Teaser Generation System for Live Performance Suspense

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Solution Overview

Problem

Current services for sports events often spoil the excitement by revealing scores and highlights, failing to consider individual fan preferences, leading to inefficient use of time and potential loss of viewership.

Innovation Solution

A system generates excitement levels, curves, alerts, and teasers for live performances based on subscriber preferences, analyzing play-by-play statistics to provide tailored experiences for home team, visiting team, and neutral fans, allowing fans to jump into exciting moments without spoilers.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If game highlights and scores are revealed to fans, then information completeness is improved, but excitement and suspense are reduced

Engineering Contradiction:
Improveinformation completenessVSAvoidexcitement loss
Core Design Contradiction:
Loss of informationVSObject-affected harmful factors

Solution Approach 1:

The system applies different quality treatments to different information elements: complete game data is collected and stored, but only selectively processed and presented to different fan groups based on their preferences and the desired level of suspense preservation

Inventive Principle:
Principle #3Local quality

2Productivity

If generic game highlights are broadcast to all fans, then coverage efficiency is improved, but individual fan satisfaction is reduced

Engineering Contradiction:
Improvecoverage efficiencyVSAvoidfan preference adaptation
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The fan audience is segmented into different categories (home team fans, visiting team fans, neutral fans) with distinct preferences, allowing the system to deliver customized highlight content to each segment while maintaining efficient centralized processing

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically adjusts the content delivered to each fan based on real-time game events, fan preferences, and excitement levels, transforming static generic highlights into adaptive personalized experiences

Inventive Principle:
Principle #15Dynamics

3Object-affected harmful factors

If fans watch entire games to experience excitement, then suspense preservation is improved, but time consumption is increased

Engineering Contradiction:
Improvesuspense preservationVSAvoidviewing time
Core Design Contradiction:
Object-affected harmful factorsVSLoss of time

Solution Approach 1:

Instead of requiring fans to watch entire games, the system delivers partial content (selective highlights) that contains enough exciting moments to satisfy fan interest while preserving suspense for upcoming events, reducing time investment significantly

Inventive Principle:
Principle #16Partial or excessive action

4Adaptability or versatility

If personalized content is generated for each fan category, then fan satisfaction is improved, but system complexity is increased

Engineering Contradiction:
Improvepersonalization capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system employs universal processing mechanisms that handle multiple fan categories simultaneously through a single integrated architecture, where the same core engine generates customized content for different segments without requiring separate systems

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS8925007B2Generating teasers for live performances
Publication Date: 2014.12.30 STATS LLC
  • US8925007B2 patent drawing
  • US8925007B2 patent drawing
  • US8925007B2 patent drawing

AI summary

A live performance is monitored by analyzing an input data stream comprising real-time updates related to the live performance. Different sets of excitement levels, excitement curves, alerts and teasers are generated based on the analysis and reported to a plurality of subscribers using any of a variety of mobile communication and/or computing devices.