In-Content Security Camera Data Streaming for MMO Asset Protection
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Solution Overview
Problem
In massively multiplayer online (MMO) video games and other multi-player games, players face challenges in viewing virtual area assets when not logged in or not near them, as existing systems require game clients for rendering and processing, which can lead to asset damage or theft.
Innovation Solution
Implementing in-content security camera data streaming, where security cameras can be remotely rendered and streamed by servers, allowing players to view virtual area assets without needing a game client, even when logged off, using streaming content delivery techniques.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If players use game clients to locally render and view virtual area portions, then players can view portions surrounding their character, but players cannot view other portions when not logged in or when their character is not located near those portions
Solution Approach 1:
The patent introduces security cameras as intermediary devices that capture and transmit video feeds of virtual area portions. These cameras act as mediators between the game server and players, allowing players to view distant or unattended areas without needing to physically travel there or remain logged in. The camera system bridges the gap between player location and asset location.
Solution Approach 2:
The patent creates visual copies of virtual area portions through security camera feeds. Instead of requiring players to be physically present at asset locations, the system generates video stream copies that replicate the visual experience of being at those locations. This allows remote viewing of assets, characters, and activities without direct presence.
2Reliability
If players remain logged in to monitor assets, then players can view and protect their assets, but players cannot engage in other activities and experience continuous client resource consumption
Solution Approach 1:
The security camera system operates autonomously once deployed, continuously monitoring and transmitting video feeds without requiring player presence or active client engagement. The cameras self-manage the monitoring function, allowing players to protect assets remotely while engaging in other activities. The system serves itself by automatically capturing and streaming footage.
Solution Approach 2:
The patent extracts the asset monitoring function from the player's game client and relocates it to server-hosted security cameras. This separation allows the monitoring capability to independent of player login status or client resource availability. The monitoring function is pulled out as an independent system that operates continuously on the server side.
3Adaptability or versatility
If game clients locally render all virtual area data, then players have complete control over their view, but the system cannot provide remote viewing capabilities and requires significant client processing power
Solution Approach 1:
The patent segments the viewing system into distinct components: security cameras positioned throughout the virtual area, video capture functionality, streaming infrastructure, and client playback components. This segmentation allows different parts of the system to handle specific tasks, enabling remote viewing without requiring the entire system to be rebuilt. Each segment operates semi-independently.
Solution Approach 2:
The security camera system serves multiple functions: it provides surveillance of virtual area portions, enables remote viewing by players, creates video streams for transmission, and allows flexible access from various client devices. The same infrastructure supports both logged-in and logged-off players, as well as multiple simultaneous viewers of the same or different camera feeds.
Data Source
AI summary
In some examples, a security camera may be inserted into an executing content item, such as a multi-player video game. The security camera may be associated with a particular participant, such as a player, of the video game or other content item. In some examples, image data, such as video data, associated with the security camera may be rendered by one or more components that are remote from the associated participant, such as one or more remote servers. The remotely rendered security camera image data may then be transmitted to the participant over one or more communications networks, such as by using streaming content delivery techniques. Also, in some examples, audio data associated with the security camera may also be remotely rendered and transmitted in combination with the security camera image data.


