Translation and communication filters for social interaction
Patent Information
- Application Number
- KR1020220101901
- Authority / Receiving Office
- KR · KR
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-08-25
- Filing Date
- 2022-08-16
- Publication Date
- 2026-08-14
- Estimated Expiration
- 2042-08-16
Smart Images

Figure 112022085165610-PAT00001_ABST
Abstract
Description
Technology Field
[0001] The present invention generally relates to translation and communication filters. More specifically, the present invention relates to translation and communication filters for social interaction in digital content networks. Background Technology
[0002] Currently available digital content networks may span the globe and therefore involve communication in various different languages. During a gameplay session of a multiplayer game title, players may encounter other users communicating in different languages. Such communication may include voice-based chat, text-based chat, video-based chat, etc., and occurs on one or more different platforms (e.g., a game platform server and a separate chat server). When combined with various languages, different chat types and platforms may further exacerbate barriers to communication and interaction among current users of an interactive content title session.
[0003] When the interactive content title is a game title, another obstacle may be presented. For example, in the virtual or digital environment of a game, in-game events may occur at the same time that communication is being exchanged between users. Therefore, users may want to pay attention, especially if the in-game event is critical to gameplay success or otherwise has a significant impact. Having to divert their attention to request or otherwise find a way to understand real-time communication can be a distraction from gameplay, while delaying translation may result in users never gaining an understanding of what was communicated. Consequently, opportunities to find compatible or interesting peers, or to participate in additional social interactions, may be lost.
[0004] Beyond simple language differences, there may be other situations where language creates barriers or other undesirable communication experiences. For example, new players may not be familiar with a specific interactive content title (or gaming in general) and therefore may not understand certain references to that content title, characters, backstory, gaming practices, specialized terminology, slang, etc. Other examples may include players who do not wish to expose themselves to profanity, graphic content, bullying language, misgendering language, or other aggressive, hostile, or violent language (e.g., harassment, threats). In particular, young players (e.g., children) may have parents, guardians, or other supervisors (e.g., relatives, childcare professionals) who wish to limit the exposure of those under their care to such language.
[0005] Therefore, in the technology sector, there is a need for improved systems and methods for translation and communication filters for social interaction in digital content networks.
[0006] Embodiments of the present invention include providing a system and method for profile-based language translation and filtering. A user language profile specifying one or more translation rules may be stored in memory for the user. A current communication session 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. A language set in at least one of the messages in the current communication session may be detected as triggering at least one translation rule in real time. A language set in at least one message may be further filtered in real time based on at least one translation rule, and thereby at least one message may be modified. Furthermore, a presentation of the current communication session provided to the user device may be modified to include a filtered language set of the modified message instead of the triggering language set. Brief explanation of the drawing
[0007] Figure 1 illustrates a network environment in which a system for profile-based language translation and filtering may be implemented. Figure 2 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 is a flowchart illustrating an exemplary method for profile-based language translation and filtering. Figure 4 is a diagram illustrating an exemplary implementation of profile-based language translation and filtering. FIG. 5 is a block diagram of an exemplary electronic entertainment system that may be used in an embodiment of the present invention. Specific details for implementing the invention
[0008] Embodiments of the present invention include providing a system and method for profile-based language translation and filtering. A user language profile specifying one or more translation rules may be stored in memory for the user. A current communication session 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. A language set in at least one of the messages in the current communication session may be detected as triggering at least one translation rule in real time. A language set in at least one message may be further filtered in real time based on at least one translation rule, and thereby at least one message may be modified. Furthermore, a representation of the current communication session provided to the user device may be modified to include a 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 (e.g., games, other applications and services) for distribution, 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). 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 be part of a larger wide area network. A communication network may be a local area network (LAN) that may be communicably coupled to a wide area network (WAN), such as the Internet. The Internet is an extensive network of interconnected computers and servers that allows the transmission and exchange of Internet Protocol (IP) data between users connected through a network service provider. Examples of network service providers include a public switched telephone network, a cable service provider, a digital subscriber line (DSL) service provider, or a satellite service provider. One or more communication networks allow communication between various components of the network environment (100).
[0010] The server described herein may include any type of server known in the art, including standard hardware computing components such as network and media interfaces, non-transient computer-readable storage (memory), and processors for accessing information that may be stored in memory or for executing instructions. The functionality of multiple servers may be integrated into a single server. Any of the aforementioned servers (or integrated server) may take on certain client-side characteristics, cache characteristics, or proxy server characteristics. These characteristics may depend on the specific network placement of the server or the specific configuration of the server.
[0011] The content source server (110) may maintain and provide various digital content and digital services available for distribution over a communication network. The content source server (110) may be associated with any content provider that makes its content available for access over a communication network. Accordingly, the content source server (110) may host various different content titles that may additionally be associated with object data (e.g., activity information, zone information, character information, player information, other game media information, etc.) regarding digital or virtual objects displayed in a digital or virtual environment during an interactive session.
[0012] Such content may include digital video and games, as well as other types of digital applications and services. Such applications and services may include any various different digital content and functionalities that may be provided to the 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 messages. Accordingly, the user device (150) may participate in a gameplay session simultaneously with one or more communication sessions, and the gameplay and communication sessions may be hosted on one or more of the content source servers (110).
[0013] Content from a content source server (110) may be provided through a content provider server API (120) that allows various types of content source servers (110) to communicate with other servers (e.g., user devices (150)) in a network environment (100). The content provider server API (120) may be specific to the operating language, system, platform, protocol, etc. of the content source server (110) providing the content, as well as the user device (150) and other devices in the network environment (100). In a network environment (100) containing a number of different types of content source servers (110), there may likewise exist a corresponding number of content provider server APIs (120) that allow different cross-device and cross-platform communication processes for providing various formatting, conversion, and content and other services to different user devices (150), each of which may use a different operating system, protocol, etc. to process such content. Accordingly, applications and services of different formats may be made available to be compatible with various different user devices (150). In a network environment (100) comprising a number of different types of content source servers (110), content delivery network servers (130), translation filter servers (140), user devices (150), and databases (160), there may likewise be a corresponding number of APIs managed by content provider server APIs (120).
[0014] The content provider server API (120) may further facilitate access by each user device (150) to the services or hosted content provided by the content source server (110), either directly or through the content delivery network server (130). Additional information about the accessed content or services, such as metadata, may also be provided to the user device (150) by the content provider server API (120). As described below, additional information (e.g., object data, metadata) may be available to provide details about the content or services being provided to the user device (150). In some embodiments, the services provided from the content source server (110) to the user device (150) via the content provider server API (120) may include support services related to other content or services, such as chat services, ratings, and profiles, related to specific games, teams, communities, etc. In such cases, the content source servers (110) may also communicate with each other via the content provider server API (120).
[0015] The content delivery network server (130) may include a server that provides resources, files, etc., related to content from a content source server (110), including various content and service configurations, to a user device (150). The content delivery network server (130) may also be called by a user device (150) requesting access to specific content or services. The content delivery network server (130) may include a universe management server, a game server, a streaming media server, a server hosting downloadable content, and other content delivery servers known in the technical field.
[0016] The translation filter server (140) may include any data server known in the technical field that may communicate with different content source servers (110), content provider server APIs (120), content delivery network servers (130), user devices (150), and databases (160). Such a translation filter server (140) may be implemented on one or more cloud servers that execute commands related to interactive content (e.g., games, activities, videos, podcasts, User Generated Content ("UGC"), publisher content, etc.). The translation filter server (140) may further execute commands for, for example, to integrate communication session messages, to filter messages based on a specific user profile (including translation and content modification), and to modify the display of communication session messages based on the filtering.
[0017] The user device (150) may include a plurality of different types of computing devices. The user device (150) may be a server that provides internal services (e.g., other servers) in a 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 that may include any number of different gaming consoles, mobile devices, laptops, and desktops. Such a user device (150) may also be configured to access data from other storage media, such as, but not limited to, memory cards or disk drives, which may be appropriate for downloaded services. Such a user device (150) may include standard hardware computing components, such as, but not limited to, network and media interfaces, non-transient computer-readable storage (memory), and a processor for executing instructions that may be stored in memory. These user devices (150) may also be executed using various different operating systems (e.g., iOS, Android), applications, or computing languages (e.g., C++, JavaScript). An exemplary client device (150) is described in detail in this specification in connection with FIG. 5. Each user device (150) may be associated with a participant (e.g., a player) or another type of user (e.g., a spectator) in connection with a collection of digital content streams.
[0018] Although depicted separately, the database (160) may be stored on any of the servers and devices exemplified in the network environment (100), on the same server, on different servers, or on any of the user devices (150). Such a database (160) may store various dictionaries and other translation sources used for translation, or may be linked to such various dictionaries and other translation sources. Additionally, the database (160) may store translation models as well as user language profiles that may be unique to a specific 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 the database (160) for each user. In addition to gameplay data regarding the user (e.g., user progress in activities and / or media content titles, user ID, user game character, etc.), the user language profile may include a set of translation rules unique to the user.
[0019] Exemplary translation rules for a user may specify certain trigger conditions and associated translation actions. 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., designated 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 speaking different languages, each player may speak or type text in their respective native language(s), but may also be presented with different versions of a chat stream translated according to their respective user language profiles. Accordingly, a chat stream that may contain multiple different languages in an unmodified and unfiltered form may be converted into different versions of different languages (or different sets of languages) transmitted to each user device according to their respective user language profiles.
[0020] In addition to pure language translation, translation rules may additionally specify translations for 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 descriptive translation as part of a designated translation action, thereby identifying references to specific players, game characters, locations, or other in-game objects, etc., as trigger conditions associated with the translation action that provide definitions, background stories and other background data, combo descriptions, links to more resources, etc., in the context of the rest of the communication stream. Thus, chat streams involving users of different experience levels may be translated to include different types and scopes of comments based on each user's experience level. Such definitions and descriptions may be provided for general game-related terms and phrases, as well as for platform-specific, hardware-specific, content title-specific, content genre-specific, user-specific, group or team-specific, or other specialized lexicons.
[0021] In addition to translation rules that result in adding more content to messages in a chat stream, user language profiles may include additional translation rules that may result in removing or otherwise modifying messages in the chat stream. Some users (or their parents, guardians, supervisors, etc.) may wish to avoid exposure to certain types of language, including profanity, explicit content, bullying language, gender-misrepresenting language, or other aggressive, hostile, or violent language (e.g., harassment, threats). Accordingly, trigger conditions defined by translation rules may include various terms, phrases, and indicators of such language or content, while the associated trigger actions may include removing (e.g., deletion, muting, beeping) or modifying (e.g., blurring, blocking / blackouting, auto-correction, or replacement using alternative language, emojis, or graphics) the triggering language from the chat stream display provided to the user.
[0022] In some cases, users may choose to self-censor when customizing the translation rules of their own user language profiles. For example, users may specify that certain audiences (e.g., players in a younger age range) should be prevented from seeing, hearing, or accessing certain types of content generated by the user. To that extent, trigger conditions may include parameters describing different users and different ranges associated with different trigger actions.
[0023] Other trigger conditions may specify other situations for removing language from a chat stream. For example, a chat stream that may include numerous other users communicating simultaneously may overwhelm the user. Therefore, the user may specify a trigger condition corresponding to a certain threshold of message volume, at which point the relevant translation action may automatically filter messages of a certain category from the chat stream display provided to the user's device. For example, the user may specify different categories of users to be prioritized over other users when implementing the translation action (e.g., friends, teammates, current session players, favorites, trusted users, etc.). Accordingly, a chat stream for the user may be extracted based on the application of translation rules for the relevant user language profile. Such extracted chat streams may contain only messages from users of the prioritized group(s).
[0024] In some embodiments, the related translation action may further include identifying the user (e.g., a specific player or spectator) who is the source of the triggering language and automatically adding the identified user to a block list or initiating other forms of punishment or intervention (e.g., blocking additional access to a gameplay session or platform, requiring corrective training as a prerequisite for regaining gameplay rights). Some embodiments of the trigger condition may include a predetermined number of allowed uses (e.g., three strikes) before the identified user is blocked or other punishment or intervention is imposed. To that extent, each detected use of the triggering language may be counted against the predetermined number and may result in an update of the current state of the trigger condition (e.g., two strikes out of three).
[0025] Some embodiments may additionally provide translation into a different medium or type of display. Different users may have different preferences regarding how much they want to communicate and receive communications. For example, some users prefer reading text-based messages, while others prefer listening to audio messages. Furthermore, the same user may also prefer text-based messages in some situations, while preferring audio messages under different circumstances. For example, a user may want to focus their attention on an in-game event currently being displayed and therefore may not want the on-screen display to be obscured or to have to look off-screen for communication. Accordingly, trigger conditions related to in-game events may be defined by translation rules and may relate to actions for translating any text-based message into audio. Alternatively, users may not be able to distinguish voices when numerous other users are speaking at once or when the on-screen event is particularly loud. Accordingly, the user may define trigger conditions for a predetermined number of simultaneous speakers or a predetermined volume / decibel level, and thereby, the related translation rules may include transcribing the spoken message.
[0026] Different combinations of translation rules (and associated trigger conditions and translation actions) may be stored in the user language profile for each user. Thus, collectively, the set of translation rules included in the user language profile provides custom translation, filtering, and display for a specific user. Customization may also be based on current session conditions (e.g., current gameplay state, current game title, current in-game conditions). Because the display of each chat stream is personalized for a specific user based on their respective user language profile, 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 embodiment, a current communication session involving multiple users may be monitored by a translation filter server (140) according to each user language profile associated with each user. In monitoring a specific user, the translation filter server (140) may detect in real time that a language set in at least one of the messages of the current communication session triggers at least one of the translation rules of the user language profile for that user. Such detection may be based on a language set satisfying one or more trigger conditions specified by the translation rule. Then, the translation filter server (140) may filter the language set in at least one message in real time based on a translation action specified by the triggered translation rule. Such a translation action may result in modifying at least one message based on the filtered language set. Furthermore, the translation filter server (140) may modify the representation of the current communication session provided to the specific user's user device. The representation 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 may 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) may be made to recognize current session conditions, for example, which in-game objects, entities, activities, and events the user has participated in, and thus support the analysis of translation and filtering by the translation filter server (140) and coordination with current gameplay and in-game activities. Each user interaction may be associated with metadata regarding the type of in-game interaction, location within the in-game environment, point in time within the in-game timeline, as well as other accompanying players, objects, entities, etc. Thus, metadata may be tracked for any of the various user interactions that may occur during a game session, including related activities, entities, settings, results, actions, effects, locations, and character statistics. Such data may be further aggregated, applied to a data model, and subjected to analysis. Such a UDS data model may also be used to assign context information to each part of the information in a unified manner throughout the game.
[0029] For example, various content titles may describe one or more objects that a user can interact with (e.g., associated with in-game activities) and / or UGC generated by peers (e.g., screenshots, videos, commentary, mashups, etc.), the publisher of the media content title, and / or third-party publishers. Such UGC may include metadata for retrieving such UGC. Such UGC may also include information about the media and / or peers. Such peer information may be derived from data collected during peer interaction with objects of the interactive content title (e.g., video games, interactive books, etc.) and may be stored by being "bound" to the UGC. Such binding enhances the UGC because it may deep-link to the object (e.g., launch directly), provide information about the object and / or peers of the UGC, and / or allow the user to interact with the UGC.
[0030] As illustrated in FIG. 2, an exemplary console (228) (e.g., user device (130)) and an exemplary server (218) (e.g., streaming server (220), activity feed server (224), user-generated content (UGC) server (232), and object server (226)) are illustrated. In one example, the console (228) may be implemented on a platform server (120), a cloud server, or any server (218). In an exemplary example, a content recorder (202) may be implemented on any of the platform server (120), a cloud server, or a server (218). Such a content recorder (202) receives content (e.g., media) from an interactive content title (230) and writes it to a content ring buffer (208). Such a ring buffer (208) may store a number of 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 a media file (212) (e.g., MP4, WebM, etc.). Such a media file (212) may be uploaded to a streaming server (220) for storage and subsequent streaming or use, but the media file (212) may be stored on any server, cloud server, any console (228), or any user device (130). Such start times 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 streaming ID that matches the streaming ID of the media file (212), and thereby the content timestamp file (214) may be associated with the media file (212).Such content timestamp files (214) may be uploaded and stored on an activity feed server (224) and / or a UGC server (232), but the content timestamp files (214) may also be stored on any server, cloud server, any console (228), or any user device (130).
[0031] At the same time as 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 when the object starts and ends. The object library (204) and the object recorder (206) may be implemented on a platform server (120), a cloud server, or any server (218). When the object recorder (206) detects that the object starts, the object recorder (206) receives object data (e.g., 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 the activity data in the object ring buffer (210) (e.g., ActivityID1, START_TS; ActivityID2, START_TS; ActivityID3, START_TS). Such activity data recorded in the object ring buffer (210) may also be stored in an object file (216). Such an object file (216) may also include the 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, the object file (216) may store data regarding items used during the activity. Such an object file (216) may be stored on an object server (226), but the object file (216) may also be stored on any server, cloud server, any console (228), or any user device (130).
[0032] Such object data (e.g., object file (216)) may be associated with content data (e.g., media file (212) and / or content timestamp file (214)). In one example, the UGC server (232) stores the content timestamp file (214) and associates it with the object file (216) based on a match between the streaming ID of the content timestamp file (214) and the corresponding activity ID of the object file (216). In another example, the object server (226) may store the object file (216) and receive a query for the object file (216) from the UGC server (232). Such a query may be executed by searching for the activity ID of the object file (216) that matches the streaming ID of the content timestamp file (214) transmitted with the query. In another example, a query of a stored content timestamp file (214) may be executed by matching the start and end times of the content timestamp file (214) with the start and end times of a corresponding object file (216) transmitted with the query. Such an object file (216) may also be associated with the content timestamp file (214) matched by the UGC server (232), but the 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 file (216 and 214).
[0033] In an exemplary embodiment, a media file (212) and an activity file (216) may provide information regarding current session conditions to a translation filter server (140). Accordingly, the translation filter server (140) may use such a media file (212) and an activity file (216) to determine whether the current session conditions satisfy any of the trigger conditions of a translation rule associated with the current user of the monitored communication session. For example, the media file (212) and the activity file (216) may contain references to specific characters, locations, and objects that are displayed and interacted with in the current gameplay session. Accordingly, based on such files (212 and 216), the translation filter server (140) may identify such references as game-specific terms and phrases that do not originate from other languages, thereby better distinguishing which set of languages in the chat stream is within a specific user's preferred language (or languages) and which set of languages in the chat stream is within a different language. For novice users, some of the terms and phrases may be translated into extended definitions or descriptions, which may include media from media files (212) and activity files (216) or links to them. Additionally, if the trigger condition may include a certain in-game state of a user or another user, the translation filter server (140) may use the media files (212) and activity files (216) to evaluate and determine whether such in-game state satisfies the trigger condition.
[0034] FIG. 3 is a flowchart illustrating an exemplary method (300) for profile-based language translation and filtering. The method (300) of FIG. 3 may be embodied as an executable instruction on a non-transient computer-readable storage medium, including but not limited to CDs, DVDs, or non-volatile memory such as hard drives. The instruction on the storage medium may be executed by a processor (or processors) to enable various hardware components of a computing device hosting or otherwise accessing the storage medium to realize the method. The steps (and their sequence) identified in FIG. 3 are exemplary and may include various alternatives, equivalents, or derivatives thereof, including but not limited to the sequence of their execution.
[0035] In step (310), a user language profile may be stored in memory (e.g., database (160)) for a specific user. Since each user language profile may be customized to each user's preferences, habits, and history, different users may be associated with different user language profiles. 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. Trigger conditions may be associated with any conditions regarding a user, other users, messages of a given communication session, and related content session(s). Meanwhile, translation actions may include language translation and classification, definition and description, language filtering or replacement from a communication session, display modification, and other modifications to a chat stream.
[0036] In step (320), the current communication session may be monitored by the translation filter server (140) based on the user language profile of the participating user. Since each user has their own user language profile, the translation filter server (140) may retrieve the relevant user language profile from the database (160) and monitor the communication session in real time (or near real time) using relevant translation rules. Additionally, if the relevant translation rules may specify trigger conditions that involve other or relevant sessions (e.g., gameplay sessions), the translation filter server (140) may also obtain media files (212) and activity files (216) associated with the user who specified such trigger conditions. The media files (216) and activity files (216) may be used by the translation filter server (140) in conjunction with the conditions of the communication session to determine whether the trigger conditions are satisfied.
[0037] In step (330), a language set in a message may be detected as triggering a translation rule associated with the user. As mentioned above, the language set may trigger a translation rule when the trigger condition specified by the translation rule is satisfied. Because different users may be associated with different translation rules through their respective different user language profiles, a language set that triggers a translation rule for one user may not be able to trigger a translation rule for another user. In a multi-user communication session where all users have different preferred language(s), for example, different messages may trigger translations for each user.
[0038] In step (340), the translation filter server (140) may modify the message detected in step (330) by filtering the triggered language set according to the translation action of the triggered translation rule. As mentioned above, such modification may include adding to, removing from, or otherwise changing the triggered language set of the message. In some embodiments, such modification may result in partially or wholly filtering the message in the chat stream of the communication session.
[0039] In step (350), the translation filter server (140) may modify the display of the current communication session provided to the user device (150) according to the translation action of the triggered translation rule. The modification of the display may include changing the display type of the triggering message. For example, an audio message may be transcribed and presented as a text-based message, and vice versa. Furthermore, before being presented to a specific user associated with the triggered translation rule, different media elements (e.g., from a media file (216), an activity file (216), or predefined media specified by the translation action) may be added to or removed from the chat stream.
[0040] FIG. 4 is a diagram illustrating an exemplary implementation of profile-based language translation and filtering. The diagram in FIG. 4 illustrates a number of different communication sessions (410A-C). The communication sessions (410A-C) may be associated with a specific content interaction session (e.g., a gameplay session of a specific game title) or may simply be established and operated simultaneously with the 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 a translation filter server (140) for integration and translation according to a custom user language profile (such as one stored and maintained in a database (160) or a user language profile database (420). Although FIG. 4 illustrates only two user devices (150A-B), communication sessions may include any number of users. In an exemplary embodiment, the translation filter server (140) may acquire user language profiles for users of user devices (150A-B) and use the acquired user language profiles to integrate and translate customized messages of issue for each user.
[0042] As illustrated, the translation filter server (140) may generate and provide one version of the chat stream display (430A) for the user device (150A), and may generate and provide a different version of the chat stream display (430B) for the user device (150B). Furthermore, the chat stream display (430A) includes not only modifications to different messages but also a set of messages different from the chat stream display (430B) provided to the user device (150B). As mentioned above, modifications to specific messages may include media content of a different type than that originally included in the message. Accordingly, each user of the user device (150) may be presented with a customized version of the communication session (410A-C) according to their respective user language profile.
[0043] FIG. 5 is a block diagram of an exemplary electronic entertainment system that may be used in an embodiment of the present invention. The entertainment system (500) of FIG. 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) further includes an operating system read-only memory (OS ROM) (555), a sound 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] The entertainment system (500) may be an electronic game console. Alternatively, the entertainment system (500) may be implemented as a general-purpose computer, a set-top box, a handheld game device, a tablet computing device, or a mobile computing device or a phone. The entertainment system may include more or fewer operating components depending on the specific 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 the main memory (505) via a dedicated bus (580), while the vector unit (515) and the 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 contain programs and pre-stored programs transmitted via the I / O processor (525) from a CD-ROM, DVD-ROM, or other optical disc (not shown) using an optical disc control unit (570). The I / O processor (525) of FIG. 5 may also allow the introduction of content transmitted via wireless or other communication networks (e.g., 4G, LTE, 3G, etc.). The I / O processor (525) of FIG. 5 primarily controls data exchange between various devices of an entertainment system (500), including a CPU (510), a vector unit (515), a graphics processing unit (520), and a controller interface (535).
[0046] The graphics processing unit (520) of FIG. 5 executes graphics commands received from the CPU (510) and the vector unit (515) to generate an image for display on a display device (not shown). For example, the vector unit (515) of FIG. 5 may convert an object from three-dimensional coordinates to two-dimensional coordinates and transmit the two-dimensional coordinates to the graphics processing unit (520). Furthermore, the sound processing unit (560) executes commands to generate a sound signal to be output to an audio device, such as a speaker (not shown). Other devices may be connected to the entertainment system (500) via a USB interface (545) and an IEEE 1394 interface (550), such as a wireless transceiver, and may also be embedded in the system (500) or as part of some other components, such as a processor.
[0047] The user of the entertainment system (500) of FIG. 5 provides instructions to the CPU (510) through the controller interface (535). For example, the user may instruct the CPU (510) to store certain game information on a memory card (540) or other non-transient computer-readable storage medium, or may instruct a game character to perform some specified actions.
[0048] The present invention may be implemented in an application that may be operable by various end-user devices. For example, end-user devices may be personal computers, home entertainment systems (e.g., Sony PlayStation 2® or Sony PlayStation 3® or Sony PlayStation 4®), portable gaming devices (e.g., Sony PSP® or Sony Vita®), or home entertainment systems of different manufacturers, even if inferior. The methodology described herein is entirely intended to be operable on various devices. The present invention may also be implemented with cross-title neutrality, where embodiments of the system may be utilized across various titles from various publishers.
[0049] The present invention may be implemented in an application that may be operable using various end-user devices. A non-transient computer-readable storage medium refers to any medium or media that participate in providing instructions to a central processing unit (CPU) for execution. Such media may take various 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-transient computer-readable media include, for example, floppy disks, flexible disks, hard disks, magnetic tapes, any other magnetic media, CD-ROM disks, digital video disks (DVDs), any other optical media, RAM, PROM, EPROM, FLASHEPROM, and any other memory chips or cartridges.
[0050] Various forms of transmission media may be involved in transporting one or more sequences of one or more instructions to the CPU for execution. The bus carries data to the system RAM, from which the CPU retrieves and executes instructions. Instructions received by the system RAM may be optionally stored on a fixed disk before or after execution by the CPU. Various forms of storage devices may be implemented, as well as the necessary network interfaces and network topologies for implementing them.
[0051] The foregoing detailed description of the art is provided for illustrative and illustrative purposes only. It is not intended to be comprehensive or to limit the art to the exact form disclosed. Many modifications and variations are possible in light of the foregoing teachings. The described embodiments have been selected to best illustrate the principles of the art and its practical applications, and to enable others skilled in the art to utilize the art in various embodiments and with various modifications suitable for the specific use being considered. It is intended that the scope of the art be defined by the claims.
Claims
Claim 1 A method for profile-based language translation and filtering, the method comprising: a step of storing a user language profile in memory for a user, wherein the user language profile specifies one or more translation rules; a step of monitoring a plurality of current communication sessions associated with the user's user device, wherein the current communication sessions include messages from one or more other user devices of one or more other users; a step of detecting that a language set in at least one message among the messages of the current communication sessions triggers at least one translation rule among the translation rules in real time; a step of filtering the language set in the at least one message in real time based on the at least one translation rule, wherein the at least one message is modified based on the filtered language set; and a step of 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, and the step of modifying the presentation further comprises a step of integrating messages from the plurality of current communication sessions into a single stream. Claim 2 A method according to claim 1, wherein the translation rule specifies one or more trigger conditions associated with one or more translation actions, and the language set is detected as triggering the translation rule when the language set includes at least one of the trigger conditions. Claim 3 A method according to paragraph 2, wherein the translation action comprises at least one of adding one or more words to the language set, removing one or more words from the language set, changing one or more words of the language set, modifying the display type of the at least one message, and modifying the priority of the at least one message. Claim 4 A method according to paragraph 2, further comprising the step of customizing the trigger condition based on user input related to the user. Claim 5 A method according to paragraph 2, wherein the translation 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 user in relation to one or more of the trigger conditions. Claim 6 A method according to claim 1, wherein the step of filtering the language set is additionally based on the game title currently being played by the user of the user device. Claim 7 delete Claim 8 A method according to claim 1, further comprising the step of storing a different user language profile for an identified user among the other users of the current communication session, wherein the representation of the current communication session is modified in relation to the different user language profile before being provided to the user device of the identified other user. Claim 9 A system for profile-based language translation and filtering, wherein the system comprises: a memory for storing a user language profile for a user, wherein the user language profile specifies one or more translation rules; a communication interface communicating through a communication network, wherein the communication interface monitors a plurality of current communication sessions associated with the user's user device, and the current communication sessions include messages from one or more other user devices of one or more other users; and a processor for executing instructions stored in the memory, wherein the processor executes the instructions to: detect that a language set in at least one message among the messages of the current communication session triggers at least one translation rule among the translation rules in real time; filter the language set in the at least one message in real time based on the at least one translation rule, wherein the at least one message is modified based on the filtered language set; and modify a display of the current communication session provided to the user device, wherein the display of the current communication session is modified to include the filtered language set of the modified message, and the modification of the display further comprises integrating messages from the plurality of current communication sessions into a single stream. System. Claim 10 In claim 9, the translation rule specifies one or more trigger conditions associated with one or more translation actions, wherein the language set is detected as triggering the translation rule when the language set includes at least one of the trigger conditions. Claim 11 A system according to claim 10, wherein the translation action comprises at least one of adding one or more words to the language set, removing one or more words from the language set, changing one or more words of the language set, modifying the display type of the at least one message, and modifying the priority of the at least one message. Claim 12 In paragraph 10, the system wherein the processor executes additional instructions to customize the trigger condition based on user input related to the user. Claim 13 In paragraph 10, the translation 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 user in relation to one or more of the trigger conditions. Claim 14 In claim 9, the system wherein the processor executes additional instructions to filter the language set based additionally on the game title currently being played by the user of the user device. Claim 15 delete Claim 16 A system according to claim 9, wherein the memory further stores a different user language profile for an identified user among the other users of the current communication session, and the processor further modifies the representation of the current communication session according to the different user language profile before being provided to the user device of the identified other user. Claim 17 A non-transient computer-readable storage medium in which a program executable by a processor for performing a method for profile-based language translation and filtering is implemented, wherein the method comprises: a step of storing a user language profile in memory for a user, wherein the user language profile specifies one or more translation rules; a step of monitoring a plurality of current communication sessions associated with the user's user device, wherein the current communication sessions include messages from one or more other user devices of one or more other users; a step of detecting that a language set in at least one message among the messages of the current communication sessions triggers at least one translation rule among the translation rules in real time; a step of filtering the language set in the at least one message in real time based on the at least one translation rule, wherein the at least one message is modified based on the filtered language set; A non-transient computer-readable storage medium comprising a step of modifying a presentation of a current communication session provided to a user device, wherein the presentation of the current communication session is modified to include a filtered language set of the modified message, and the step of modifying the presentation further comprises a step of integrating messages from the plurality of current communication sessions into a single stream.
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