Interactive Media Event Sync for Delayed Watch Party Reactions

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing technologies struggle to synchronize content and user reactions during watch parties, especially when users are remotely located, and to provide a delayed, synchronized presentation without bandwidth or latency issues, as well as to facilitate review of content segments and user reactions after the event.

Innovation Solution

A system and process that includes a sync server and user devices to capture, synchronize, and present primary and secondary content, including user reactions, on a delayed real-time basis, using cloud resources to manage data processing and storage, and generate Interactive Media Events (IMEs) that combine synchronized primary and later reactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If real-time synchronization of content and user reactions is implemented during watch parties, then user interaction and engagement are improved, but bandwidth consumption and latency increase

Engineering Contradiction:
Improveuser interactionVSAvoidbandwidth consumption
Core Design Contradiction:
Ease of operationVSLoss of energy

Solution Approach 1:

The system performs preliminary actions by capturing and buffering user reactions locally on user devices before transmission. Reactions are queued and prepared for synchronization without requiring immediate real-time transmission, thereby reducing bandwidth consumption while maintaining the ability to synchronize content and reactions afterward.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The sync server acts as an intermediary that receives reactions from multiple users, synchronizes them with content timestamps, and redistributes them. This mediator approach allows asynchronous collection of reactions without requiring simultaneous real-time transmission from all users, reducing overall bandwidth requirements while achieving synchronized playback.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Loss of energy

If delayed presentation of synchronized content and reactions is implemented, then bandwidth and latency issues are reduced, but real-time interaction capability is compromised

Engineering Contradiction:
Improvebandwidth usageVSAvoidreal-time interaction
Core Design Contradiction:
Loss of energyVSLoss of time

Solution Approach 1:

The system captures and buffers reactions in advance before the delayed presentation. By performing the capture action preliminarily and storing reactions with their associated content timestamps, the system can later present them in a synchronized delayed format without requiring real-time transmission, thus reducing bandwidth usage while preserving the temporal relationship between content and reactions.

Inventive Principle:
Principle #10Preliminary action

3Ease of operation

If multiple user reactions are captured and synchronized for later review, then user engagement is enhanced, but data processing and storage requirements increase

Engineering Contradiction:
Improveuser engagementVSAvoiddata volume
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The system extracts only the essential reaction data needed for synchronization - specifically timestamps and reaction identifiers - while storing the actual reaction content separately or in compressed form. This extraction approach reduces the volume of data that needs to be processed and stored while maintaining the ability to retrieve and display reactions for user engagement.

Inventive Principle:
Principle #2Taking out (Extraction)

4Ease of operation

If synchronized playback of content and reactions is implemented after delay, then user-friendly experience is improved, but synchronization precision requirements increase

Engineering Contradiction:
Improveuser experienceVSAvoidsynchronization accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The system preliminarily tags each reaction with its associated content timestamp during capture. By establishing this temporal relationship in advance, the system can later retrieve reactions and synchronize them with content playback after any desired delay period, maintaining synchronization accuracy while providing a user-friendly delayed playback experience.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20260006302A1Interactive Media Events
Publication Date: 2026.01.01 DISH NETWORK LLC
  • US20260006302A1 patent drawing
  • US20260006302A1 patent drawing

AI summary

An Interactive Media Event (IME) system includes a sync server, a first user device, and a second user device, each device is coupled to the server. The server executes computer instructions instantiating a content segment engine which outputs a Party matter to the second user device and instantiates an IME engine which receives, from the second user device, a later reaction to the Party matter. The IME engine synchronizes the later reaction with the Party matter. The Party matter may include a media event and a prior reaction to the media event received from the first user device. The media event includes a primary content segment and synchronization information associated therewith. The prior reaction and/or the later reaction may be synchronized to the primary content segment and/or to each other using the synchronization information. A reaction may include chat data captured during the Party.