Game Video Editing Using Event Metadata to Cut Processing Load
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Solution Overview
Problem
Existing game video editing systems face challenges with excessive processing loads on information processing apparatuses and high communication loads due to real-time transmission of high-resolution game images, making it difficult to perform automatic editing efficiently.
Innovation Solution
An information processing apparatus that records game videos with time-stamped event information, transmits this data to a management server for scene determination, and performs editing based on acquired event data, utilizing a metadata server to manage and process game video metadata for efficient editing.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Extent of automation
If automatic editing processing is performed completely within the information processing apparatus, then editing functionality is self-contained, but the processing load of the information processing apparatus becomes excessive
Solution Approach 1:
The patent segments the automatic editing processing into two parts: event detection and code generation are performed locally on the information processing apparatus, while the actual video editing processing is outsourced to an editing server. This division reduces the processing load on the local apparatus while maintaining automated editing functionality.
Solution Approach 2:
The patent introduces an editing server as an intermediary between the information processing apparatus and the final edited video output. The apparatus sends event codes and video data to the server, which then performs the resource-intensive editing operations, acting as a mediator that handles the heavy processing burden.
2Power
If automatic editing processing is entrusted to an editing server, then processing load is reduced, but game images must be sent to the editing server creating high communication load
Solution Approach 1:
The patent extracts only the essential event information (event codes and timing data) from the game footage and transmits this compressed metadata to the editing server, rather than transmitting the entire high-resolution game image data. This extraction approach maintains editing capability while dramatically reducing communication load.
Solution Approach 2:
The system uses event codes as simplified representations or copies of complex game events, allowing the editing server to identify and process relevant video segments without receiving the actual full-resolution game footage data over the network.
Data Source
AI summary
When a preset event occurs during a game progress, game software outputs an event code indicating the event that has occurred. A recording apparatus records a game video generated by execution of the game software, in association with time information. An event information transmitting section transmits, to a management server, event information including the event code and the event occurrence time. A video information transmitting section transmits, to the management server, an image ID set for the game video in the recording apparatus and time information indicating the start time and the end time of the game video. An editing management section acquires, from the management server, event data that identifies the event that has occurred in the game video, and determines a scene to be edited. A video editing section performs editing processing on the game video, based on the scene determined by the editing management section.


