Interactive Addressable Virtual Content for Low-Latency Live Events
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Solution Overview
Problem
Existing live media streaming systems suffer from high latency, inflexibility, high setup and operational costs, and limitations in user interactivity due to inflexible virtual streaming platforms, inefficient content generation, and inability to deliver metadata and customize content delivery, leading to reduced monetization opportunities and user engagement.
Innovation Solution
A system for generating and distributing low-latency interactive addressable virtual content that customizes live events for individual users based on their dynamic characteristics, allowing real-time transactions and interactions within the content experience, using a cloud-based server to process media streams and generate a main feed from which multiple customized feeds are derived, reducing bandwidth requirements and enabling flexible content generation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If professional physical studios with millions of dollars of infrastructure are used for live media broadcasts, then broadcast quality is improved, but setup and operational costs increase significantly
Solution Approach 1:
The patent creates virtual copies of physical studio environments using computer-generated 3D scenes and virtual reality technology. These virtual studios replicate the visual and functional qualities of physical studios without requiring expensive physical infrastructure, equipment, or props. The system generates synthetic imagery that mimics professional broadcast environments, allowing high-quality broadcasts to be produced in remote locations with minimal physical equipment.
2Productivity
If multiple separate pipelines are used for encoding live media, graphics, and commentary, then each component can be processed independently, but the system becomes inflexible and complicated to operate
Solution Approach 1:
The patent merges multiple separate processing pipelines (live media encoding, graphics generation, commentary integration) into a unified virtual production system. The server consolidates these functions by generating a single integrated virtual scene that combines all elements simultaneously, allowing real-time adjustments to any component without affecting others. This unified approach maintains independent processing capabilities while eliminating the complexity of manually compiling separate pipelines.
Solution Approach 2:
The system implements dynamic, real-time adjustability of all broadcast elements within a unified virtual environment. Producers can modify graphics, commentary, camera angles, and scene elements on-the-fly without requiring substantial production time or complex reconfiguration. The virtual scene responds dynamically to user inputs, allowing flexible content creation and modification during live broadcasts.
3Loss of information
If the entire scene is transmitted each frame at standard frame rates, then complete visual information is delivered, but bandwidth requirements and transmission time increase significantly
Solution Approach 1:
The patent extracts and transmits only the essential data elements required to reconstruct the virtual scene at the client device, rather than transmitting complete frame-by-frame imagery. The server generates the virtual scene using programmatically controlled 3D environments and transmits simplified scene graphs, object positions, and rendering parameters. The client device then reconstructs the full visual scene locally, dramatically reducing bandwidth requirements while maintaining complete visual information delivery.
Data Source
AI summary
Systems and methods create and distribute addressable virtual content with interactivity. The virtual content may depict a live event and may be customized for each individual user based on dynamic characteristics (e.g., habits, preferences, etc.) of the user that are captured during user interaction with the virtual content. The virtual content is generated with low latency between the actual event and the live content that allows the user to interactively participate in actions related to the live event. The virtual content may represent a studio with multiple display screens that each show different live content (of the same or different live events), and may also include graphic displays that include related data such as statistics corresponding to the live event, athletes at the event, and so on. The content of the display screens and graphics may be automatically selected based on the dynamic characteristics of the user.


