Handheld Gaming Device Synchronizing Data with Live TV Triggers

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Solution Overview

Problem

Existing systems for processing gaming data lack efficient methods to synchronize and enhance gameplay experiences across various devices and platforms, particularly in conjunction with live programming content, leading to fragmented and unsynchronized user interactions.

Innovation Solution

A hand-held device system that receives gaming data from a gaming source server and synchronizes it with a content signal from a signal source, using a processing subsystem to determine triggers within the content signal, enabling synchronized presentation and interaction with programming content, such as puzzle, map, or character data, to enhance gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If gaming data is processed independently on each device, then device autonomy is maintained, but synchronization with live programming content and other devices is lost

Engineering Contradiction:
Improvesynchronization reliabilityVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

A server acts as an intermediary between multiple hand-held devices and the live programming content source. The server receives gaming data from devices, processes it centrally, and distributes synchronized content back to devices, eliminating the need for complex peer-to-peer synchronization while maintaining reliability

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The server performs multiple functions: receiving gaming data from multiple devices, synchronizing with live programming content, processing triggers, and distributing synchronized content back to devices. This multi-functionality consolidates what would otherwise require complex distributed coordination across multiple devices

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Productivity

If gaming data is processed in real-time with live programming content, then user engagement is enhanced, but processing time and system resources increase

Engineering Contradiction:
Improveuser engagement rateVSAvoidprocessing time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system pre-loads gaming data onto hand-held devices before it is needed for synchronization with live programming content. This preliminary action allows the device to have data ready locally, reducing real-time processing requirements and enabling faster response when synchronization is needed

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically adjusts processing based on triggers detected in the live programming content. When a trigger is detected, the system activates synchronized gaming data presentation; when no trigger is present, the system maintains a lower processing state, optimizing resource usage while maintaining real-time responsiveness

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11135520B2Methods and systems for processing gaming data
Publication Date: 2021.10.05 VEIL GLOBAL TECHNOLOGIES INC
  • US11135520B2 patent drawing
  • US11135520B2 patent drawing
  • US11135520B2 patent drawing

AI summary

Methods and systems for content processing are described. In one embodiment, gaming data is received from a gaming source server. The gaming data associated with a game. A content signal is received from a signal source during presentation of programming content. The programming content is associated with the content signal and the game. A determination of whether the content signal includes the trigger is made. The device content is presented using the gaming data. The device content is in synchronization with the presentation of the programming content based on a determination that the content signal includes a trigger. Additional methods and systems are disclosed.