is parsed to obtain the actual computer code. One or more software modules may also include one or more hardware components. One or more aspects of the example algorithm may be performed by the hardware component (e.g., circuit) itself, rather than as a result of the instructions.
[0027] The data storage 118 may be configured to store one or more event files 125. Each event file 125 may include video data for a given game. For example, the video data may correspond to a plurality of video frames captured by the tracking system 102. In some embodiments, the video data may correspond to broadcast data for a given game, in which case the video data may correspond to a plurality of video frames of a broadcast feed for the given game.
[0028] The pre-processing agent 116 may be configured to process the data retrieved from the data storage 118. For example, the pre-processing agent 116 may be configured to generate a tournament file 125 stored in the data storage 118. For example, the pre-processing agent 116 may be configured to generate the tournament file 125 based on the data captured by the tracking system 102. In some embodiments, the pre-processing agent 116 may also be configured to store the tracking data associated with each tournament in the corresponding tournament file 125. The tracking data may refer to the (x, y) coordinates of all players and balls on the tournament surface during the tournament. In some embodiments, the pre-processing agent 116 may receive the tracking data directly from the tracking system 102. In some embodiments, the pre-processing agent 116 may derive the tracking data from a broadcast feed of the tournament.
[0029] The prediction module 120 may represent one or more prediction models associated with STATS Perform located in Chicago, IL. For example, the prediction module 120 may represent one or more prediction models, such as, but not limited to, scoring prediction models, automatic detection event models (e.g., in basketball: ball screens, isolations, off-ball screens; in soccer: counterattacks, set pieces), expected metrics (e.g., expected goals, expected possessions, and expected pass completions), player and team power rankings, player and team prop bet predictions during a game or season simulation (final table position at the end of the season and final player and team statistics), etc.
[0030] The graphics engine 122 may be configured to generate one or more graphics that may include sports data and insights generated by the prediction module 120. For example, the graphics engine 122 may generate high-resolution player and team images, videos, GIFs, etc., which may be paired with real-time or near real-time sports data and insights. The graphics engine 122 may generally be represented by Opta Graphics, an intuitive multimedia graphics tool commercially available from STATS Perform. In some embodiments, the graphics engine 122 may generate graphics corresponding to certain events in a live event. Exemplary events may include, but are not limited to, scoring attempts, passes, blocks, goals, etc.
[0031] The gamification engine 124 may be configured to generate one or more gamification elements for an end user. For example, the gamification engine 124 may be configured to generate a portal or web page through which a user or group of users can view an event in real time or near real time. In some embodiments, the gamification engine 124 may generate one or more gamification elements to be included in the portal or web page.
[0032] The gamification engine 124 may be configured to promote a gamification method for fan engagement. In operation, the gamification engine 124 may generate one or more graphical elements that may allow a user to bid on a potential non-fungible token corresponding to a given graphic generated by the graphics engine 122. For example, before an event occurs, the gamification engine 124 may be configured to prompt a user to bid on a non-fungible token that will be generated for the next event in the event. For example, a user may watch the event on a portal or web page and may bid on a non-fungible token. The non-fungible token may not have been generated yet. Instead, the user may simply bid on a potential non-fungible token generated corresponding to an upcoming event in the event. As a specific example, when the event begins, the user may have the opportunity to bid on a potential non-fungible token. When an event in the event occurs, the graphics engine 122 may be configured to generate a graphic corresponding to the event. As described above, the graphic may include insights or data corresponding to the event. The gamification engine 124 may award the highest bidder with ownership of the non-fungible token corresponding to the generated graphic.
[0033] As shown, computing environment 100 includes a networked computer 130. Networked computer 130 may be configured to host blockchain 132. In some embodiments, blockchain 132 may be a public blockchain. In some embodiments, blockchain 132 may be a private blockchain, such as a private blockchain associated with an organization computing system 104. In general, blockchain 132 may be represented by any blockchain configured to support non-fungible tokens. For example, blockchain 132 may be a public or private blockchain based on the Ethereum platform.
[0034] Referring back to the organizational computing system 104, when the graphics engine 122 generates a graphic corresponding to an event, the tokenization engine 126 may be configured to perform a "minting" process to generate a non-fungible token corresponding to the generated graphic and broadcast the non-fungible token to the blockchain 132. The tokenization engine 126 may be configured to tokenize the graphic generated by the graphics engine 122. For example, the tokenization engine 126 may be configured to generate a smart contract based on the generated graphic content. In some embodiments, the smart contract may be represented by an ERC721 contract. In some embodiments, the smart contract may be represented by an ERC1155 contract.
[0035] In some embodiments, a graph corresponding to a non-fungible token may be stored off-chain (e.g., in a local storage location or an external storage location (e.g., InterPlanetary File System (IPFS))), and a uniform resource identifier (URI) corresponding to the graph storage location may be included in the metadata of the non-fungible token. In some embodiments, the graph may be stored on-chain by hashing the graph and including the hashed graph in the metadata of the non-fungible token.
[0036] Once a non-fungible token is generated, the tokenization engine 126 may broadcast or write the token to the blockchain 132 .
[0037] In some embodiments, the tokenization engine 126 may temporarily store non-fungible tokens in a wallet associated with the organization's computing system 104, namely, wallet 128. Wallet 128 may be configured to store, in an encrypted manner, fungible tokens (e.g., cryptocurrencies) and non-fungible tokens associated with the organization's computing system 104. In some embodiments, wallet 128 may be represented by a hot wallet, which is a cryptographic wallet that is connected to a network, such as network 105. In some embodiments, wallet 128 may be represented by a cold wallet that is not connected to a network.
[0038] The client device 108 may communicate with the organization computing system 104 via the network 105. The client device 108 may be operated by a user. For example, the client device 108 may be a mobile device, a tablet computer, a desktop computer, or any computing system having the functionality described herein. The user may include, but is not limited to, an individual, such as a subscriber, client, potential client, or customer of an entity associated with the organization computing system 104, such as an individual who has obtained, will obtain, or may obtain a product, service, or consultation from an entity associated with the organization computing system 104.
[0039] The client device 108 may include at least an application 134. The application 134 may be represented by a web browser that allows access to a website or a stand-alone application. The client device 108 may access the application 134 to access one or more functions of the organization computing system 104. The client device 108 may communicate via the network 105 to request a web page, for example, from the network client application server 114 of the organization computing system 104. For example, the client device 108 may be configured to execute the application 134 to watch a live sporting event. Through the sports event portal or website, a user of the client device 108 may participate in a bidding process in which the user bids for the opportunity to win a non-fungible token corresponding to an event that has not yet occurred. The content displayed to the client device 108 may be transmitted from the network client application server 114 to the client device 108 and then processed by the application 134 to be displayed through a graphical user interface (GUI) of the client device 108.
[0040] As shown, client device 108 may include wallet 136. Wallet 136 may be configured to store the user's fungible tokens and non-fungible tokens in an encrypted manner. In some embodiments, wallet 136 may be represented by a hot wallet, which is a cryptographic wallet connected to a network (such as network 105). In some embodiments, wallet 136 may be represented by a cold wallet that is not connected to a network.
[0041] In some embodiments, if the user successfully bids on the non-fungible token, the tokenization engine 126 may transfer the non-fungible token from the wallet 128 to the wallet 136. In some embodiments, transferring the non-fungible token from the wallet 128 to the wallet 136 may include the tokenization engine 126 writing or broadcasting the transaction to the blockchain 132. Once the user owns the non-fungible token, the user may use the non-fungible token as they wish. For example, the user may offer the non-fungible token for sale through one or more third-party marketplaces (such as, but not limited to, OpenSea).
[0042] Figure 2 2 is a block diagram illustrating an organization computing system 104 according to an example embodiment. As shown, the organization computing system 104 includes a storage repository 202 and one or more computer processors 204.
[0043] The repository 202 may be represented by any type of storage unit and / or device for storing data (e.g., a file system, a database, a collection of tables, or any other storage mechanism). In addition, the repository 202 may include multiple different storage units and / or devices. The multiple different storage units and / or devices may or may not be of the same type or located at the same physical site.
[0044] The repository 202 may include a prediction module 120, a graphics engine 122, a tokenization engine 126, and a gamification engine 124. As shown, the organizational computing system 104 may communicate with a data feed 206. In some embodiments, the data feed 206 may correspond to a data feed provided by the tracking system 102. In some embodiments, the data feed 206 may be in the form of a tracking data feed (e.g., x, y coordinates of each player). In some embodiments, the data feed 206 may be in the form of an event data feed (e.g., an OPTA data feed). In some embodiments, the data feed 206 may be in the form of a broadcast data feed.
[0045] The prediction module 120 may receive information from the data feed 206. Although not shown, as described above, the data feed 206 may undergo one or more pre-processing operations before being input into the prediction module 120. Based on the information in the data feed 206, the prediction module 120 may automatically detect events (e.g., in basketball: on-ball screens, isolations, off-ball screens; in soccer: counterattacks, set pieces), generate expected metrics (e.g., expected goals, expected possessions, and expected pass completions), player and team power rankings, player and team prop betting predictions during a game or season simulation (final rankings and final player and team statistics at the end of the season), etc.
[0046] In response to the event occurring, the graphics engine 122 may generate a graphic 208 corresponding to the event. In some embodiments, the graphics engine 122 may generate the graphic 208 from a template based on the detected event. In some embodiments, the graphic 208 may include data associated with the event. In some embodiments, the graphic 208 may include data describing the event. For example, for a graphic corresponding to a goal, the graphic may include the team that scored the goal, the player who scored the goal, the time of the goal, the opponent who scored the goal, and the current score. In some embodiments, the graphic may include insights into the metrics generated by the prediction module 120. For example, for a tennis serve, the graphic may indicate that the serve is the fastest serve in history.
[0047] As shown, when the prediction module 120 generates a prediction, the gamification engine 124 may generate a portal or web page accessible to the client device 108. In some embodiments, the gamification engine 124 may include a visualization of the current event in progress. In some embodiments, the visualization may be an actual broadcast video of the current event. In some embodiments, the visualization may be a representation of the current event (e.g., a widget in which an icon tracks the movement of a player on the court). Based on the progress of the event, the user may submit a bid 212. The bid 212 may correspond to a bid for an upcoming event. For example, when an event is initialized, the user may submit a bid to win a non-fungible token corresponding to the next detected event. In some embodiments, the user may be guided by a real-time or near real-time prediction generated by the prediction module 120. For example, given the current state of the event (e.g., score, player position, ball position, remaining time, etc.), the prediction module 120 may predict that a shot or goal may occur. The gamification engine 124 may identify the winning bidder based on the highest bid received when the event occurs.
[0048] The tokenization engine 126 may be configured to generate a token 210 corresponding to the graph 208. For example, the tokenization engine 126 may generate a smart contract corresponding to the graph 208. In some embodiments, the smart contract may be represented by an ERC721 contract. In some embodiments, the smart contract may be represented by an ERC1155 contract. The tokenization engine 126 may then broadcast the token 210 to the blockchain 132.
[0049] In some embodiments, such as those described above, the tokenization engine 126 may also transfer the tokens 210 to a wallet 136 associated with the winning bidder.
[0050] Figure 3 An exemplary graphical user interface (GUI) 300 is shown in accordance with an example embodiment. The GUI 300 may correspond to a portal or web page generated by the gamification engine 124.
[0051] As shown, GUI 300 may include graphical element 302, graphical element 304, graphical element 306, and graphical element 308. Graphical element 302 may correspond to a visualization of a live event or event. In some embodiments, as shown, the visualization may be an actual broadcast video of the current event. In some embodiments, the visualization may be a representation of the current event (e.g., a widget in which icons track the movement of players on the court).
[0052] Graphical element 308 may correspond to a bid submission button or element. Through graphical element 308, a user may submit a bid for a non-fungible token. In some embodiments, the bid may correspond to a donation to a given charity. For example, instead of a central entity associated with organizational computing system 104 receiving financial benefit of the bids, the bids may be aggregated and provided to a charitable entity. In some embodiments, graphical element 308 may allow a user to donate via one or more financial instructions, such as, but not limited to, a credit card, debit card, payment provider, cryptocurrency, etc.
[0053] Graphic element 304 may correspond to a bidding leaderboard. When a key event in a game occurs (e.g., a goal, a save, etc.), the person who donated most recently will receive a non-fungible token representing the same event as a reward. In order to increase the excitement of watching a live sporting event, graphic element 304 includes a leaderboard to show the current leaders in the donation competition. In some embodiments, the winner may be the person who donated or bid closest to the event. In some embodiments, the winner may be the person who bid the most. In some embodiments, the leader may be randomly selected from a group or pool of people who donated or bid a threshold amount.
[0054] Graphic element 306 may correspond to past events in the game. For example, graphic element 306 may list all previous events that occurred in the event. In some embodiments, each event in graphic element 306 may have a corresponding non-fungible token generated by tokenization engine 126.
[0055] In some embodiments, the GUI 300 may also include a graphical element 310. The graphical element 310 may be provided to users who have donated or submitted payments that exceed a certain threshold. The graphical element 310 may correspond to real-time or near real-time artificial intelligence insights generated by the prediction module 120. As shown, the graphical element 310 may display a momentum graphic that visually depicts which team has the current momentum. More generally, such insights included in the GUI 300 may be generated from any sport, such as, but not limited to, soccer, basketball, rugby, tennis, hockey, football, baseball, cricket, etc.
[0056] Figure 4 An exemplary graphical user interface (GUI) 400 is shown according to an example embodiment. The GUI 400 may correspond to a graphic and associated metadata of a non-fungible token generated by the tokenization engine 126.
[0057] As shown, GUI 400 may include a graphic 402. Graphic 402 may correspond to a graphic generated by graphics engine 122. Graphic 402 may visually depict or capture an event occurring in a match. As shown, graphic 402 may correspond to a goal scored by Rodri in the 78th minute of a match between Manchester City and Aston Villa Football Club.
[0058] In some embodiments, the GUI 400 may also include features 404 corresponding to the non-fungible token. As shown, the features 404 may include attributes of the non-fungible token. For example, as shown, the features 404 may include attributes including, but not limited to, home team, away team, kickoff, event, player, team, game minutes, score, charity, and donation amount.
[0059] In some embodiments, GUI 400 may also include graphical elements 406-410. Graphical element 406 may correspond to an indication of the amount raised for the target charity during the bidding process. In this example, the target event raised $2,934.92 for UNICEF. Graphical element 408 may correspond to an extraction icon. Through graphical element 408, users can extract their non-fungible tokens at any time. In some embodiments, extracting a non-fungible token may mean that the organization computing system 104 transfers the non-fungible token from wallet 128 to wallet 136 (e.g., from a wallet associated with the organization computing system 104 to a user's wallet). Graphical element 410 may correspond to a link button. Through graphical element 410, users can share their non-fungible tokens with external parties or platforms.
[0060] Figure 5 is a flow chart illustrating a method 500 for generating a non-fungible token corresponding to a sports event according to an example embodiment. The method 500 may begin at step 502 .
[0061] In step 502, the organization computing system 104 may provide a portal to the end user. For example, the gamification engine 124 may generate a portal or web page through which a user or user group can view events in real time or near real time. In some embodiments, the gamification engine 124 may include a visualization of the current event being played. In some embodiments, the visualization may be an actual broadcast video of the current event. In some embodiments, the visualization may be a representation of the current event (e.g., a widget in which icons track the movement of players on the court). In some embodiments, the gamification engine 124 may generate one or more gamification elements to be included in the portal or web page. Such gamification elements may allow end users to interact with the event being played by bidding for the opportunity to win a non-fungible token associated with the next event to occur.
[0062] In step 504, the organization computing system 104 may receive the event data. In some embodiments, the data may include tracking data for the event. In some embodiments, the tracking data may be received from the tracking system 102. In some embodiments, the tracking data may be derived from a broadcast video stream of the event. In some embodiments, the data may include event data for the event. In some embodiments, the prediction module 120 and / or the pre-processing agent 116 may generate or derive event data from the tracking data and / or the broadcast data. In some embodiments, the event data may be received from the tracking system 102.
[0063] At step 506, the organization computing system 104 may receive real-time or near real-time bids for upcoming events. For example, through a portal or webpage, a user may submit a bid to win a non-fungible token corresponding to the next upcoming event. In some embodiments, the user may be guided by real-time or near real-time predictions generated by the prediction module 120. For example, given the current state of the event (e.g., score, player position, ball position, time remaining, etc.), the prediction module 120 may predict that a shot or goal is likely to occur.
[0064] At step 508, the organization computing system 104 may detect events within the event based on the data. In some embodiments, the pre-processing agent 116 may detect events in the data by analyzing the tracking data and / or the event data. In some embodiments, the prediction module 120 may utilize one or more machine learning algorithms to detect events in the data. An event may refer to a goal, a pass, a record-breaking event, etc.
[0065] At step 510, the organizational computing system 104 may generate a graphic corresponding to the event. For example, in response to detecting an event in a tournament, the graphics engine 122 may be configured to generate one or more graphics that may include athletic data and insights related to the event generated by the prediction module 120. For example, the graphics engine 122 may generate high-resolution images, videos, GIFs, etc., which may be matched with real-time or near real-time athletic data and insights related to the event. The graphics engine 122 may be generally represented by Opta Graphics, an intuitive multimedia graphics tool commercially available from STATS Perform.
[0066] At step 512, the organization computing system 104 may identify a winning bid among multiple users of the event. For example, based on one or more of incoming user bids and user bid amounts, the gamification engine 124 may select a winner of the non-fungible token.
[0067] At step 514, the organizational computing system 104 may generate a non-fungible token corresponding to the event. For example, the tokenization engine 126 may perform a minting process to generate a non-fungible token corresponding to the generated graphic. The tokenization engine 126 may tokenize the graphic generated by the graphics engine 122. For example, the tokenization engine 126 may generate a smart contract based on the generated graphic content corresponding to the event. In some embodiments, the smart contract may be represented by an ERC721 contract. In some embodiments, the smart contract may be represented by an ERC 1155 contract.
[0068] At step 516, the organization computing system 104 may broadcast the non-fungible token to the blockchain. For example, the tokenization engine 126 may broadcast or write the non-fungible token to the blockchain 132.
[0069] In some embodiments, the method 500 may also include step 518. At step 518, the organization computing system 104 may transfer the non-fungible token to a wallet associated with the highest bidder. For example, in some embodiments, initially, the tokenization engine 126 may store the non-fungible token in a wallet 128 associated with the organization computing system 104. The tokenization engine 126 may transfer the non-fungible token from the wallet 128 to a wallet 136 associated with the highest bidder. In some embodiments, such transfer of the non-fungible token may cause the tokenization engine 126 to record or write the transaction to the blockchain 132.
[0070] Fig. 6AThe architecture of a computing system 600 according to an example embodiment is shown. The system 600 can be represented by at least a portion of the organizational computing system 104. One or more components of the system 600 can communicate with each other electrically using a bus 605. The system 600 can include a processing unit (CPU or processor) 610 and a system bus 605, which connects various system components including a system memory 615 (such as a read-only memory (ROM) 620 and a random access memory (RAM) 625) to the processor 610. The system 600 can include a high-speed memory cache directly connected to the processor 610, close to the processor 610, or integrated as a part of the processor 610. The system 600 can copy data from the memory 615 and / or the storage device 630 to the cache 612 for fast access by the processor 610. In this way, the cache 612 can provide a performance improvement, thereby avoiding delays when the processor 610 is waiting for data. These and other modules can control or be configured to control the processor 610 to perform various actions. Other system memories 615 are also available for use. Memory 615 may include a variety of different types of memory with different performance characteristics. Processor 610 may include any general purpose processor and hardware modules or software modules stored in storage 630, such as service 1 632, service 2 634, and service 3 636, which are configured to control processor 610 as well as special purpose processors where the software instructions are incorporated into the actual processor design. Processor 610 may essentially be a completely self-contained computing system, including multiple cores or processors, buses, memory controllers, caches, etc. Multi-core processors may be symmetric or asymmetric.
[0071] To enable a user to interact with the computing system 600, the input device 645 may represent any number of input mechanisms, such as a microphone for voice, a touch-sensitive screen for gesture or graphic input, a keyboard, a mouse, motion input, voice, etc. The output device 635 (e.g., a display) may also be one or more of a variety of output mechanisms known to those skilled in the art. In some cases, a multimodal system may enable a user to provide multiple types of input to communicate with the computing system 600. The communication interface 640 may generally manage user input and system output. There is no restriction on operating on any particular hardware device, so the basic features here can be easily replaced by improved hardware or firmware devices.
[0072] The storage device 630 may be a non-volatile memory or a hard disk or other type of computer-readable medium that can store computer-accessible data, such as a magnetic tape cartridge, a flash memory card, a solid-state storage device, a digital versatile disk, a cassette tape, a random access memory (RAM) 625, a read-only memory (ROM) 620, and a mixture thereof.
[0073] The storage device 630 may include services 632, 634, and 636 for controlling the processor 610. Other hardware or software modules are contemplated. The storage device 630 may be connected to the system bus 605. In one aspect, a hardware module that performs a particular function may include a software component stored in a computer-readable medium that is associated with the hardware components required to perform the function (e.g., the processor 610, the bus 605, the output device 635, etc.).
[0074] Figure 6B A computer system 650 is shown with a chipset architecture that can represent at least a portion of an organization computing system 104. Computer system 650 can be an example of computer hardware, software, and firmware that can be used to implement the disclosed technology. System 650 may include a processor 655, which represents any number of physically and / or logically distinct resources capable of executing software, firmware, and hardware configured to perform the identified calculations. Processor 655 can communicate with chipset 660, which can control inputs and outputs of processor 655. In this example, chipset 660 outputs information to output 665, such as a display, and can read and write information to storage device 670, which can include, for example, magnetic media and solid-state media. Chipset 660 can also read data from and write data to RAM 675. A bridge 680 for interfacing with various user interface components 685 can be provided for interfacing with chipset 660. Such user interface components 685 may include a keyboard, a microphone, touch detection and processing circuits, a pointing device such as a mouse, and the like. In general, inputs to system 650 may come from any of a variety of sources that may be machine-generated and / or human-generated.
[0075] Chipset 660 may also interface with one or more communication interfaces 690, which may have different physical interfaces. Such communication interfaces may include interfaces for wired and wireless local area networks, broadband wireless networks, and personal area networks. Some applications of the methods disclosed herein for generating, displaying, and using GUIs may include receiving an ordered data set through a physical interface, or generated by the machine itself through the processor 655 analyzing data stored in the storage device 670 or RAM 675. In addition, the machine may receive input from the user through the user interface component 685, and perform appropriate functions, such as browsing functions, by interpreting these inputs using the processor 655.
[0076] It will be appreciated that example systems 600 and 650 may have multiple processors 610 or be part of a group or cluster of computing devices networked together to provide greater processing power.
[0077] Although the foregoing is directed to the embodiments described herein, other and further embodiments may be devised without departing from the basic scope thereof. For example, various aspects of the present disclosure may be implemented in hardware or software or a combination of hardware and software. One embodiment described herein may be implemented as a program product for use with a computer system. The program of the program product defines the functions of the embodiments (including the methods described herein) and may be contained on various computer-readable storage media. Exemplary computer-readable storage media include, but are not limited to: (i) non-writable storage media for permanent storage of information (e.g., a read-only memory (ROM) device within a computer, such as a CD-ROM disk, flash memory, ROM chip, or any type of solid-state non-volatile memory that can be read by a CD-ROM drive); and (ii) a writable storage medium on which variable information is stored (e.g., a floppy disk within a floppy disk drive or hard drive or any type of solid-state random access memory). Such a computer-readable storage medium is an embodiment of the present disclosure when it carries computer-readable instructions that direct the functions of the disclosed embodiments.
[0078] Those skilled in the art will appreciate that the foregoing examples are illustrative and not restrictive. All permutations, enhancements, equivalents, and improvements thereof are apparent to those skilled in the art upon reading the specification and studying the drawings, and are included within the true spirit and scope of the present disclosure. Therefore, the following appended claims are intended to include all such modifications, permutations, and equivalents that fall within the true spirit and scope of these teachings.
Claims
1. A method comprising: generating, by a computing system, a portal accessible to a plurality of users, the portal including a representation of the event and a plurality of gamification elements; receiving, by the computing system, data related to the event represented by the portal, the data comprising at least one of tracking data or event data; monitoring the data by the computing system to detect events occurring within the event; Based on the monitoring, determining by the computing system that the event has occurred within the event; generating, by the computing system, a graph associated with the event based on the determination, wherein the graph includes insights related to the event; generating, by the computing system, a non-fungible token corresponding to the event, wherein the non-fungible token is linked to the graph; and The non-fungible token is broadcasted to a blockchain by the computing system.
2. The method according to claim 1, further comprising: Receiving, by the computing system, real-time or near real-time bids for non-fungible tokens generated for events to be detected in the event; and A winning user from a plurality of users is identified by the computing system based on the real-time or near real-time bidding.
3. The method according to claim 2, further comprising: The non-fungible token is stored by the computing system in a wallet associated with the computing system.
4. The method according to claim 3, further comprising: The non-fungible token is transferred, by the computing system, from a wallet associated with the computing system to a second wallet associated with the winning user.
5. The method according to claim 4, further comprising: Writing, by the computing system, to the blockchain a transfer of the non-fungible token from a wallet associated with the computing system to the second wallet associated with the winning user.
6. The method according to claim 1, further comprising: An artificial intelligence driven prediction is generated by the computing system based on the data.
7. The method according to claim 6, further comprising: The artificial intelligence driven prediction is presented by the computing system on the portal.
8. A non-transitory computer readable medium comprising one or more sequences of instructions which, when executed by one or more processors, cause a computing system to perform operations comprising: generating, by the computing system, a portal accessible to a plurality of users, the portal including a representation of the event and a plurality of gamification elements; receiving, by the computing system, data related to the event represented by the portal, the data comprising at least one of tracking data or event data; monitoring the data by the computing system to detect events occurring within the event; Based on the monitoring, determining by the computing system that the event has occurred within the event; generating, by the computing system, a graph associated with the event based on the determination, wherein the graph includes insights related to the event; generating, by the computing system, a non-fungible token corresponding to the event, wherein the non-fungible token is linked to the graph; and The non-fungible token is broadcasted to a blockchain by the computing system.
9. The non-transitory computer readable medium of claim 8, further comprising: Receiving, by the computing system, real-time or near real-time bids for non-fungible tokens generated for events to be detected in the event; and A winning user from a plurality of users is identified by the computing system based on the real-time or near real-time bidding.
10. The non-transitory computer readable medium of claim 9, further comprising: The non-fungible token is stored by the computing system in a wallet associated with the computing system.
11. The non-transitory computer readable medium of claim 10, further comprising: The non-fungible token is transferred, by the computing system, from a wallet associated with the computing system to a second wallet associated with the winning user.
12. The non-transitory computer readable medium of claim 11 , further comprising: Writing, by the computing system, to the blockchain a transfer of the non-fungible token from a wallet associated with the computing system to a second wallet associated with the winning user.
13. The non-transitory computer readable medium of claim 8, further comprising: An artificial intelligence driven prediction is generated by the computing system based on the data.
14. The non-transitory computer readable medium of claim 13, further comprising: The artificial intelligence driven prediction is presented by the computing system on the portal.
15. A system comprising: processor; and A memory having stored thereon programming instructions which, when executed by the processor, cause the system to perform operations including: generating a portal accessible to a plurality of users, the portal comprising a representation of the event and a plurality of gamification elements; receiving data related to the event represented by the portal, the data comprising at least one of tracking data or event data; monitoring the data to detect events occurring during the event; Based on the monitoring, determining that the event has occurred within the event; generating a graphic associated with the event based on the determination, wherein the graphic includes insights related to the event; generating a non-fungible token corresponding to the event, wherein the non-fungible token is linked to the graph; and Broadcasting the non-fungible token to the blockchain.
16. The system of claim 15, wherein the operations further comprise: receiving real-time or near real-time bids for non-fungible tokens generated for events to be detected in the event; and A winning user among the plurality of users is identified based on the real-time or near real-time bidding.
17. The system of claim 16, wherein the operations further comprise: The non-fungible token is stored in a wallet associated with the system.
18. The system of claim 17, wherein the operations further comprise: The non-fungible token is transferred from a wallet associated with the system to a second wallet associated with the winning user.
19. The system of claim 18, wherein the operations further comprise: Writing a transfer of the non-fungible token from a wallet associated with the system to a second wallet associated with the winning user to the blockchain.
20. The system of claim 15, wherein the operations further comprise: generating artificial intelligence-driven predictions based on said data; and The AI-driven predictions are presented in a portal.