20240024788. CROWD-SOURCED ESPORTS STREAM PRODUCTION simplified abstract (Sony Interactive Entertainment LLC)

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CROWD-SOURCED ESPORTS STREAM PRODUCTION

Organization Name

Sony Interactive Entertainment LLC

Inventor(s)

Victoria Walker of San Mateo CA (US)

Morgan Fryer-mcculloch of San Mateo CA (US)

Brielle Powell of San Mateo CA (US)

Olga Rudi of San Mateo CA (US)

Steven Osman of San Mateo CA (US)

Angela Bartolome of San Mateo CA (US)

Charles Mccoy of San Mateo CA (US)

CROWD-SOURCED ESPORTS STREAM PRODUCTION - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240024788 titled 'CROWD-SOURCED ESPORTS STREAM PRODUCTION

Simplified Explanation

The present technology provides solutions for crowd-sourcing stream productions for a virtual esports environment. A method includes generating a virtual environment associated with an interactive session that includes a plurality of spectator devices, where each device is presented with a different display based on a corresponding vantage point located within the virtual environment. The method also includes receiving media captures from the spectator devices, where each capture is captured from the corresponding vantage point of the device within the virtual environment. One of the media captures is selected based on a comparison of visibility of an asset in the virtual environment, and the selected media capture is streamed to a primary display on a requesting device.

  • The technology enables the creation of a virtual environment for esports events.
  • Spectator devices are provided with different displays based on their vantage points within the virtual environment.
  • Media captures are received from the spectator devices, capturing the corresponding vantage points.
  • A media capture is selected based on the visibility of an asset in the virtual environment.
  • The selected media capture is streamed to a primary display on a requesting device.

Potential Applications

  • Virtual esports events and tournaments
  • Virtual reality gaming experiences
  • Live streaming and broadcasting of virtual esports matches

Problems Solved

  • Limited vantage points for spectators in traditional esports events
  • Difficulty in capturing and streaming multiple perspectives in real-time
  • Lack of immersive experiences for esports viewers

Benefits

  • Enhanced spectator experience with multiple vantage points
  • Increased engagement and immersion in virtual esports events
  • Improved live streaming and broadcasting capabilities for virtual environments


Original Abstract Submitted

the present technology provides solutions for crowd-sourcing stream productions for a virtual esports environment. a method can include generating a virtual environment associated with an interactive session that includes a plurality of spectator devices, wherein each of the spectator devices is presented with a different display based on a corresponding vantage point located within the virtual environment; receiving a plurality of media captures from the spectator devices, wherein each of the media captures is captured from the corresponding vantage point of the spectator device within the virtual environment; selecting one of the media captures based on a comparison of visibility of an asset in the virtual environment; and streaming the selected media capture to a primary display on a requesting device.