Interactive Streaming Media Simulation Environment

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Solution Overview

Problem

Current technologies face limitations in providing interactive streaming media solutions that allow for seamless user interaction with remote applications without the need for installation on client devices, particularly in efficiently managing user input and simulating device environments for enhanced user experience.

Innovation Solution

A system where a host server executes a second application in a simulation environment and provides a media stream to a client device, allowing for interactive presentation and side-band communication channels to manage user interactions, enabling the recreation of user inputs in the simulation environment and optimizing the presentation of remote applications.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If an application is executed remotely on a host server in a simulation environment and streamed to a client device, then the client device does not need to install the application, but the system complexity increases due to the need for simulation environment setup and interaction event synchronization

Engineering Contradiction:
ImproveEase of deploymentVSAvoidSystem complexity
Core Design Contradiction:
Ease of manufactureVSDevice complexity

Solution Approach 1:

The patent creates a simulation environment that copies the client device's operational characteristics on the host server. This allows the application to run remotely while mimicking local execution, eliminating installation needs while maintaining interaction fidelity through the copied device profile.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent introduces interaction event descriptions as an intermediary mechanism between the client device and the remote application. These descriptions capture user inputs and transmit them to the simulation environment, enabling seamless interaction without direct installation on the client device.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If interaction events are captured on the client device and transmitted to the host server for recreation, then user interaction capability is maintained, but communication bandwidth consumption increases

Engineering Contradiction:
ImproveUser interaction capabilityVSAvoidCommunication bandwidth
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The patent processes interaction events locally on the client device by capturing and describing them before transmission. This local processing optimizes the data format and reduces redundant information, maintaining full interaction capability while minimizing bandwidth consumption through efficient data representation.

Inventive Principle:
Principle #3Local quality

3Loss of time

If the simulation environment is prepared in advance with the application executed and suspended at a cue point, then application launch time is reduced, but the host server must maintain suspended application states consuming memory resources

Engineering Contradiction:
ImproveApplication launch timeVSAvoidMemory resources
Core Design Contradiction:
Loss of timeVSQuantity of substance

Solution Approach 1:

The patent executes the application in advance within the simulation environment and suspends it at a cue point before the user actually needs it. This preliminary execution allows the application to be ready for immediate resumption, significantly reducing launch time while the suspended state maintains minimal resource overhead compared to full execution.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11068290B2Systems and methods for providing interactive streaming media
Publication Date: 2021.07.20 GOOGLE LLC
  • US11068290B2 patent drawing
  • US11068290B2 patent drawing
  • US11068290B2 patent drawing

AI summary

A client system presents, within an execution environment of an application, a third-party media stream distinct from the application, received from a remote host server via a network. The client system detects interaction events during presentation of the third-party media stream, and transmits descriptions of the detected interaction events to the remote host server. The application may be pre-cued prior to presentation, e.g., to minimize start-up time. In some implementations, a side-band message channel is established to facilitate communication between the client system and the remote host server.