Mobile Game Clip Buffering via Foreground-Background Execution

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Solution Overview

Problem

Mobile computing platforms, such as Android and iOS, lack the processing power and memory to efficiently generate and distribute gameplay clips due to their limited capabilities, restricting the ability to capture and buffer extended sections of gameplay content.

Innovation Solution

A method and system for videogame clip detection and capture within a mobile computing device, which involves user consent, monitoring processing operations, buffering screen content, and alternating between foreground and background execution to manage memory limitations, allowing for clip generation and distribution.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If gameplay content is captured and buffered for later distribution, then the ability to distribute selected gameplay sequences is improved, but memory consumption increases beyond mobile device capabilities

Engineering Contradiction:
Improvegameplay content distribution capabilityVSAvoidmemory consumption
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The system performs preliminary detection of gameplay segments and buffers only relevant content for later clip generation, rather than buffering all gameplay content. This allows mobile devices to prepare and store selected gameplay sequences in advance without requiring excessive memory resources.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system extracts and buffers only the specific gameplay segments that meet detection criteria (such as high-action moments or user-interest segments) rather than buffering entire gameplay sessions. This extraction approach reduces memory consumption by storing only necessary content for distribution.

Inventive Principle:
Principle #2Taking out (Extraction)

2Adaptability or versatility

If clip detection and generation is performed on mobile devices, then content creation capability is improved, but processing power requirements exceed mobile device capabilities

Engineering Contradiction:
Improvecontent creation capabilityVSAvoidprocessing power requirement
Core Design Contradiction:
Adaptability or versatilityVSPower

Solution Approach 1:

The clip detection and generation process is segmented into distinct stages: detection phase (identifying gameplay segments), buffering phase (storing detected segments), and generation phase (creating final clips). This segmentation allows mobile devices to perform lightweight operations at each stage rather than requiring full processing power for all operations simultaneously.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs partial processing on mobile devices (detection and basic buffering) and relies on server-side processing for more intensive clip generation and distribution tasks. This partial action approach enables mobile devices to contribute to content creation without requiring excessive processing power.

Inventive Principle:
Principle #16Partial or excessive action

3Adaptability or versatility

If extended sections of gameplay are buffered for user selection, then clip selection flexibility is improved, but memory requirements exceed mobile device capabilities

Engineering Contradiction:
Improveclip selection flexibilityVSAvoidmemory requirement
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The system performs preliminary detection and buffering of gameplay segments with metadata information (timestamps, segment descriptors, action types) rather than buffering entire extended gameplay sections. This allows users to select clips based on detected segments without requiring large memory allocations for complete gameplay recordings.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11188760B2Method and system for gaming segment generation in a mobile computing platform
Publication Date: 2021.11.30 MEDAL BV
  • US11188760B2 patent drawing
  • US11188760B2 patent drawing
  • US11188760B2 patent drawing

AI summary

A computerized method and system for videogame clip detection and capturing on a mobile computing device includes receiving a user consent for capturing screen content by a content capture executable. The method and system includes executing the content capture executable in a background and monitoring processing operations in a foreground of the mobile computing device. Upon detecting gameplay from a gaming executable executing in the foreground, buffering screen content of the gameplay of the gaming executable in a first memory device for a first period of time. After gameplay, the method and system includes executing the content capture executable in the foreground, including receiving a clip generation command from the user and generating a videogame clip from at least a portion of the screen content in the first memory device. Therein, in response to a clip distribution command, the clip is distributed across a networked connection.