Live Stream Rendering with Multi-Channel Latency Control
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Conventional techniques for live video streaming over the Internet face challenges such as high latency, difficulties in providing low latency high-quality streams, synchronizing streams among multiple viewers, and offering flexible access to different classes of viewers with varying qualities of service.
Innovation Solution
The system employs a network-connected server and memory storage architecture that processes live streams to generate multiple copies, records them, and allows broadcasters to create and viewers to consume live streams in real-time or later, while facilitating social interaction and customizable display options, using multiple Internet communication channels for efficient data transmission and synchronization.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If conventional live video streaming techniques are used, then viewers can access live streams over the Internet, but latency is high (10-15 seconds delay between broadcaster and viewer)
Solution Approach 1:
The patent segments the live stream delivery system into multiple parallel communication channels: a first communication channel for low-latency streaming and a second communication channel for high-quality archived streaming. This segmentation allows different quality requirements to be met simultaneously without compromising latency performance.
Solution Approach 2:
The patent implements preliminary action by creating and storing multiple copies of the live stream in advance at different quality levels. The low-latency stream is prepared for immediate transmission, while high-quality versions are pre-processed and stored for later retrieval, ensuring both speed and quality are available when needed.
2Manufacturing precision
If high-quality live streams are provided, then video quality is improved, but latency increases and synchronization becomes difficult
Solution Approach 1:
The patent applies local quality by providing different quality levels of the same live stream to different viewers based on their specific needs. Some viewers receive low-latency standard quality streams, while others receive high-quality archived streams, allowing each user group to experience optimal quality without compromising latency for real-time viewers.
Solution Approach 2:
The patent creates multiple copies of the live stream at different quality levels. The high-quality copies are generated and stored separately from the low-latency stream, allowing high-definition video to be delivered without affecting the timing of the original live broadcast.
3Quantity of substance
If multiple viewers access the live stream simultaneously, then audience size increases, but synchronization of event information becomes difficult
Solution Approach 1:
The patent introduces an intermediary component that manages event information synchronization across multiple viewers. This intermediary system distributes synchronized event data to all connected viewers, ensuring that regardless of the number of concurrent users, everyone receives consistent event information updates.
4Adaptability or versatility
If different classes of viewers are supported with varying qualities of service, then flexibility and adaptability improve, but system complexity increases
Solution Approach 1:
The patent implements universality by designing a multi-functional system that can simultaneously serve different classes of viewers through a unified architecture. The same infrastructure supports both low-latency real-time viewers and high-quality archived viewers, as well as free and premium users, without requiring separate independent systems for each user class.
Data Source
AI summary
Instructions are received at, or transferred to, a client device that includes a display, to cause the display to render a video relating to a sporting event and also render online gaming information. The instructions cause the client device to: receive, on a first communication channel, first digital content corresponding to a replay video of a recording relating to the sporting event; render the replay video based on the first digital content; receive, on a second communication channel different from the first communication channel, second digital content corresponding to the online gaming information, wherein at least some of the online gaming information relates to at least one bet; and render the online gaming information based on the second digital content, wherein the rendered online gaming information includes at least one interactive display widget that renders display content relating to the at least one bet.


