Esports Management System Automates Stream Curation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

In esports events, new or inexperienced spectators face challenges in effectively curating their viewing experience due to overwhelming numbers of possible vantage points in massive multiplayer online games, leading to disengagement, as existing technologies do not adequately allow for personalized control over spectating perspectives.

Innovation Solution

The esports management system monitors in-game events and provides production tools to stream selected perspectives from spectator devices, allowing for crowd-sourced esports stream production, enabling spectators to control their views, share perspectives, and interact with the virtual environment, including automated selection and combination of media captures based on preferences and vantage points.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple spectator devices provide vantage points in massive multiplayer online games, then the number of possible views increases, but the complexity of curating and controlling spectating experience increases

Engineering Contradiction:
Improvespectating experience customizationVSAvoidview curation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system automatically curates and selects media captures from multiple spectator devices without requiring manual intervention. The esports management system autonomously processes media captures, applies preference rules, and generates personalized spectating streams, freeing spectators from the complexity of manual view curation while maintaining high adaptability.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The esports management system acts as an intermediary between multiple spectator devices and the virtual environment. It receives media captures from numerous devices, processes them according to preference rules, and delivers customized streams to spectators, simplifying the interface while preserving the versatility of multiple vantage points.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If automated selection of media captures is implemented, then ease of operation improves, but the system complexity increases

Engineering Contradiction:
Improveview selection easeVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

Preference rules are established in advance to guide automated media capture selection. These pre-configured rules define criteria for selecting optimal views based on spectator preferences, allowing the system to automatically make decisions without real-time complex processing, thus maintaining ease of operation while managing system complexity through pre-planned logic.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system incorporates feedback mechanisms where spectator preferences and media capture quality are continuously monitored. This feedback loop allows the automated selection process to learn and adapt, improving ease of operation through intelligent automation while managing complexity through iterative optimization rather than static complex algorithms.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS11890548B1Crowd-sourced esports stream production
Publication Date: 2024.02.06 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11890548B1 patent drawing
  • US11890548B1 patent drawing
  • US11890548B1 patent drawing

AI summary

The present technology provides solutions for crowd-sourcing stream productions for a virtual esports environment. A method can include generating a virtual environment associated with an interactive session that includes a plurality of spectator devices, wherein each of the spectator devices is presented with a different display based on a corresponding vantage point located within the virtual environment; receiving a plurality of media captures from the spectator devices, wherein each of the media captures is captured from the corresponding vantage point of the spectator device within the virtual environment; selecting one of the media captures based on a comparison of visibility of an asset in the virtual environment; and streaming the selected media capture to a primary display on a requesting device.