Content orchestration, management, and programming systems
The content management system procedurally generates live experiences in a virtual music-themed world, addressing inefficient updates by allowing server-side control over content rendering, enhancing dynamic content management.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- SONY GROUP CORP
- Filing Date
- 2025-05-07
- Publication Date
- 2026-05-15
AI Technical Summary
Existing game content management systems require large downloads to update content, which is inefficient and cumbersome.
A content management system that procedurally generates live experiences in a real-time 3-D game engine for a virtualized music-themed world, allowing server-side control over content rendering, including which, where, when, and how long content elements are rendered, using a headless system with a GraphQL interface for customized event scheduling.
Enables dynamic and efficient updating of game content without large downloads, providing server-side control over content elements in a virtual music-themed world.
Smart Images

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Abstract
Description
Technical Field
[0001]
[0001] The present disclosure relates to content management, and more particularly, to backend content management for a world themed on virtual music.
Background Art
[0002]
[0002] The popularity of computer-implemented games such as PC, game console, table, mobile phone, or any other similar device-based games has been increasing, and new uses of this technology are constantly being found. Software can also be associated with a specific real-world or virtual-world system. However, since the content of the game exists within the executable file, when it is necessary to change something within the game, it is necessary to download a large amount of content including the binary again.
Summary of the Invention
Problems to be Solved by the Invention
[0003]
[0003] The present disclosure provides for using a content management system in a social metaverse that procedurally generates live experiences in a real-time 3-D game engine for a world themed on virtualized music.
Means for Solving the Problems
[0004]
[0004] One implementation discloses a method for procedurally generating a live experience for a virtualized music-themed world. The method includes the steps of: providing a headless content management system that supports the management of a backend; connecting a virtual world client to the backend of the content management system using an interface that provides a content packaging framework for enabling customized event scheduling and destination management; and procedurally generating a plurality of content elements in a real-time game engine for a live experience in the virtualized music-themed world.
[0005]
[0005] In one implementation, the procedural generation step includes a step of providing server-side control over how the plurality of content elements are rendered. In one implementation, the server-side control includes control over which content elements are rendered. In one implementation, the server-side control includes control over where the content elements are rendered. In one implementation, the server-side control includes control over when and for how long the content elements are rendered. In one implementation, the server-side control includes control over how much the content elements cost. In one implementation, the method further includes a step of rendering the plurality of content elements from at least one of text, audio, music, and video source files at specific choreographed times within a virtual setting.
[0006]
[0006] Another implementation discloses a system for procedurally generating live experiences for a 3-D virtualized music world. The system includes a headless content management system for providing backend management and a virtual world client for connecting to the backend using an interface that provides a content packaging framework for enabling customized event scheduling and destination management, the virtual world client procedurally generating multiple content elements in a real-time game engine for live experiences in a virtualized music-themed world.
[0007]
[0007] In one implementation, the virtual world client includes a server-side controller that provides server-side control over how the plurality of content elements are rendered. In one implementation, the server-side control includes control over which of the plurality of content elements are rendered. In one implementation, the server-side control includes control over where the content elements are rendered. In one implementation, the server-side control includes control over when and for how long the content elements are rendered. In one implementation, the server-side control includes control over how much the content elements cost. In one implementation, the virtual world client renders the plurality of content elements from at least one of text, audio, music, and video source files at specific choreographed times within the virtual setting.
[0008]
[0008] Another implementation discloses a non-temporary computer-readable storage medium for storing a computer program for procedurally generating a live experience for a virtualized music-themed world. The computer program includes executable instructions which cause the computer to connect a virtual world client to the backend of the content management system using an interface that provides a headless content management system to support backend management and a content packaging framework to enable customized event scheduling and destination management, and to procedurally generate a plurality of content elements in a real-time game engine for a live experience in the virtualized music-themed world.
[0009]
[0009] In one implementation, The executable instructions that cause the computer to procedurally generate include instructions that cause the computer to provide server-side control over how the plurality of content elements are rendered. In one implementation, the server-side control includes control over which content elements are rendered. In one implementation, the non-temporary computer-readable storage medium further includes executable instructions that cause the computer to render the plurality of content elements from at least one of text, audio, music, and video source files at specific choreographed times within a virtual setting.
[0010]
[0010] Other features and advantages will also become apparent from this specification, which illustrates aspects of the present disclosure as examples.
[0011]
[0011] By examining the attached drawings in which the same parts are shown by the same reference numerals, the details of this disclosure can be partially gathered with respect to both its structure and operation. [Brief explanation of the drawing]
[0012] [Figure 1] This is a diagram of a scheduling layer operating within a Content Operation, Management, and Programming (COMP) system, based on one implementation of the present disclosure. [Figure 2] This figure shows examples of metadata stored and managed under the content model and media / metadata management. [Figure 3] This is a block diagram of the architecture and design of a COMP system based on one implementation of the present disclosure. [Figure 4] This is a system data flow diagram that includes a list of systems, subsystems, and logical components, and how the COMP system interacts with them. [Figure 5] This is a Data Entity Relationship Diagram (ERD) based on one implementation of the present disclosure. [Figure 6] This figure shows a UE4 client interface application based on one implementation of the present disclosure. [Figure 7] This diagram shows the login page for Sony Music that needs to be integrated with Azure Active Directory for user identity management. [Figure 8] This is a diagram showing the schedule view. [Figure 9] This diagram shows the "All Users" page. [Figure 10] This diagram shows the user editing page. [Figure 11] This is a diagram showing the "All Schedules" page. [Figure 12] This is a diagram showing the page for adding to the schedule. [Figure 13] This is a diagram showing the schedule editing page. [Figure 14] This is a diagram showing the "All Locations" page. [Figure 15] This is a diagram showing the location editing page. [Figure 16] This image shows the "All Content Types" page. [Figure 17] It is a diagram showing a content type editing page. [Figure 18] It is a diagram showing the "All Attribute Types" page. [Figure 19] It is a diagram showing an attribute type editing page. [Figure 20] It is a diagram showing the "All Venues" page. [Figure 21] It is a diagram showing a content programming addition page. [Figure 22] It is a diagram showing a content attribute addition page. [Figure 23] It is a flowchart of a method for procedurally generating a live experience for a 3-D virtualized music world according to one implementation of the present disclosure. [Figure 24] It is a block diagram of a system for procedurally generating a live experience for a 3-D virtualized music world according to one implementation of the present disclosure. [Figure 25A] It is a diagram of a computer system and a user according to an implementation of the present disclosure. [Figure 25B] It is a functional block diagram showing a computer system that hosts a procedural generation application according to an implementation of the present disclosure.
Mode for Carrying Out the Invention
[0013]
[0038] As described above, the popularity of computer-implemented games resident in related gaming device systems as described above has been increasing more and more, and new uses of this technology are constantly being found. Software can also be associated with a specific virtualized music world system. However, since the game content exists in the executable file, when it is necessary to change something in the game, it is necessary to download a large amount of content including the binary again. Therefore, more efficient real-time rendering of a world themed on virtual music is required.
[0014]
[0039] A specific implementation of this disclosure provides the use of a content management system in a social metaverse where content procedurally generates live experiences in a real-time 3-D game engine for a virtualized music-themed world. Specifically, the procedural generation of content in the content management system of this disclosure (i.e., orchestration of multiple content elements) enables the content to be dynamically updated and rendered by utilizing the content management system. After reading the following description, the various implementations and uses of this disclosure will become clear. While this specification describes various implementations of this disclosure, these should be understood as examples only, not limitations. Therefore, detailed descriptions of various implementations should not be construed as limiting the scope or scope of this disclosure.
[0015]
[0040] In one implementation, a computer system provides a headless content management system that supports backend management without providing a frontend for data presentation. The computer system provides the design and implementation of content orchestration, management, and programming in a virtual music-themed world by providing a mechanism for real-time procedural virtual world generation. In one example, a virtual world client connects to the content orchestration, management, and programming backend through a GraphQL interface that provides a content packaging framework for customized and efficient event scheduling and destination management. The GraphQL interface is neither a frontend nor a backend, but rather a language spoken between the backend and frontend to exchange information.
[0016]
[0041] The features provided in the implementation may include, but are not limited to, server-side control over one or more of the following items: (a) which content appears, (b) where the content appears, (c) when (and for how long) the content appears, and (d) how much the content costs. Using this information, clients can render various content from text, audio, music, and video source files at specific choreographed times within a virtual setting (e.g., a virtual concert venue). Content creators can define content packs and program event schedules through a web interface where data is stored in both a relational database and a cache, using Java programming that employs reflection to define content models.
[0017]
[0042] Figure 1 shows a scheduling layer operating within a Content Operation, Management and Programming (COMP) system 100, according to one implementation of the present disclosure. In one example, when a show 110 is scheduled, there exists metadata under show 110 that describes what makes the show possible, for example, what venue 112, what kind of performance 114 (e.g., singer 1), and what kind of video 116 and music 118. Once the show is scheduled, the COMP system procedurally generates, renders, and executes the show.
[0018]
[0043] Figure 2 shows an example of metadata stored and managed under the content model and media / metadata management.
[0019]
[0044] Figure 3 is a block diagram of the COMP system architecture and design 300 according to one implementation of the present disclosure. In one implementation, the COMP system architecture and design 300 shows the overall architecture, design, dependencies, and requirements details to meet product requirements.
[0020]
[0045] Figure 4 is a system data flow diagram 400, which includes a list of systems, subsystems, and logical components, and how the COMP system interacts with them. The data flow diagram 400 also includes a presenter system 410, which is a client-side / server-side system built in C++ on Unreal Engine. The presenter system 410 is responsible for requesting programmed content data from the backend COMP system. Upon receiving the serialized data, the presenter system 410 deserializes the data and maps it to the appropriate elements in the application. For example, audio items are mapped to Unreal Engine audio elements. When an event schedule is initiated, the event scheduler in the presenter system 410 notifies all clients to start playback. In other words, the presenter system 410 procedurally generates and operates a music artist's performance using audio, lights, effects, and images.
[0021]
[0046] Figure 5 shows a Data Entity Relationship Diagram (ERD) 500 from one implementation of this disclosure. In the implementation shown in Figure 5, the data ERD describes database tables and the entity relationships between tables. For example, scheduled shows are called events. ERD 500 describes events that are stored in the database. The following sections describe the database schema.
[0022]
[0047] User (Admin) Data ModelThis table defines a list of privileged users who have access to view or manage content within the COMPS system. TIFF0007860308000001.tif250167
[0023]
[0048] User session data model This table represents active sessions for any user authenticated through Azure Active Directory (AD). Sessions remain active until they expire, requiring the user to re-authenticate using single sign-on (SSO). TIFF0007860308000002.tif118166
[0024]
[0049] User log data model
[0025]
[0050] This table represents all logged user events, including but not limited to logins, content creation, and schedule changes. TIFF0007860308000003.tif125167
[0026]
[0051] Content Location Data Model
[0027]
[0052] This table shows where the content can be located within the world of music. TIFF0007860308000004.tif152170
[0028]
[0053] Content Type Data Model
[0029]
[0054] This table represents the various types of content that COMPS and the UE4 client are designed for. TIFF0007860308000005.tif210168
[0030]
[0055] Content Data Model
[0031]
[0056] This table represents the dynamic content within the music world that is mapped to a parent UE4 object containing its attributes.
[0032]
[0057] Design considerations
[0033]
[0058] In some cases, a single music world content may contain only one attribute, but as the music world grows, flexibility is provided by designing a data hierarchy where a single UE4 object (content) can have many attributes. For example, early on, a music world might contain a theater showing a video of singer 1, but in the future, this same theater could contain external posters, billboards, and multiple theaters within the building. TIFF0007860308000006.tif228170
[0034]
[0059] Attribute Type Data Model
[0035]
[0060] This table represents various types of attribute data (audio, video, etc.). TIFF0007860308000007.tif246170
[0036]
[0061] Content attribute data model
[0037]
[0062] This table shows all the attributes and data resources that a single UE4 object can contain. TIFF0007860308000008.tif226170 TIFF0007860308000009.tif189170
[0038]
[0063] Content scheduling data model
[0039]
[0064] This table represents all available schedules that can be associated with content and its attributes. Each schedule is used to determine which content should be displayed within the music world, given a given time frame. TIFF0007860308000010.tif236170 TIFF0007860308000011.tif238170
[0040]
[0065] Examples of event content
[0041]
[0066] Launched on May 9, 2020, this in-music theater plays videos of singer 1 every week at 7 PM (UTC). TIFF0007860308000012.tif201169
[0042]
[0067] Examples of advertising content
[0043]
[0068] Verizon's advertising board within the Music World Hub will be permanently displayed starting November 1, 2020. TIFF0007860308000013.tif197169
[0044]
[0069] Figure 6 shows a UE4 client interface application 600 based on one implementation of the present disclosure. In Figure 6, the UE4 client interface application 600 loads serialized JSON data received from an API endpoint. Upon receiving the requested data, the client code is designed so that Unreal Engine-based UObject and AActor objects dynamically encapsulate the JSON data (extensible design) or directly map it to object attributes (low LOE, preferred). In this example, there is a Theater01 object that inherits from the ABaseVenue class. When LoadFromCOMPS() is called, the Theater01 object contains data received from the COMP system.
[0045]
[0070] Figures 7-22 illustrate the user interface / UX design and functional requirements. COMP system users program content for the music world using a web portal.
[0046]
[0071] Figure 7 shows the login page for Sony Music that needs to be integrated with Azure Active Directory for user identity management.
[0047]
[0072] Main Dashboard (Landing Page)
[0048]
[0073] Upon logging in, users are directed to a main dashboard containing today's and this week's content programming schedules, which are adjustable by time range. All time-based content is displayed in the user's local time. The main dashboard requires the calendar display option. Furthermore, through the dashboard, users can (1) explore any content, (2) log out and return to the login page, (3) use a breadcrumb style to link to individual types of content, (4) each tab takes the user to a content type-specific page based on permissions, where the user can view, edit, or create new content programming schedules, (5) tabs are procedurally generated based on content types in the database, and (6) system settings allow users to define new content types, attribute types, locations, and calendars.
[0049]
[0074] Figure 8 shows the schedule view.
[0050]
[0075] System settings page
[0051]
[0076] Based on permissions, users can perform the following actions: invite / deactivate COMPS users, review user logs, add / edit / delete locations, add / edit / delete content types, and add / edit / delete attribute types.
[0052]
[0078] Figure 9 shows the "All Users" page. Administrator users can deactivate users. When an invitation is sent, a verification email is sent, and the account is "pending." If an administrator resends an invitation to a "pending" user, a new verification code is sent. The verification code can be stored in the session table, or a new attribute can be added to the user table for the verification code.
[0053]
[0079] Figure 10 shows, User editing pageThis shows that clicking on the log will display all the information for that specific user from the log table.
[0054]
[0080] Figure 11 shows the "All Schedules" page. This is a screenshot showing that users viewing the administrator (admin) web portal can see all procedurally generated scheduled content in the music world.
[0055]
[0081] Figure 12 shows the schedule addition page. This page is shown in a screenshot, where the user can create a new schedule for content.
[0056]
[0082] Figure 13 shows the schedule editing page. This page is a screenshot showing how users can edit the schedule for content.
[0057]
[0083] Figure 14 shows the "All Locations" page. This page is a screenshot showing all available locations within the music world that can be scheduled for the user to view.
[0058]
[0084] Figure 15 shows the location editing page. This page is a screenshot showing where the user can edit locations within the Music World client.
[0059]
[0085] Figure 16 shows the "All Content Types" page. This page is a screenshot showing that users can see all available content models within the music world.
[0060]
[0086] Figure 17 shows the content type editing page. This page is a screenshot showing how users can edit specific content models.
[0061]
[0087] Figure 18 shows the "All Attribute Types" page. This page is a screenshot showing all available attribute types for data that can exist within a content model / type.
[0062]
[0088] Figure 19 shows the attribute type editing page. This page is a screenshot showing how users can edit specific data attribute types.
[0063]
[0089] Figure 20 shows the "All Venues" page. This page is a screenshot showing all available venues within the music world where users can schedule content (e.g., concerts or musical performances) to be viewed.
[0064]
[0090] Figure 21 shows the content programming add-on page. This page shows a screenshot where users can create specific scheduled content programs within the music world.
[0065]
[0091] Figure 22 shows the content attribute addition page. This page shows a screenshot of the user adding a new attribute consisting of an attribute type and actual data.
[0066]
[0092] Attribute Type Resource Mapping TIFF0007860308000014.tif154164
[0067]
[0093] Figure 23 is a flowchart of Method 2300 for procedurally generating a live experience for a 3-D virtualized music world, according to one implementation of the present disclosure. In the implementation shown in Figure 23, step 2310 provides a headless content management system (CMS) that supports backend management. Step 2320 connects a virtual world client to the CMS backend using an interface that provides a content packaging framework to enable customized event scheduling and destination management. In one implementation, the interface is a GraphQL interface, which is a language spoken between the backend and frontend to exchange information. Next, in step 2330, the virtual world client procedurally generates multiple content elements in a real-time game engine for a live experience in a virtualized music-themed world. In one implementation, the procedural generation of content elements includes server-side control over one or more of the following: which content is rendered, where the content is rendered, when (how long) the content is rendered, and how much the content costs.
[0068]
[0094] In one implementation, in step 2340, the client then renders content elements from text, audio, music, and video source files at specific choreographed times within a virtual setting (e.g., a virtual concert venue). Content creators can define content packs and program event schedules through a web interface where data is stored in both a relational database and a cache, using Java programming that employs reflection to define the content model.
[0069]
[0095] Figure 24 is a block diagram of a system 2400 for procedurally generating a live experience for a 3-D virtualized music world, according to one implementation of the present disclosure. In the implementation shown in Figure 24, system 2400 includes a headless content management system (CMS) 2410 and a virtual world client 2420. In one implementation, the headless content management system 2410 supports the management of the CMS backend 2412. In one implementation, the virtual world client 2420 connects to the backend using an interface that provides a content packaging framework to enable customized event scheduling and destination management. In one implementation, the virtual world client 2420 procedurally generates multiple content elements in a real-time game engine for a live experience in a virtualized music-themed world.
[0070]
[0096] In one implementation, the virtual world client 2420 includes a server-side controller 2422 that provides control over one or more of the following: which content is rendered, where the content is rendered, when (for how long) the content is rendered, and how much the content costs. In one implementation, the virtual world client 2420 also renders content elements from text, audio, music, and video source files at specific choreographed times within a virtual setting (e.g., a virtual concert venue).
[0071]
[0097] Figure 25A is a diagram of a computer system 2500 and a user 2502 according to an implementation of the present disclosure. The user 2502 uses the computer system 2500 to implement an application 2590 for procedurally generating a live experience for a 3-D virtualized music world, as illustrated and described with respect to method 2300 shown in Figure 23 and system 2400 shown in Figure 24.
[0072]
[0098] Computer system 2500 stores and executes the procedural generation application 2590 shown in Figure 25B. Furthermore, computer system 2500 can communicate with software program 2504. Software program 2504 may contain software code for the procedural generation application 2590. Software program 2504 can be loaded onto an external medium such as a CD, DVD, or storage drive, as will be further described below.
[0073]
[0099] Furthermore, the computer system 2500 can be connected to the network 2580. The network 2580 can be connected in various different architectures, such as a client-server architecture, a peer-to-peer network architecture, or other types of architectures. For example, the network 2580 can communicate with a server 2585 that coordinates engines and data used within the procedural generation application 2590. Also, the network can be of different types. For example, the network 2580 can be the Internet, a local area network or any variation of a local area network, a wide area network, a metropolitan area network, an intranet or extranet, or a wireless network.
[0074]
[0100] Figure 25B is a functional block diagram showing a computer system 2500 hosting a procedural generation application 2590 according to an implementation of the present disclosure. The controller 2510 is a programmable processor that controls the operation of the computer system 2500 and its components. The controller 2510 loads instructions (e.g., in the form of computer programs) from memory 2520 or built-in controller memory (not shown) and executes these instructions to control the system. In its execution, the controller 2510 provides a software system to the procedural generation application 2590, enabling, for example, the creation and configuration of engines and data generators within the procedural generation application 2590. Alternatively, this service can be implemented as a separate hardware component in the controller 2510 or the computer system 2500.
[0075]
[0101] Memory 2520 temporarily stores data for use by other components of the computer system 2500. In one implementation, memory 2520 is implemented as RAM. In another implementation, memory 2520 also includes long-term or permanent memory such as flash memory and / or ROM.
[0076]
[0102] The storage 2530 stores data temporarily or for extended periods for use by other components of the computer system 2500. For example, the storage 2530 stores data used by a procedurally generated application 2590. In one implementation, the storage 2530 is a hard disk drive.
[0077]
[0103] The media device 2540 accepts removable media and reads and / or writes data to the inserted media. In one implementation, for example, the media device 2540 is an optical disc drive.
[0078]
[0104] The user interface 2550 includes components for receiving user input from the user of the computer system 2500 and presenting information to user 2502. In one implementation, the user interface 2550 includes a keyboard, mouse, audio speakers, and a display. The controller 2510 uses the input from user 2502 to coordinate the operation of the computer system 2500.
[0079]
[0105] The I / O interface 2560 includes one or more I / O ports and connects to corresponding I / O devices such as external storage or supplementary devices (e.g., printers or PDAs). In one implementation, the ports of the I / O interface 2560 include ports such as USB ports, PCMCIA ports, serial ports, and / or parallel ports. In another implementation, the I / O interface 2560 includes a wireless interface for wireless communication with external devices.
[0080]
[0106] Network interface 2570 includes wired and / or wireless network connections, such as RJ-45 or "Wi-Fi" interfaces (including, but not limited to, 802.11) that support Ethernet connectivity.
[0081]
[0107] Computer system 2500 includes additional hardware and software typical of a computer system (e.g., power, cooling, operating system), but these components are not specifically shown in Figure 25B for simplification. Other implementations may use different configurations of the computer system (e.g., different bus or storage configurations or multiprocessor configurations).
[0082]
[0108] In one implementation, System 2400 is a system comprised entirely of hardware including one or more digital signal processors (DSPs), general-purpose microprocessors, application-specific integrated circuits (ASICs), field-programmable gate / logic arrays (FPGAs), or other equivalent integrated or discrete logic circuits. In another implementation, System 2400 consists of a combination of hardware and software.
[0083]
[0109] The descriptions herein of the disclosed implementations are provided so that a person skilled in the art can implement or utilize this disclosure. A number of modifications to these implementations will be readily apparent to a person skilled in the art, and the principles defined herein can be applied to other implementations without departing from the spirit or scope of this disclosure. Accordingly, this disclosure is not intended to be limited to the implementations shown herein, but should be given the broadest scope consistent with the principles and novel features disclosed herein.
[0084]
[0110] Various implementations of this disclosure are realized in the form of electronic hardware, computer software, or a combination of these technologies. Some implementations include one or more computer programs executed by one or more computer devices. Generally, a computer device includes one or more processors, one or more data storage components (e.g., volatile or non-volatile memory modules and persistent optical and magnetic storage devices such as hard disk drives and floppy disk drives, CD-ROM drives, and magnetic tape drives), one or more input devices (e.g., game controllers, mice, and keyboards), and one or more output devices (e.g., display devices).
[0085]
[0111] A computer program typically contains executable code that is stored in a persistent storage medium and copied into memory at runtime. At least one processor executes the code by retrieving program instructions from memory in a predetermined order. During the execution of the program code, the computer receives data from inputs and / or storage devices, processes the data, and supplies the resulting data to outputs and / or storage devices.
[0086]
[0112] Those skilled in the art will understand that the various exemplary modules and method steps described herein can be implemented as electronic hardware, software, firmware, or a combination thereof. To clearly demonstrate this hardware-software compatibility, the various exemplary modules and method steps described herein are generally described in terms of their functional aspects. Whether such functions are implemented in hardware or software depends on the specific application and the design constraints imposed on the overall system. Those skilled in the art can implement the described functions in various ways for each specific application, but such implementation decisions should not be interpreted as causing a departure from the scope of this disclosure. Furthermore, the grouping of functions within modules or steps is for the sake of clarity. Certain functions can be moved from one module or step to another without departing from this disclosure.
[0087]
[0113] Not all features of each of the embodiments described above are necessarily required in any particular implementation of the Disclosure. Furthermore, the descriptions and drawings presented herein should be understood to represent the subject matter broadly intended by this Disclosure. Moreover, the scope of this Disclosure fully includes other implementations that may be apparent to those skilled in the art, and therefore, the scope of this Disclosure should not be limited by anything other than the appended claims. [Explanation of Symbols]
[0088] 100 Content Operation, Management, and Programming (COMP) Systems 110 Show 112 venues 114 Performance 116 Videos 118 Music Architecture of the 300 COMP system 400 System Data Flows 410 Presenter System 500 Data Entity Relationship Diagrams (ERDs) 600 UE4 Client Interface Applications 2300 A method for procedurally generating live experiences for a 3-D virtualized music world. 2310 Provides a content management system that supports backend management. 2320 Connecting virtual world clients to the backend of the content management system 2330 Procedurally generating content elements in a real-time game engine. 2340 Render content elements from text, audio, music, and video source files within specific choreographed times in a virtual setting. 2400 A system for procedurally generating live experiences for 3-D virtualized music worlds 2410 Headless Content Management System (CMS) 2412 backend 2420 Virtual World Client 2422 Server-side error 2500 Computer Systems 2502 users 2504 Software Programs 2510 Controller 2520 memory 2530 storage 2540 media devices 2550 User Interface 2560 I / O interfaces 2570 Network Interface 2580 Network 2585 Servers 2590 Procedural Generative Applications
Claims
1. A method for procedurally generating a live experience for a virtualized music-themed world, wherein the method is The steps include providing a headless content management system that includes a backend and supports the management of the said backend, The steps include: connecting a virtual world client to the backend of the content management system using an interface that provides a content packaging framework to enable customized event scheduling and destination management; The virtual world client procedurally generates multiple content elements in a real-time game engine for a live experience in the virtualized music-themed world, Includes, A method characterized in that at least a portion of the steps for procedurally generating multiple content elements in the real-time game engine includes server-side control.
2. The procedural generation steps are: A step of providing server-side control over how the aforementioned multiple content elements are rendered, The method according to claim 1, characterized by including
3. The method according to claim 2, characterized in that the server-side control includes control over which content elements are rendered.
4. The method according to claim 2, characterized in that the server-side control includes control over where the content element is rendered.
5. The method according to claim 2, characterized in that the server-side control includes control over when and for how long the content element is rendered.
6. A system for procedurally generating a live experience for a 3D virtualized music world, wherein the system is A headless content management system that includes a backend and provides management of the said backend, A virtual world client for connecting to the backend, using an interface that provides a content packaging framework to enable customized event scheduling and destination management, Includes, The virtual world client procedurally generates multiple content elements in a real-time game engine for a live experience in a virtualized music-themed world, and includes a server-side controller that performs at least part of the procedural generation of multiple content elements in the real-time game engine. A system characterized by the following features.
7. The aforementioned virtual world client, A server-side controller that provides server-side control over how the aforementioned multiple content elements are rendered, The system according to claim 6, characterized by including
8. The system according to claim 7, characterized in that the server-side control includes control over which of the plurality of content elements is rendered.
9. The system according to claim 7, characterized in that the server-side control includes control over where the content elements are rendered.
10. The system according to claim 7, characterized in that the server-side control includes control over when and for how long the content element is rendered.
11. A non-temporary computer-readable storage medium for storing a computer program for procedurally generating a live experience for a virtualized music-themed world, wherein the computer program includes executable instructions, and the executable instructions are transmitted to the computer. To provide a headless content management system that includes a backend and supports the management of said backend, Connecting a virtual world client to the backend of the content management system using an interface that provides a content packaging framework to enable customized event scheduling and destination management, The aforementioned virtual world client procedurally generates multiple content elements in a real-time game engine for a live experience in the virtualized music-themed world, Have them do it, In the aforementioned real-time game engine, at least part of the steps for procedurally generating multiple content elements includes server-side control. A non-temporary computer-readable storage medium characterized by the following features.
12. The executable instruction that causes the computer to perform the procedural generation is: To provide server-side control over how the aforementioned multiple content elements are rendered, Includes an executable instruction that causes the computer to perform the following: A non-temporary computer-readable storage medium according to claim 11, characterized in that...
13. The non-temporary computer-readable storage medium according to claim 12, characterized in that the server-side control includes control over which content elements are rendered.