MASS SYNCHRONIZED LIGHT SHOW AND VISUAL EFFECTS SYSTEM

TR202517181A2Pending Publication Date: 2026-09-21İNNO MOBİL BİLİŞİM TEKNOLOJİLERİ TİCARET & SANAYİ ANONİM ŞİRKETİ
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Patent Information

Application Number
TR202517181
Authority / Receiving Office
TR · TR
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-11-11
Publication Date
2026-09-21

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Abstract

The invention is a Mass Light Synchronization System that enables mobile devices' screen or flashlights to function like individual pixels, managed by a central server using location-based commands. Figure 1
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Description

1 TARIFF MASS SYNCHRONIZED LIGHT SHOW AND VISUAL EFFECTS SYSTEM TECHNICAL AREA 5 This invention allows mobile devices' screens and flashlights to be controlled via a central control system. a communication and synchronization method for creating massive visual or light shows. It relates to the control system. The invention concerns mobile interaction technologies, visual display systems, It is applicable in the fields of event management technologies and mass light synchronization. 10 PREVIOUS TECHNIQUE Nowadays, some events feature audience members using their phones to project lights or color screens. is provided. 15 Current methods: • It does not provide real-time synchronization. • It cannot assign seat-based coordinates or pixels. • Dynamically adjust animation or lighting effects via the central control panel. He cannot manage it. Therefore, due to high user traffic, delays and effect inconsistencies may occur. Massive visual integrity cannot be achieved. In conclusion, all the problems mentioned above necessitate an innovation in the relevant technical field. It has made it mandatory. A BRIEF DESCRIPTION OF THE INVENTION The present invention aims to eliminate the aforementioned disadvantages and contribute to the relevant technical field. It is related to a system, designed to bring new advantages. The invention aims to control the screen or flashlight of thousands of mobile devices from a central control panel. by managing it in a coordinate-based and synchronous manner: 35 • Creating a massive visual or animation. • To treat each device like a pixel. 2 • Providing high scalability through both local and cloud-based control. • This involves creating different effects, text, or animations. All the purposes mentioned above and those that will emerge from the detailed explanation below. The invention presented here, intended to be realized, consists of the following components: 5 1. Mobile Application (User Device): The user enters stadium and seat information. Screen and flash. The light operates according to commands from the server. With time code mapping, devices operate in milliseconds. It is synchronized at this level. Management Panel (Control Center): Visually displays the stadium seating plan. Each The seat or coordinate is assigned as a pixel. Animation, color, flash, and effect durations are set in panel 10. It is controlled via the system. The panel can operate via the cloud or on a local computer. Server (Data Distribution Layer): Commands are transmitted via Bluetooth, Wi-Fi, or the internet. High user numbers are managed with a distributed (edge) architecture. Time code and other features are used for devices. Effect data is packaged. The invention offers the following advantages: • Ability to use devices pixel by pixel with seat-based coordinate matching. • Time-coded millisecond-accurate flash and screen control. • Use of both local and cloud-based control panels. • Support for multiple communication protocols including Bluetooth, Wi-Fi, and the internet. 20 • High scalability through edge servers and data compression. • Central animation control and visual effects editing panel. • Hardware Compatibility Layer: The system can be connected to any portable device that emits light (e.g., smartphones). It can work seamlessly with devices such as phones, smartwatches, LED modules, drones, etc. • Energy Management: Optimizes the energy consumption of devices, prevents overheating and reduces battery drain. Dynamic brightness and flash duration control algorithm that prevents depletion. • Alternative Synchronization: Bluetooth Mesh, 5G multicast, ultrasonic, or optical. Ability to work synchronously using multiple communication protocols, such as synchronization. BRIEF DESCRIPTION OF THE FIGURE Figure 1 – System General Block Diagram 35 Figure 2 – Example Stadium Seating Plan 3 Figure 3 – Mobile Application Command Flow Diagram Figure 4 – Time-Coded Data Transmission Diagram Figure 5 – Example Lighting Effect (Wave or Text Animation) 5 Figure 6 – Synchronization Engine Algorithm Diagram (Delay Compensation) Figure 7 – Data Packaging Format (Communication Frame Structure) REFERENCE NUMBERS GIVEN IN THE FIGURE Figure No. Description 1. System general block diagram (panel – server – mobile device) 2 Stadium seating plan (pixel coordinates) 3. Mobile application command flow diagram 4. Time-coded data transmission diagram Example lighting effect (wave or text animation) 6 Synchronization Engine Algorithm Diagram (Delay Compensation) 7 Data Packaging Formats (Example Communication Frame Structure) DETAILED DESCRIPTION OF THE INVENTION 15 This detailed explanation of the invention does not merely aim to improve understanding of the subject matter; it does not involve anything else. This is explained with examples that will not create a limiting effect. The system includes the following components: 20 1. User Application: Stadium and seat selection, attendance registration. Commands from the server. Acquisition and time code matching. Screen and flash control. 2. Control Panel: Map / grid-based seating plan. Pixel color and flash assignment. Animation and effect timing. Preview and control. 25 3. Server and Communication Layer: Data transmission via WebSocket / MQTT protocol. Time Code and synchronization management. Device communication via Bluetooth, Wi-Fi, or the internet. 4 Working Principle The event manager uploads the stadium seating plan. Each seat is identified by a coordinate. The viewer downloads the app and enters their seat number. The device receives the time and effects from the server. It is positioned in the pixel table with its information. The administrator starts the animation; the commands are all 5 The signals are sent to the devices. The devices operate according to the specified color, flash, and time code. Thousands of The devices come together to create a giant screen or light show. 7.1. Software Architecture Details Synchronization Engine: Manipulates network delays and the compatibility of different device types. Dynamic time offset calculation and device delay 10 to compensate for processing times. It uses compensation algorithms. This motor operates with millisecond precision. It ensures synchronization. Data Packing Structure: Command data sent to devices optimizes bandwidth. and is packaged in a compressed format to protect data integrity. Example Data Frame Its structure is as follows: 15 $$[Header][Device ID][RGB Data][Flash Duration][Timestamp][Checksum]$$ Here, the Timestamp synchronization engine works on a millisecond basis. is appointed by. Technical Advantages 20 • Real-time group interaction. • Synchronization at the millisecond level. • Coordinate-based control per device. • Both local and cloud-based management. • High scalability and low data load. 25 • Event and brand customization. • Energy-efficient operation and thermal management. Application Areas (Extended Use Cases) The system is suitable for 30 sporting events, concerts, festivals, corporate events, and promotions. available. • Corporate Launches and National Ceremonies: New product launches, national holidays massive, coordinated displays at celebrations (e.g., October 29th) or opening ceremonies Creating visual shows. • Educational and Cultural Activities: University graduations, collective art performances 35 and to transform the audience into an interactive part of stage shows. • Brand Integrations and Ad Synchronization: Integrating the logo of a specific sponsor, Displaying colors or brand messages synchronously across thousands of devices in real time. • Emergency Information System: In stadiums or crowded areas, using lights. visually displaying directions, evacuation route markings, or emergency warning messages. Transmission. 5 • Special Hardware Requirement: Specialized due to its use of pixels in mobile devices. It requires no hardware; it offers an economical and scalable solution. • City-Wide Scale and Geographic Synchronization: City Lights Festival and New Year Celebrations: In multiple neighborhoods or city squares the mobile phones of the users located there and the lighting systems in the buildings (smart lighting 10 (modules) synchronized with a single time code to create a citywide light or color system. creating a show. Geographic Coordinate-Based Display: Using GPS coordinates, different buildings or defining regions (for example, two different sides of the strait) as pixels on the map and these Devices in different regions participating in a common animation. 15 • Individual / Small Group Interactions (Peer-to-Peer & Micro-Scale): Remote Synchronized Interaction: Two people in different geographical locations (e.g., different cities) or more individuals, their devices during a shared live stream or media content By synchronizing with millisecond precision, it creates a shared emotion or rhythm. Micro-Events and Home Experiences: Small parties or movie nights held at home. At night, commands are given via Wi-Fi / Bluetooth through a local device (such as a computer). by controlling the screens and flashes of all devices in the room to synchronize with the movie soundtrack or rhythm. synchronization. The system is suitable for sporting events, concerts, festivals, corporate events, and promotions. It is available. Because it uses mobile devices as pixels, it doesn't require special hardware; 25 It offers an economical and scalable solution. Figure 3 – Mobile Application Command Flow Diagram General Description: This diagram shows how a user's mobile application interacts with the server within the LightSync system. It shows the interaction and command processing process. Flow is a top-down process. 30 It is a diagram. Links and Explanations 1. User Login – The user opens the application and enters their seat number and stadium information. – Server 35 The connection is initiated. 2. Receiving Commands from the Server 6 – The application receives the JSON-based command packet from the control panel. – The command content is: Color, flash duration, synchronization time. 3. Match the Time Code – The device synchronizes its own system clock with the time code received from the server. – “Offset The "calculation" algorithm runs (delay compensation). 5 4. Screen / Flash Operation – The device activates the flash or changes the screen color at the specified time code. – Screen Brightness and flash duration are adjusted according to the parameter. 5. Send Feedback – The device transmits the result of the operation (successful, delayed, failed, etc.) to the server. – This data is controlled by Control 10 It is used to monitor the device status on the control panel. Figure 4 – Time-Coded Data Transmission Diagram General Description This figure shows the transmission of time-coded command packets from the server to mobile devices. 15 It shows the process. Multiple protocol (Wi-Fi / Internet / Bluetooth) support and time. The synchronization mechanism will be highlighted. The flow will be either from left to right or from top to bottom. This can be done; the suggested arrangement is from left to right (Server → Network Layer → Device Groups). Block Descriptions and Labels (Turkish) 20 • Control Panel: The user interface where the event manager creates the animation plan. • Server (Schedule + Sync Engine): • Task scheduler (timeline) • Synchronization engine (timecode generation, offset calculation) • Data packaging (Header, Device ID, RGB, Flash, Timestamp, Checksum) 25 • Network Distribution (Edge / CDN / Local Broker): The layer that distributes traffic regionally; It minimizes delay. • Wi-Fi / Internet / Bluetooth: Connection paths labeled with arrows indicating each protocol. • Equipment Groups (Mobile): Equipment corresponding to different areas / axes within the stadium. clusters (e.g., North Stand, South Stand, VIP Zone). 30 Example of Data Content (small note box next to the arrow) • Data Package = [Header | DeviceID | RGB | FlashDuration | Timestamp | checksum] • Timestamp: Trigger time assigned by the server in milliseconds. • Offset Correction: Devices adjust local trigger time according to their own delay measurements. settings. 35 7 • “The server effectively transmits the same data packet through parallel channels (Wi-Fi, Internet, Bluetooth) can distribute it via; devices calculate local offset and according to the Timestamp value. "It triggers." Figure 5 – Example Lighting Effect (Wave or Text Animation) 5 General Description This drawing shows the devices in the stadium (phone screens or flashes) as individual pixels. It shows an example of the light wave or text effect used. The goal is to create a pattern by synchronizing the screen / flash lights of thousands of devices, based on the principle of 10 It is to explain it technically. Text Effect Variant (Alternative Drawing Note) As a second version, the pixel map displays the word "GOAL" or "LIGHTSYNC". It is shown in the form: 15 Labels and Descriptions (Turkish) • Active Pixel (●): Flash is on or screen brightness is at maximum. • Passive Pixel (○): Flash is off or the screen is dimmed. • Wave Direction Arrow (→): Indicates the direction of the effect's movement (e.g., "light flow from left to right"). 20 • Time Stamp (t0, t1, t2…): The phase shown in consecutive frames of the effect (animation) (timing). • Effect Speed: “Timecode interval: 50ms per frame”. Figure 6 – Synchronization Engine Algorithm Diagram (Delay Compensation) 25 General Description This diagram shows how each device receives the command from the server and adjusts it to its own local time. It enables synchronized operation by performing delay correction (offset compensation). It shows. The flow is in the form of an algorithm flowchart progressing from top to bottom. 30 Block Descriptions (Turkish Tags) • Initiate: The server issues a command, verifying the device connection. • Measure Device Latency: Each device sends a ping to the server and the response time is measured in milliseconds. It records it in that type. • Calculate Time Offset (Δt): 35 The time difference is calculated using the formula Δt = tserver - tdevice. 8 • Correct Command Timing: Each device should advance the execution time of the command it receives by this difference. or pulls to the back. • Synchronized Light Operation: All devices perform the same action in "global time code" (timestamp). applies. • Send Feedback: The device reports latency compensation; this data is stored as statistics on the server. 5 It is collected. Figure 7 – Data Packaging Format (Communication Frame Structure) General Description 10 This figure is an example communication frame used in Server → Mobile Device data transmission (data (frame) shows the structure and field meanings. Purpose: which fields are used in what order and how many? To technically demonstrate clearly in the patent text that the data will be transmitted in bytes / bits. The scope of protection of the invention is specified in the claims attached hereto, and these detailed 15 The explanation cannot be limited to those given for illustrative purposes. Because a technically skilled person... the person, without deviating from the main theme of the invention, in light of what has been described above, similar It is clear that these structures can emerge.

Claims

9 REQUESTS 1. The location of mobile device screens or flashlights is tracked by a central server. By being managed with command-based systems, it enables each device to function like a pixel. Light Synchronization System. 5 2. Coordinate matching of devices according to their seating arrangement and adjustment of color, brightness, and flash. Parameters such as status can be monitored in real time from a central control panel.

3. By sending time-coded command packets to the devices, the synchronized light show is completed in 10 seconds. creation.

4. The system must control the flash and screen brightness simultaneously, according to claim 1.

5. Uploading the stadium plan in grid or SVG format according to Request 2. 15 6. Establish communication via WebSocket or MQTT protocol according to Requirement 3.

7. The system must be able to operate in offline mode (over the local network) according to Requirement 1.

8. Synchronization according to claim 3 must be achieved using GPS or NTP time code.

9. According to claim 3, each device must have a system that automatically detects and compensates for network latency. It includes a time code correction algorithm.

10. According to Claim 2, visual effects are automatically optimized using artificial intelligence or crowd data. an effects management system.

11. According to Claim 1, each device must be assigned a unique identifier (UUID), and this identifier must be... Used in coordinate matching. 30 12. According to Claim 3, the effect data should be compressed in a way that reduces bandwidth, and this A method for distributing compressed data. 35