Audio Analysis System for Spectator Emotion Detection

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Solution Overview

Problem

Current online gaming and spectating systems lack effective methods to analyze and utilize audio inputs from players and spectators to enhance gameplay and spectating experiences, such as emotion recognition and event detection, which limits the engagement and interaction within virtual environments.

Innovation Solution

An audio analysis system that processes and aggregates audio inputs from players and spectators to determine emotional states and identify notable events, using emotion recognition and speech recognition components to provide feedback and affect gameplay or spectating experiences, such as highlighting interesting moments or modifying in-game elements based on crowd sentiment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If audio inputs from spectators are collected and analyzed, then spectator engagement and interaction are improved, but system complexity and processing requirements increase

Engineering Contradiction:
Improvespectator engagementVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The audio analysis system is segmented into distinct functional modules: audio input collection from multiple spectators, audio signal processing components, emotion recognition modules, and event detection components. This segmentation allows each module to handle specific tasks independently, reducing overall system complexity while maintaining enhanced spectator engagement capabilities.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces an intermediary audio analysis system that acts as a mediator between spectator audio inputs and the online game environment. This intermediary layer processes and interprets audio signals, extracting meaningful information without requiring direct integration between spectator devices and game systems, thereby managing complexity effectively.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Loss of information

If real-time audio analysis is performed to detect emotions and events, then gameplay enhancement is improved, but processing time and computational resources increase

Engineering Contradiction:
Improveemotional feedback accuracyVSAvoidprocessing time
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

The system performs preliminary audio processing and preprocessing of spectator audio inputs before full analysis is conducted. Audio signals are pre-segmented, pre-filtered, and pre-categorized to identify potential emotions and events, which reduces the computational burden during real-time processing and maintains accuracy while decreasing processing time.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements partial audio analysis by focusing on key audio features and characteristics that are most indicative of emotions and events, rather than analyzing every aspect of the audio signal in full detail. This selective approach maintains sufficient accuracy for gameplay enhancement while significantly reducing computational resources and processing time required.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS10987596B2Spectator audio analysis in online gaming environments
Publication Date: 2021.04.27 AMAZON TECH INC
  • US10987596B2 patent drawing
  • US10987596B2 patent drawing
  • US10987596B2 patent drawing

AI summary

An audio analysis system that may analyze participant audio input in a game spectating environment. The audio analysis system may receive audio input for participants (broadcasters and/or spectators) in a game spectating system. The audio analysis system may analyze the audio input to generate audio analysis information for broadcasts, and provide the information to the game spectating system. The audio analysis information may be applied in the game spectating system in various ways. For example, the information may be used to determine active or popular broadcasts, broadcasters, games, and/or recordings of broadcasts, and the active or popular content may be indicated to spectators via a game spectating user interface. The audio analysis system may provide an application programming interface (API) to receive the audio input and to provide audio analysis information.