Systems and methods for showing content from different perspectives on devices for viewing live events
ArenaFan.tv addresses the lack of immersive and interactive sports broadcasting by enabling users to stream from multiple angles, create content, and interact socially, enhancing the viewing experience and promoting athletes.
Patent Information
- Application Number
- PCT/MX2025/050003
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Priority Date
- 2024-03-22
- Filing Date
- 2025-01-27
- Publication Date
- 2025-09-25
AI Technical Summary
Existing sports broadcasting platforms fail to provide a truly immersive experience by allowing users to view events from multiple perspectives captured by themselves and interact with other fans, lacking a comprehensive social network that transcends physical barriers.
The ArenaFan.tv platform allows users to stream and consume live and pre-recorded sports content from multiple angles, integrate user interaction, and create their own content, incorporating artificial intelligence for editing and community features like a social network and AI narration.
Enriches the user experience with a unique, immersive, and interactive sports viewing experience, fostering a dynamic community and facilitating professional opportunities for athletes through social interaction and content creation.
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Abstract
Description
Systems and methods for displaying content from different perspectives on display devices at live events FIELD OF INVENTION
[0001] The present invention, called ArenaFan.tv, relates to an innovative multimedia platform. It is in the field of applications for various devices, through a platform that merges the excitement of live sports broadcasts with a powerful social network dedicated to sports users, known as fans. The purpose of this platform is to provide users with a unique and immersive experience by allowing them to stream and consume live and pre-recorded content of sports competitions, both professional and amateur, including informal encounters known as matches or challenges, so that they can interact with other fans and generate their own professional sports-related content.
[0002] This platform provides a fully immersive experience by allowing users to view events from multiple perspectives captured by themselves. Furthermore, the integrated technology enables user interaction and content creation, establishing a new paradigm in the consumption and promotion of sports content. BACKGROUND OF THE INVENTION
[0003] In the entertainment world, news and sporting events broadcasts are among the most popular forms of entertainment. Streaming a video stream to a user's device is a popular method. Some of these streams are already available through various sports apps and platforms, some of which have been described in patent documents, such as:
[0004] European Patent EP 3089465 B1, which relates to a broadcasting receiving device that receives a digital broadcasting service capable of executing an application that cooperates with a broadcasting program, and is provided with: a broadcasting receiving unit that receives broadcasting waves of the digital broadcasting service; a separating unit that separates video information related to the broadcast program and application-related information from the received broadcast waves; a broadcast video decoding unit that decodes the video information related to the broadcast program; an application acquiring unit that acquires an application based on location information included in the application-related information; an application executing unit that executes the acquired application and acquires additional data from a server device;a video conversion unit that converts the broadcast program video decoded by the broadcast decoding unit into a high-quality video having a higher quality than the video using the acquired additional data; and a display unit that is capable of displaying the high-quality video.
[0005] US Patent US 10855765B2, which describes a digital media integration exchange system or platform called the MIX Platform, which provides an integration of live video processing and ingestion, live content and media feed ingestion, ad hoc media upload and provisioning, ownership (e.g., website) configuration, content tagging, production, and publishing mechanisms into a single integrated flow or process that supports full integration with live / linear video production and coverage from any source, large-scale publishing across multiple brands at scale, and configuration and control of multiple channels (web, mobile, OTT, native apps, among others) in a single unified workflow.
[0006] US Patent US 11172248B2 , which mentions an embodiment of a process for providing a personalized composite video feed on a device that includes receiving a background video feed from a remote server, receiving (via a communications interface) content associated with one or more specific characteristics of the user, and determining one or more data elements based at least in part on the received content. The process includes generating a composite video source personalized for the one or more specific characteristics of the user, including matching at least corresponding aspect ratios of the one or more data elements to corresponding aspect ratios of the background video source, and displaying the composite video source on a client display or device.
[0007] Taking into account the knowledge provided by the cited patent documents, it is feasible to observe that none of them describes the present invention, because the invention called ArenaFan.tv (hereinafter ArenaFan.tv) offers a unique proposal by allowing a total immersion experience, differentiating itself from previous solutions by integrating viewing from multiple camera angles captured by the same users, also allowing the event to be selected and viewed in real time from different perspectives.
[0008] In addition, spectators attending live sporting events can enrich their experience by accessing the platform to enjoy the multiple views provided by other attendees. In this way, the ArenaFan.tv platform prioritizes the community and social perspective, fostering an interactive environment that transcends the physical barriers of the event venues, fostering an interactive and social atmosphere. Brief description of the invention
[0009] This application relates to a computer data processing system designed for the generation and virtual participation of users in real-time or post-event events. Furthermore, the system addresses the management and creation of rich content based on real events transmitted via virtual media. Throughout this description, the key components and features of the invention will be detailed.
[0010] Through modifications made to existing technological platforms and the technologies used in the present invention described, we have managed to innovate in a television transmission system not previously known, since based on our computer-readable medium we have managed to propose a new invention that refers to a signal for community television never seen before.
[0011] This new system is based on making available to users (fans) the power of broadcasting in television format, both images and audio, collectively transmitting audiovisual content, generating a new method and way of viewing events, in this particular case, sporting events. In addition, it incorporates artificial intelligence (AI), which allows the incoming images to be sorted, generating a neat, synchronized, and very fast and professional editing experience.
[0012] In the following detailed description of the invention and the accompanying figures, the various embodiments of the present invention will be seen.
[0013] Figure 1 refers to a flowchart and computer image illustrating the creation of an account to become an Arena Fant.tv user.
[0014] Figure 2 refers to a flowchart and computer image that illustrates how to perform an exploration of an athlete's profile.
[0015] Figure 2A illustrates the scouting viewer section, which consists of displaying the most prominent and most viewed user profiles on the platform.
[0016] Figures 2B and 2C show the user's profile, the athlete's card, and their publications and achievements.
[0017] Figure 3 refers to a flowchart illustrating the process by which the user can access the content of the fan gallery, or edit their own content.
[0018] Figures 3A, 3B, 3C, 3D and 3E show the sequence of sections that make up the Fan Gallery section.
[0019] Figure 4 refers to a flowchart and computer image that illustrates the process in which retransmissions of previously held events can be observed.
[0020] Figure 5 refers to a flowchart and computer image that illustrates the playback of programs, events or sports that we want to watch.
[0021] Figure 6 refers to a flowchart and computer image illustrating the live section showing the different disciplines of the sport and the broadcasts based on their category (professional, amateur or matches).
[0022] Figures 7A and 7B refer to a flowchart and computer image detailing the process by which the user can customize and compose a live video stream, including selecting cameras, angles, and editing content.
[0023] Figure 8 refers to a flowchart illustrating the architecture of a video transmission system from any point of a live sporting event, showing the interaction between user devices, server infrastructure and viewers.
[0024] Figure 9 refers to a flowchart detailing the process by which the user can register a transmission event called a match.
[0025] Figure 9A illustrates a computer image illustrating a form for initiating registration of a match broadcast event.
[0026] Figure 9B illustrates an image from a mobile device (smartphone) illustrating a form to initiate registration for a match broadcast event. DETAILED DESCRIPTION OF THE INVENTION
[0027] Description of the Application (App)
[0028] The ArenaFan.tv platform offers a wide range of features to enrich its users' sports experience. The application allows fans to live stream their video feeds from sporting events to a central server, where they can be viewed by numerous viewers simultaneously with the lowest possible latency. Users have the ability to act as editors, allowing them to customize their broadcasts based on their favorite teams or athletes, thus creating a unique experience for users with similar interests.
[0029] In addition to live streaming, ArenaFan.tv features a sports social network called Fan Gallery, where users can share their favorite sports content, interact through comments and live chat during broadcasts, and enjoy exclusive content from their favorite teams or events. Also included is a Scouting Viewer section, which allows users and talent scouts to profile and highlight emerging sports stars through athlete profiles showcasing their most exciting moments and athletic exploits.
[0030] The platform of the present invention, ArenaFan.tv, is characterized by bringing together the sports world into five main sections, which adapt to the specific interests and needs of different types of users, from the casual consumer to the professional sports representative, thus improving the overall user experience, these are:
[0031] Athlete Profile (SCOUTING) who can share their training videos and best moments on that social network so that sports scouts can contact them.
[0032] In this section, users with an athlete profile will have the opportunity to raise donations that will help them achieve their goals and support their careers. Arena Fan.tv serves as a means and channel of assurance to receive and ensure that donations are channeled toward the established goals.
[0033] This section, in addition to helping athletes and future sports stars, is a very attractive section for television viewers, as they will enjoy hundreds of images of professionals and amateur experts from very different disciplines (see figures 2, 2A, 2B and 2C).
[0034] Video gallery organized by different sports disciplines. This is an innovation in video storage, as there is currently no digital platform that automatically organizes the selection of different sports disciplines, allowing users and viewers to navigate in a very organized manner and according to their sporting preferences. This section is enriched by being divided into two subsections: professional videos for each discipline and amateur videos for the different disciplines. With this, ArenaFan.tv once again supports new talent, since in this video section, in addition to entertainment, you can appreciate new and prospective athletes (see figures 3, 3A, 3B, 3C, 3D, 3E).
[0035] Broadcasting: The system incorporates a unique feature that allows users to record and stream sporting events in real time through the platform. After the live broadcast, the recorded content is stored on the platform's server and is available for rebroadcasting for an indefinite period of time.
[0036] Limited rebroadcasting ensures that recorded content is not available indefinitely, which can encourage real-time participation and audience interaction during the original broadcasts. During the rebroadcast period, users can access recorded content and relive highlights of sporting events.
[0037] Access control and digital rights management measures are implemented to ensure that broadcasting is limited to a specific period and subject to conditions set by event organizers and broadcast rights holders (see Figure 4).
[0038] Programs, these have an innovative contribution and solve some problems of the sports entertainment industry, since thanks to our service of receiving thousands of videos from fans, we have a very extensive gallery of videos and images of sporting events, with which ArenaFan.tv will become the largest storehouse of sports images, sporting events with hundreds of images from different perspectives and angles and thus this collection of videos is available to encourage content creators to make sports programs and critiques with the largest number of videos, enriching and facilitating their work.
[0039] Live matches: this is one of the greatest advantages of our platform, as sporting events will be reported like never before, from the fan's perspective, with multiple angles and perspectives of the sporting event. This feature, never before reported and displayed, is very innovative, allowing both the television viewer and the user / fan chronicler to truly immerse themselves in each sporting event (see figures 6, 7A, 7B, and 8). Again, this live sports section is subdivided into three subcategories:
[0040] Pro Live Streams - These are events hosted by ArenaFan.tv, whose team of broadcasters and editors provides professional feedback. Viewers tune in to a broadcast curated and edited by ArenaFan.tv experts.
[0041] Live Streaming for Fans - These events can be viewed with raw editing and audio without professional editing equipment, allowing viewers to enjoy a different experience, more coordinated and directed by fans. Fans are connected via geolocation and administration keys from the event host.
[0042] Live Match, these are challenges and sporting events that are organized on the platform to promote a sporting event, match or challenge, thus this innovative tool allows different users to advertise and disseminate a match of the different disciplines (see figures 9, 9A and 9B).
[0043] Each of these sections features editing tools, bookmarks, and participant names, as well as the ability to tag athletes who have an ArenaFan.tv profile.
[0044] Technologies and Development
[0045] The ArenaFan.tv platform utilizes a variety of web and mobile development technologies to provide a seamless and accessible user experience using a mobile interface. On the client side, JavaScript is used to create interactive interfaces on mobile devices, tablets, computers, and smart TVs. The WebRTC protocol enables real-time audio and video streaming, fostering immersion and interactivity, with support from ICE servers to ensure stable, low-latency connections. The application also uses Node.js on the StFU server, optimizing live content distribution and enabling the management of multiple video streams. On the server side, the application uses PHP and frameworks such as Laravel to follow the MVC pattern, facilitating business management and interaction with MySQL databases.The entire infrastructure is based on containerization technologies such as Docker, Podman, and Kubernetes, with load balancing and geographic distribution, ensuring high availability and performance for users, ensuring agile deployment and efficient scalability in the cloud.
[0046] ArenaFan.tv app content, such as images, videos, and audio, is stored on S3-compatible storage servers such as Amazon Web Services or Microsoft Azure, providing unlimited growth space and fast content transfer via a CDN serving from the location closest to the user.
[0047] Additionally, all video streams are segmented into MP4 fragments to enable adaptive streaming. This technique ensures that content is consumed at the highest possible quality, adapting to the viewer's available bandwidth, ensuring a smooth, high-definition viewing experience regardless of network fluctuations.
[0048] Additionally, we developed and implemented an artificial intelligence (AI) system that will improve the user experience, since with AI we can replicate the physical and / or voice characteristics of characters for the narration of matches. In this way, the chronicler user will be able to choose a character and / or voice of the artificial intelligence to narrate a match and thus we can immortalize well-known public figures or any person who authorizes the use of their image and voice to be emulated by artificial intelligence. This implies the advantage of carrying out a narration in real time or deferred to give the sensation of being commented by a famous character or figure.
[0049] The invention features a computing system for identifying and promoting users at virtual events. It uses facial recognition, voice recognition, or device identification technologies to tag users at virtual events, allowing them to create personal profiles and share event-related content. Identified users can stream virtual events in real time or create videos of their event-related activities, and the content promotion system highlights and promotes content based on its popularity.
[0050] Arena Fan.tv incorporates a system comprising a set of modules integrated into the website, providing an intuitive user interface that allows customers or users to generate payments directly. A secure connection is established between the website and the relevant financial services, ensuring the secure transmission of financial information.
[0051] The direct payment process begins when the user selects the payment option on the website, which triggers a series of authentication and authorization steps. During this process, advanced security measures, such as end-to-end encryption and multi-factor authentication protocols, are implemented to protect sensitive user information.
[0052] Once authentication and authorization are complete, the system facilitates the transfer of funds directly from the user's account to the destination designated on the website. This direct payment method eliminates the need for additional financial intermediaries, streamlining the process and improving the efficiency of online transactions.
[0053] System components
[0054] Processing Server: This element is central to the system, as it is designed to receive multiple video and audio streams from multiple users over a communications network. The video and audio streams originate from various video and audio capture devices connected to the users' user devices.
[0055] Synchronization module: This module plays a crucial role in temporally synchronizing the video and audio streams received from users, ensuring temporal consistency between them. This is essential for maintaining a continuous visual and auditory representation of the event.
[0056] Video and audio processing engines: These engines process synchronized video and audio streams. The video processing engine combines the synchronized video streams to produce a continuous, multidimensional visual representation of the event from multiple angles, giving users a rich and detailed experience. The audio processing engine performs a similar task, combining the synchronized audio streams to provide a continuous, rich audio representation of the event.
[0057] Storage System: This component is responsible for storing both the continuous visual representation of the event and the continuous audio representation of the event, facilitating later access to the content.
[0058] Playback Engine: This engine is critical for allowing users to selectively access and play the continuous visual representation of the event and the continuous audio representation. It gives users the flexibility to choose how to interact with the content.
[0059] User Interaction Engine: This component allows users to provide feedback and input in real time or after the event. Comments and input are associated with a continuous visual representation of the event and a continuous audio representation of the event, enabling user collaboration and participation.
[0060] Data Analysis Engine: This engine plays a key role in analyzing user feedback and input. From this information, it generates additional event-related data, which can be valuable for better understanding and improving the user experience.
[0061] Metadata Generation Engine: This component generates metadata associated with the continuous visual representation of the event and the continuous audio representation of the event, making content management and search easier.
[0062] User Experience
[0063] The ArenaFan.tv user interface has been meticulously designed to be intuitive and immersive. Users can customize their content (and interaction with the social network fosters community creation within the app) based on their sporting preferences, upcoming events, sponsorships, and viewership, ensuring a highly relevant and satisfying streaming experience.
[0064] This personalization is achieved through a series of tools and filters that allow each user to have a unique viewing experience tailored to their interests. Additionally, the Fan Gallery section acts as a social network within the app, providing a space for users to share their favorite content, interact through comments and live chat during broadcasts, and enjoy exclusive content. This social integration fosters the creation of a passionate and active community, strengthening the connection between sports fans.
[0065] Additionally, the system addresses virtual user participation in live events, allowing users to virtually connect to events in real time. Authorized users can choose from a variety of available narrators and provide real-time narrations of the event to which they are virtually connected. The system also allows them to add real-time comments, analysis, and observations, encouraging active participation and interaction.
[0066] Advantages and Benefits
[0067] One of the main advantages of ArenaFan.tv is the ability for users to enjoy sporting events. This system features the ability to broadcast the event in real time through multiple cameras or video sources that capture different angles or perspectives of the event, further enriching the user experience and providing a more diverse and comprehensive viewing experience compared to traditional broadcasts.
[0068] Users seeking a more professional experience can take advantage of bookmarking tools, transitions, and banners to enrich their streams and offer content with relevant and up-to-date information to the community. The implementation of artificial intelligence systems for video classification and recommendation allows users to easily access a library of high-quality, well-organized, and curated content, thus giving verified streams a more professional image and facilitating the work of editors.
[0069] The platform system offers additional features for organizing and participating in virtual events. Users can create real-life events to be covered in person or virtually on an online platform. The system uses artificial intelligence techniques to personalize event recommendations for individual users and collects feedback and evaluations of virtual events and narrators to improve the quality of the services offered.
[0070] One of Arena Fan.tv's greatest advantages is offering targeted opportunities to talented athletes through the use of headsets equipped with an advanced scouting tool. This system enables direct contact between players and interested parties, simplifying communication. Furthermore, users have the ability to make capital donations to support athletes, especially in situations where additional funding is required to join a team or organization. This innovative approach not only more efficiently connects talented athletes with key opportunities but also promotes financial support from the community, creating a dynamic and collaborative ecosystem in the sports world.
[0071] Challenges and Solutions
[0072] During the development of ArenaFan.tv, several challenges were identified and overcome, which are:
[0073] Live video stabilization: To address and overcome these challenges, AI filters were applied to automatically adjust image quality, white balance, and color saturation to achieve uniform and engaging content, resulting in clearer and more stable viewing. Container-based infrastructure with Docker Compose enabled agile growth and easy installation of machine-readable media on new infrastructures, ensuring service availability and speed for users.
[0074] Video streaming in crowded areas: High bandwidth demands at high-traffic events posed challenges for smooth video streaming. The solution implemented (PREVIOUSLY Selective Forwarding Unit (SFU) servers, optimizing bandwidth consumption and enabling efficient distribution of multiple simultaneous video streams) consisted of state-of-the-art codecs that optimize video quality and compression. This technology enables efficient streaming from low- to high-end devices, ensuring the platform's accessibility on a wide variety of smartphones.
[0075] Content Storage: The significant volume of content generated by the platform required a robust and scalable storage solution. We collaborated with technology industry leaders such as Amazon, Azure, and Backblaze to leverage their Amazon S3-compatible storage infrastructure. Additionally, content delivery networks (CDNs) were employed to streamline content distribution, ensuring rapid availability for users.
[0076] Peer-to-peer streaming and bandwidth consumption: Simultaneous streaming of multiple streams by users resulted in excessive bandwidth consumption. To resolve this issue, a Selective Unit Distribution (SFU) server was implemented. This approach enables efficient management of the video stream, where content is sent from the user to the server, and from there to all other users. This results in significant savings in bandwidth used by streaming users, while also enabling the reception of hundreds of streams with different priority levels and bandwidth usage in the live view function.
[0077] Impact and Future
[0078] The ArenaFan.tv platform is positioned to have a significant impact on the sports world by providing fans with a unique and exciting sports streaming experience. The platform aims to expand to other platforms and establish partnerships with major sporting events to offer even more relevant and exciting content to its users. The continued implementation of artificial intelligence and improved user interaction on the social network will ensure an increasingly personalized and immersive experience on the community platform. With a constant commitment to incorporating the latest technologies and improving social interaction, ArenaFan.tv anticipates a continued evolution that will deliver increasingly personalized and immersive experiences, transforming the sporting event broadcast and the community experience.
[0079] The invention also encompasses the management and creation of rich content based on real-life events broadcast via virtual media. Users can select and edit specific images, videos, and comments from a media gallery, then share and disseminate the created content. A copyright monitoring system ensures compliance with copyright regulations, and a content analysis system uses artificial intelligence and machine learning to improve media recommendations.
[0080] Conclusions
[0081] In conclusion, ArenaFant.tv is a revolutionary platform in the entertainment industry that combines the excitement of live sports broadcasts with a powerful social network dedicated to sports fans. Its focus on personalization and interaction between users creates a unique experience that connects fans and athletes like never before. With its cutting-edge infrastructure and continuous evolution, ArenaFan.tv is destined to become a leading choice for sports fans worldwide. This invention supports this concept by describing a complete and versatile system that encompasses a wide range of functionalities related to the generation, participation, and management of content based on virtual and real-life events.The system uses advanced technologies and data analysis techniques to enhance the user experience and promote interaction and collaboration in virtual events and the creation of rich content. With a sophisticated technological infrastructure and a focus on continuous improvement, ArenaFan.tv is destined to become a benchmark in the digital sports world.
[0082] Technologies used:
[0083] Standard HTML and JavaScript web technologies are used to capture and stream live video from users' mobile devices. These technologies work in conjunction with the WebRTC protocol, enabling real-time communication directly from the browser. With the support of our Interactive Connectivity Establishment (ICE) servers, efficient transmission and redistribution of the video is facilitated to all interested viewers of the sporting event.
[0084] To support professional streaming and editing, we have Linux servers configured with Nginx and the RTMP (Real-Time Messaging Protocol) module for sending each user's video stream to editing applications or advanced streaming platforms such as Open Broadcaster (OBS) machine-readable media. Streaming to these services is done using HTTP Live Streaming (HLS) and / or Dynamic Adaptive Streaming over HTTP (DASH) protocols, depending on the content's destination.
[0085] On the client side, the application uses a mobile interface written in JavaScript, ensuring a fluid experience on mobile devices, tablets, computers, and smart TVs. On the server side, the application uses PHP and the Laravel framework to follow the MVC machine-readable media architecture pattern for efficient and scalable programming. This allows for efficient management of business logic and database communication.
[0086] The application's main database is MySQL, where all information related to sports events, users, and preferences is stored. MySQL was chosen due to its reliability and ability to handle large volumes of data.
[0087] Audio and video streams are processed by a Selective Forwarding Unit (SFU) server developed in Node.js that accepts data in VP8 or H.264 format depending on the user's platform.
[0088] For live streaming, audio and video streams are processed by an SFU server developed in NodeJS, WebRTC, and ICE, which accepts data in VP8 and H.264 formats. NodeJS not only redistributes streams among users but also stores them for later viewing in the platform's broadcast area. It is used on the broadcast server in SFU mode to minimize data consumption by fans or streamers and ensure efficient, high-quality streaming. WebRTC enables real-time audio and video streaming over peer-to-peer connections, providing users with an immersive, real-time experience. ICE is used to establish network connections between live stream participants, ensuring a stable, low-latency connection.
[0089] SFU stands for Selective Forwarding Unit in WebRTC. It is a key component in the WebRTC architecture used for real-time video streaming. The SFU acts as an intermediary between participants in a live stream, receiving each participant's video stream and selecting which ones to forward to the other participants. Instead of sending each participant's full video stream to all the others, the SFU selects and forwards only the video streams needed for each participant. This allows for a more efficient and scalable stream, as each participant only needs to receive the video streams relevant to their viewing. The SFU can also perform other functions, such as video mixing and stream quality management.
[0090] Additionally, the app uses NGINX - RTMP as a server to forward video streams received through a browser source to the OBS Studio streaming app. This ensures smooth, high-quality video streaming to viewers, regardless of the platform or device they're using.
[0091] NGINX-RTMP is an NGINX module that enables real-time video streaming over the RTMP (Real-Time Messaging Protocol). It provides an open-source, high-performance media server solution for live and on-demand video streaming. HLS (HTTP Live Streaming) and DASH (Dynamic Adaptive Streaming over HTTP) are two video streaming formats used in NGINX-RTMP. HLS is supported on iOS devices and uses video segments in the MPEG-TS (Transport Stream) format for streaming. DASH, on the other hand, is supported on a wide range of devices and uses video segments in the MP4 (MPEG-4 Part 14) format. Both formats enable adaptive streaming, meaning the server can automatically adjust video quality based on the user's connection speed. This ensures a smooth and uninterrupted viewing experience, even under varying network conditions.
[0092] App content, such as images, videos, and audio, is stored on S3-compatible servers, such as Amazon Web Services or Microsoft Azure. These servers provide unlimited storage space and rapid content transfer via a CDN (Content Delivery Network) that serves from the location closest to the user. This ensures rapid consumption and reduced latency for viewers, regardless of their geographic location.
[0093] The ArenaFan.tv application infrastructure is designed to be easily deployed and scaled. It is based on Docker, Podman, and Kubernetes containers, allowing for quick and easy deployment of the server's machine-readable media onto new infrastructure. The Linux virtual servers on which the application runs are hosted in the cloud, and the entire infrastructure is defined in container clusters using Podman / Docker / Compose. This facilitates near-instant horizontal and vertical growth of the application and its installation on new infrastructure using JavaScript, HTML5, CSS3, PHP, MySQL, NodeJS, Python, WebRTC, ICE, VP8, H.264, and NGINX - RTMP.
[0094] Regarding the ArenaFan.tv social network, it is a comprehensive multimedia platform that offers a social networking experience specialized in the sports sector. The platform is structured into various sections and user types, each with distinct features and functionalities that seek to meet the needs of the various participants in the sports ecosystem, which will be described below:
[0095] Types of Users:
[0096] 1. Consumer: User who accesses the platform without registration, limited to consuming public content.
[0097] 2. Registered Viewer: A user with an account who receives recommendations based on their previous preferences and tastes, optimizing their browsing and content consumption experience.
[0098] 3. Athlete in Scouting: An athlete who wants to promote themselves and gain visibility, possibly seeking fame and professional opportunities such as sponsorships or contracts.
[0099] 4. Talent Scout: A scout specializing in identifying emerging sports talent, who uses the platform to discover athletes with potential.
[0100] 5. Representative / Guardian: Person in charge of managing an athlete's sporting and business affairs, which may include coaches, parents, guardians, or agents.
[0101] Description of functionalities:
[0102] Sections of the Platform:
[0103] 1. Live: Offers users the ability to watch sporting events in real time, from professional matches to amateur games and challenges.
[0104] 2. Broadcasts: Allows you to relive past events with the same richness and variety of content as the Live section, including multiple takes and commentary.
[0105] 3. Programs: Section dedicated to sports analysis, news, summaries and reviews of ongoing and completed sporting events.
[0106] 4. Fan Gallery: This is the platform's social video network, where users can create, share, and discover videos related to their favorite sports. It features an advanced recommendation algorithm that personalizes the content presented based on user interactions and preferences.
[0107] 5. Scouting: A space dedicated to promoting emerging athletes, allowing them to post videos of their athletic achievements, training sessions, and highlights to gain recognition and attract the attention of talent scouts and agents.
[0108] For live streaming:
[0109] The streamer or fan accesses their ArenaFan.tv app.
[0110] Log in to the app.
[0111] Access the broadcast menu.
[0112] You will be asked for permission to access your location in order to provide a list of nearby sporting events.
[0113] Select the event you are currently in, you can choose events created by other fans or streamers.
[0114] If a suitable event doesn't exist or you want to create your own stream, you can do so.
[0115] Choose the camera you want to start streaming with (rear or selfie).
[0116] A preview of the live stream will be displayed to verify that everything looks correct.
[0117] After selecting the event or stream, the starting camera, and previewing the broadcast, simply press the broadcast button to start streaming.
[0118] Each section enhances the immersive, community-based experience of the ArenaFan.tv platform, ensuring that each type of user receives content and features tailored to their specific interests and needs. The platform offers a unique experience that combines the excitement of sports competition with community and social interaction, establishing a new paradigm in the consumption and promotion of sports content.
Claims
A computer data processing system for generating a continuous image of an event in real time or after the event, characterized in that the system comprises: a. a processing server configured to receive multiple video and audio streams from a plurality of users through a communication network. b. a synchronization module configured to temporally synchronize the video and audio streams received from the users. c. a video processing engine configured to combine the synchronized video streams to generate a continuous visual representation of the event from multiple angles. d. an audio processing engine configured to combine the synchronized audio streams to generate a continuous audio representation of the event. e. a storage system configured to store the continuous visual representation of the event and the continuous audio representation of the event. f.a playback engine configured to allow users to selectively access and play the continuous visual representation of the event and the continuous audio representation of the event.g. a user interaction engine configured to receive comments and input from users in real time or post-event and associate said comments and input with the continuous visual representation of the event and the continuous audio representation of the event.h. a data analysis engine configured to analyze the comments and input from users and generate additional information related to the event.i. a metadata generation engine configured to generate metadata associated with the continuous visual representation of the event and the continuous audio representation of the event. The system according to claim 1, characterized in that the video and audio streams are provided by a plurality of video and audio capture devices connected to the user devices of the users. The system according to claim 1, characterized in that the playback engine allows users to select specific viewing angles and selectively mix video and audio streams from different users. The system according to claim 1, characterized in that the processing server is configured to transmit the continuous visual representation of the event and the continuous audio representation of the event to a plurality of user devices in real time. A computer data processing system for virtual participation of users in live events, characterized in that the system comprises: a. an event server configured to transmit a live event through a communications network. b. an access module configured to allow authorized users to virtually connect to the live event. c. a narrator selection module configured to allow authorized users to choose from a plurality of available narrators. d. a live narration engine configured to allow authorized users to perform real-time narrations of the event to which they are virtually connected. e. an audio mixing system configured to combine the live narrations of the authorized users with the audio of the live event. f.a channel selection system configured to allow authorized users to choose which narration they prefer to listen to in real time while viewing the event.g. a recording and storage system configured to store the authorized users' live narrations along with the live event.h. a post-access system configured to allow users to access and playback the live narrations and the live event at a later time. The system according to claim 5, characterized in that the event server transmits the event live through multiple cameras or video sources that capture different angles or perspectives of the event. The system according to claim 5, characterized in that the event server can be observed in a multi-frame section generated by each of the cameras that transmit the same event. The system according to claim 5, characterized in that the live narration engine allows authorized users to add comments, analysis and observations as the live event develops. The system according to claim 5, characterized in that the narrator selection module displays information about the available narrators, such as their experience or specialization, so that authorized users can make an informed decision. The system according to claim 5, characterized in that the storage system allows the search and reproduction of specific narrations of authorized users in events after the live event. A platform system that uses a computer programmable language for organizing and participating in virtual events, characterized in that it comprises: a. a registration and call module configured to allow users to create and register real events to be covered in person or virtually on an online platform. b. a notification system configured to inform interested users about the availability of virtual events and allow them to register and participate in said events. c. an event management module configured to manage the logistics and scheduling of virtual events, including the assignment of narrators and the synchronization of video and audio streams. d. a recommendation engine configured to suggest relevant virtual events to users based on their preferences and previous behaviors. e.an invitation system that allows invited users to join virtual events via invitations from registered users. f. an event registration system that stores detailed information about past and upcoming virtual events, including live narration recordings and visual performances. g. a user feedback system that collects comments and evaluations of virtual events and narrators. h. a data analysis engine configured to analyze event registration information and user feedback to improve the recommendation of future events and the quality of the services offered. The system according to claim 11, characterized in that the event management module allows event organizers to assign narrators and moderators to virtual events. The system according to claim 11, characterized in that the notification system uses artificial intelligence techniques to personalize event recommendations for individual users. The system according to claim 11, characterized in that the user feedback system allows users to rate and review virtual events, narrators and other users. The system according to claim 11, characterized in that the data analysis engine uses Big Data analysis to identify trends and patterns of user behavior in order to improve the platform and the user experience. A system for managing and creating rich content based on real-life events transmitted by virtual media using a computer-programmable language, comprising: a. A media gallery configured to store images, videos, and user-generated comments during real-life events recorded in accordance with the preceding claims. b. A media selection module configured to allow users to select specific images, videos, and comments from the gallery for use in creating programs and rich content. c. a media editing engine configured to allow users to edit and combine the selected media from the gallery to create customized content. d. a publishing and distribution system configured to allow users to share and broadcast programs and rich content created using the selected media. e.a copyright tracking system configured to manage the copyrights and licenses of selected media.f. a content analysis system configured to identify patterns and trends in users' media selection and editing. The system according to claim 16, characterized in that the media gallery stores metadata associated with the images, videos and comments, including information about the date and event in which they were generated. The system according to claim 16, characterized in that the media editing engine allows users to add narrations, special effects and graphics to the selected media. The system according to claim 16, characterized in that the copyright tracking system verifies the ownership of the selected media and allows users to obtain the necessary licenses for their use. The system according to claim 16, characterized in that the content analysis system uses artificial intelligence and machine learning to identify user preferences and improve media recommendations. The system according to claim 16, characterized in that the content analysis system uses artificial intelligence and machine learning to optimize visual quality in real time, ensuring clear and stable display, A computing system for identifying and promoting users at virtual events, comprising: a. an identification module configured to tag and recognize the presence of specific users at live virtual events, assigning them unique identifiers such as athletes, coaches, announcers, reporters, referees, or any person related to the sports media. b. a user profiling system configured to allow registered users to create personal profiles that include information about their participation in virtual events and their identification history. c. a user participation tracking system configured to record the presence of identified users at multiple virtual events and generate a participation history. d.a content publishing and sharing system configured to allow users to select events in which they have been identified and post them to their personal pages or profiles.e. a live streaming system configured to allow identified users to stream virtual events in which they are participating in real time or create videos of their event-related activities.f. a user search system configured to allow other users to find profiles and personal pages of identified users at virtual events.g. a content promotion system configured to highlight and promote videos and virtual events based on the number of views or third-party sponsorship.h. a viewing statistics tracking system configured to measure and display the views and popularity of the videos and virtual events. The system according to claim 22, characterized in that the identification module uses facial recognition, voice recognition or device identification technologies to tag users in virtual events. The system according to claim 22, characterized in that users can personalize their profiles with additional information, such as skills, interests and social networks. The system according to claim 22, characterized in that the content promotion system allows third parties to sponsor virtual events or videos of identified users to increase their visibility. The system according to claim 22, characterized in that the display statistics include metrics such as the number of views, comments, and user interactions. The system according to claim 22, characterized in that the transmission signal can be from any mobile device, cell phones with cameras, lenses with cameras, photographic cameras, or any device that captures images, video or voice. A geolocation system characterized by informing the user about sporting events being broadcast near their location so that they can participate in the event in person, watch it, or broadcast it. A storytelling integration system characterized by automatically generated and / or user-provided commentary to replicate the likeness and / or voice of personalities, using a machine-readable medium powered by artificial intelligence. A digital sports content platform characterized by five main sections, tailored to the specific interests and needs of various users. The digital sports content platform features five main sections: athlete profile, video gallery, broadcasts, programs, and live matches. The digital sports content platform according to claim 31, characterized in that the athlete profile system has the ability to display training videos and highlights, facilitating the collection of monetary funds. The digital sports content platform according to claim 31, characterized in that the automatic video storage system organizes different sports disciplines. The digital sports content platform according to claim 30, characterized in that the limited-access real-time broadcasting system retransmits the stored recording and is available for a predefined period, with access control measures and digital rights management. The digital platform according to claim 34, characterized in that the predefined period of time of the real-time broadcasting system will depend on the time in which the user wishes to eliminate said content, otherwise, it may remain indefinitely.
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