Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming
First Claim
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1. A method of equalizing effects of latency differences programmed in a memory of a mobile device, the method comprising:
- a. determining an amount of delay between a first content stored on the mobile device and a second content presented on a television; and
b. substantially equalizing the first content and the second content through adjustment of the amount of delay, wherein equalizing incorporates time stamping the amount of delay on a game lock out signal, imposing the amount of delay on an entire game data stream and sending game control data to the participant cohorts at the same time where client software delays presentation of game data based on a precise time of reception of the second content.
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Abstract
A method of and system for handling latency issues encountered in producing real-time entertainment such as games of skill synchronized with live or taped televised events is described herein. There are multiple situations that are dealt with regarding latencies in receiving a television signal with respect to real-time entertainment based on the unfolding games played along with the telecasts. Systemic delays, arbitrarily imposed delays of a broadcast signal and variances in the precise broadcast times of taped television programs have to be equalized so as to provide fair entertainment.
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Citations
39 Claims
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1. A method of equalizing effects of latency differences programmed in a memory of a mobile device, the method comprising:
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a. determining an amount of delay between a first content stored on the mobile device and a second content presented on a television; and b. substantially equalizing the first content and the second content through adjustment of the amount of delay, wherein equalizing incorporates time stamping the amount of delay on a game lock out signal, imposing the amount of delay on an entire game data stream and sending game control data to the participant cohorts at the same time where client software delays presentation of game data based on a precise time of reception of the second content. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 37, 38, 39)
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35. A method of equalizing effects of latency differences programmed in a memory of a mobile device, the method comprising:
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a. determining an amount of delay between a first content stored on the mobile device and a second content presented on a television; b. substantially equalizing the first content and the second content through adjustment of the amount of delay; and c. establishing the amount of delay through an automated system which samples an audio track of a satellite or over the air telecast signal, linked to a game server, to provide information related to a precise arrival of the second content.
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36. A method of equalizing effects of latency differences programmed in a memory of a mobile device, the method comprising:
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a. determining an amount of delay between a first content stored on the mobile device and a second content presented on a television; b. substantially equalizing the first content and the second content through adjustment of the amount of delay; and c. equalizing a set of cohorts comprising time stamping an amount of delay on a game lock out signal, imposing the amount of delay on an entire game data stream and sending game control data to the participant cohorts at the same time relative to receipt of the second content, where client software delays presentation of game data based on a precise time of reception of the second content by a group.
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Specification