Server and method

A server system with a lottery algorithm ensures a winning prize is awarded after a set number of uses, addressing the issue of prolonged misses in random gifts, thereby enhancing viewer engagement and enjoyment in live streaming.

JP2025168131AActive Publication Date: 2025-11-0717LIVE JAPAN INC
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Patent Information

Application Number
JP2024078928
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-04-26
Filing Date
2024-05-14
Publication Date
2025-11-07
Estimated Expiration
2044-05-14

AI Technical Summary

Technical Problem

Random gifts in live streaming services often result in prolonged periods without a winning prize, diminishing viewer enjoyment due to their probabilistic nature.

Method used

Implementing a server system that includes a receiving unit, lottery unit, awarding unit, and counting unit to ensure a winning prize is awarded after a predetermined number of uses, using a lottery algorithm to guarantee a win when a threshold is reached, thereby setting a 'ceiling' for consecutive misses.

Benefits of technology

Enhances viewer engagement and excitement by ensuring a winning prize is achieved within a guaranteed timeframe, increasing the effectiveness and enjoyment of random gifts in live streaming services.

✦ Generated by Eureka AI based on patent content.

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  • Figure 2025168131000001_ABST
    Figure 2025168131000001_ABST
Patent Text Reader

Abstract

To enhance the effectiveness of random gifts in livestreams.SOLUTION: A server includes: a receiving unit for receiving, from a terminal of a viewer who is participating a livestream in progress over a network, a signal indicating that a gift is used for a livestreamer of the livestream; a lottery unit for selecting, upon the reception of the signal, one lottery result from a plurality of lottery results in accordance with a predetermined lottery algorithm, each lottery result corresponding to a different amount of electronic value; a granting unit granting an amount of electronic value corresponding to the selected lottery result to the livestreamer of the livestream; and a counting unit counting the number of times of use of the gift with reference to when a lottery result corresponding to the largest amount of the electronic value is selected from the plurality of lottery results, wherein the predetermined lottery algorithm is configured such that a predetermined lottery result is selected when the number of times of use of the gift reaches a threshold value.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present disclosure relates to a server and a method. [Background technology]

[0002] With the development of IT technology, the way information is exchanged has also changed. During the Showa era, one-way communication, such as through newspapers and television, was the norm. In the Heisei era, the widespread use of mobile phones and personal computers and significant improvements in internet speeds led to the rise of instant, two-way communication services such as chat services. Furthermore, as storage costs decreased, on-demand video streaming services became more popular. Now, in the Reiwa era, with the increasing functionality of smartphones and further improvements in network speeds, such as those exemplified by 5G, services that enable real-time communication through video, particularly live streaming services, are rapidly gaining popularity. Live streaming services are seeing a rapid increase in users, particularly among young people, as they allow everyone to share the same fun time, even when they are far apart.

[0003] A type of gift in which an effect is selected randomly is known (see, for example, Patent Document 1). This type of gift can liven up a live broadcast by creating a sense of anticipation for winning. [Prior art documents] [Patent documents]

[0004] [Patent Document 1] Patent No. 7426156 Summary of the Invention [Problem to be solved by the invention]

[0005] However, because the random gifts described in Patent Document 1 are based on probability, in some cases no winning prize may be obtained even after hundreds or thousands of uses. If no winning prize is obtained, the enjoyment of using the gifts for viewers is diminished.

[0006] The present disclosure has been made in consideration of these issues, and its purpose is to provide technology that can increase the effectiveness of random gifts in live streaming. [Means for solving the problem]

[0007] One aspect of the present invention relates to a server. The server includes: a receiving unit that receives a signal indicating the use of a gift for a live broadcaster via a network from a terminal of a viewer participating in an ongoing live broadcast; a lottery unit that, in response to the signal, selects one lottery result from a plurality of lottery results, each corresponding to a different amount of electronic value, according to a predetermined lottery algorithm; an awarding unit that awards the amount of electronic value corresponding to the selected lottery result to the live broadcaster; and a counting unit that counts the number of times the gift is used, starting from the selection of the lottery result corresponding to the largest amount of electronic value among the plurality of lottery results. The predetermined lottery algorithm is configured to select a predetermined lottery result when the number of times the gift is used reaches a threshold.

[0008] In addition, any combination of the above components, or mutual substitution of the components or expressions of the present invention between devices, methods, systems, computer programs, recording media storing computer programs, etc., are also valid aspects of the present invention. [Effects of the Invention]

[0009] According to the present invention, the effectiveness of random gifts in live streaming can be increased. [Brief explanation of the drawings]

[0010] [Figure 1]1 is a schematic diagram illustrating a configuration of a live distribution system according to an embodiment of the present disclosure. [Figure 2] 2 is a block diagram showing the functions and configuration of the user terminal of FIG. 1. [Figure 3] FIG. 2 is a block diagram showing the functions and configuration of the server in FIG. 1. [Figure 4] FIG. 4 is a data structure diagram showing an example of a stream DB in FIG. 3. [Figure 5] 4 is a data structure diagram showing an example of a user DB of FIG. 3. FIG. [Figure 6] FIG. 4 is a data structure diagram showing an example of a gift DB in FIG. 3. [Figure 7] 4 is a data structure diagram showing an example of a lottery algorithm DB of FIG. 3. FIG. [Figure 8] 10 is a flowchart showing the flow of a series of processes in a live distribution system when a viewer uses a random gift during live distribution. [Figure 9] FIG. 10 is a representative screen diagram of a live broadcast selection screen displayed on the display of the user terminal of an active user. [Figure 10] FIG. 10 is a diagram illustrating a representative screen of a live streaming room screen displayed on the display of a viewer's user terminal. [Figure 11] FIG. 10 is a representative screen diagram of a live streaming room screen with a gift area superimposed thereon, displayed on the display of a viewer's user terminal. [Figure 12] This is a representative screen diagram of a live streaming room screen with a ceiling jackpot effect superimposed, as displayed on the display of a viewer's user terminal. [Figure 13] This is a representative screen diagram of a live streaming room screen with a jackpot effect superimposed, which is displayed on the display of a viewer's user terminal. [Figure 14] This is a representative screen diagram of a live streaming room screen with a ceiling jackpot notification display area superimposed, displayed on the display of a viewer's user terminal. [Figure 15] 1 is a block diagram illustrating an example of a hardware configuration of an information processing device according to an embodiment of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, the same or equivalent components, parts, processes, and signals shown in each drawing will be denoted by the same reference numerals, and redundant explanations will be omitted where appropriate. In addition, some of the parts that are not important for the explanation will be omitted in each drawing.

[0012] In a live streaming system according to an embodiment, viewers participating in an ongoing live stream can give random gifts to the streamer of that live stream. Random gifts are digital items that viewers use by consuming points. When a random gift is used, a lottery is held according to a predetermined lottery algorithm, and a reward amount determined by the lottery result is awarded to the streamer. In this embodiment, the random gift provides a ceiling relief function for all counts within the app.

[0013] For example, if a random gift is used (X-1) times by all users in the app (X can be any natural number greater than or equal to 2), and no winnings are found in any of the (X-1) times, the lottery algorithm is set to ensure that a winning gift will be found on the Xth time. If a winning gift is found, the count is reset. For example, the probability of using the gift 1 to (X-1) times is Loser 99% 1% per In the app, the probability of using it for the Xth time after the first (X-1) times being a miss is: Loser 0% Win 100% Set to.

[0014] Because random gifts are based on probability, in some cases, a random gift may not be awarded even after hundreds or thousands of attempts. If a random gift is awarded too few times, the viewer's enjoyment of using the random gift is diminished. In this embodiment, a ceiling is set on the number of consecutive misses (or non-wins), ensuring that a win occurs at a maximum frequency equal to the ceiling value. This increases viewers' motivation to use random gifts, providing a more enjoyable live streaming service. Furthermore, in this embodiment, the total number of misses is counted across all users within the app, on the server, or registered on the live streaming platform, and a ceiling is set for that total. As a result, as the total number of misses approaches the ceiling value, a mood of random gift-throwing increases across the entire live streaming platform, leading to increased demand for the use of random gifts in many live streams and creating excitement. With this system, any user, including VIPs, new users, and mid-level users, can hit the random gift ceiling. This allows low- to middle-level users who typically use gifts relatively little to participate in the battle for the random gift ceiling, creating excitement and fun.

[0015] FIG. 1 is a schematic diagram illustrating the configuration of a live streaming system 1 according to an embodiment of the present disclosure. The live streaming system 1 provides an interactive live streaming service that allows real-time interaction between broadcasters (also referred to as live streamers) LV and viewers (also referred to as audiences) AU (AU1, AU2, ...). As shown in FIG. 1, the live streaming system 1 includes a server 10, a broadcaster-side user terminal 20, and a viewer-side user terminal 30 (30a, 30b, ...). In addition to broadcasters broadcasting live streams and viewers watching live streams, there are also users who log in to the live streaming platform but do not broadcast or watch. These users are called active users. Broadcasters, viewers, and active users may be collectively referred to as users. The server 10 may be configured with one or more information processing devices connected to a network NW. The user terminals 20 and 30 may be mobile devices such as smartphones, tablet devices, laptop PCs, recorders, portable game consoles, or wearable devices, or may be stationary devices such as desktop PCs. The server 10, the user terminal 20, and the user terminal 30 are connected to each other via various wired or wireless networks NW so that they can communicate with each other.

[0016] The live streaming system 1 involves a broadcaster LV, a viewer AU, and an administrator (not shown) who manages the server 10. The broadcaster LV records and films content such as his or her own singing, talking, performance, fortune telling, and game commentary on his or her own user terminal 20 and uploads it directly to the server 10, thereby transmitting the content in real time. The administrator provides a platform for the live streaming of content on the server 10 and also mediates or manages real-time interactions between the broadcaster LV and the viewer AU. The viewer AU accesses the platform with a user terminal 30, selects desired content, and views it. During the live streaming of this content, the viewer AU performs operations via the user terminal 30 to comment, cheer, or request a fortune telling. The broadcaster LV, who provides the content, responds to such comments, cheers, or requests, and these responses are transmitted to the viewer AU via video and / or audio, thereby establishing two-way communication.

[0017] As used herein, "live streaming" may refer to a data transmission method that enables content recorded on a user terminal 20 of a distributor LV to be played back and viewed on a user terminal 30 of a viewer AU in substantially real time, or may refer to the distribution itself achieved by such a transmission method. Live streaming may be achieved using existing live streaming technologies such as HTTP Live Streaming, Common Media Application Format, Web Real-Time Communications, Real-Time Messaging Protocol, and MPEG DASH. Live streaming includes a transmission method in which a viewer AU can view content with a predetermined delay while the distributor LV is recording the content. The delay is at least long enough to enable communication between the distributor LV and the viewer AU. However, live streaming is distinct from on-demand distribution, in which the entire recorded content is temporarily stored on a server and then provided to users from the server at any time upon request.

[0018] In this specification, "video data" refers to data including image data (also referred to as video data) generated by the imaging function of the user terminals 20 and 30 and audio data (also referred to as audio data) generated by the audio input function of the user terminals 20 and 30. The video data is played back on the user terminals 20 and 30, allowing users to view content. In this embodiment, it is assumed that processing such as compression, decompression, encoding, decoding, and transcoding is performed to change the format, size, and specifications of the data between when the video data is generated on the distributor's user terminal and when it is played back on the viewer's user terminal. Since the content (e.g., moving images and audio) represented by the video data before and after such processing remains substantially unchanged, this embodiment describes the video data after such processing as being the same as the video data before such processing. In other words, when video data is generated on the distributor's user terminal and then played back on the viewer's user terminal via the server 10, the video data generated on the distributor's user terminal, the video data passing through the server 10, and the video data received and played back on the viewer's user terminal are all the same video data.

[0019] In the example of Fig. 1, a broadcaster LV is live streaming a talk. The user terminal 20 of the broadcaster LV records the image and audio of the broadcaster LV while he or she is talking, generating video data, and transmits the video data to the server 10 via the network NW. The user terminal 20 also displays the recorded video image VD of the broadcaster LV on the display of the user terminal 20, allowing the broadcast content by the broadcaster LV to be confirmed.

[0020] User terminals 30a and 30b of viewers AU1 and AU2 who have requested the platform to watch the live broadcast of broadcaster LV each receive video data related to the live broadcast via network NW, and play the received video data to display videos VD1 and VD2 on their displays and output audio from their speakers. The videos VD1 and VD2 displayed on each user terminal 30a and 30b are substantially identical to the video VD captured by user terminal 20 of broadcaster LV, and the audio output from each user terminal 30a and 30b is substantially identical to the audio recorded by user terminal 20 of broadcaster LV.

[0021] Audio and video recording on the user terminal 20 of the broadcaster LV and playback of video data on the user terminals 30a and 30b of viewers AU1 and AU2 are performed substantially simultaneously. When one viewer AU1 inputs a comment on the content of the broadcaster LV's conversation into the user terminal 30a, the server 10 displays the comment in real time on the user terminal 20 of the broadcaster LV and also on the user terminals 30a and 30b of each viewer AU1 and AU2. After reading the comment, the broadcaster LV expands the conversation by overlaying the content. The video and audio of the conversation are output to the user terminals 30a and 30b of each viewer AU1 and AU2, thereby recognizing that a conversation between the broadcaster LV and viewer AU1 has been established. In this way, the live streaming system 1 realizes live streaming that enables two-way communication, not one-way communication.

[0022] Figure 2 is a block diagram showing the functions and configuration of user terminal 20 in Figure 1. User terminal 30 has the same functions and configuration as user terminal 20. Each block shown in Figure 2 and the following block diagrams can be realized in hardware terms by elements and mechanical devices such as a computer CPU, and in software terms by a computer program, etc., but here we depict functional blocks realized by the cooperation of these. Therefore, those skilled in the art who have read this specification will understand that these functional blocks can be realized in various ways by combining hardware and software.

[0023] The distributor LV and the viewer AU download and install a live streaming application program (hereinafter referred to as a live streaming app) according to this embodiment from a download site to the user terminals 20 and 30 via the network NW. Alternatively, the live streaming app may be pre-installed on the user terminals 20 and 30. When the user terminals 20 and 30 execute the live streaming app, the user terminals 20 and 30 communicate with the server 10 via the network NW and realize various functions. Hereinafter, functions realized by the user terminals 20 and 30 (or their processors, such as CPUs) executing the live streaming app will be described as functions of the user terminals 20 and 30. These functions are actually functions realized by the live streaming app on the user terminals 20 and 30. Note that in other embodiments, these functions may be realized by a computer program written in a programming language such as HTML (HyperText Markup Language), which is transmitted from the server 10 to a web browser on the user terminals 20 and 30 via the network NW and executed by the web browser.

[0024] The user terminal 20 comprises a distribution unit 100 that generates video data recording the user's image and voice and provides it to the server 10, a viewing unit 200 that acquires the video data from the server 10 and plays it back, and a non-distribution processing unit 400 that processes requests from active users. A user activates the distribution unit 100 when distributing, the viewing unit 200 when viewing, and the non-distribution processing unit 400 when searching for a live broadcast they want to watch, viewing the profile of a broadcaster, or viewing archives. A user terminal on which the distribution unit 100 is active is on the broadcaster's side, i.e., the user terminal that generates the video data, a user terminal on which the viewing unit 200 is active is on the viewer's side, i.e., the user terminal that plays back the video data, and a user terminal on which the non-distribution processing unit 400 is active is the user terminal of an active user.

[0025] The distribution unit 100 includes an imaging control unit 102, an audio control unit 104, a video transmission unit 106, a distribution-side UI control unit 108, and a distribution-side communication unit 110. The imaging control unit 102 is connected to a camera (not shown in FIG. 2) and controls imaging by the camera. The imaging control unit 102 acquires image data from the camera. The audio control unit 104 is connected to a microphone (not shown in FIG. 2) and controls audio input via the microphone. The audio control unit 104 acquires audio data from the microphone. The video transmission unit 106 transmits video data including the image data acquired by the imaging control unit 102 and the audio data acquired by the audio control unit 104 to the server 10 via the network NW. The video transmission unit 106 transmits the video data in real time. That is, the generation of video data by the imaging control unit 102 and the audio control unit 104 and the transmission of the generated video data by the video transmission unit 106 are performed substantially simultaneously.

[0026] The distribution-side UI control unit 108 controls the UI for the distributor. The distribution-side UI control unit 108 is connected to a display (not shown in FIG. 2) and displays a moving image on the display by playing back the moving image data to be transmitted by the moving image transmission unit 106. The distribution-side UI control unit 108 is connected to input means (not shown in FIG. 2) such as a touch panel, keyboard, or display, and acquires input from the distributor via these input means. The distribution-side UI control unit 108 superimposes a predetermined frame image on the moving image. The frame image includes various user interface objects (hereinafter simply referred to as objects) for receiving input from the distributor, comments entered by viewers, and information acquired from the server 10. The distribution-side UI control unit 108 accepts, for example, a tap input on an object by the distributor.

[0027] The distribution-side communication unit 110 controls communication with the server 10 during live distribution. The distribution-side communication unit 110 transmits the contents of input by the distributor acquired by the distribution-side UI control unit 108 to the server 10 via the network NW. The distribution-side communication unit 110 receives various types of information associated with the live distribution from the server 10 via the network NW.

[0028] The viewing unit 200 includes a viewer-side UI control unit 202 and a viewer-side communication unit 204. The viewer-side communication unit 204 controls communication with the server 10 during live distribution. The viewer-side communication unit 204 receives video data related to the live distribution in which the distributor and viewers participate from the server 10 via the network NW.

[0029] The viewer-side UI control unit 202 controls the UI for viewers. The viewer-side UI control unit 202 is connected to a display and a speaker (not shown in FIG. 2 ) and plays received video data to display video images on the display and output audio from the speaker. The output of images on the display and audio from the speaker can be collectively referred to as "video data being played." The viewer-side UI control unit 202 is connected to input devices (not shown in FIG. 2 ), such as a touch panel, keyboard, and display, and acquires input from viewers via these input devices. The viewer-side UI control unit 202 superimposes a predetermined frame image on an image of video data acquired from the server 10. The frame image includes various objects for receiving input from viewers, comments entered by the viewers, and information acquired from the server 10. The viewer-side communication unit 204 transmits the content of the viewer's input acquired by the viewer-side UI control unit 202 to the server 10 via the network NW.

[0030] The non-broadcast processing unit 400 includes a non-broadcast UI control unit 402 and a non-broadcast communication unit 404. The non-broadcast UI control unit 402 controls the UI for active users. For example, the non-broadcast UI control unit 402 generates a live broadcast selection screen that displays a list of live broadcasts that can currently be joined and accepts live broadcast selections by active users, and displays this on the display. The non-broadcast UI control unit 402 generates a profile screen for any user and displays it on the display. The non-broadcast UI control unit 402 plays archives created by recording and filming past live broadcasts.

[0031] The non-broadcast communication unit 404 controls communication with the server 10 outside of live broadcasting. The non-broadcast communication unit 404 receives information for generating a live broadcast selection screen, information for generating a profile screen, and archive data from the server 10 via the network NW. The non-broadcast communication unit 404 transmits the contents of input by active users to the server 10 via the network NW.

[0032] Fig. 3 is a block diagram showing the functions and configuration of server 10 of Fig. 1. Server 10 includes distribution information providing unit 302, relay unit 304, gift processing unit 308, payment processing unit 310, stream DB 314, user DB 318, gift DB 320, lottery unit 330, counting unit 332, difference notification unit 334, jackpot notification unit 336, advance notification unit 338, and lottery algorithm DB 340.

[0033] Figure 4 is a data structure diagram showing an example of the stream DB 314 in Figure 3. The stream DB 314 stores information about live streaming currently being performed. The stream DB 314 stores, in association with each other, a stream ID that identifies a live streaming on the live streaming platform provided by the live streaming system 1, a broadcaster ID that is a user ID that identifies the broadcaster of the live streaming, and a viewer ID that is a user ID that identifies the viewer of the live streaming.

[0034] In the live streaming platform provided by the live streaming system 1 according to this embodiment, when a user performs a live stream, that user becomes a streamer, and when the same user watches a live stream broadcast by another user, that user becomes a viewer. Therefore, the distinction between streamer and viewer is not fixed, and a user ID registered as a streamer ID at one time may be registered as a viewer ID at another time.

[0035] Fig. 5 is a data structure diagram showing an example of the user DB 318 of Fig. 3. The user DB 318 stores information about users. The user DB 318 stores a user ID that identifies a user, points held by the user, and rewards granted to the user, in association with each other.

[0036] Points are electronic value circulated within the live streaming platform. Users purchase points using credit cards or other payment methods. Rewards are electronic value defined within the live streaming platform and are an indicator used to determine the amount of money a streamer receives from the live streaming platform administrator. On the live streaming platform, when a viewer gives a gift to a streamer during or outside of a live stream, the viewer's points are consumed and the streamer's reward increases accordingly.

[0037] Fig. 6 is a data structure diagram showing an example of the gift DB 320 in Fig. 3. The gift DB 320 stores information about gifts that viewers can use in live broadcasts. A gift is electronic data or a digital item that has the following characteristics: ·Can be purchased with points or money, or given for free. Something that viewers can give to the streamer. Giving a gift to a streamer is also called using a gift or throwing a gift. Some gifts are purchased and used at the same time, while others can be used at any time by the viewer after purchase. When viewers give gifts to streamers, the streamer will receive a corresponding reward. When a gift is used, an effect associated with the gift may occur. For example, an effect corresponding to the gift may appear on the live streaming room screen.

[0038] The gift DB 320 stores a gift ID that identifies a gift, a given reward that is given to a broadcaster when the gift is given to the broadcaster, reward points that are the reward to be paid when the gift is used, and, if the gift is a random gift, the number of times the gift has been used, in association with each other. Viewers can give a desired gift to a broadcaster by paying reward points for the gift while watching a live broadcast. These reward points may be paid using an appropriate electronic payment method, such as by the viewer paying reward points to the administrator. Alternatively, payment may be made by bank transfer or credit card. The administrator can arbitrarily set the relationship between the given reward and reward points. For example, the given reward may be set equal to the reward points. Alternatively, the reward points may be set to points obtained by multiplying the given reward by a predetermined coefficient such as 1.2, or the reward points may be set to points obtained by adding a predetermined handling fee point to the given reward.

[0039] In this embodiment, in addition to regular gifts ("GFT1" and "GFT2"), two types of random gifts ("RAN1" and "RAN2") that are different from the regular gifts are provided. Random gifts are gifts in which the amount of reward awarded to the broadcaster is determined by lottery. For example, when "RAN1" is used, 1,000 points of the viewer who used it are consumed, and a lottery is held according to a first lottery algorithm. As a result of the lottery, the broadcaster is awarded one of 100 points, 200 points, 1,500 points, or 10,000 points (described later in FIG. 7). Of the 100 points, 200 points, 1,500 points, and 10,000 points, 10,000 points is the maximum, and the lottery result associated with this maximum amount of 10,000 points is called a jackpot for the random gift "RAN1." The lottery results associated with the remaining 100 points, 200 points, and 1,500 points are called non-jackpots for the random gift "RAN1."

[0040] When "RAN2" in Figure 6 is used, 10,000 of the viewer's points are consumed, and a lottery is held according to the second lottery algorithm. As a result of the lottery, the broadcaster is awarded either 1,000 points, 5,000 points, or 1,000,000 points (described later in Figure 7). Of the 1,000, 5,000, and 1,000,000 points, 1,000,000 points is the maximum, and the lottery result associated with this maximum amount of 1,000,000 points is called the jackpot for the random gift "RAN2." The lottery results associated with the remaining 1,000 points and 5,000 points are called non-jackpots for the random gift "RAN2."

[0041] The number of uses is a value obtained by counting the number of times a random gift is used, starting from the time when a jackpot is selected from multiple random gift lottery results. The number of uses is incremented by 1 when a random gift is used and the result is not a jackpot, and is reset to 0 when a jackpot is selected. The number of uses indicates the number of consecutive non-jackpots that have appeared. The average or statistically representative value of the number of uses is inversely proportional to the frequency of jackpots.

[0042] 7 is a data structure diagram showing an example of the lottery algorithm DB340 of FIG. 3. The lottery algorithm DB340 stores a lottery algorithm for a random gift. For each lottery algorithm, the lottery algorithm DB340 stores a predicted value, a ceiling value, a lottery result ID that identifies the lottery result, a reward corresponding to the lottery result, and the probability of the lottery result appearing, all in association with each other. The lottery algorithm is set so that when the number of times a random gift has been used reaches the ceiling value, a jackpot is selected from among multiple lottery results for the random gift.

[0043] The forecast value includes one or more values ​​smaller than the ceiling value, and when the number of times the random gift is used reaches or exceeds the corresponding forecast value, a forecast notification is sent to the user of the live streaming platform to notify that the ceiling of the random gift is approaching.

[0044] The ceiling value is a value set by the administrator of the live streaming platform for each random gift, and is a value that does not depend on the broadcaster or the viewer. In other words, there is only one ceiling value for each random gift on the live streaming platform. In other words, the same ceiling value is applied to all users at the same time. When the number of times a random gift is used reaches the corresponding ceiling value, a jackpot is definitely selected as the lottery result.

[0045] The lottery result ID identifies the lottery result according to the corresponding lottery algorithm. In the example of Figure 7, one lottery result is selected from four lottery results: "RAN1A," "RAN1B," "RAN1C," and "RAN1D" according to the first lottery algorithm (corresponding to the random gift "RAN1"). "RAN1A" is the jackpot, while "RAN1B," "RAN1C," and "RAN1D" are non-jackpots. "RAN1A," "RAN1B," "RAN1C," and "RAN1D" are selected with probabilities of 0.01, 0.1, 0.39, and 0.5, respectively. However, if the number of uses reaches the ceiling value of "100," the jackpot "RAN1A" is definitely selected. "RAN1A," "RAN1B," "RAN1C," and "RAN1D" have the effect of awarding the distributor 10,000 points, 1,500 points, 200 points, and 100 points, respectively.

[0046] Returning to FIG. 3 , upon receiving a notification from the user terminal 20 of the broadcaster via the network NW that a live broadcast is about to begin, the broadcast information providing unit 302 registers a stream ID identifying the live broadcast and the broadcaster ID of the broadcaster of the live broadcast in the stream DB 314. Upon receiving a request for information about a live broadcast from the non-broadcast communication unit 404 of the user terminal of an active user via the network NW, the broadcast information providing unit 302 references the stream DB 314 and generates a list of live broadcasts that are currently available for viewing. The broadcast information providing unit 302 transmits the generated list to the user terminal that made the request via the network NW. The non-broadcast UI control unit 402 of the user terminal that made the request generates a live broadcast selection screen based on the received list and displays it on the display of the user terminal.

[0047] When the non-delivery UI control unit 402 of the user terminal accepts the active user's selection of a live stream on the live stream selection screen, it generates a delivery request including the stream ID of the selected live stream and transmits it to the server 10 via the network NW. The delivery information providing unit 302 begins providing the live stream identified by the stream ID included in the received delivery request to the requesting user terminal. The delivery information providing unit 302 updates the stream DB 314 so that the viewer ID of the stream ID includes the user ID of the active user of the requesting user terminal. As a result, the active user becomes a viewer of the selected live stream.

[0048] The relay unit 304 relays the transmission of video data from the broadcaster's user terminal 20 to the viewer's user terminal 30 during live streaming initiated by the streaming information providing unit 302. The relay unit 304 receives a signal indicating a user input by a viewer during live streaming, i.e., playback of video data, from the viewer-side communication unit 204 of the viewer's user terminal 30 via the network NW. The signal indicating user input may be an object designation signal indicating designation of an object displayed on the display of the user terminal 30, and the object designation signal includes the viewer's viewer ID, the broadcaster ID of the broadcaster performing the live streaming being viewed by the viewer, and an object ID identifying the object. If the object is a gift icon, the object ID is a gift ID. In this case, the object designation signal becomes a gift use signal indicating the viewer's use of a gift for the broadcaster. Similarly, the relay unit 304 receives a signal indicating a user input by a broadcaster during playback of video data, such as an object designation signal, from the broadcasting-side communication unit 110 of the broadcasting unit 100 of the user terminal 20.

[0049] For regular gifts, the gift processing unit 308 updates the user DB 318 so as to increase the broadcaster's reward according to the reward for the gift identified by the gift ID included in the gift use signal. The gift processing unit 308 references the gift DB 320 and identifies the reward corresponding to the gift ID included in the received gift use signal. The gift processing unit 308 updates the user DB 318 so as to add the identified reward to the reward corresponding to the broadcaster ID included in the gift use signal. Processing related to random gifts will be described later.

[0050] In response to receiving the gift use signal, the payment processing unit 310 processes the payment of the gift value by the viewer. The payment processing unit 310 refers to the gift DB 320 and identifies the value points of the gift identified by the gift ID included in the gift use signal. The payment processing unit 310 updates the user DB 318 to deduct the identified value points from the points of the viewer identified by the viewer ID included in the gift use signal.

[0051] In response to receiving a gift use signal indicating the use of a random gift, the lottery unit 330 selects one lottery result from among multiple lottery results, each of which corresponds to a different amount of reward, according to a lottery algorithm. For example, if the gift use signal indicates the use of the random gift "RAN1," the lottery unit 330 refers to the gift DB 320 and determines to conduct a lottery according to a first lottery algorithm. The lottery unit 330 refers to the lottery algorithm DB 340 and conducts a lottery according to the first lottery algorithm, selecting one lottery result from among "RAN1A," "RAN1B," "RAN1C," and "RAN1D." The gift processing unit 308 awards a grant reward corresponding to the selected lottery result to the broadcaster of the live broadcast in which the random gift was used. The gift processing unit 308 updates the user DB 318 to increase the broadcaster's reward according to the grant reward corresponding to the selected lottery result. The gift processing unit 308 updates the user DB 318 to add the grant reward corresponding to the selected lottery result to the reward corresponding to the broadcaster ID included in the gift use signal indicating the use of the random gift.

[0052] The counting unit 332 counts the number of times each random gift is used, based on when a jackpot is selected from among multiple lottery results for that random gift. The counting unit 332 counts the number of times each random gift is used, regardless of the viewer who used the random gift and regardless of the broadcaster of the live broadcast in which the random gift was used. In other words, the counting unit 332 counts the number of times each random gift is used across the entire live streaming platform provided by the server 10. The counting unit 332 updates the number of times the random gift is used stored in the gift DB 320 in response to receiving a gift use signal indicating the use of a random gift. Upon receiving a gift use signal, the counting unit 332 updates the gift DB 320 by adding 1 to the number of uses corresponding to the gift ID of the random gift included in the gift use signal. If a jackpot is selected as a result of the random gift lottery, the counting unit 332 resets the number of uses of that random gift to 0. When a jackpot is selected for a random gift, the counting unit 332 updates the gift DB 320 so that the number of uses corresponding to the gift ID of the random gift is 0.

[0053] The difference notification unit 334 notifies the user terminal of a user of the live streaming platform provided by the server 10 of information indicating the difference between the number of times each random gift is used and the corresponding ceiling value. The difference notification unit 334 notifies the entire live streaming platform provided by the server 10 of the difference between the number of times each random gift is used and the ceiling value by displaying the difference between the number of times each random gift is used and the ceiling value in association with the icon of the random gift on the user terminal. When the relay unit 304 receives a gift information request from the user terminal, it refers to the gift DB 320 to identify gift IDs of usable gifts. At the same time, the difference notification unit 334 calculates the difference between the number of times each random gift is used and the ceiling value for the gift ID of a random gift among the identified gift IDs. The relay unit 304 generates gift information including the identified gift ID and the calculated difference value (in the case of a random gift), and transmits the gift information to the requesting user terminal.

[0054] In this embodiment, all users are configured to receive notifications containing information indicating the difference between the number of times each random gift has been used and the corresponding ceiling value, but in other embodiments, the information indicating the difference may be provided only to certain users who meet certain conditions, such as users registered as VIPs, users registered as top broadcasters, broadcasters who have contracts with the administrator, and newly registered users. Providing notifications only to certain users can enhance the sense of exclusivity of users in the segment to which the notification is provided, and can encourage users to take action to enter the segment.

[0055] The jackpot notification unit 336 sends a corresponding jackpot notification to the user terminal of the user of the live streaming platform provided by the server 10, with the jackpot being selected in the random gift lottery as one of the conditions. The jackpot notification unit 336 sends a different type of jackpot notification depending on whether the jackpot is selected because the number of uses has reached a ceiling value or whether the jackpot is selected through a normal lottery. The jackpot notification unit 336 notifies the user of the live streaming platform that a jackpot has been selected for the random gift by means of captions displayed during the live streaming, system comments provided by the system during the live streaming, an in-app message, or a push notification.

[0056] The system may be configured so that all users can receive notification that a random gift has been won, or it may be configured so that the notification is only provided to certain users who meet certain conditions, such as users who are registered as VIPs, users who are registered as top broadcasters, broadcasters who have contracts with the administrator, or newly registered users.

[0057] When the number of times each random gift has been used reaches the corresponding notification value, the advance notification unit 338 sends a notification regarding the random gift to the user terminal of the user of the live streaming platform provided by the server 10. The advance notification unit 338 notifies the user of the live streaming platform that the random gift ceiling is approaching by means of a caption displayed during the live streaming, a system comment provided by the system during the live streaming, an in-app message (in-app messaging), or a push notification.

[0058] The system may be configured so that all users can receive notifications that the random gift ceiling is approaching, or it may be configured so that the notifications are provided only to certain users who meet certain conditions, such as users who are registered as VIPs, users who are registered as top broadcasters, broadcasters who have contracts with the administrator, or newly registered users.

[0059] The operation of the live distribution system 1 configured as above will now be described. 8 is a flowchart showing a series of processes in the live streaming system 1 when a viewer uses a random gift during a live stream. The relay unit 304 receives a gift use signal specifying a random gift from the user terminal 30 of a viewer of the ongoing live stream (S202). The payment processing unit 310 performs payment processing for the random gift by the viewer (S204). The payment processing unit 310 references the gift DB 320 and identifies the value points for the random gift specified in the gift use signal received in step S202 (hereinafter referred to as the "specified random gift"). The payment processing unit 310 updates the user DB 318 to deduct the identified value points from the points of the viewer identified by the viewer ID included in the gift use signal.

[0060] The counting unit 332 increments the number of uses of the designated random gift (S206). The lottery unit 330 refers to the gift DB 320 and identifies a lottery algorithm corresponding to the designated random gift. The lottery unit 330 refers to the lottery algorithm DB 340 and identifies a ceiling value for the identified lottery algorithm. The lottery unit 330 determines whether the number of uses incremented in step S206 has reached the identified ceiling value (S208). If it has not reached the ceiling value (N in S208), the lottery unit 330 selects one lottery result from among multiple lottery results according to the lottery algorithm identified in step S208 (S210). If the number of uses has reached the ceiling value (Y in S208), the lottery unit 330 selects a jackpot lottery result (S212).

[0061] If the lottery result selected in step S210 is a jackpot (Y in S214), or if a jackpot lottery result is selected in step S212, the counting unit 332 resets the number of times the designated random gift has been used to 0 (S216). The jackpot notification unit 336 sends a jackpot notification to the user devices of all participants (broadcasters, viewers) of the live broadcasts provided through the live broadcasting platform, indicating which broadcaster's live broadcast and who used the designated random gift to win the jackpot (S218). The jackpot notification includes information indicating whether the jackpot was selected due to reaching the ceiling value, a gift ID identifying the designated random gift, the stream ID of the live broadcast in which the designated random gift was used, the user ID of the broadcaster of the live broadcast, and the user ID of the viewer who used the designated random gift. A jackpot notification when a jackpot is selected due to reaching the ceiling value is called a ceiling jackpot notification.

[0062] The gift processing unit 308 awards a reward corresponding to the lottery result selected in step S210 or the lottery result selected in step S212 to the broadcaster of the live broadcast in which the designated random gift was used (S220). The gift processing unit 308 transmits the selected lottery result to the user terminal of the broadcaster of the live broadcast in which the designated random gift was used and the user terminal of the viewer via the network NW.

[0063] The advance notice unit 338 refers to the lottery algorithm DB 340 and identifies the advance notice value of the lottery algorithm identified in step S208. The advance notice unit 338 determines whether the number of uses of the designated random gift has reached the identified advance notice value (S222). If it has not reached the advance notice value (N in S222), the process returns to step S202. If the number of uses has reached the advance notice value (Y in S222), the advance notice unit 338 sends an advance notice to the user terminals of all users logged in to the live streaming platform indicating that the number of uses of the designated random gift is approaching the ceiling value (S224). The advance notice includes a gift ID identifying the designated random gift and the difference between the ceiling value of the designated random gift and the advance notice value that has been reached this time. Then, the process returns to step S202.

[0064] 9 is a representative screen diagram of a live streaming selection screen 600 displayed on the display of an active user's user terminal. The live streaming selection screen 600 includes thumbnails 602 showing each live streaming in the list of currently available live streaming received from the server 10. The non-streaming UI control unit 402 generates the live streaming selection screen 600 based on the list of live streaming received from the server 10 and displays it on the display.

[0065] When the non-broadcast UI control unit 402 receives a preview notification from the server 10 while the live broadcast selection screen 600 is displayed on the display, it displays a ceiling preview notification display area 604, which displays the contents of the preview notification, superimposed on the live broadcast selection screen 600. The ceiling preview notification display area 604 may be a pop-up that displays the name of the random gift identified by the gift ID included in the preview notification and a number indicating the difference between the ceiling value and the preview value included in the preview notification.

[0066] FIG. 10 is a representative screen diagram of a live streaming room screen 608 displayed on the display of a viewer's user terminal 30. When a viewer taps a thumbnail 602 on the live streaming selection screen 600 of FIG. 9, the live streaming room screen 608 of FIG. 10 is displayed on the display. The live streaming room screen 608 displays video generated by the broadcaster's user terminal 20 in real time. The live streaming room screen 608 includes a video 610 of the broadcaster obtained by playing video data received from the server 10, a gift object 612, a comment input area 616, a comment display area 618, and an end viewing button 620. The viewer-side UI control unit 202 generates the live streaming room screen 608 by superimposing other objects, namely the gift object 612, the comment input area 616, the comment display area 618, and the end viewing button 620, on the video 610 obtained by playing the video data.

[0067] The comment display area 618 may include comments entered by the viewer, comments entered by other viewers, and notifications from the system. The notifications from the system may include information indicating who gave which gift to the broadcaster. The viewer UI control unit 202 generates a comment display area 618 including comments from other viewers received from the server 10 and notifications from the system, and includes the generated comment display area 618 on the live streaming room screen 608.

[0068] The comment input area 616 accepts comments entered by viewers. The viewer-side communication unit 204 generates a comment input signal including the comment entered in the comment input area 616 and transmits the signal to the server 10 via the network NW. At the same time, the viewer-side UI control unit 202 updates the comment display area 618 to display the comment entered in the comment input area 616.

[0069] The view end button 620 is an object for receiving an instruction from the viewer to stop viewing the live broadcast.

[0070] When the viewer-side UI control unit 202 receives a preview notification from the server 10 while the live streaming room screen 608 is displayed on the display, the viewer-side UI control unit 202 displays a ceiling preview notification display area 630, which displays the contents of the preview notification, superimposed on the live streaming room screen 608. The ceiling preview notification display area 630 may be a caption displaying the name of the random gift identified by the gift ID included in the preview notification and a number indicating the difference between the ceiling value and the preview value included in the preview notification. Instead of or in addition to the ceiling preview notification display area 630, the viewer-side UI control unit 202 may display a system comment displaying the contents of the preview notification in the comment display area 618.

[0071] When a tap on the gift object 612 or a tap on the ceiling advance notification display area 630 is detected, the viewer-side UI control unit 202 of the user terminal 30 generates a gift information request and transmits it to the server 10 via the network NW. Upon receiving the gift information request, the relay unit 304 of the server 10 refers to the gift DB 320 to identify the gift IDs of available gifts. The difference notification unit 334 also calculates the difference between the number of uses and the ceiling value for the random gift ID among the identified gift IDs. The relay unit 304 generates gift information including the identified gift ID and the calculated difference (in the case of a random gift), and transmits the gift information to the requesting user terminal 30. Based on the received gift information, the viewer-side UI control unit 202 of the user terminal 30 generates a gift area 622 for accepting gift selection. The gift area 622 includes a gift object 624 of the gift identified by the gift ID included in the received gift information. The viewer-side UI control unit 202 displays the generated gift area 622 on the live streaming room screen 608.

[0072] 11 is a representative screen diagram of the live streaming room screen 608, with a gift area 622 superimposed, displayed on the display of the viewer's user terminal 30. The gift area 622 includes a gift object 624 of the gift, a gift ID or name 632 of the gift, gift consideration points 634, and, in the case of a random gift, a difference value 636 between the ceiling value and the number of uses.

[0073] When a viewer taps the gift object 624 of the random gift "RAN1" displayed in the gift area 622 on the live streaming room screen 608 of FIG. 11 , the viewer-side UI control unit 202 of the user terminal 30 accepts the viewer's designation of the random gift. The viewer-side communication unit 204 generates a gift use signal including the gift ID of the designated random gift and transmits it to the server 10. The viewer-side communication unit 204 receives the result of the lottery for the designated random gift on the server 10 from the server 10 via the network NW. The viewer-side UI control unit 202 generates an effect corresponding to the received lottery result. The viewer-side UI control unit 202 displays the generated effect on the live streaming room screen 608. In this embodiment, different effects are provided for three types of lottery results: a jackpot resulting from reaching a ceiling value, a jackpot other than a ceiling value, and a non-jackpot. The effect for a jackpot resulting from reaching a ceiling value (hereinafter referred to as a ceiling jackpot) is more spectacular than the effect for a jackpot resulting from a lottery (hereinafter simply referred to as a jackpot). The splendor of an effect is defined by the duration of the effect, the number of effects, whether it is a still image or an animation, the size of the effect, whether it has sound effects or not, the image quality of the effect, the appearance of the effect, the flashiness of the effect, etc. A big win effect is more splendid than a non-big win effect.

[0074] 12 is a representative screen diagram of a live streaming room screen 608 displayed on the display of a viewer's user terminal 30, with a ceiling jackpot effect 626 superimposed. In the example of FIG. 12, the ceiling jackpot effect 626 includes nine hearts. The comment display area 618 includes a system message 638 indicating that a viewer (user "USR1" in the example of FIG. 12) has sent a random gift ("RAN1" in the example of FIG. 12) and won the ceiling jackpot. By seeing the ceiling jackpot effect 626 and / or the system message 638, the viewer can understand that a ceiling jackpot has been won for the random gift "RAN1" in the live streaming they are currently watching.

[0075] 13 is a representative screen diagram of a live streaming room screen 608 displayed on the display of a viewer's user terminal 30, with a jackpot effect 640 superimposed. In the example of FIG. 13, the jackpot effect 640 includes three hearts. The comment display area 618 includes a system message 642 indicating that a viewer (user "USR1" in the example of FIG. 12) has won a jackpot by sending a random gift ("RAN1" in the example of FIG. 12). By seeing the jackpot effect 640 and / or the system message 642, the viewer can understand that a jackpot of the random gift "RAN1" has been won in the live streaming they are currently watching.

[0076] When the viewer-side UI control unit 202 receives a ceiling jackpot notification from the server 10 while the live streaming room screen 608 is displayed on the display, the viewer-side UI control unit 202 displays a ceiling jackpot notification display area 644, which displays the content of the ceiling jackpot notification, superimposed on the live streaming room screen 608. FIG. 14 is a representative screen diagram of the live streaming room screen 608 displayed on the display of the viewer's user terminal 30, with the ceiling jackpot notification display area 644 superimposed. The ceiling jackpot notification display area 644 may be a caption displaying the viewer's user ID included in the ceiling jackpot notification, the broadcaster's user ID included in the ceiling jackpot notification, the name of the random gift identified by the gift ID included in the ceiling jackpot notification, and text indicating that a ceiling jackpot has been won. Instead of or in addition to the ceiling jackpot notification display area 644, the viewer-side UI control unit 202 may display a system comment displaying the content of the ceiling jackpot notification in the comment display area 618.

[0077] In the above-described embodiments, examples of the DB are a hard disk and a semiconductor memory. Furthermore, based on the description in this specification, it will be understood by those skilled in the art that each unit can be realized by a CPU (not shown), an installed application program module, a system program module, a semiconductor memory that temporarily stores the contents of data read from a hard disk, or the like.

[0078] According to the live streaming system 1 of this embodiment, an upper limit is set on the number of consecutive non-jackpot random gift appearances used in live streaming, which reduces or eliminates user frustration caused by not winning a jackpot. Also, as the number of consecutive non-jackpot random gift appearances approaches the upper limit, expectations for a jackpot increase, providing excitement and fun to both viewers and streamers.

[0079] Furthermore, in the live streaming system 1 according to the present embodiment, the number of consecutive non-jackpot random gift occurrences is counted across the entire live streaming platform provided by the server 10. Therefore, compared to counting the number of consecutive non-jackpot random gift occurrences per viewer or per broadcaster / live stream, the probability of a jackpot can be increased and / or the ceiling value can be set lower. When counting per viewer, there is a ceiling equal to the number of viewers, so it is necessary to set the jackpot probability low or the ceiling value high based on the expected value. The same applies when counting per broadcaster / live stream. In contrast, when counting regardless of the viewer and broadcaster / live stream, there is only one ceiling value per random gift, so it is possible to set the jackpot probability higher or the ceiling value low. This allows users to feel that it is easier to win a jackpot with a random gift, making using random gifts more enjoyable.

[0080] In addition, by counting the number of consecutive appearances of non-jackpot random gifts across the entire live distribution platform provided by the server 10, the following effects can be achieved. Even users who are not good at throwing gifts can get excited and have fun by throwing random gifts at the moment when the top hits, regardless of whether they win the jackpot or not. Streamers will have a reason to ask viewers to use random gifts. For example, if the ceiling is close, streamers can tell viewers, "You're almost at the ceiling, so give it a try." -You can create repeated periods where it is more profitable to throw random gifts, which will stimulate the use of gifts.

[0081] Furthermore, in the live streaming system 1 according to this embodiment, the user is notified of the difference between the number of consecutive non-jackpot appearances and the ceiling value. Therefore, the streamer can request a specific number, such as "throw X more random gifts," making it easier for viewers to fulfill their wishes compared to when they don't know how many gifts they should throw. Furthermore, having a clear count of the remaining number also encourages solidarity and cooperation among viewers.

[0082] Furthermore, in the live distribution system 1 according to the present embodiment, a notice is provided to the user indicating that the number of consecutive non-jackpot random gift appearances is approaching the ceiling value, thereby creating an atmosphere that encourages users to use random gifts.

[0083] Furthermore, in the live distribution system 1 according to this embodiment, a jackpot notification is provided to the user indicating that a random gift jackpot or a ceiling jackpot has been hit. This makes it easier for users aiming for the ceiling to decide when to throw the random gift. Furthermore, the user can experience how easily a random gift jackpot will be hit.

[0084] The hardware configuration of an information processing device according to this embodiment will be described with reference to Fig. 15. Fig. 15 is a block diagram showing an example of the hardware configuration of an information processing device according to this embodiment. The illustrated information processing device 900 can realize, for example, each of the server 10 and the user terminals 20 and 30 according to this embodiment.

[0085] The information processing device 900 includes a CPU 901, a read-only memory (ROM) 902, and a random-access memory (RAM) 903. The information processing device 900 may also include a host bus 907, a bridge 909, an external bus 911, an interface 913, an input device 915, an output device 917, a storage device 919, a drive 921, a connection port 925, and a communication device 929. The information processing device 900 also includes an imaging device (not shown) such as a camera. The CPU 901 is an example of a hardware configuration for realizing functions realized by the components described herein. The functions described herein may be realized by circuits programmed to realize the described functions. Circuits programmed to realize the functions described herein include a central processing unit (CPU), a digital signal processor (DSP), a general-purpose processor, an application-specific processor, an integrated circuit, an application-specific integrated circuit (ASIC), and / or a combination thereof. In this specification, a unit that achieves a specific function may be realized as a circuit programmed to achieve that function.

[0086] The CPU 901 functions as an arithmetic processing unit and control unit, and controls all or part of the operations within the information processing device 900 in accordance with various programs recorded in the ROM 902, RAM 903, storage device 919, or removable recording medium 923. For example, the CPU 901 controls all of the operations of the functional units included in the server 10 and the user terminals 20 and 30 in this embodiment. The ROM 902 stores programs and calculation parameters used by the CPU 901. The RAM 903 temporarily stores programs used in the execution of the CPU 901, as well as parameters that change as appropriate during the execution. The CPU 901, ROM 902, and RAM 903 are interconnected by a host bus 907, which is an internal bus such as a CPU bus. The host bus 907 is further connected to an external bus 911, such as a PCI (Peripheral Component Interconnect / Interface) bus, via a bridge 909.

[0087] The input device 915 may be, for example, a device operated by a user, such as a mouse, keyboard, touch panel, button, switch, or lever, or may be a device that converts physical quantities into electrical signals, such as a sound sensor such as a microphone, an acceleration sensor, a tilt sensor, an infrared sensor, a depth sensor, a temperature sensor, or a humidity sensor. The input device 915 may be, for example, a remote control device that uses infrared or other radio waves, or an externally connected device 927 such as a mobile phone that supports operation of the information processing device 900. The input device 915 includes an input control circuit that generates an input signal based on information input by the user or a sensed physical quantity and outputs the signal to the CPU 901. The user operates the input device 915 to input various data to the information processing device 900 or to instruct processing operations.

[0088] The output device 917 is configured by a device that can notify the user of acquired information visually or audibly. The output device 917 can be, for example, a display such as an LCD, PDP, or OELD, an audio output device such as a speaker or headphones, or a printer. The output device 917 outputs the results obtained by processing by the information processing device 900 as video such as text or images, or as sound such as audio.

[0089] The storage device 919 is a data storage device configured as an example of a storage unit of the information processing device 900. The storage device 919 is configured, for example, by a magnetic storage device such as a hard disk drive (HDD), a semiconductor storage device, an optical storage device, or a magneto-optical storage device. The storage device 919 stores programs and various data executed by the CPU 901, as well as various data acquired from the outside.

[0090] The drive 921 is a reader / writer for a removable recording medium 923 such as a magnetic disk, optical disk, magneto-optical disk, or semiconductor memory, and is built into or externally attached to the information processing device 900. The drive 921 reads information recorded on the attached removable recording medium 923 and outputs it to the RAM 903. The drive 921 also writes information to the attached removable recording medium 923.

[0091] The connection port 925 is a port for directly connecting a device to the information processing device 900. The connection port 925 can be, for example, a Universal Serial Bus (USB) port, an IEEE 1394 port, or a Small Computer System Interface (SCSI) port. The connection port 925 can also be an RS-232C port, an optical audio terminal, or a High-Definition Multimedia Interface (HDMI) (registered trademark) port. By connecting an external device 927 to the connection port 925, various types of data can be exchanged between the information processing device 900 and the external device 927.

[0092] The communication device 929 is, for example, a communication interface configured with a communication device for connecting to a network NW. The communication device 929 can be, for example, a communication card for a wired or wireless LAN (Local Area Network), Bluetooth (registered trademark), or WUSB (Wireless USB). The communication device 929 may also be a router for optical communication, a router for ADSL (Asymmetric Digital Subscriber Line), or a modem for various communications. The communication device 929 transmits and receives signals, for example, between the Internet and other communication devices using a predetermined protocol such as TCP / IP. The communication network NW connected to the communication device 929 is a network connected by wire or wirelessly, such as the Internet, a home LAN, infrared communication, radio wave communication, or satellite communication. The communication device 929 also functions as a communication unit.

[0093] An imaging device (not shown) such as a camera is a device that captures real space and generates a captured image using an imaging element such as a CCD (Charge Coupled Device) or a CMOS (Complementary Metal Oxide Semiconductor), and various components such as a lens for controlling the formation of a subject image on the imaging element. The imaging device may capture still images or moving images.

[0094] The above describes the configuration and operation of the live streaming system 1 according to the embodiment. This embodiment is merely an example, and it will be understood by those skilled in the art that various modifications are possible in the combination of each component and each process, and that such modifications are also within the scope of the present disclosure.

[0095] In the embodiment, the difference between the number of times a random gift can be used and the ceiling value is displayed in association with the random gift object. However, this is not limited to this. Information indicating the difference between the number of times a random gift can be used and the ceiling value may also be displayed. For example, the difference between the number of times a random gift can be used and the ceiling value may be expressed not by a numerical value but by the color, emphasis level, movement, animation, or progress bar of the object. Alternatively, the range of values ​​that the difference between the number of times a random gift can be used and the ceiling value may be divided into multiple ranges, and a color or wording (e.g., "far from ceiling," "halfway," "close to ceiling," "almost at ceiling") may be assigned to each range. In this case, for example, a wording corresponding to the difference between the number of times a random gift can be used and the ceiling value may be displayed in association with the random gift object. In an embodiment in which the difference between the number of times a random gift can be used and the ceiling value is not displayed numerically, the number of times remaining until the ceiling value can be approximately displayed while the exact ceiling value is kept secret. Furthermore, the information indicating the difference may be configured to change less or not change at all as the difference between the number of times a random gift can be used and the ceiling value becomes smaller. This makes it more difficult to predict the ceiling value.

[0096] Alternatively, when the user terminal receives the lottery result after the number of uses of the random gift exceeds the predicted value, the random gift object may be displayed on the display in a display mode different from the display mode before the number of uses exceeded the predicted value. Furthermore, the user terminal may display the random gift object on the display in a display mode that is independent of the number of uses after the predicted value has been exceeded. For example, the random gift object may be displayed in a normal display mode until the number of uses reaches the predicted value, and then, once the number of uses exceeds the predicted value, the random gift object may be displayed in a special display mode different from the normal display mode. In this case, the special display mode may remain the same until a random gift jackpot is won. Alternatively, the color of the random gift object may be continuously changed from blue to red until the number of uses reaches the predicted value, and then, once the number of uses exceeds the predicted value, the color of the random gift object may be fixed at red.

[0097] Alternatively, the information indicating the difference between the number of times the random gift has been used and the ceiling value may not be displayed until the difference reaches a threshold value that is smaller than the ceiling value, and the information indicating the difference may begin to be displayed when the difference reaches the threshold value. In this case, since the difference is large, it is possible to avoid displaying the difference, thereby preventing users from refraining from throwing random gifts when the difference is large.

[0098] In the embodiment, the counting unit 332 counts the number of times a random gift is used, regardless of the viewer who used the random gift and regardless of the broadcaster of the live stream in which the random gift was used. However, this is not limited to this. For example, the counting unit 332 may count the number of times a random gift is used, regardless of the viewer who used the random gift, but for each broadcaster of the live stream in which the random gift was used. In this case, it is possible to aim for the random gift ceiling for each live stream and create excitement, providing a live streaming platform that is more enjoyable for broadcasters who are skilled at creating excitement. Alternatively, the counting unit 332 may count the number of times a random gift is used, regardless of the broadcaster of the live stream in which the random gift was used, but for each viewer who used the random gift. In this case, each viewer is guaranteed to hit the ceiling jackpot, fostering a sense of fairness. Alternatively, the counting unit 332 may count the number of times a random gift is used for each pair of viewer and broadcaster.

[0099] In the embodiment, the probability of occurrence of the lottery result is set as a given value, but this is not limiting, and the probability of occurrence of each lottery result may be dynamically changed depending on the number of times the random gift is used. For example, the probability of occurrence of the jackpot may be set to increase as the number of times the random gift is used approaches a ceiling value.

[0100] In the embodiment, a random gift of the type given by a viewer to a broadcaster is described, but this is not limited to this, and the technical ideas of the embodiment can also be applied to random gifts of the type given by a broadcaster to a viewer, or random gifts of the type given by a viewer to other viewers.

[0101] In the embodiment, the case where the number of uses is reset when a jackpot is hit has been described, but this is not limited thereto, and other methods of counting the number of consecutive occurrences of non-jackpots may be used. For example, instead of resetting the number of uses, the ceiling value may be updated. When the number of uses reaches the ceiling value, the ceiling value may be updated to increase by a predetermined number. For example, when the ceiling value is 100 and the number of uses reaches 100, the number of uses may remain at 100, but the ceiling value may be updated to 200.

[0102] The conversion rates from gift points to rewards in the embodiments are merely examples, and may be set appropriately by, for example, an administrator of the live distribution system.

[0103] The technical concept of the embodiments may be applied to virtual live streaming or live commerce, in which an avatar that moves in synchronization with the streamer's movements is used instead of the streamer's image. Furthermore, in the embodiments, a case has been described in which a server relays video data related to a live stream generated on the streamer's user terminal and transmits it to the viewer's user terminal, but this is not limited to this. For example, the technical concept of the embodiments may be applied when a virtual streamer is set up instead of an actual streamer. The virtual streamer is, for example, an AI virtual streamer whose appearance is an avatar, whose voice is generated by a TTS (Text-To-Speech) engine, and whose remarks are obtained from a machine learning model that uses viewer comments as input. In this case, the streamer's user terminal does not exist, and the streamer's processing is performed by the server.

[0104] In the processing procedures described in this specification, particularly in processing procedures described using flow diagrams and flowcharts, it is possible to omit some of the processes (steps) that make up the processing procedures, to add processes that are not explicitly stated as processes that make up the processing procedures, and / or to change the order of the processes, and processing procedures in which such omissions, additions, or changes in order have been made are also included within the scope of this disclosure as long as they do not deviate from the intent of this disclosure.

[0105] At least some of the functions realized by the server 10 may be realized by a device other than the server 10, for example, the user terminals 20 and 30. At least some of the functions realized by the user terminals 20 and 30 may be realized by a device other than the user terminals 20 and 30, for example, the server 10. For example, the superimposition of a predetermined frame image onto an image of video data performed on a viewer's user terminal may be performed on the server 10 or on the distributor's user terminal.

[0106] In the embodiment, the lottery result ID and the awarded reward are the same for the jackpot resulting from a normal lottery result and the jackpot resulting from the number of uses reaching the ceiling value, but the effects are different (the effect of the ceiling jackpot is made more spectacular, see FIGS. 12 and 13), but this is not limited to this. For example, the normal jackpot and the ceiling jackpot may be set to be exactly the same, including the awarded reward and the effects.

[0107] Alternatively, the lottery algorithm DB 340 of FIG. 7 may have a lottery result ID for specifying a ceiling jackpot, separate from the lottery result ID for specifying a normal jackpot. In this case, the normal jackpot and the ceiling jackpot will differ as the results of random gifts. The reward for a ceiling jackpot may be different from that for a normal jackpot; for example, the former may be set higher than the latter. The effect for a ceiling jackpot may be different from that for a normal jackpot; for example, the former may be set more luxuriously than the latter. The effect for a ceiling jackpot may be as shown in FIG. 12, and the effect for a normal jackpot may be as shown in FIG. 13. In this case, effects corresponding to different lottery results are displayed, as shown in FIG. 12 and FIG. 13. In this variation, by providing a special gift for the ceiling jackpot, a game element can be created in which the enjoyment of not winning on the way to the ceiling is enhanced.

[0108] In the embodiment, the lottery algorithm is configured to select a jackpot when the number of times a random gift is used reaches a ceiling value. However, this is not limited to this. The lottery algorithm may also be configured to select a result that does not depend on the lottery or a predetermined result when the number of times a random gift is used reaches a ceiling value. For example, as described above, the ceiling value jackpot and the normal jackpot may be different. Alternatively, the ceiling value jackpot may be set to the normal second jackpot (e.g., "RAN1B" or "RAN2B" in FIG. 7). In this manner, the ceiling value jackpot can be set to a predetermined normal non-jackpot. Alternatively, the ceiling value jackpot and the normal jackpot may have different attributes. For example, while the normal jackpot is accompanied by a reward and an effect, the ceiling value jackpot may be set to a prize, a bonus to event ranking points, a special banner or badge, or the like. Alternatively, when the number of times a gift is used reaches a ceiling value, a lottery that makes it easier to win a jackpot may be held (e.g., the probability of winning the jackpot = 50%, the probability of winning the second jackpot = 50%).

[0109] Alternatively, a ceiling period in which a ceiling value is set for random gifts and a non-ceiling period in which no ceiling value is set may be set. In this case, it is possible to encourage the use of random gifts during the ceiling period. Furthermore, by making it unclear when the ceiling period will occur, it is possible to enhance the gameplay and make live streaming more exciting.

[0110] In this embodiment, the following four patterns of random gifts can be provided depending on the presence or absence of a ceiling value, its height, and the attributes of the ceiling jackpot. (1) Random gifts with low ceilings Even casual viewers can enjoy the satisfying experience of throwing the ball continuously. (2) Random gifts with high ceilings With the ceiling approaching, streamers will find it easier to ask casual users for gifts during their streams. (3) Random gifts with no ceiling value Users may not gift unless they are close to the ceiling, and usage may increase just before the ceiling value, leading to complaints that they "didn't hit the ceiling." Therefore, by setting a random gift with no ceiling value in parallel, users can be given more options. (4) Special random gifts aimed at winning the ceiling We can provide a game where you can get a special gift by continuing to draw losing numbers.

Claims

1. a receiving unit that receives a signal indicating the use of a gift for a broadcaster of the live broadcast via a network from a terminal of a viewer participating in the live broadcast in progress; a lottery unit that, in response to receiving the signal, selects one lottery result from a plurality of lottery results, each of which corresponds to a different amount of electronic value, according to a predetermined lottery algorithm; an awarding unit that awards an amount of electronic value corresponding to the selected lottery result to a broadcaster of the live broadcast; a counting unit that counts the number of times the gift is used, based on the time when a lottery result corresponding to the largest amount of electronic value is selected from among the plurality of lottery results; The predetermined lottery algorithm is configured to select a predetermined lottery result when the number of times the gift is used reaches a threshold value.

2. The server of claim 1 , wherein the predetermined lottery algorithm is set so that, when the number of times the gift has been used reaches a threshold value, the lottery result corresponding to the largest amount of electronic value is selected from the plurality of lottery results.

3. 2. The server according to claim 1, wherein the counting unit counts the number of times the gift is used regardless of the viewer who used the gift.

4. The server according to claim 1 , wherein the counting unit counts the number of times the gift is used regardless of the broadcaster of the live broadcast in which the gift is used.

5. The server according to claim 1 , wherein the counting unit counts the number of times the gift is used regardless of the viewer who used the gift and regardless of the broadcaster of the live broadcast in which the gift was used.

6. The server according to claim 1 , further comprising a notification unit that notifies a terminal of a user of a live streaming platform provided by the server of information indicating the difference between the number of times the gift is used and the threshold value.

7. The server described in claim 2 further comprises a notification unit that notifies a user of a live streaming platform provided by the server of corresponding content on the terminal of the user when one of the conditions is that the number of times the gift has been used has reached the threshold and the lottery result corresponding to the maximum amount of electronic value has been selected.

8. The server according to claim 1 , further comprising a payment processing unit that processes payment of the gift by the viewer in response to receiving the signal.

9. The server described in claim 1 further comprises a notification unit that sends a notification regarding the gift to a terminal of a user of a live streaming platform provided by the server, with one of the conditions being that the number of times the gift has been used reaches another threshold value that is smaller than the threshold value.

10. The server according to claim 9 , wherein the notification unit issues the notification only to terminals of some users who satisfy a predetermined condition.

11. the counting unit counts the number of times the gift is used across the entire live streaming platform provided by the server; The server further comprises: The server according to claim 1 , further comprising a notification unit that notifies the entire live streaming platform provided by the server of information indicating the difference between the number of times the gift is used and the threshold value.

12. 1. A method performed by a server, comprising: receiving a signal indicating the use of a gift to a broadcaster of the live broadcast via a network from a terminal of a viewer participating in the live broadcast in progress; In response to receiving the signal, selecting one lottery result from among a plurality of lottery results, each of which corresponds to a different amount of electronic value, according to a predetermined lottery algorithm; granting an amount of electronic value corresponding to the selected lottery result to a broadcaster of the live broadcast; Counting the number of times the gift is used based on the selection of a lottery result corresponding to the largest amount of electronic value from among the plurality of lottery results; The predetermined lottery algorithm is configured to select a predetermined lottery result when the number of times the gift is used reaches a threshold value.

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