VIRTUAL SOCIAL VENUE FEEDING MULTIPLE VIDEO STREAMS
First Claim
1. A computer-implemented method for creating a virtual social media experience, the method comprising:
- providing a virtual social venue comprising a virtual three-dimensional representation of a stadium, coliseum, arena, stage, or theater for congregating an audience of people in proximity to each other;
enabling the invitation of users to share a multimedia content experience comprising multiple simultaneously-fed video streams at the virtual social venue;
providing three-dimensional animated avatars to represent participating users who accept invitations to share the multimedia content experience;
populating the virtual social venue with the avatars; and
displaying the multimedia content experience to the participating users while simultaneously displaying the avatars of neighboring participating users within the context of the virtual social venue.
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Accused Products
Abstract
A method is provided for creating a virtual social media experience. A virtual social venue is provided that comprises a virtual three-dimensional representation of a stadium, coliseum, arena, stage, or theater for congregating an audience of people in close proximity to each other. Users are invited to share a multimedia content experience comprising multiple simultaneously-fed video streams at the virtual social venue. Animated three-dimensional avatars are provided to represent participating users who accept those invitations, and the virtual social venue is populated with those avatars. The multimedia content experience is then displayed to the participating users in a three-dimensional setting that simultaneously displays the avatars of neighboring participating users within the context of the virtual social venue.
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Citations
20 Claims
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1. A computer-implemented method for creating a virtual social media experience, the method comprising:
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providing a virtual social venue comprising a virtual three-dimensional representation of a stadium, coliseum, arena, stage, or theater for congregating an audience of people in proximity to each other; enabling the invitation of users to share a multimedia content experience comprising multiple simultaneously-fed video streams at the virtual social venue; providing three-dimensional animated avatars to represent participating users who accept invitations to share the multimedia content experience; populating the virtual social venue with the avatars; and displaying the multimedia content experience to the participating users while simultaneously displaying the avatars of neighboring participating users within the context of the virtual social venue. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12)
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13. A computer-implemented method for creating a virtual social media experience, the method comprising:
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providing a virtual social venue for sharing streaming media content among a plurality of people; enabling the invitation of users to share a multimedia content experience at the virtual social venue; within the virtual social venue, including a representation of a seating or standing area for an audience of people in proximity to each other; within the virtual social venue, providing one or more displays containing advertisements for one or more products or services related to the streaming media content being experienced within the venue, the advertisements being selectable by a user; linking the information with a url, the url associated with a point of sale opportunity for the one or more products; upon selection by a user of an advertisement, opening a browser window at the url, the url containing the point of sale opportunity; wherein the user can complete a purchase of the one or more products or services shown in the advertisements, as part of their experience within the social venue. - View Dependent Claims (14, 15, 16)
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17. A computer-implemented method for creating a virtual social media experience, the method comprising:
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providing a virtual social venue for a plurality of people to socially interact while they share a common experience of watching a movie or live video of a sports event, the virtual social venue comprising a virtual three-dimensional representation of a stadium, coliseum, arena, stage, theater, conference building, room, or other physical structure, including a representation of a seating or standing area for an audience of people in close proximity to each other; the virtual social venue further including a virtual representation of a non-orthogonally oriented jumbo-tron, screen, billboard, window, or other viewing surface, from which the multimedia content is presented; enabling the invitation of users to share a movie or watch live video of a sports event at the virtual social venue; positioning a representation of each participating user who accepts an invitation in a unique seat or standing location in the seating or standing area; presenting the movie or live video through the non-orthogonally oriented jumbo-tron, screen, billboard, window, or other viewing surface; and spatially transforming the movie or live video to each participating user to correlate the participating user'"'"'s viewing experience with his or her position relative to the position and non-orthogonal orientation of the viewing surface on which the movie or live video is presented. - View Dependent Claims (18, 19, 20)
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Specification