Video distribution device, video distribution method, and video distribution program
The video distribution system dynamically adjusts display modes based on viewer and audience reactions, addressing the lack of excitement representation in e-sports streaming by enhancing viewer engagement and excitement through dynamic display modes and advertisement adjustments.
Patent Information
- Application Number
- JP2024103871
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-27
- Publication Date
- 2025-09-02
- Estimated Expiration
- 2040-09-04
AI Technical Summary
Existing video distribution systems for e-sports fail to reflect the level of excitement or reactions of viewers on the video streaming site, despite systems reflecting reactions at the event venue.
A video distribution system that includes an audience reaction acquisition unit, a viewer reaction acquisition unit, a reaction tallying unit, a display mode changing unit, and a video distribution unit to dynamically change the display mode based on viewer and audience reactions, incorporating these reactions into the video distribution process.
Enhances viewer engagement by visually representing audience excitement, fostering a sense of unity between viewers and players, and increasing the excitement of both groups through dynamic display modes and sponsored advertisement adjustments.
Smart Images

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Abstract
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 all over the world, and various There are various ways to enjoy e-sports, including actually playing the game. In addition to participating in a team and playing, players can also play other teams without participating in the game, just like in regular sports. You can enjoy watching the layer competition at the venue. eSports players' competitions are broadcast via the site's video streaming service, etc. In this case, viewers in remote locations can watch the match live on a video streaming site.
[0003] Patent Document 1 describes a method for detecting sports or concerts broadcast on television or the web. of viewers reacted to the show using devices such as remote controls, computers, and mobile phones. The data is collected in real time via the internet, and cheers are sent to the event venue in real time. A system has been disclosed that reflects this in the form of graphs, etc. [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 an e-sports video distribution site, it is possible to show the spectators at the e-sports tournament venue. This allows viewers on the video streaming site to know how excited the audience is, but There was a problem in that it was not possible to show the level of excitement of the viewers on the video distribution site. In addition, the system in Patent Document 1 is designed to reflect the reactions of viewers at the event venue. However, the video streaming site does not show viewers' reactions.
[0006] The present invention was made in view of the above situation, and its purpose is to The purpose of this is to reflect the [Means for solving the problem]
[0007] In order to solve the above problems, a video distribution device according to one aspect of the present invention provides a video distribution system that allows viewers to view a video in real time. A viewer reaction acquisition unit that acquires the reaction of viewers and a unit that monitors the magnitude of the viewer's reaction a reaction tallying unit that tallies the reactions of each player or team that the player supports; a display mode changing unit that changes the display mode according to the size of the reaction of each team; a video distribution unit that distributes a video whose display mode has been changed, and the display mode change unit Depending on the size of each team's reaction, the player's or team's character's view The method is characterized by selecting a point.
[0008] The system further includes an audience reaction acquisition unit for acquiring reactions from audience members at the venue, The reaction tallying section measures the size of the audience's reaction to determine the player or team that the audience is rooting for. It may be calculated by each.
[0009] The display mode changing unit changes the display mode of the player or team depending on the magnitude of the reaction of the player or team. Effects may be applied to characters in a layer or team.
[0010] The display mode changing unit changes the display mode of the player or team depending on the magnitude of the reaction of the player or team. The number of support characters displayed for each layer or team may be changed.
[0011] Another aspect of the present invention is a video distribution method, which includes: The viewer reaction acquisition step to obtain the viewer reaction, and the size of the viewer reaction A reaction counting step is performed to count the reactions of each player or team that the player supports, and or a display mode changing step of changing the display mode according to the size of the reaction of each team. and a video distribution step of distributing the video whose display mode has been changed.
[0012] Any combination of the above components, and the expression of the present invention may be used as a method, an apparatus, a system, a recording medium, Conversions between the body, computer program, etc. are also valid aspects of the present invention. be. [Effects of the Invention]
[0013] According to the present invention, it is possible to reflect the reactions of spectators. [Brief explanation of the drawings]
[0014] [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
[0015] FIG. 1 is a diagram showing the configuration of a video distribution device 100 according to an embodiment of the present invention. 100 is the audience reaction acquisition unit 10, the viewer reaction acquisition unit 20, the reaction A memory unit 30, a reaction counting unit 40, an advertisement updating unit 50, an advertisement memory unit 60, a processing unit 70, The display mode change unit 80 and the video distribution unit 90 are included. A user reaction acquisition unit 20, a reaction aggregation unit 40, an advertisement update unit 50, a processing unit 70, a table The display mode change unit 80 and the video distribution unit 90 are configured to cooperate with hardware resources and software resources. This can be achieved by using only hardware resources, such as CPU, GPU, etc. PU, ROM, RAM, ASIC, FPGA, and other LSIs can be used. Software resources include operating systems, middleware, and application programs. The reaction storage unit 30 and the advertisement storage unit 60 may be configured, for example, as a memory, HDD and SSD.
[0016] Spectators of competitive games such as e-sports are divided into two groups: spectators at the game tournament venue and those playing the game. Spectators include viewers of any player or team in a competitive game. Register in advance to support the program.
[0017] The audience reaction acquisition unit 10 acquires the reactions of the audience at the venue of the competitive game tournament. Audience reactions include cheers, facial expressions, and poses. The acquisition unit 10 quantifies the reactions of the spectators and provides the player or team that the spectators are rooting for. The reaction values are stored in association with each other in the reaction storage unit 30.
[0018] The viewer reaction acquisition unit 20 acquires the reactions of viewers of the video distribution of the competitive game. The data is acquired from the viewers' terminals via the network. Viewers' reactions include cheers, comments, etc. These include comments, clicks on the "Like" button, etc. The viewer reaction acquisition unit 20 The viewers' reactions are quantified and the viewers' reactions are given to the players or teams they support. The reaction values are stored in the reaction storage unit 30 in association with each other.
[0019] The reaction counting unit 40 calculates the reaction values stored in the reaction storage unit 30. Aggregate by layer or team. Separate the reaction values for spectators and viewers and compare them with the players or The reaction values of the spectators and viewers may be calculated for each team, and the total reaction values of the spectators and viewers may be calculated for each player or team. It may also be possible to tally by group.
[0020] 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 used to determine the player or team. Here, we will explain the case where Player A and Player B are playing against each other. The spectators and viewers are associated with Player A and Player B. Three reaction values are saved: the number of comments made by the user, the number of likes, and the volume of cheers. In this example, the reaction values of the audience and viewers are added together and stored. The action value and the viewer reaction value may be stored separately.
[0021] The reaction counting unit 40 broadcasts the reaction values counted for each player or team. The result is supplied to the notification update unit 50 and the display mode change unit 80.
[0022] The advertisement storage unit 60 stores advertisements prepared by sponsors for each player or team. The advertisement updating unit 50 receives the player or team information supplied from the reaction counting unit 40. The ratio of sponsored advertisements displayed is changed according to the reaction value of each group, and the advertisements to be distributed are Specifically, sponsored ads for players or teams with high reaction values Increase the number of sponsored ads for players or teams with low reaction values. The update unit 50 supplies the updated advertisement to the video distribution unit 90.
[0023] The processing unit 70 changes the state of the player or team character according to the progress of the competitive game. The game screen is then updated and drawn, and supplied to the display mode change unit 80.
[0024] The display mode change unit 80 changes the display mode of the player or team supplied from the reaction counting unit 40. The display mode of the game is changed according to the reaction value of each character. The display style of the game background, characters, etc., so that players or teams with higher values stand out You can change the viewpoint of the character of the player or team with the highest reaction value. to change the viewpoint of the game screen.
[0025] The video distribution unit 90 distributes the game video whose display mode has been changed by the display mode change unit 80. The advertisement is delivered to the viewer's terminal via the network together with the advertisement supplied from the advertisement update unit 50. .
[0026] FIG. 3 shows a video distribution system 100 for distributing game videos that reflect the reactions of spectators. 10 is a flowchart illustrating a communication procedure.
[0027] Spectators at the game venue and viewers of game streaming videos can support the player or team they support. The program is registered (S10).
[0028] The audience reaction acquisition unit 10 receives reactions from the audience at the game venue to the competitive game. The reaction is then recorded by matching the player or team that the spectators are rooting for. The result is stored in the application storage unit 30 (S20).
[0029] The viewer reaction acquisition unit 20 acquires reactions to the competitive game from viewers of the game distribution video. Get the action and react to it by matching it with the player or team the viewer is rooting for is stored in the reaction storage unit 30 (S30).
[0030] The reaction counting unit 40 collects reactions for each player or team of a competitive game. The advertisement update unit 50 and the display mode change unit 80 are notified of the result (S40).
[0031] The display mode change unit 80 emphasizes the player or team that receives the most reaction from the spectators. The display mode of the game is changed so that the player can see the game (S50).
[0032] The advertisement updating unit 50 updates the sponsor advertisements for players or teams that receive a higher reaction from spectators. The advertisements to be distributed are updated to increase the number of advertisements (S60).
[0033] The video distribution unit 90 sends the advertisement updated by the advertisement update unit 50 to the display mode change unit 8. The game video whose display mode has been changed by 0 is distributed (S70).
[0034] FIG. 4 is a diagram illustrating an example of a game video displayed on a viewer's terminal. On the streaming site, the background of the screen changes depending on the excitement of the audience and viewers.
[0035] The game video 200 includes a character 210A of player A and a character 210B of player B. 0B is drawn. In the comment field 230, comments from viewers cheering on each player are written. The comment section 230 shows the player or team that the viewer is rooting for. For example, you can assign a color to a player or team and then add a comment to it. Color-code the columns with the player or team color. This allows you to In this figure, the number of comments from viewers supporting Player A is The components are hatched.
[0036] At the bottom of the screen, cheering squad 240A for player A and cheering squad 240B for player B are displayed. The cheering squad can be a player or a team mascot. The ratio of the number of cheering squad members 240A for player A to the number of cheering squad members 240B for player B is Reflected the ratio of the number of comments from viewers supporting Player B to the number of comments from viewers supporting Player B. Similarly, if there are 3 or more players or teams, The ratio of supporters for three or more players or teams will be determined according to the ratio of comments from the team. Just do it.
[0037] Here, the number of comments from viewers supporting Player A is higher than the number of comments from viewers supporting Player B. Because the number of comments is greater than the number of cheering squad members, the number of cheering squad members for player A is 240A, which is greater than the number of cheering squad members for player B. Player A's supporters 240A move to the right and Supporter 240B moves to the left, but the supporter of Player A, who is in the dominant position like in a sumo match, 240A pushes out 240B, the supporter of the underdog player B, to the edge of the screen.
[0038] This will show the total number of comments for each player or team, i.e. from the start of the match to the present. The total number of comments from each team will determine the mascot character of each player or team. This allows you to create a scene where the characters are fighting. You can visually see if a player or team is excited.
[0039] Here, the ratio of the number of comments entered by viewers supporting each player or team on their devices is The ratio of the number of supporters for each player or team was changed depending on the rate, but the viewers Depending on the ratio of the number of likes and ratings entered, each player or team will be chosen as a supporter. The ratio of the number of people watching the game may be changed. Not only the reactions of the players, but also the volume of the cheers of the audience at the venue can be added for each player or team. For example, you can change the ratio of the number of supporters to each team. The excitement of each player or team can be judged based on the volume of their voices.
[0040] Figure 5 shows an example of a game video and advertisements displayed on a viewer's device. Advertisement A-1, Advertisement A-2, Advertisement B-1, Advertisement A-3, Advertisement B-2, Advertisement A-4, Advertisement A -5, Ad B-3 is displayed. Ads A-1 to A-5 are advertisements sponsored by Player A. and advertisements B-1 to B-3 are advertisements for player B's sponsors.
[0041] Advertisements by sponsors of each player or team will be displayed on the distribution site. Based on the number of comments from viewers for each team or team and the volume of cheers from the audience in the venue, Increase advertising opportunities for sponsors of rising players or teams. The number of comments from viewers supporting Player A is greater than the number of comments from viewers supporting Player B. Because there are more sponsors, ads from Player A's sponsors will be displayed more frequently than ads from Player B's sponsors. is shown.
[0042] When the excitement exceeds a certain threshold, for example, when there are more than 1,000 comments within one minute, If this occurs, the display of the sponsored advertisement may be updated.
[0043] During the game, the more popular the player or team, the more ads are displayed. Once a win or loss is determined, more advertisements for the winning player or team may be displayed.
[0044] In Figure 5, we have explained the case where the game has two players, but it can also be applied to cases where the game has three or more players or teams. Similarly, in the above case, depending on the excitement of the player or team with 3 or more players, You can decide the percentage at which your team's or team's sponsored ads will be displayed.
[0045] Here, a sponsor advertisement is displayed at the bottom of the screen, but each player of the game video 200 may display sponsored advertisements on the clothing worn by the team's characters. Depending on the excitement of the crowd and the game, the dominant player or team's character will be sponsored. Advertisements may be displayed and updated frequently. Alternatively, sponsor advertisements may not be displayed on characters of the team.
[0046] FIG. 6 is a diagram illustrating an example of a game video displayed on a viewer's terminal. Depending on the excitement of the players and the crowd, the dominant player or team's characters will be given effects. Here, the character 210A of the player A is given an aura 220. This is an example of how the game can be used to express the comments of viewers and the cheers of the audience in the venue. This allows the player to know in the game that the spectators are cheering for them. Listeners can apply effects to game characters on the streaming site, You can feel the sense of unity between the viewers and the players. By influencing the game based on the player's actions, viewers are no longer just bystanders of the game. By participating in the game, players feel a greater sense of unity with the game.
[0047] FIG. 7 is a diagram showing an example of a game video displayed on a viewer's terminal. The game video is rendered from the perspective of the character of the player or team that is up. Here, the number of comments from viewers supporting Player A is compared to the number of comments from viewers supporting Player B. Because the number of comments is greater than the number of comments, the game video is shown from the perspective of player A's character 210A. The game video is drawn. The point of view of the player or team who is excited like this This allows viewers and spectators to feel a greater sense of unity with the players. It can be done.
[0048] As described above, in this embodiment, the game video has been described, but the present invention is not limited to this. Any video with layers or teams is fine, and it can be used in sports such as baseball and soccer. is also applicable.
[0049] The various processes of the video distribution device 100 described above are performed using hardware such as a CPU and memory. It can be realized as a device using ROM (Read Only Memory) firmware stored in the device, flash memory, etc., and software such as computers This can also be achieved by firmware programs, software The program can be provided by recording it on a computer-readable recording medium, or by transmitting it via wired Alternatively, you can send and receive data to and from the server via a wireless network, or via terrestrial or satellite data. It is also possible to transmit and receive it as digital broadcast data.
[0050] As described above, according to the embodiment of the present invention, it is possible to watch a competitive game on a distribution site. By creating a visual effect that shows the excitement of the audience, This will convey the feeling of unity to the viewers, and will also increase the excitement of the spectators, including the spectators and viewers. By displaying the winning streak on the game screen, the excitement of the spectators is conveyed to the player, This can enhance the sense of unity between spectators and players.
[0051] The present invention has been described above based on the embodiments. The embodiments are merely examples, and the respective structures thereof are not intended to be limiting. The fact that various variations are possible in the combination of components and each treatment process, and that such variations It will be understood by those skilled in the art that such modifications are also within the scope of the present invention. [Explanation of symbols]
[0052] 10 Audience reaction acquisition unit, 20 Viewer reaction acquisition unit, 30 Reaction 40 reaction counting unit, 50 advertisement update unit, 60 advertisement memory unit , 70 processing unit, 80 display mode changing 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 video distribution device is characterized in that the display mode change unit selects the viewpoint of the character of each player or team depending on the magnitude of the reaction of each player or team.
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 changing step selects a viewpoint of a character of a player or a team depending on the magnitude of the reaction of each player or team.
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 changing step selects a viewpoint of a character of a player or a team depending on the magnitude of the reaction of each player or team.
Citation Information
Patent Citations
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