AI-Driven Interactive TV Guide with Blockchain Proximity Detection

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Solution Overview

Problem

Current interactive television systems lack personalized and dynamic content selection and display, failing to effectively utilize data from diverse devices and user interactions to tailor programming guides and advertising to individual users and groups.

Innovation Solution

The implementation of an AI-driven, blockchain-based system that collects and analyzes data from various devices, including IoT, social media, and user activities to customize the electronic programming guide (EPG) in real-time, adjusting content and advertising based on user proximity, preferences, and group dynamics.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If traditional static programming guides are used, then system simplicity is maintained, but user personalization and engagement are insufficient

Engineering Contradiction:
Improvecontent personalizationVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The programming guide transitions from a static display to a dynamic system that automatically updates content based on real-time user proximity detection, device identification, and contextual data from multiple sources including social media and IoT devices, enabling personalized content presentation without manual intervention

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system performs self-personalization by automatically detecting user presence, identifying user preferences through multiple data sources, and customizing the programming guide content without requiring explicit user input or configuration, making the complexity invisible to the end user

Inventive Principle:
Principle #25Self-service

2Measurement precision

If data from multiple devices and sources is collected, then content selection accuracy improves, but data processing complexity increases

Engineering Contradiction:
Improveuser preference accuracyVSAvoiddata processing complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system merges data from multiple disparate sources including user device data, social media information, IoT device data, and proximity detection data into a unified user profile, enabling comprehensive content personalization while consolidating processing operations into a centralized system

Inventive Principle:
Principle #5Merging (Combining)

3Productivity

If real-time customization is implemented, then user engagement increases, but processing time and resource usage increase

Engineering Contradiction:
Improveuser engagementVSAvoidprocessing energy
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system performs preliminary data collection and user profile creation in advance by continuously gathering data from user devices, social media, and IoT sources before a viewing session begins, so that when users approach the display, personalized content can be quickly delivered without intensive real-time processing

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11432048B2Method and apparatus for interactive television guides and program rules
Publication Date: 2022.08.30 CHU VIVA
  • US11432048B2 patent drawing
  • US11432048B2 patent drawing
  • US11432048B2 patent drawing

AI summary

Developments in interactive programming guides that utilize a confluence of users/viewers from data that may be blockchain and/or data collection from IoT and other devices, proximity sensing of viewership, and both machine and guided learning over a large dataset to produce rules for AI selection of content, format, and features presented to currently active or a nearby set of television users/viewers. Blockchain may be implemented separately for accounting, verification, billing, and/or fees/royalty payments owed to content owners/copyright holders. Playback may be initiated by a remote device and played on a same or yet another or a plurality of remote devices.