Transformation and Communication Filters for Social Interaction
Profile-based language conversion and filtering systems address language barriers and inappropriate content in digital networks by customizing real-time message modifications, enhancing user engagement and experience in multiplayer environments.
Patent Information
- Application Number
- JP2022128797
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-08-25
- Filing Date
- 2022-08-12
- Publication Date
- 2025-11-25
- Estimated Expiration
- 2042-08-12
AI Technical Summary
Current digital content networks face challenges in communication and interaction due to language barriers, distractions from real-time translations, and exposure to inappropriate content, particularly in multiplayer gaming environments, which hinder user engagement and experience.
Implementing profile-based language conversion and filtering systems that monitor communication sessions in real-time, apply user-specific conversion rules to modify messages, and customize the presentation based on individual user preferences and in-game contexts.
Enhances user engagement by providing real-time language translation and content filtering, ensuring seamless communication and reducing distractions, while protecting users from inappropriate content.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates generally to transformation and communication filters, and more particularly to transformation and communication filters for social interaction in digital content networks. [Background technology]
[0002] Currently available digital content networks span the globe and may involve communications in a variety of different languages. Users playing during a gameplay session of a multiplayer game title may encounter other users communicating in different languages. Such communications may include voice-based chat, text-based chat, video-based chat, etc., and may occur across one or more different platforms (e.g., a game platform server and a separate chat server). When combined with different languages, the variety of different chat types and platforms may further exacerbate barriers to communication and interaction between current users of a session of an interactive content title.
[0003] When the title of the interactive content is a game title, additional obstacles may arise. For example, in-game events in the game's virtual or digital environment may occur simultaneously with the exchange of communications between users. Thus, users may wish to pay particular attention to in-game events that are important to or otherwise affect the success of their gameplay. Having to divide attention to require or otherwise find a way to understand real-time communications may distract from gameplay, and further, delayed translation may prevent users from understanding the content of the communications. Thus, opportunities to find compatible or engaging peers or otherwise engage in further social interactions may be lost.
[0004] In addition to simple language differences, other circumstances may arise that create language barriers or other undesirable communication experiences. For example, a new player may be unfamiliar with a particular interactive content title (or games in general) and therefore may not understand specific references to particular content titles, characters, backstories, game practices, terminology, slang, etc. Another example may include a player who may not want to expose themselves to profanity, graphic content, bullying language, sexist language, or other offensive, hostile, or violent language (e.g., harassment, threats). Younger players (e.g., children) in particular may have parents, guardians, or other supervisors (e.g., relatives, childcare professionals) who want to limit the player's exposure to such language.
[0005] Therefore, there is a need in the art for improved systems and methods of transformation and communication filters for social interaction in digital content networks. Summary of the Invention
[0006] Embodiments of the present invention include systems and methods for profile-based language conversion and filtering. A user language profile specifying one or more conversion rules may be stored in a memory for a user. Current communication sessions associated with the user's user device may be monitored. The current communication session may include messages from one or more other user devices of one or more other users. The language set of at least one of the messages of the current communication session may be detected as triggering at least one of the conversion rules in real time. The language set of the at least one message may be further filtered in real time based on the at least one conversion rule, thereby modifying the at least one message. Furthermore, a presentation of the current communication session provided to the user device may be modified to include the filtered language set of the modified message instead of the triggering language set. [Brief explanation of the drawings]
[0007] [Figure 1] 1 illustrates a network environment in which a system for profile-based language translation and filtering may be implemented. [Figure 2] 1 illustrates an exemplary Uniform Data System (UDS) that may be used to provide data to a system for profile-based language translation and filtering. [Figure 3] 1 is a flowchart illustrating an exemplary method for profile-based language translation and filtering. [Figure 4] FIG. 1 illustrates an exemplary implementation of profile-based language translation and filtering. [Figure 5] FIG. 1 is a block diagram of an exemplary electronic entertainment system that may be used with embodiments of the present invention. DETAILED DESCRIPTION OF THE INVENTION
[0008] Embodiments of the present invention include systems and methods for profile-based language conversion and filtering. A user language profile specifying one or more conversion rules may be stored in a memory for a user. Current communication sessions associated with the user's user device may be monitored. The current communication session may include messages from one or more other user devices of one or more other users. The language set of at least one of the messages of the current communication session may be detected as triggering at least one of the conversion rules in real time. The language set of the at least one message may be further filtered in real time based on the at least one conversion rule, thereby modifying the at least one message. Furthermore, a presentation of the current communication session provided to the user device may be modified to include the filtered language set of the modified message instead of the triggering language set.
[0009] FIG. 1 illustrates a network environment in which a system for profile-based language translation and filtering may be implemented. The network environment 100 may include one or more content source servers 110 that provide digital content for distribution (e.g., games, other applications, and services), one or more content provider server application program interfaces (APIs) 120, a content delivery network server 130, a translation filter server 140, and one or more user devices 150. The devices in the network environment 100 communicate with each other using one or more communication networks, which may include a local, proprietary network (e.g., an intranet) and / or may be part of a larger wide area network. The communication networks may be local area networks (LANs) that may be communicatively coupled to a wide area network (WAN) such as the Internet. The Internet is a broad network of interconnected computers and servers that enables the transmission and exchange of Internet Protocol (IP) data between connected users via a network service provider. Examples of network service providers include the public switched telephone network, a cable service provider, a digital subscriber line (DSL) service provider, or a satellite service provider. The one or more communication networks enable communication between the various components of the network environment 100.
[0010] The servers described herein may include any type of server known in the art, including standard hardware computing components such as network and media interfaces, non-transitory computer-readable media (memory), and a processor for executing instructions or accessing information that may be stored in the memory. The functionality of multiple servers may be integrated into a single server. Any of the foregoing servers (or integrated servers) may take on specific client-side, cache, or proxy server characteristics. These characteristics may depend on the particular network placement of the server or the particular configuration of the server.
[0011] Content source server 110 may maintain and provide a variety of digital content and services that are available for distribution over a communications network. Content source server 110 may be associated with any content provider that makes its content available for access over a communications network. Thus, content source server 110 may host a variety of different content titles that may be further associated with object data (e.g., activity information, zone information, character information, player information, other game media information, etc.) regarding digital or virtual objects that are displayed in a digital or virtual environment during an interactive session.
[0012] Such content may include not only digital video and games, but also other types of digital applications and services. Such applications and services may include any of a variety of different digital content and functionality that may be provided to user device 150, including providing and supporting chat and other communication channels. Chat and communication services may include voice-based, text-based, and video-based messaging. Thus, user device 150 may participate in one or more communication sessions and gameplay sessions simultaneously, and the gameplay and communication sessions may be hosted on one or more content source servers 110.
[0013] Content from content source server 110 may be provided via content provider server API 120, which enables various types of content source server 110 to communicate with other servers (e.g., user devices 150) in network environment 100. Content provider server API 120 may be specific to the particular operating language, system, platform, protocol, etc. of the content source server 110 providing the content, as well as the user devices 150 and other devices in network environment 100. In network environment 100 including multiple different types of content source servers 110, there may likewise be a corresponding number of content provider server APIs 120, which enable various formats, conversions, and other cross-device and cross-platform communication processes for providing content and other services to different user devices 150, each of which may process such content using different operating systems, protocols, etc. Accordingly, applications and services may be made available in different formats to be compatible with a variety of different user devices 150. In a network environment 100 that includes multiple different types of content source servers 110, content delivery network servers 130, conversion filter servers 140, user devices 150, and databases 160, there may similarly be a corresponding number of APIs managed by the content provider server API 120.
[0014] Content provider server API 120 may further facilitate each of user devices 150's access to content hosted by or services provided by content source server 110, either directly or via content delivery network server 130. Additional information, such as metadata about the accessed content or service, may also be provided to user device 150 by content provider server API 120. As described below, the additional information (e.g., object data, metadata) may be available to provide details about the content or service provided to user device 150. In some embodiments, services provided by content source server 110 to user device 150 via content provider server API 120 may include supporting services associated with other content or services, such as chat services, ratings, and profiles associated with particular games, teams, communities, etc. In such cases, content source servers 110 may also communicate with each other via content provider server API 120.
[0015] The content delivery network servers 130 may include servers that provide resources, files, etc. related to content from the content source servers 110, including various content and service configurations, to the user devices 150. The content delivery network servers 130 may also be invoked by user devices 150 requesting access to particular content or services. The content delivery network servers 130 may include universe management servers, game servers, streaming media servers, servers hosting downloadable content, and other content delivery servers known in the art.
[0016] The transformation filter server 140 may include any data server known in the art that is capable of communicating with the different content source servers 110, the content provider server API 120, the content delivery network server 130, the user devices 150, and the database 160. Such a transformation filter server 140 may be implemented in one or more cloud servers that execute instructions associated with interactive content (e.g., games, activities, videos, podcasts, user-generated content (“UGC”), publisher content, etc.). Additionally, the transformation filter server 140 may execute instructions to, for example, consolidate communication session messages, filter messages based on particular user profiles (including transformations and content modifications), and modify the presentation of the communication session messages based on the filtering.
[0017] The user device 150 may include several different types of computing devices. The user device 150 may be a server that provides internal services (e.g., to other servers) in the network environment 100. In such a case, the user device 150 may correspond to one of the content servers 110 described herein. Alternatively, the user device 150 may be a computing device, including any number of different game consoles, mobile devices, laptops, and desktops. Such user devices 150 may also be configured to access data from other storage media, such as, but not limited to, a memory card or disk drive, which may be appropriate for downloaded services. Such user devices 150 may include standard hardware computing components, such as, but not limited to, network and media interfaces, non-transitory computer-readable storage (memory), and a processor for executing instructions that may be stored in memory. These user devices 150 may also be launched using a variety of different operating systems (e.g., iOS, Android), applications, or computing languages (e.g., C++, JavaScript). An exemplary client device 150 is described in detail herein with respect to FIG. 5. Each of the user devices 150 may be associated with a participant (e.g., a player) or other type of user (e.g., a spectator) associated with a collection of digital content streams.
[0018] Although depicted separately, database 160 may be stored on the same server, a different server, or any of the servers and devices shown in network environment 100 as user device 150. Such database 160 may store or link various dictionaries and other conversion sources used for conversion. Additionally, database 160 may store user language profiles and conversion models that may be specific to a particular user, user group or team, user category, game title, game genre, language category, etc. One or more user language profiles may also be stored in database 160 for each user. In addition to gameplay data regarding the user (e.g., the user's progress in an activity and / or media content title, user ID, user game character, etc.), the user language profile may include a set of conversion rules specific to the user.
[0019] An exemplary translation rule for a user may specify a particular trigger condition and an associated translation action. For example, the trigger condition may include detecting the use of a language that does not match the language(s) associated with the user in the user language profile (e.g., a language specified as preferred language(s)), and the corresponding translation action may include translating the detected language into one of the user's preferred languages. Thus, in a communication session involving multiple players, each speaking a different language, each player may speak or send text in their native language(s), but may be presented with a different version of the chat stream that has been translated according to their respective user language profiles. Thus, a chat stream that may include multiple different languages in an unmodified, unfiltered form may be translated into different versions of different languages (or different sets of languages) that are sent to each user device according to their respective user language profiles.
[0020] In addition to pure language translation, translation rules may also specify translation of specialized (e.g., game-specific) terms, phrases, or references. For example, a player new to a particular game title may request or select an extended or explanatory translation as part of a specified translation action. References to specific players, game characters, locations, or other in-game objects, etc., may thereby be identified as trigger conditions associated with translation actions that, in conjunction with the rest of the communication stream, provide definitions, backstories and other background data, combo descriptions, links to more resources, etc. Thus, chat streams involving users with different experience levels may be translated to include different types and ranges of annotations based on each user's experience level. Such definitions and explanations may also be provided for general game-related terms and phrases, as well as terms and phrases that are platform-specific, hardware-specific, content title-specific, content genre-specific, user-specific, group-specific, or team-specific, or other specialized vocabulary.
[0021] In addition to transformation rules that result in the addition of more content to messages in a chat stream, a user language profile may also include transformation rules that may result in the removal or otherwise modification of messages in a chat stream. Some users (or their parents, guardians, supervisors, etc.) may wish to avoid exposure to certain types of language, including profanity, graphic content, bullying language, sexist language, or other offensive, hostile, or violent language (e.g., harassment, threatening). Accordingly, trigger conditions defined by transformation rules may include various terms, phrases, and indicators of such language or content, while associated trigger actions may include the removal (e.g., deleting, muting, bleeping) or modification (e.g., blurring, blocking / blacking out, auto-correcting, or replacing with alternative language, emoji, or graphics) of the triggering language from the chat stream presentation provided to the user.
[0022] In some cases, users may choose to censor themselves when customizing the translation rules for their user language profile. For example, a user may specify that a particular audience (e.g., younger players) cannot view, hear, or access certain types of content generated by the user. Accordingly, trigger conditions may include parameters that characterize other users and different scopes associated with different trigger actions.
[0023] Other trigger conditions may specify other circumstances for removing language from a chat stream. For example, a chat stream that may include many other users communicating simultaneously may be overwhelming to a user. Thus, a user may specify a trigger condition corresponding to a certain threshold of message volume, at which point an associated conversion action may automatically exclude certain categories of messages from the chat stream presentation provided to the user device. For example, a user may specify different categories of users (e.g., friends, teammates, current session players, favorites, trusted users, etc.) to be prioritized over other users when performing a conversion action. Thus, a chat stream may be extracted for a user based on application of the conversion rules of the associated user language profile. Such an extracted chat stream may include only messages from the prioritized user group(s).
[0024] In some embodiments, the associated transformation action may further include identifying the user (e.g., a particular player or spectator) who is the source of the triggering language and automatically adding the identified user to a block list or initiating another form of penalty or intervention (e.g., blocking further access to the gameplay session or platform and requiring remedial training as a prerequisite for regaining gameplay privileges). Some implementations of the trigger condition may include a predetermined number of permitted uses (e.g., three strikes) before the identified user is blocked or other penalty or intervention is imposed. Thus, each detected use of the triggering language may be counted against the predetermined number and may result in an update of the current status of the trigger condition (e.g., strike two out of three).
[0025] Some embodiments may further provide conversion to different media or different types of presentation. Different users may have different preferences for how they want to communicate and receive communications. For example, some users prefer to read text-based messages, while others prefer to listen to audio messages. Furthermore, the same user may also prefer text-based messages in some situations, while preferring audio messages in other situations. For example, a user may want to focus their attention on a currently displayed in-game event and therefore may not want the on-screen display to be obscured or for them to have to look away from the screen to communicate. Thus, a trigger condition associated with an in-game event may be defined by a conversion rule and associated with an action to convert any text-based message to audio. Alternatively, when many other users are speaking simultaneously or when on-screen events are particularly noisy, a user may be unable to distinguish between sounds. Thus, a user may define a trigger condition for a predetermined number of simultaneous speakers or a predetermined volume / decibel level. The associated conversion rule may then include transcription of the spoken message.
[0026] Various different combinations of translation rules (and associated trigger conditions and translation actions) may be stored in each user's user language profile. Thus, collectively, the set of translation rules contained in the user language profile provides custom translation, filtering, and display for a particular user. Customization may further be based on current session conditions (e.g., current gameplay status, current game title, current in-game conditions). Because the presentation of each chat stream is personalized for a particular user based on their respective user language profiles, chat streams involving multiple different users may be translated and filtered, resulting in as many different versions of the chat stream as there are users.
[0027] In an exemplary implementation, a current communication session involving multiple users may be monitored by conversion filter server 140 according to a respective user language profile associated with each user. In monitoring a particular user, conversion filter server 140 may detect in real time that the language set of at least one of the messages of the current communication session triggers at least one of the conversion rules in that user's user language profile. Such detection may be based on the language set satisfying one or more trigger conditions specified by the conversion rule. Conversion filter server 140 may then filter the language set of the at least one message in real time based on a conversion action specified by the triggered conversion rule. Such a conversion action may result in modification of the at least one message based on the filtered language set. Furthermore, conversion filter server 140 may modify a presentation of the current communication session provided to a particular user's user device. Furthermore, the presentation of the current communication session may be modified to include the filtered language set of the modified message instead of the triggering language set.
[0028] FIG. 2 illustrates an exemplary Uniform Data System (UDS) 200 that can be used to provide data to a system for profile-based language translation and filtering. Based on the data provided by the UDS 200, the translation filter server 140 can recognize current session conditions, such as the in-game objects, entities, activities, and events the user is engaged in, which can then support the analysis and adjustment of translation and filtering by the translation filter server 140 along with the current gameplay and in-game activity. Each user interaction can be associated with metadata, such as the type of in-game interaction, its location within the in-game environment, its point in time within the in-game timeline, and other players, objects, and entities involved. Thus, metadata can be tracked for any of a variety of user interactions that may occur during a game session, such as associated activities, entities, settings, results, actions, effects, locations, character statistics, and so on. Such data can be further aggregated, applied to a data model, and subjected to analysis. Using such a UDS data model, contextual information can be assigned to pieces of information in a uniform manner across multiple games.
[0029] For example, various content titles may depict one or more objects with which users can interact (e.g., engage in in-game activities) and / or UGC (e.g., screenshots, videos, play-by-play commentary, mashups, etc.) created by peers, the publisher of the media content title, and / or third-party publishers. Such UGC may include metadata for searching such UGC. Such UGC may also include information about the media and / or peers. Such peer information may be derived from data collected during a peer's interaction with an object in an interactive content title (e.g., a video game, an interactive book, etc.) and may be "bound" to and stored with the UGC. Such binding enhances UGC because the UGC may deep link (e.g., launch directly) to the object, provide information about the object and / or peer in the UGC, and / or enable a user to interact with the UGC.
[0030] 2, an exemplary console 228 (e.g., user device 130) and exemplary servers 218 (e.g., streaming server 220, activity feed server 224, user-generated content (UGC) server 232, and object server 226) are shown. In one example, console 228 may be implemented on either platform server 120, cloud server, or server 218. In one illustrative example, content recorder 202 may be implemented on either platform server 120, cloud server, or server 218. Such content recorder 202 receives content (e.g., media) from interactive content title 230 and records it on a content ring buffer 208. Such a ring buffer 208 may store multiple content segments (e.g., v1, v2, and v3), a start time for each segment (e.g., V1_START_TS, V2_START_TS, V3_START_TS), and an end time for each segment (e.g., V1_END_TS, V2_END_TS, V3_END_TS). Such segments may be stored by the console 228 as media files 212 (e.g., MP4, WebM, etc.). Such media files 212 may be uploaded to a streaming server 220 for storage and subsequent streaming or use, although the media files 212 may be stored on any server, cloud server, any console 228, or any user device 130. Such start and end times for each segment may be stored by the console 228 as a content timestamp file 214. Such a content timestamp file 214 may also include a stream ID that matches the stream ID of the media file 212, thereby associating the content timestamp file 214 with the media file 212.Such content timestamp files 214 may be uploaded and stored on the activity feed server 224 and / or the UGC server 232, but the content timestamp files 214 may be stored on any server, cloud server, any console 228, or any user device 130.
[0031] At the same time that the content recorder 202 receives and records content from the interactive content title 230, the object library 204 receives data from the interactive content title 230, and the object recorder 206 tracks the data to determine the start and end times of the activity. The object library 204 and the object recorder 206 may be implemented on either the platform server 120, the cloud server, or the server 218. When the object recorder 206 detects the start of an activity, it receives object data (e.g., data if the object is an activity, user interaction with the activity, activity ID, activity start time, activity end time, activity result, activity type, etc.) from the object library 204 and records this activity data (e.g., ActivityID1, START_TS; ActivityID2, START_TS; ActivityID3, START_TS) in the object ring buffer 210. Such activity data recorded on the object ring buffer 210 may be stored in the object file 216. Such object files 216 may also include activity start time, activity end time, activity ID, activity result, activity type (e.g., competition, quest, task, etc.), and user or peer data related to the activity. For example, object files 216 may store data regarding items used during the activity. Such object files 216 may be stored on an object server 226, although object files 216 may be stored on any server, cloud server, any console 228, or any user device 130.
[0032] Such object data (e.g., object file 216) can be associated with content data (e.g., media file 212 and / or content timestamp file 214). In one example, UGC server 232 stores content timestamp file 214 with object file 216 and associates content timestamp file 214 with object file 216 based on a match between the stream ID of content timestamp file 214 and the corresponding activity ID of object file 216. In another example, object server 226 can store object file 216 and receive queries for object file 216 from UGC server 232. Such queries can be performed by searching for an activity ID of object file 216 that matches the stream ID of content timestamp file 214 transmitted with the query. In yet another example, queries of stored content timestamp file 214 can be performed by matching the start and end times of content timestamp file 214 with the start and end times of the corresponding object file 216 transmitted with the query. Such an object file 216 may also be associated with a matching content timestamp file 214 by the UGC server 232, although this association may be performed by any server, cloud server, any console 228, or any user device 130. In another example, the object file 216 and the content timestamp file 214 may be associated by the console 228 during the creation of each of the files 216, 214.
[0033] In an exemplary embodiment, the media files 212 and activity files 216 may provide information about current session conditions to the conversion filter server 140. Accordingly, the conversion filter server 140 may use such media files 212 and activity files 216 to determine whether the current session conditions satisfy any of the trigger conditions of the conversion rules associated with the current user of the monitored communication session. For example, the media files 212 and activity files 216 may contain references to specific characters, locations, and objects displayed and interacted with in the current gameplay session. Based on such files 212 and 216, the conversion filter server 140 may thus identify references to game-specific terms, phrases, and the like, rather than those from another language, thereby better distinguishing between which language set of a chat stream is a particular user's preferred language(s) and which language set of a chat stream is a different language. For novice users, some of the terms and phrases may be converted into expanded definitions or explanations, which may include media from the media files 212 and activity files 216 or links to these files. Additionally, if the trigger condition may include a particular in-game status of the user or other users, the conversion filter server 140 may use the media files 212 and activity files 216 to evaluate and determine whether such in-game status satisfies the trigger condition.
[0034] Figure 3 is a flowchart illustrating an example method 300 for profile-based language translation and filtering. The method 300 of Figure 3 may be embodied as executable instructions on a non-transitory computer-readable storage medium, including, but not limited to, non-volatile memory such as a CD, DVD, or hard drive. The instructions on the storage medium may be executed by a processor (or multiple processors) to cause various hardware components of a computing device that hosts or otherwise accesses the storage medium to perform the method. The steps (and their order) identified in Figure 3 are exemplary and may include various alternatives, equivalents, or derivations thereof, including, but not limited to, the order of execution thereof.
[0035] At step 310, a user language profile may be stored in memory (e.g., database 160) for a particular user. Different users may be associated with different user language profiles, as each user language profile may be customized to each user's preferences, habits, and history. Each user language profile may include one or more translation rules, each of which may specify one or more trigger conditions associated with one or more translation actions. The trigger conditions may relate to any condition related to the user, other users, messages in a particular communication session, and related content session(s). Meanwhile, the translation actions may include language translation and classification, definitions and descriptions, filtering or replacement of language from a communication session, presentation modifications, and other modifications to the chat stream.
[0036] At step 320, the current communication session may be monitored by conversion filter server 140 based on the user language profiles of the participating users. Because each user has its own unique user language profile, conversion filter server 140 may retrieve the associated user language profile from database 160 and use the associated conversion rules to monitor the communication session in real time (or near real time). Furthermore, if the associated conversion rules may specify trigger conditions that include other sessions or related sessions (e.g., gameplay sessions), conversion filter server 140 may also retrieve media files 212 and activity files 216 associated with the users who specified such trigger conditions. The media files 216 and activity files 216 may be used by conversion filter server 140 in conjunction with the conditions of the communication session to determine whether the trigger conditions are met.
[0037] In step 330, the language set of the message may be detected as triggering a translation rule associated with the user. As described above, a language set may trigger a translation rule when the trigger condition specified by that translation rule is met. Because different users may be associated with different translation rules via their respective different user language profiles, a language set that triggers one user's translation rule may not trigger another user's translation rule. For example, in a multi-user communication session in which all users use different preferred language(s), different messages may trigger translation for each user.
[0038] In step 340, the conversion filter server 140 may modify the message detected in step 330 by filtering the triggering language set according to the conversion action of the triggered conversion rule. As described above, such modification may include adding, removing, or otherwise changing the triggering language set of the message. In some implementations, such modification may result in partial or complete filtering of the message from the chat stream of the communication session.
[0039] In step 350, the translation filter server 140 may modify the presentation of the current communication session provided to the user device 150 according to the translation action of the triggered translation rule. The presentation modification may include changing the presentation type of the triggering message. For example, a transcription of an audio message may be presented as a text-based message, or vice versa. Additionally, different media elements (e.g., media elements originating from the media file 216, the activity file 216, or predefined media specified by the translation action) may be added to or removed from the chat stream before being presented to the particular user associated with the triggered translation rule.
[0040] Figure 4 illustrates an exemplary implementation of profile-based language translation and filtering. The diagram in Figure 4 shows multiple different communication sessions 410A-C. The communication sessions 410A-C may be associated with a particular content interaction session (e.g., a gameplay session for a particular game title) or may simply be established and operate concurrently with a content session. The different communication sessions 410A-B may each have their own messages A1-n, B1-n, and C1-n in any medium known in the art, including text, audio, and video.
[0041] Data from communication sessions 410A-C may be provided to conversion filter server 140 for synthesis and translation according to custom user language profiles (stored and maintained in database 160 or user language profile database 420). While FIG. 4 shows only two user devices 150A-B, a communication session may include any number of users. In an exemplary implementation, conversion filter server 140 may obtain user language profiles for the users of user devices 150A-B and use the obtained user language profiles to synthesize and translate messages with customized content for each user.
[0042] As shown, conversion filter server 140 may generate and provide one version of chat stream presentation 430A to user device 150A, while generating and providing a different version of chat stream presentation 430B to user device 150B. Furthermore, chat stream presentation 430A not only includes modifications to different messages, but also includes a different set of messages than chat stream presentation 430B provided to user device 150B. As noted above, modifications to particular messages may also include different types of media content than were originally included in the messages. Thus, each user of user device 150 may be presented with a customized version of communication session 410A-C according to their respective user language profile.
[0043] Figure 5 is a block diagram of an exemplary electronic entertainment system that may be used with embodiments of the present invention. The entertainment system 500 of Figure 5 includes a main memory 505, a central processing unit (CPU) 510, a vector unit 515, a graphics processing unit 520, an input / output (I / O) processor 525, an I / O processor memory 530, a controller interface 535, a memory card 540, a universal serial bus (USB) interface 545, and an IEEE interface 550. The entertainment system 500 may further include an operating system read-only memory (OS ROM) 555, an audio processing unit 560, an optical disc control unit 570, and a hard disk drive 565, which are connected to the I / O processor 525 via a bus 575.
[0044] Entertainment system 500 may be an electronic gaming console. Alternatively, entertainment system 500 may be implemented as a general-purpose computer, a set-top box, a handheld gaming device, a tablet computing device, a mobile computing device, or a mobile phone. Entertainment systems may include more or fewer operating components depending on the particular form factor, purpose, or design.
[0045] The CPU 510, vector unit 515, graphics processing unit 520, and I / O processor 525 of FIG. 5 communicate via a system bus 585. Additionally, the CPU 510 of FIG. 5 communicates with main memory 505 via a dedicated bus 580, while the vector unit 515 and graphics processing unit 520 may communicate via a dedicated bus 590. The CPU 510 of FIG. 5 executes programs stored in the OS ROM 555 and the main memory 505. The main memory 505 of FIG. 5 may include pre-stored programs and programs transferred via the I / O processor 525 from a CD-ROM, DVD-ROM, or other optical disk (not shown) using the optical disk control unit 570. The I / O processor 525 of FIG. 5 may also enable the introduction of content transferred over wireless or other communication networks (e.g., 4G, LTE, 3G, etc.). The I / O processor 525 of FIG. 5 primarily controls the exchange of data between various devices of the entertainment system 500, including the CPU 510, the vector unit 515, the graphics processing unit 520, and the controller interface 535.
[0046] The graphics processing unit 520 of Figure 5 executes graphics instructions received from the CPU 510 and the vector unit 515 to generate images for display on a display device (not shown). For example, the vector unit 515 of Figure 5 may convert an object from three-dimensional coordinates to two-dimensional coordinates and send the two-dimensional coordinates to the graphics processing unit 520. Additionally, the audio processing unit 560 executes instructions to generate audio signals, which are output to an audio device such as a speaker (not shown). Other devices may be connected to the entertainment system 500 via the USB interface 545 and the IEEE 1394 interface 550, such as a wireless transceiver; these interfaces may also be embedded in the system 500 or as part of some other component, such as a processor.
[0047] 5 provides instructions to CPU 510 via controller interface 535. For example, the user may instruct CPU 510 to store particular game information on memory card 540 or other non-transitory computer-readable storage medium, or may instruct a character in the game to perform a particular action.
[0048] The present invention may be implemented in an application that may be operable by a variety of end-user devices. For example, the end-user device may be a personal computer, a home entertainment system (e.g., Sony PlayStation2® or Sony PlayStation3® or Sony PlayStation4®), a portable gaming device (e.g., Sony PSP® or Sony Vita®), or a home entertainment system from a different, but subordinate, manufacturer. It is fully contemplated that the methods of the present invention described herein will be operable on a variety of devices. The present invention may also be implemented in a cross-title neutral manner, such that embodiments of the inventive system may be utilized across a variety of titles from a variety of publishers.
[0049] The present invention can be implemented in applications that can operate using a variety of devices. A non-transitory computer-readable storage medium refers to any medium or media that participates in providing instructions to a central processing unit (CPU) for execution. Such media can take many forms, including, but not limited to, non-volatile and volatile media, such as optical or magnetic disks and dynamic memory, respectively. Common forms of non-transitory computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tape, any other magnetic media, CD-ROM disks, digital video disks (DVDs), any other optical media, RAM, PROM, EPROM, FLASHEPROM, and any other memory chip or cartridge.
[0050] Various forms of transmission media may be involved in carrying one or more sequences of one or more instructions to the CPU for execution. A bus carries the data to system RAM, and the CPU reads and executes the instructions from the system RAM. The instructions received by the system RAM may optionally be stored on a fixed disk either before or after execution by the CPU. Various forms of storage may also be implemented, as may network interfaces and network topologies necessary to implement the storage.
[0051] The foregoing detailed description of the present technology has been presented for purposes of illustration and description. It is not intended to be exhaustive or to limit the technology to the precise form disclosed. Many modifications and variations are possible in light of the above teachings. The described embodiments have been chosen to best explain the principles of the technology, its practical application, and to enable those skilled in the art to utilize the technology in various embodiments and with various modifications suitable for the particular uses contemplated. It is intended that the scope of the present technology be defined by the claims.
Claims
1. 1. A method for profile-based language translation and filtering, comprising: storing a user language profile in a user memory, the user language profile specifying one or more conversion rules; monitoring a plurality of current communication sessions associated with the user device, the current communication sessions including messages from one or more other user devices of one or more other users; detecting that at least one language set of the messages of the current communication session triggers at least one of the conversion rules in real time; filtering the language set of the at least one message in real time based on the at least one conversion rule, wherein the at least one message is modified based on the filtered language set; modifying a presentation of the current communication session provided to the user device, wherein the presentation of the current communication session is modified to include the filtered language set of the modified message; Including, The method, wherein modifying the presentation further comprises aggregating messages from the multiple current communication sessions into a single stream.
2. 2. The method of claim 1, wherein the conversion rule specifies one or more trigger conditions associated with one or more conversion actions, and the language set is detected as triggering the conversion rule when the language set includes at least one of the trigger conditions.
3. The method of claim 2 , further comprising customizing the trigger condition based on a user input associated with the user.
4. 3. The method of claim 2, wherein the conversion action further comprises identifying which of the other users is the source of the triggering language set and updating the trigger status of the identified other users with respect to the one or more trigger conditions.
5. The method of claim 1 , wherein filtering the language set is further based on a game title currently being played by the user of the user device.
6. 2. The method of claim 1, further comprising storing a different user language profile of an identified one of the other users in the current communication session, wherein a presentation of the current communication session is modified in accordance with the different user language profile before being provided to the user device of the identified other user.
7. 1. A system for profile-based language translation and filtering, comprising: a memory for storing a user language profile for a user, the user language profile specifying one or more conversion rules; a communications interface for communicating over a communications network, the communications interface monitoring a plurality of current communications sessions associated with a user device of the user, the current communications sessions including messages from one or more other user devices of one or more other users; a processor that executes instructions stored in a memory, the processor executing the instructions to detecting that at least one language set of the messages of the current communication session triggers at least one of the conversion rules in real time; filtering the language set of the at least one message in real time based on the at least one conversion rule, wherein the at least one message is modified based on the filtered language set; modifying a presentation of the current communication session provided to the user device, wherein the presentation of the current communication session is modified to include the filtered language set of the modified message instead of the triggering language set; Including, modifying the presentation further includes aggregating messages from the multiple current communication sessions into a single stream. system.
8. 8. The system of claim 7, wherein the conversion rule specifies one or more trigger conditions associated with one or more conversion actions, and the language set is detected as triggering the conversion rule when the language set includes at least one of the trigger conditions.
9. The system of claim 8 , wherein the processor executes further instructions to customize the trigger condition based on user input associated with the user.
10. 10. The system of claim 8, wherein the conversion action further includes identifying which of the other users is the source of the triggering language set and updating the trigger status of the identified other users with respect to one or more of the trigger conditions.
11. The system of claim 7 , wherein the processor executes further instructions to further filter the language set based on a game title currently being played by the user of the user device.
12. 8. The system of claim 7, wherein the memory further includes storing a different user language profile of an identified one of the other users in the current communication session, and the processor further modifies a presentation of the current communication session in accordance with the different user language profile before being provided to the user device of the identified other user.
13. 1. A non-transitory computer-readable storage medium embodying a program executable by a processor to perform a method for profile-based language translation and filtering, the method comprising: storing a user language profile in a user memory, the user language profile specifying one or more conversion rules; monitoring a plurality of current communication sessions associated with the user device, the current communication sessions including messages from one or more other user devices of one or more other users; detecting that at least one language set of the messages of the current communication session triggers at least one of the conversion rules in real time; filtering the language set of the at least one message in real time based on the at least one conversion rule, wherein the at least one message is modified based on the filtered language set; modifying a presentation of the current communication session provided to the user device, wherein the presentation of the current communication session is modified to include the filtered language set of the modified message instead of the triggering language set; Including, The non-transitory computer-readable storage medium, wherein modifying the presentation further includes aggregating messages from the multiple current communication sessions into a single stream.
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