Video distribution device, video distribution method, and video distribution program

The video distribution system addresses the challenge of conveying viewer excitement by dynamically adjusting display modes and perspectives to reflect spectator and viewer reactions, thereby enhancing engagement and unity with the game.

JP2025164821APending Publication Date: 2025-10-30JVC KENWOOD CORP
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Patent Information

Application Number
JP2025136292
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-08-19
Publication Date
2025-10-30

AI Technical Summary

Technical Problem

Existing e-sports video streaming platforms fail to effectively convey the level of excitement and viewer reactions to remote viewers, limiting their engagement and unity with the event.

Method used

A video distribution system that acquires, counts, and reflects viewer and spectator reactions by adjusting the display mode to emphasize the cheering squad of dominant players or teams, applying effects, and altering the game perspective to enhance viewer engagement and unity.

Benefits of technology

Enhances viewer engagement and unity with the game by visually conveying excitement and reactions, creating a sense of participation through dynamic display modes and sponsor advertisement adjustments based on reaction intensity.

✦ Generated by Eureka AI based on patent content.

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Abstract

To reflect spectator reactions in video streaming.SOLUTION: A viewer reaction acquisition unit 20 acquires the reactions of viewers of a video. A reaction counting unit 40 counts the magnitude of the viewer reactions for each player or team that the viewer supports. A display mode change unit 80 displays characters representing the cheering squads of players according to the ratio of the number of viewer reactions in the video, and changes the display such that the cheering squad of a player with a dominant viewer reaction pushes the cheering squad of a player with a weaker viewer reaction to the edge of the screen. A video distribution unit 90 distributes the video with a changed display mode.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to video distribution technology. [Background technology]

[0002] In recent years, electronic sports (e-sports) have become popular around the world, with competitive video game tournaments being held across a wide range of genres. In addition to actually participating in and playing the games, e-sports can also be enjoyed by watching other players compete at the tournament venue without actually participating in the games, just like regular sports. Furthermore, when e-sports players' competitions are streamed via video streaming services on internet sharing sites, viewers in remote locations can watch the matches live on the streaming site.

[0003] Patent Document 1 discloses a system that collects in real time via the Internet reactions made by viewers of sports or concerts broadcast on television or the web using devices such as remote controls, computers, and mobile phones, and then reflects these reactions in the event venue in the form of cheers, graphs, etc., in real time. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] JP 2005-339479 A Summary of the Invention [Problem to be solved by the invention]

[0005] On e-sports video streaming sites, by showing the state of spectators at the e-sports tournament venue, it is possible to convey the level of excitement of the spectators to viewers on the video streaming site, but there has been a problem in that the level of excitement of the viewers cannot be displayed on the video streaming site. Also, while the system in Patent Document 1 can reflect the viewer reactions at the event venue, the state of the viewer reactions is not displayed on the video streaming site.

[0006] The present invention has been made in view of these circumstances, and its purpose is to reflect the reactions of spectators. [Means for solving the problem]

[0007] In order to solve the above problem, one aspect of the video distribution device of the present invention comprises a viewer reaction acquisition unit that acquires reactions from viewers of a video, a reaction counting unit that counts the magnitude of the viewer reactions for each player or team that the viewers support, a display mode change unit that changes the display mode in accordance with the magnitude of the reactions for each player or team, and a video distribution unit that distributes the video with the changed display mode, wherein the display mode change unit displays characters in the video representing the cheering squad for a player in accordance with the ratio of the number of viewer reactions, and changes the display so that the cheering squad for a player with a dominant viewer reaction pushes the cheering squad for a player with a weaker viewer reaction to the edge of the screen.

[0008] A video distribution method according to one aspect of the present invention comprises a viewer reaction acquisition step of acquiring reactions from viewers of the video, a reaction counting step of counting the magnitude of the viewer reactions for each player or team that the viewers support, a display mode change step of changing the display mode in accordance with the magnitude of the reactions for each player or team, and a video distribution step of distributing the video with the changed display mode, wherein the display mode change step displays characters in the video representing cheering squads for players in accordance with the ratio of the number of viewer reactions, and changes the display so that the cheering squad for a player with a dominant viewer reaction pushes the cheering squad for a player with a weaker viewer reaction to the edge of the screen.

[0009] A video distribution program according to one aspect of the present invention comprises a viewer reaction acquisition step of acquiring reactions from viewers of the video, a reaction counting step of counting the magnitude of the viewer reactions for each player or team that the viewers support, a display mode change step of changing the display mode in accordance with the magnitude of the reactions for each player or team, and a video distribution step of distributing the video with the changed display mode, wherein the display mode change step displays characters in the video representing cheering squads for players in accordance with the ratio of the number of viewer reactions, and changes the display so that the cheering squad for a player with a dominant viewer reaction pushes the cheering squad for a player with a weaker viewer reaction to the edge of the screen.

[0010] The game system may further include a spectator reaction acquisition unit that acquires reactions from spectators at the venue, and the reaction counting unit may count the magnitude of the spectator reactions for each player or team that the spectators are supporting.

[0011] The display mode changing unit may apply an effect to a character of a player or a team depending on the magnitude of the reaction of each player or team.

[0012] The display mode changing unit may change the number of support characters displayed for each player or team depending on the magnitude of the reaction of each player or team.

[0013] Another aspect of the present invention is a video distribution method, which includes: The method includes a viewer reaction acquisition step for acquiring the viewer reactions, a reaction counting step for counting the magnitude of the viewer reactions for each player or team that the viewer supports, a display mode changing step for changing the display mode according to the magnitude of the reaction for each player or team, and a video distribution step for distributing the video with the changed display mode.

[0014] Any combination of the above components, and any transformation of the present invention into a method, device, system, recording medium, computer program, etc., are also valid aspects of the present invention. [Effects of the Invention]

[0015] According to the present invention, it is possible to reflect the reactions of spectators. [Brief explanation of the drawings]

[0016] [Figure 1] 1 is a configuration diagram of a video distribution device according to an embodiment of the present invention. [Figure 2] 2 is a diagram illustrating reaction values ​​stored in a reaction storage unit in FIG. 1. FIG. [Figure 3] 10 is a flowchart illustrating a procedure for distributing a game video that reflects the reactions of spectators by the video distribution device of FIG. 1. [Figure 4] FIG. 10 is a diagram illustrating an example of a game video displayed on a viewer's terminal. [Figure 5] FIG. 10 is a diagram illustrating an example of a game video and an advertisement displayed on a viewer's terminal. [Figure 6] FIG. 10 is a diagram illustrating an example of a game video displayed on a viewer's terminal. [Figure 7] FIG. 10 is a diagram illustrating an example of a game video displayed on a viewer's terminal. DETAILED DESCRIPTION OF THE INVENTION

[0017] FIG. 1 is a configuration diagram of a video distribution device 100 according to an embodiment of the present invention. The video distribution device 100 includes an audience reaction acquisition unit 10, a viewer reaction acquisition unit 20, a reaction storage unit 30, a reaction tallying unit 40, an advertisement update unit 50, an advertisement storage unit 60, a processing unit 70, a display mode change unit 80, and a video distribution unit 90. The audience reaction acquisition unit 10, the viewer reaction acquisition unit 20, the reaction tallying unit 40, the advertisement update unit 50, the processing unit 70, the display mode change unit 80, and the video distribution unit 90 can be realized by a combination of hardware and software resources or by hardware resources alone. Examples of hardware resources that can be used include a CPU, a GPU, a ROM, a RAM, an ASIC, an FPGA, and other LSIs. Examples of software resources that can be used include an operating system, middleware, applications, and other programs. The reaction storage unit 30 and the advertisement storage unit 60 can be, for example, memory, an HDD, or an SSD.

[0018] Spectators of competitive games such as e-sports include spectators at the venue of the game tournament and viewers of the game's video broadcast. Spectators register in advance which player or team they will support in the competitive game.

[0019] The audience reaction acquisition unit 10 acquires the reactions of audience members at a competitive game tournament venue. The audience reactions include cheers, facial expressions, poses, etc. The audience reaction acquisition unit 10 quantifies the audience reactions, associates the reaction values ​​with the players or teams that the audience members are supporting, and stores the reaction values ​​in the reaction storage unit 30.

[0020] The viewer reaction acquisition unit 20 acquires the reactions of viewers of the video distribution of the competitive game from the viewer's terminal via a network. The viewer's reactions include cheers, comments, clicks of the "Like" button, etc. The viewer reaction acquisition unit 20 quantifies the viewer's reactions, associates the reaction values ​​with the players or teams that the viewers support, and stores them in the reaction storage unit 30.

[0021] The reaction counting unit 40 counts the reaction values ​​stored in the reaction storage unit 30 for each player or team. The reaction values ​​may be counted separately for spectators and viewers for each player or team, and the sum of the reaction values ​​of spectators and viewers may be calculated for each player or team. It is also possible to aggregate data by program.

[0022] FIG. 2 is a diagram illustrating reaction values ​​stored in the reaction storage unit 30. Reaction values ​​such as the number of comments, the number of "likes," and the volume of cheers are tallied and stored for each player or team. Here, a case will be described in which Player A and Player B are playing against each other. Three reaction values ​​are stored for each player A and Player B: the number of comments from spectators (audience members and viewers combined), the number of "likes," and the volume of cheers. In this example, the reaction values ​​of the spectators and viewers are totaled and stored, but the reaction values ​​of the spectators and viewers may also be stored separately.

[0023] The reaction counting unit 40 supplies the reaction values ​​counted for each player or team to the advertisement updating unit 50 and the display mode changing unit 80.

[0024] The advertisement storage unit 60 stores advertisements prepared by sponsors for each player or team. The advertisement update unit 50 changes the ratio at which sponsor advertisements are displayed in accordance with the reaction value for each player or team supplied from the reaction counting unit 40, and updates the advertisements to be distributed. Specifically, it increases the number of sponsor advertisements for players or teams with high reaction values ​​and decreases the number of sponsor advertisements for players or teams with low reaction values. The advertisement update unit 50 supplies the updated advertisements to the video distribution unit 90.

[0025] The processing unit 70 updates the state of the player or team characters in accordance with the progress of the competitive game, draws the game screen, and supplies it to the display mode changing unit 80.

[0026] The display mode change unit 80 changes the display mode of the game in accordance with the reaction value for each player or team supplied from the reaction counting unit 40. Specifically, it changes the display mode of the game background, characters, etc. so that players or teams with higher reaction values ​​stand out more, or it switches the viewpoint of the game screen by selecting the viewpoint of a character of a player or team with a higher reaction value.

[0027] The video distribution unit 90 distributes the game video, the display mode of which has been changed by the display mode change unit 80, together with the advertisement supplied from the advertisement update unit 50 to the viewer's terminal via a network.

[0028] FIG. 3 is a flowchart illustrating the procedure for streaming a game video by video streaming device 100 that reflects the reactions of spectators.

[0029] Spectators at the game venue and viewers of the game streaming video register the player or team they support (S10).

[0030] The spectator reaction acquisition unit 10 acquires reactions to the competitive game from spectators at the game venue, and stores the reactions in the reaction storage unit 30 in association with the player or team that the spectators are supporting (S20).

[0031] The viewer reaction acquisition unit 20 acquires reactions to the competitive game from viewers of the game distribution video, and stores the reactions in the reaction storage unit 30 in association with the player or team that the viewer supports (S30).

[0032] The reaction counting unit 40 counts the reactions for each player or team of the competitive game, and notifies the advertisement updating unit 50 and the display mode changing unit 80 (S40).

[0033] The display mode change unit 80 changes the display mode of the game so that the more spectators' reactions to a player or team, the more emphasized they are (S50).

[0034] The advertisement updating unit 50 updates the advertisements to be distributed so that the more reactions from spectators a player or team receives, the more sponsored advertisements are distributed (S60).

[0035] The video distribution unit 90 distributes the game video whose display mode has been changed by the display mode change unit 80 together with the advertisement updated by the advertisement update unit 50 (S70).

[0036] 4 is a diagram showing an example of a game video displayed on a viewer's device. In this example, the background of the screen changes depending on the excitement of the audience or viewers on the video distribution site.

[0037] A character 210A of player A and a character 210B of player B are depicted in the game video 200. Comments from viewers cheering for each player are displayed in the comment section 230. The comment section 230 is visually distinguishable so that viewers can see which player or team they are cheering for. For example, a color is assigned to each player or team, and the comment section is color-coded with the player or team's color. This makes it visually clear which player or team has the most comments. In this figure, comments from viewers cheering for player A are hatched.

[0038] At the bottom of the screen, cheering squad 240A for player A and cheering squad 240B for player B are displayed. The cheering squads are mascot characters for the players or teams, etc. The ratio of the number of people in cheering squad 240A for player A to the number of people in cheering squad 240B for player B reflects the ratio of the number of comments from viewers cheering for player A to the number of comments from viewers cheering for player B. Similarly, when there are three or more players or teams, the ratio of the number of people in the cheering squads for the three or more players or teams can be determined according to the ratio of the number of comments for the three or more players or teams.

[0039] In this example, the number of comments from viewers cheering for player A is greater than the number of comments from viewers cheering for player B, so the number of people in player A's cheering squad 240A is greater than the number of people in player B's cheering squad 240B. Player A's cheering squad 240A advances to the right, and player B's cheering squad 240B advances to the left, but like in a sumo match, player A's cheering squad 240A, which is in the lead, pushes player B's cheering squad 240B, which is in the lead, to the edge of the screen.

[0040] This allows the mascot characters of each player or team to appear as if they are fighting based on the total number of comments from each player or team, i.e., the total number of comments from each team from the start of the game to the present. This allows users on the streaming site to visually see which player or team is getting the most attention.

[0041] Here, the ratio of the number of cheering squad members for each player or team is changed according to the ratio of the number of comments entered on the terminals by viewers cheering for each player or team. However, the ratio of the number of cheering squad members for each player or team may also be changed according to the ratio of the number of ratings, such as "likes," entered on the terminals by viewers. Furthermore, for matches being played at a game venue, the ratio of the number of cheering squad members may be changed for each player or team by taking into account not only the reactions of viewers but also the volume of cheers from the audience at the venue. For example, the excitement level of each player or team can be determined according to the volume of voices heard from the audience seats for each team.

[0042] 5 is a diagram illustrating an example of game videos and advertisements displayed on a viewer's terminal. Advertisements A-1, A-2, B-1, A-3, B-2, A-4, A-5, and B-3 are displayed at the bottom of the screen. Advertisements A-1 to A-5 are advertisements for player A's sponsor, and advertisements B-1 to B-3 are advertisements for player B's sponsor.

[0043] Advertisements are displayed on the distribution site by sponsors of each player or team, and the number of comments from viewers for each player or team and the volume of cheers from the audience in the venue are used to increase the opportunities to display advertisements for sponsors of excited players or teams. In this case, the number of comments from viewers supporting Player A is greater than the number of comments from viewers supporting Player B, so more advertisements for Player A's sponsor are displayed than for Player B's sponsor.

[0044] When the excitement exceeds a certain standard, for example, when the number of comments reaches 1000 or more within one minute, the display of the sponsored advertisement may be updated.

[0045] During the game, more advertisements may be displayed for the more popular player or team, but once the outcome is decided, more advertisements may be displayed for the winning player or team.

[0046] In Figure 5, we have explained the case where there are two players in the game, but in the case where there are three or more players or teams, the ratio at which sponsor advertisements for three or more players or teams are displayed can be determined in the same way depending on the excitement of the three or more players or teams.

[0047] Here, the sponsor advertisement is displayed at the bottom of the screen, but the sponsor advertisement may also be displayed on the clothing worn by the characters of each player or team in the game video 200. In this case, the sponsor advertisement of the character of the dominant player or team may be displayed or updated frequently depending on the excitement of the viewers or spectators. The sponsor advertisement may not be displayed on the character of the player or team that is not excited.

[0048] FIG. 6 is a diagram illustrating an example of a game video displayed on a viewer's device. In this example, effects are applied to the character of the dominant player or team in response to the excitement of the viewers and spectators. Here, an example is shown in which player A's character 210A is surrounded by an aura 220. Comments from viewers and cheers from the audience are displayed in the game, allowing the player to know that they are being supported by the spectators. Furthermore, viewers can apply effects to game characters on the streaming site, creating a sense of unity among viewers and between viewers and players. By influencing the game in response to cheers and comments, viewers are no longer mere bystanders, but by participating in the game, they feel a greater sense of unity with the players.

[0049] 7 is a diagram illustrating an example of a game video displayed on a viewer's terminal. In this example, the game video is rendered from the perspective of the character of the excited player or team. In this example, the number of comments from viewers cheering for player A is greater than the number of comments from viewers cheering for player B, so the game video is rendered from the perspective of player A's character 210A. In this way, the game video can be viewed by switching to the perspective of the excited player or team, which can enhance the sense of unity between viewers / spectators and players.

[0050] As described above, in this embodiment, the description has been given of game videos, but the present invention is not limited to this. Any video that includes a player or a team can be used, and the present invention can also be applied to sports such as baseball and soccer.

[0051] The various processes of video distribution device 100 described above can naturally be realized as a device using hardware such as a CPU and memory, but can also be realized by firmware stored in ROM (read-only memory) or flash memory, or software for a computer, etc. The firmware program or software program can be provided by recording it on a computer-readable recording medium, or it can be transmitted and received with a server via a wired or wireless network, or it can be transmitted and received as data broadcasting via terrestrial or satellite digital broadcasting.

[0052] As described above, according to the embodiment of the present invention, by applying effects to the game that show the excitement of viewers watching a competitive game on a distribution site, the excitement is visually conveyed to the viewers, enhancing a sense of unity among the viewers. Furthermore, by reflecting the excitement of spectators, including spectators and viewers, on the game screen, the excitement of the spectators is conveyed to the players, enhancing a sense of unity between spectators and players.

[0053] The present invention has been described above based on the embodiments. The embodiments are merely examples, and it will be understood by those skilled in the art that various modifications are possible in the combination of the components and treatment processes, and that such modifications are also within the scope of the present invention. [Explanation of symbols]

[0054] 10 Audience reaction acquisition unit, 20 Viewer reaction acquisition unit, 30 Reaction storage unit, 40 Reaction aggregation unit, 50 Advertisement update unit, 60 Advertisement storage unit, 70 Processing unit, 80 Display mode change unit, 90 Video distribution unit, 100 Video distribution device.

Claims

1. a viewer reaction acquisition unit that acquires reactions of viewers of the video; a reaction counting unit that counts the magnitude of the reactions of viewers for each player or team that the viewers support; a display mode change unit that changes the display mode according to the size of the reaction of each player or team; a video distribution unit that distributes the video whose display mode has been changed, The display mode change unit displays characters representing the cheering squad for a player in accordance with the ratio of the number of reactions from the viewers in the video, and changes the display so that the cheering squad for a player with a dominant reaction from the viewers pushes the cheering squad for a player with a weaker reaction to the edge of the screen.

2. a viewer reaction acquisition step for acquiring the viewer reaction of the video; a reaction counting step of counting the magnitude of the reactions of the viewers for each player or team that the viewers support; a display mode changing step of changing the display mode according to the size of the reaction of each player or team; a video distribution step of distributing the video whose display mode has been changed; The video distribution method is characterized in that the display mode change step displays characters representing the cheering squad for a player in accordance with the ratio of the number of reactions from the viewers in the video, and changes the display so that the cheering squad for a player with a dominant reaction from the viewers pushes the cheering squad for a player with a weaker reaction to the edge of the screen.

3. a viewer reaction acquisition step for acquiring the viewer reaction of the video; a reaction counting step of counting the magnitude of the reactions of the viewers for each player or team that the viewers support; a display mode changing step of changing the display mode according to the size of the reaction of each player or team; a video distribution step of distributing the video whose display mode has been changed; The video distribution program is characterized in that the display mode change step displays characters representing the cheering squad for a player in accordance with the ratio of the number of reactions from the viewers in the video, and changes the display so that the cheering squad for a player with a dominant reaction from the viewers pushes the cheering squad for a player with a weaker reaction to the edge of the screen. A video distribution program that features:

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