Content orchestration, management and programming system

The content management system procedurally generates live experiences in virtual musical-themed worlds, addressing inefficient content updates by providing server-side control over rendering, thus enhancing real-time management and reducing download requirements.

JP2025128099AActive Publication Date: 2025-09-02SONY GROUP CORP +1
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Patent Information

Application Number
JP2025077295
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2020-09-11
Filing Date
2025-05-07
Publication Date
2025-09-02
Estimated Expiration
2041-09-09

AI Technical Summary

Technical Problem

Existing computer-implemented games require large amounts of content to be re-downloaded when changes are made, leading to inefficient management of virtual musical-themed worlds.

Method used

A content management system that procedurally generates live experiences in a real-time 3-D game engine, allowing server-side control over content rendering, including what, where, when, and how long content is rendered, using a headless system with a GraphQL interface for customized event scheduling.

Benefits of technology

Enables dynamic and efficient updating of virtual musical-themed worlds by allowing server-side control over content elements, reducing the need for large downloads and enhancing real-time rendering capabilities.

✦ Generated by Eureka AI based on patent content.

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Abstract

To provide a method, a system, and a non-transitory computer-readable storage medium that stores a computer program for procedurally generating live experiences for a virtualized music-themed world.SOLUTION: Procedurally generating live experiences for a virtualized music-themed world includes: a step of providing a headless content management system supporting management of back end; a step of coupling a virtual world client to the back end of the content management system using an interface that provides a content packaging framework to enable customized event scheduling and destination management; and a step of procedurally generating a plurality of content elements in a real-time game engine for the live experiences in the virtualized music-themed world.SELECTED DRAWING: Figure 23
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Description

[Technical Field]

[0001] FIELD OF THE DISCLOSURE

[0001] The present disclosure relates to content management, and more particularly to back-end content management for virtual music-themed worlds. [Background technology]

[0002]

[0002] Computer-implemented games, such as PC, game console, table, mobile phone, or any other similar device-based games, are becoming increasingly popular, and new uses for this technology are constantly being found. Software can also be tied to specific real-world or virtual world systems. However, because the content of the game resides in executable files, when something in the game needs to be changed, large amounts of content, including binaries, must be downloaded again. Summary of the Invention [Problem to be solved by the invention]

[0003]

[0003] The present disclosure provides for utilizing a content management system in a social metaverse where content is procedurally generated live experiences in a real-time 3-D game engine for a virtualized music-themed world. [Means for solving the problem]

[0004] In one implementation, a method for procedurally generating a live experience for a virtualized music-themed world is disclosed, the method including providing a headless content management system that supports back-end management, coupling a virtual world client to the back-end of the content management system using an interface that provides a content packaging framework to enable customized event scheduling and destination management, and procedurally generating a plurality of content elements in a real-time game engine for a live experience in the virtualized music-themed world.

[0005] In one implementation, the procedurally generating step includes providing server-side control over how the plurality of content elements are rendered. In one implementation, the server-side control includes control over which content elements are rendered. In one implementation, the server-side control includes control over where the content elements are rendered. In one implementation, the server-side control includes control over when and for how long the content elements are rendered. In one implementation, the server-side control includes control over how much the content elements cost. In one implementation, the method further includes rendering the plurality of content elements from at least one of text, audio, music, and video source files at specific choreographed times within a virtual setting.

[0006] In another implementation, a system for procedurally generating a live experience for a 3-D virtualized music world is disclosed, the system including a headless content management system for providing back-end management, and a virtual world client for connecting to the back-end using an interface that provides a content packaging framework to enable customized event scheduling and destination management, the virtual world client procedurally generating a plurality of content elements in a real-time game engine for a live experience in the virtualized music-themed world.

[0007] In one implementation, the virtual world client includes a server-side controller that provides server-side control over how the plurality of content elements are rendered. In one implementation, the server-side control includes control over which content elements of the plurality of content elements are rendered. In one implementation, the server-side control includes control over where the content elements are rendered. In one implementation, the server-side control includes control over when and for how long the content elements are rendered. In one implementation, the server-side control includes control over how much the content elements cost. In one implementation, the virtual world client renders the plurality of content elements from at least one of text, audio, music, and video source files at specific choreographed times within a virtual setting.

[0008] In another implementation, a non-transitory computer-readable storage medium storing a computer program for procedurally generating a live experience for a virtualized music-themed world is disclosed, the computer program including executable instructions that cause a computer to provide a headless content management system that supports back-end management, couple a virtual world client to the back-end of the content management system using an interface that provides a content packaging framework to enable customized event scheduling and destination management, and procedurally generate a plurality of content elements in a real-time game engine for a live experience in the virtualized music-themed world.

[0009] In one implementation, The executable instructions for procedurally generating include instructions for causing the computer to provide server-side control over how the content elements are rendered. In one implementation, the server-side control includes control over which content elements are rendered. In one implementation, the non-transitory computer-readable storage medium further includes executable instructions for causing the computer to render the content elements from at least one of text, audio, music, and video source files at specific choreographed times within a virtual setting.

[0010]

[0010] Other features and advantages will become apparent from the present specification, which illustrates, by way of example, aspects of the disclosure.

[0011]

[0011] Details of the present disclosure, both as to its structure and operation, can be gleaned in part by studying the accompanying drawings, in which like parts are designated by like reference numerals. [Brief explanation of the drawings]

[0012] [Figure 1] 1 is a diagram of a scheduling layer operating within a Content Actuation, Management and Programming (COMP) system according to one implementation of the present disclosure. [Figure 2] FIG. 1 illustrates an example of metadata stored and managed under a content model and media / metadata management. [Figure 3] FIG. 1 is a block diagram of the architecture and design of a COMP system according to one implementation of the present disclosure. [Figure 4] A system data flow diagram that includes a list of systems, subsystems, and logical components and how the COMP system interacts with them. [Figure 5] 1 is a data entity relationship diagram (ERD) according to one implementation of the present disclosure. [Figure 6] FIG. 1 illustrates a UE4 client interface application according to one implementation of the present disclosure. [Figure 7] FIG. 1 illustrates a login page that must be integrated with Sony Music's Azure Active Directory for user identity management. [Figure 8] FIG. 10 illustrates a schedule view. [Figure 9] FIG. 10 illustrates the "All Users" page. [Figure 10] FIG. 10 illustrates a user editing page. [Figure 11] FIG. 10 illustrates the "All Schedules" page. [Figure 12] FIG. 10 is a diagram showing a schedule addition page. [Figure 13] FIG. 10 illustrates a schedule editing page. [Figure 14] FIG. 1 illustrates the "All Locations" page. [Figure 15] FIG. 10 illustrates an edit location page. [Figure 16] FIG. 1 illustrates the "All Content Types" page. [Figure 17] FIG. 10 illustrates a content type editing page. [Figure 18] FIG. 10 illustrates the "All Attribute Types" page. [Figure 19] FIG. 10 illustrates an attribute type edit page. [Figure 20] FIG. 1 illustrates the "All Venues" page. [Figure 21] FIG. 10 illustrates an add content programming page. [Figure 22] FIG. 10 is a diagram showing a content attribute addition page. [Figure 23] FIG. 1 is a flow diagram of a method for procedurally generating a live experience for a 3-D virtualized music world, according to one implementation of the present disclosure. [Figure 24] FIG. 1 is a block diagram of a system for procedurally generating a live experience for a 3-D virtualized music world, according to one implementation of the present disclosure. [Figure 25A] 1 is a diagram of a computer system and a user according to an implementation of the present disclosure. [Figure 25B] FIG. 1 is a functional block diagram illustrating a computer system hosting a procedural generation application in accordance with an implementation of the present disclosure. DETAILED DESCRIPTION OF THE INVENTION

[0013]

[0038] As noted above, computer-implemented games that reside on associated gaming device systems, such as those mentioned above, are becoming increasingly popular, and new uses for this technology are constantly being discovered. Software can be tied to specific virtualized musical world systems. However, because the game content resides in executable files, large amounts of content, including binaries, must be re-downloaded when something in the game needs to be changed. Therefore, there is a need for more efficient real-time rendering of virtual musical-themed worlds.

[0014]

[0039] Particular implementations of the present disclosure provide for the use of a content management system in a social metaverse where content is procedurally generated to create live experiences in a real-time 3-D game engine for a virtualized, musically-themed world. That is, the procedural generation of content (i.e., orchestration of multiple content elements) in the content management system of the present disclosure allows content to be dynamically updated and rendered by using the content management system. After reading the following description, it will become apparent how to implement the present disclosure in various implementations and applications. While various implementations of the present disclosure are described herein, it should be understood that these implementations are presented by way of example only, and not by way of limitation. Therefore, detailed descriptions of various implementations should not be construed as limiting the scope or breadth of the present disclosure.

[0015]

[0040] In one implementation, a computer system provides a headless content management system that supports back-end management without providing a front-end for data presentation. The computer system provides for designing and implementing content orchestration, management, and programming in a virtual music-themed world by providing a mechanism for real-time procedural virtual world generation. In one example, a virtual world client connects to the content orchestration, management, and programming back-end through a GraphQL interface, which provides a content packaging framework to enable customized and efficient event scheduling and destination management. The GraphQL interface is neither a front-end nor a back-end, but rather a language spoken between the back-end and the front-end to exchange information.

[0016]

[0041] Features provided in implementations may include, but are not limited to, server-side control over one or more of the following: (a) what content appears, (b) where the content appears, (c) when (and for how long) the content appears, and (d) how much the content costs. Using this information, clients can render various content from text, audio, music, and video source files at specific choreographed times within a virtual setting (e.g., a virtual concert venue). Content creators can define content packs and program event schedules through a web interface where data is stored in both a relational database and a cache using Java programming that uses reflection to define the content model.

[0017]

[0042] 1 is a diagram of a scheduling layer operating within a Content Actuation, Management, and Programming (COMP) system 100, according to one implementation of the present disclosure. In one example, when a show 110 is scheduled, underneath the show 110 resides metadata that describes what the show will be capable of, for example, which venue 112, what performance 114 (e.g., singer 1), and what type of video 116 and music 118. Once the show is scheduled, the COMP system procedurally generates, renders, and executes the show.

[0018]

[0043] FIG. 2 is an example of the content model and metadata stored and managed under the media / metadata management.

[0019]

[0044] 3 is a block diagram of a COMP system architecture and design 300 according to one implementation of the present disclosure. In one implementation, the COMP system architecture and design 300 details the overall architecture, design, dependencies, and requirements to meet product requirements.

[0020]

[0045] Figure 4 is a system data flow diagram 400 that includes a list of systems, subsystems, and logical components and how the COMP system interacts with them. The data flow diagram 400 also includes a presenter system 410, a client-side / server-side system built in C++ on Unreal Engine. The presenter system 410 is responsible for requesting program content data from the backend COMP system. Upon receiving serialized data, the presenter system 410 deserializes the data and maps it to the appropriate elements in the application. In one example, audio items are mapped to Unreal Engine audio elements. When a scheduled event begins, the event scheduler in the presenter system 410 notifies all clients to begin playback. In other words, the presenter system 410 procedurally generates and activates the musical artist's performance using audio, lights, effects, and images.

[0021]

[0046] Figure 5 is a data entity relationship diagram (ERD) 500 according to one implementation of the present disclosure. In the implementation shown in Figure 5, the data ERD describes database tables and the entity relationships between the tables. In one example, a scheduled show is called an event. The ERD 500 describes the events as they are stored in the database. The following sections describe the database schema.

[0022]

[0047] User (admin) data model: This table defines the list of privileged users who have access to view or manage content within the COMPS system. TIFF2025128099000002.tif250167

[0023]

[0048] User Session Data Model : This table represents the active sessions for any user authenticated through Azure Active Directory (AD). A session remains active until it expires, which requires the user to re-authenticate using single sign-on (SSO). TIFF2025128099000003.tif118166

[0024]

[0049] User Log Data Model

[0025]

[0050] This table represents all logged user events such as, but not limited to, logins, content creation, and schedule changes. TIFF2025128099000004.tif125167

[0026]

[0051] Content Location Data Model

[0027]

[0052] This table represents where content can be located within the music universe. TIFF2025128099000005.tif152170

[0028]

[0053] Content Type Data Model

[0029]

[0054] This table represents the various types of content that COMPS and the UE4 client are designed for. TIFF2025128099000006.tif210168

[0030]

[0055] Content Data Model

[0031]

[0056] This table represents dynamic content within the music world that is mapped to parent UE4 objects containing attributes.

[0032]

[0057] Design Considerations

[0033]

[0058] In some cases, one music world content may contain a single attribute, but as the music world grows, flexibility is provided by designing a hierarchy of data where a single UE4 object (content) can have many attributes. For example, early on, a music world may contain a theater showing a video of singer 1, but in the future, this same theater may contain exterior posters, signage, and multiple theaters within the building. TIFF2025128099000007.tif228170

[0034]

[0059] Attribute Type Data Model

[0035]

[0060] This table represents the various types of data (audio, video, etc.) of attributes. TIFF2025128099000008.tif246170

[0036]

[0061] Content Attribution Data Model

[0037]

[0062] This table shows all the attributes and data resources that a single UE4 object can contain. TIFF2025128099000009.tif226170 TIFF2025128099000010.tif189170

[0038]

[0063] Content Schedule Data Model

[0039]

[0064] This table represents all available schedules that can be associated with content and its attributes. Each schedule is used to determine what content should be displayed within the music universe given a time frame. TIFF2025128099000011.tif236170 TIFF2025128099000012.tif238170

[0040]

[0065] Event content examples

[0041]

[0066] A theater within Music World that will play Singer 1 videos every weekday at 7 PM UTC, starting May 9, 2020. TIFF2025128099000013.tif201169

[0042]

[0067] Ad content examples

[0043]

[0068] Verizon's billboards within the Music World Hub will be permanently visible, starting November 1, 2020. TIFF2025128099000014.tif197169

[0044]

[0069] Figure 6 illustrates a UE4 client interface application 600 according to one implementation of the present disclosure. In Figure 6, the UE4 client interface application 600 loads serialized JSON data received from an API endpoint. Upon receiving the requested data, the client code is designed so that Unreal Engine base UObject and AActor objects dynamically encapsulate the JSON data (extensible design) or map it directly to object attributes (low LOE, preferred). In this example, there is a Theater01 object that inherits from the ABaseVenue class. Upon calling LoadFromCOMPS(), the Theater01 object contains the data received from the COMP system.

[0045]

[0070] Figures 7-22 show the user interface / UX design and functional requirements. COMP system users use a web portal to program content for their music world.

[0046]

[0071] Figure 7 shows the login page that needs to be integrated with Sony Music's Azure Active Directory for user identity management.

[0047]

[0072] Main Dashboard (Landing Page)

[0048]

[0073] Upon logging in, users are directed to a main dashboard containing today's and this week's content programming schedules, adjustable by time range. All time-based content is displayed in the user's local time. The main dashboard includes a calendar display option. Additionally, through the dashboard, users can (1) explore any content, (2) log out and return to the login page, (3) breadcrumb-style links to individual types of content, (4) each tab takes users to a content-type specific page based on permissions, allowing users to view, edit, or create new content program schedules, (5) tabs are procedurally generated based on content types in the database, and (6) system settings allow users to define new content types, attribute types, locations, and calendars.

[0049]

[0074] Figure 8 shows the schedule view.

[0050]

[0075] System Settings Page

[0051]

[0076] Based on permissions, users can perform the following functions: invite / deactivate COMPS users, review user logs, add / edit / delete locations, add / edit / delete content types, and add / edit / delete attribute types.

[0052]

[0078] Figure 9 shows the "All Users" page. An Admin user can deactivate a user. When an invitation is sent, a verification email is sent so the account is "pending". If an Admin resends an invitation to a "pending" user, a new verification code is sent. The verification code can be stored in the session table or a new attribute can be added to the user table for the verification code.

[0053]

[0079] Figure 10 shows User Edit PageClicking on a log will show all the information for that particular user from the log table.

[0054]

[0080] Figure 11 shows the "All Schedules" page, a screenshot of which allows users viewing the admin web portal to see all scheduled content that is procedurally generated in the music world.

[0055]

[0081] The Add Schedule page is shown in Figure 12. This page shows a screenshot that allows a user to create a new schedule for content.

[0056]

[0082] The schedule edit page is shown in Figure 13. This page shows a screenshot that allows a user to edit the schedule for content.

[0057]

[0083] The "All Locations" page is shown in Figure 14. This page shows a screenshot where the user can see all available locations within the music world where content can be scheduled for viewing by the user.

[0058]

[0084] The location edit page is shown in Figure 15. This page shows a screenshot that allows a user to edit a location within the Music World client.

[0059]

[0085] The "All Content Types" page is shown in Figure 16. This page shows a screenshot where the user can see all available content models within the music universe.

[0060]

[0086] The Edit Content Type page is shown in Figure 17. This page shows a screenshot that allows a user to edit a particular content model.

[0061]

[0087] The "All Attribute Types" page is shown in Figure 18. This page shows a screenshot where the user can see all available attribute types of data that can be present in a content model / type.

[0062]

[0088] The attribute type edit page is shown in Figure 19. This page shows a screenshot that allows a user to edit a particular data attribute type.

[0063]

[0089] The "All Venues" page is shown in Figure 20. This page shows a screenshot where a user can see all available venues within Music World where content (e.g., concerts or musical performances) can be scheduled for viewing by the user.

[0064]

[0090] The Add Content Programming page is shown in Figure 21. This page shows a screenshot that allows a user to create specific scheduled content programs within the music universe.

[0065]

[0091] The Add Content Attribute page is shown in Figure 22. This page shows a screenshot where a user adds a new attribute consisting of the attribute type and the actual data.

[0066]

[0092] Attribute Type Resource Mapping TIFF2025128099000015.tif154164

[0067]

[0093] FIG. 23 is a flow diagram of a method 2300 for procedurally generating a live experience for a 3-D virtualized music world according to one implementation of the present disclosure. In the implementation shown in FIG. 23, in step 2310, a headless content management system (CMS) is provided to support back-end management. In step 2320, a virtual world client is coupled to the CMS back-end using an interface that provides a content packaging framework to enable customized event scheduling and destination management. In one implementation, the interface is a GraphQL interface, which is a language spoken between the back-end and front-end to exchange information. Next, in step 2330, the virtual world client procedurally generates multiple content elements in a real-time game engine for the live experience in the virtualized music-themed world. In one implementation, the procedural generation of content elements includes server-side control over one or more of: which content is rendered, where the content is rendered, when (and for how long) the content is rendered, and how much the content costs.

[0068]

[0094] In one implementation, the client then renders content elements from the text, audio, music, and video source files at specific choreographed times within the virtual setting (e.g., a virtual concert venue) in step 2340. Content creators can define content packs and program event schedules through a web interface where data is stored in both a relational database and a cache using Java programming that uses reflection to define the content model.

[0069]

[0095] FIG. 24 is a block diagram of a system 2400 for procedurally generating a live experience for a 3-D virtualized music world, according to one implementation of the present disclosure. In the implementation shown in FIG. 24, the system 2400 includes a headless content management system (CMS) 2410 and a virtual world client 2420. In one implementation, the headless content management system 2410 supports management of a CMS backend 2412. In one implementation, the virtual world client 2420 couples to the backend using an interface that provides a content packaging framework to enable customized event scheduling and destination management. In one implementation, the virtual world client 2420 procedurally generates multiple content elements in a real-time game engine for a live experience in a virtualized music-themed world.

[0070]

[0096] In one implementation, the virtual world client 2420 includes a server-side controller 2422 that provides control over one or more of what content is rendered, where the content is rendered, when (and for how long) the content is rendered, and how much the content costs. In one implementation, the virtual world client 2420 also renders content elements from text, audio, music, and video source files at specific choreographed times within a virtual setting (e.g., a virtual concert venue).

[0071]

[0097] 25A is a diagram of a computer system 2500 and a user 2502, in accordance with an implementation of the present disclosure. The user 2502 uses the computer system 2500 to implement an application 2590 for procedurally generating a live experience for a 3-D virtualized music world, as shown and described with respect to the method 2300 shown in FIG. 23 and the system 2400 shown in FIG. 24.

[0072]

[0098] 25B. Additionally, computer system 2500 can be in communication with software program 2504. Software program 2504 can include software code for procedural generation application 2590. Software program 2504 can be loaded onto an external medium such as a CD, DVD, or storage drive, as described further below.

[0073]

[0099] Additionally, computer system 2500 can be connected to network 2580. Network 2580 can be connected in a variety of different architectures, such as a client-server architecture, a peer-to-peer network architecture, or other types of architectures. For example, network 2580 can communicate with server 2585, which coordinates engines and data used in procedural generation application 2590. Also, network 2580 can be different types of networks. For example, network 2580 can be the Internet, a local area network or any variation of a local area network, a wide area network, a metropolitan area network, an intranet or extranet, or a wireless network.

[0074]

[0100] 25B is a functional block diagram illustrating a computer system 2500 hosting a procedural generation application 2590 according to an implementation of the present disclosure. The controller 2510 is a programmable processor that controls the operation of the computer system 2500 and its components. The controller 2510 loads instructions (e.g., in the form of a computer program) from memory 2520 or an on-board controller memory (not shown) and executes these instructions to control the system. In doing so, the controller 2510 provides a software system to the procedural generation application 2590, enabling, for example, the creation and configuration of engines and data generators within the procedural generation application 2590. Alternatively, this service can be implemented as a separate hardware component in the controller 2510 or the computer system 2500.

[0075]

[0101] The memory 2520 temporarily stores data for use by other components of the computer system 2500. In one implementation, the memory 2520 is implemented as RAM. In one implementation, the memory 2520 also includes long-term or permanent memory, such as flash memory and / or ROM.

[0076]

[0102] Storage 2530 stores data temporarily or long term for use by other components of computer system 2500. For example, storage 2530 stores data used by procedural generation application 2590. In one implementation, storage 2530 is a hard disk drive.

[0077]

[0103] Media device 2540 accepts removable media and reads and / or writes data to the inserted media. In one implementation, for example, media device 2540 is an optical disk drive.

[0078]

[0104] User interface 2550 includes components for receiving user input from and presenting information to a user of computer system 2500. In one implementation, user interface 2550 includes a keyboard, a mouse, audio speakers, and a display. Controller 2510 uses input from user 2502 to coordinate the operation of computer system 2500.

[0079]

[0105] I / O interface 2560 includes one or more I / O ports for connecting to corresponding I / O devices, such as external storage or supplemental devices (e.g., printers or PDAs). In one implementation, the ports of I / O interface 2560 include ports such as USB ports, PCMCIA ports, serial ports, and / or parallel ports. In another implementation, I / O interface 2560 includes a wireless interface for communicating wirelessly with external devices.

[0080]

[0106] Network interface 2570 includes wired and / or wireless network connections, such as an RJ-45 supporting an Ethernet connection or a "Wi-Fi" interface (including but not limited to 802.11).

[0081]

[0107] Computer system 2500 includes additional hardware and software typical of a computer system (e.g., power, cooling, operating system), although these components are not specifically shown in Figure 25B for simplicity. In other implementations, different configurations of the computer system may be used (e.g., different bus or storage configurations or multiprocessor configurations).

[0082]

[0108] In one implementation, system 2400 is a system that is comprised entirely of hardware, including one or more digital signal processors (DSPs), general-purpose microprocessors, application specific integrated circuits (ASICs), field programmable gate / logic arrays (FPGAs), or other equivalent integrated or discrete logic circuitry. In another implementation, system 2400 is comprised of a combination of hardware and software.

[0083]

[0109] The description of the disclosed implementations is provided to enable any person skilled in the art to make or use the disclosure. Many modifications of these implementations will be readily apparent to those skilled in the art, and the principles defined herein may be applied to other implementations without departing from the spirit or scope of the disclosure. Thus, the disclosure is not intended to be limited to the implementations shown herein but is to be accorded the widest scope consistent with the principles and novel features disclosed herein.

[0084]

[0110] Various implementations of the present disclosure may be realized in the form of electronic hardware, computer software, or a combination of these technologies. Some implementations include one or more computer programs executed by one or more computing devices. A computing device typically includes one or more processors, one or more data storage components (e.g., volatile or non-volatile memory modules and persistent optical and magnetic storage devices, such as hard and floppy disk drives, CD-ROM drives, and magnetic tape drives), one or more input devices (e.g., game controllers, mice, and keyboards), and one or more output devices (e.g., display devices).

[0085]

[0111] A computer program typically comprises executable code that is stored on a persistent storage medium and copied into memory at run time. At least one processor executes the code by retrieving program instructions from memory in a predetermined order. During execution of the program code, the computer receives data from input and / or storage, performs operations on the data, and provides the resulting data to output and / or storage.

[0086]

[0112] Those skilled in the art will understand that the various exemplary modules and method steps described herein can be implemented as electronic hardware, software, firmware, or a combination thereof. To clearly illustrate this interchangeability of hardware and software, the various exemplary modules and method steps have been described herein generally in terms of their functionality. Whether such functionality is implemented as hardware or software depends on the particular application and design constraints imposed on the overall system. Those skilled in the art may implement the described functionality in various ways for each particular application, and such implementation decisions should not be interpreted as causing a departure from the scope of the present disclosure. Additionally, the grouping of functions within a module or step is for ease of description. Certain functionality may be moved from one module or step to another without departing from the disclosure.

[0087]

[0113] Not all features of each of the above embodiments are necessarily required in a particular implementation of the present disclosure. Furthermore, it should be understood that the description and drawings presented herein are representative of the subject matter broadly intended by the present disclosure. Furthermore, it should be understood that the scope of the present disclosure fully encompasses other implementations that may become apparent to those skilled in the art, and therefore, the scope of the present disclosure is not limited by anything other than the appended claims. [Explanation of symbols]

[0088] 100 Content Operation, Management and Programming (COMP) System 110 Show 112 venues 114 Performance 116 videos 118 Music 300 COMP System Architecture 400 System Data Flow 410 Presenter System 500 Data Entity Relationship Diagram (ERD) 600 UE4 client interface applications 2300 A Method for Procedurally Generating Live Experiences for 3-D Virtual Music Worlds 2310 Provides a content management system to support back-end management 2320 Connecting Virtual World Clients to Content Management System Backends 2330 Procedurally generating content elements in a real-time game engine 2340 Rendering content elements from text, audio, music, and video source files at specific choreographed times within a virtual setting 2400 A System for Procedurally Generating Live Experiences for 3-D Virtualized Music Worlds 2410 Headless Content Management System (CMS) 2412 Backend 2420 Virtual World Client 2422 Server-side controller 2500 Computer Systems 2502 users 2504 Software Programs 2510 Controller 2520 memory 2530 Storage 2540 Media Device 2550 User Interface 2560 I / O Interface 2570 Network Interface 2580 Network 2585 ​​Server 2590 Procedurally Generated Applications

Claims

1. 1. A method for procedurally generating a live experience for a virtualized music-themed world, the method comprising: providing a headless content management system that supports backend management; coupling a virtual world client to the backend of the content management system using an interface that provides a content packaging framework to enable customized event scheduling and destination management; procedurally generating a plurality of content elements in a real-time game engine for a live experience in the virtualized music-themed world; A method comprising:

2. The procedural generation steps are: providing server-side control over how the plurality of content elements are rendered; 2. The method of claim 1, comprising:

3. 3. The method of claim 2, wherein the server-side control includes control over which content elements are rendered.

4. The method of claim 2 , wherein the server-side control includes control over where the content element is rendered.

5. 3. The method of claim 2, wherein the server-side control includes control over when and for how long the content element is rendered.

6. 3. The method of claim 2, wherein the server-side control includes control over how much the content element costs.

7. rendering the plurality of content elements from at least one of text, audio, music, and video source files at specific choreographed times within a virtual setting; The method of claim 1 further comprising:

8. 1. A system for procedurally generating a live experience for a 3-D virtualized music world, said system comprising: A headless content management system to provide back-end management; a virtual world client for connecting to said backend using an interface that provides a content packaging framework to enable customized event scheduling and destination management; Including, the virtual world client procedurally generates a plurality of content elements in a real-time game engine for a live experience in a virtualized music-themed world; A system characterized by:

9. The virtual world client a server-side controller that provides server-side control over how the plurality of content elements are rendered; The system of claim 8, comprising:

10. 10. The system of claim 9, wherein the server-side control includes control over which content elements of the plurality of content elements are rendered.

11. 10. The system of claim 9, wherein the server-side control includes control over where the content element is rendered.

12. 10. The system of claim 9, wherein the server-side control includes control over when and for how long the content element is rendered.

13. 10. The system of claim 9, wherein the server-side control includes control over how much the content element costs.

14. 10. The system of claim 8, wherein the virtual world client renders the plurality of content elements from at least one of text, audio, music, and video source files at specific choreographed times within a virtual setting.

15. 1. A non-transitory computer-readable storage medium storing a computer program for procedurally generating a live experience for a virtualized music-themed world, the computer program including executable instructions that cause a computer to: Providing a headless content management system that supports backend management; Coupling a virtual world client to the backend of the content management system using an interface that provides a content packaging framework to enable customized event scheduling and destination management; procedurally generating a plurality of content elements in a real-time game engine for a live experience in the virtualized music-themed world; to carry out A non-transitory computer-readable storage medium comprising:

16. The executable instructions for causing the computer to procedurally generate: providing server-side control over how the plurality of content elements are rendered; Executable instructions for causing the computer to 16. The non-transitory computer-readable storage medium of claim 15.

17. 17. The non-transitory computer-readable storage medium of claim 16, wherein the server-side control includes control over which content elements are rendered.

18. rendering the plurality of content elements from at least one of text, audio, music, and video source files at specific choreographed times within a virtual setting; and further comprising executable instructions for causing the computer to:

16. The non-transitory computer-readable storage medium of claim 15.

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