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CN110201404A - 在多用户平台上整合评论内容和游戏玩耍内容 - Google Patents

在多用户平台上整合评论内容和游戏玩耍内容 Download PDF

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Publication number
CN110201404A
CN110201404A CN201910110397.2A CN201910110397A CN110201404A CN 110201404 A CN110201404 A CN 110201404A CN 201910110397 A CN201910110397 A CN 201910110397A CN 110201404 A CN110201404 A CN 110201404A
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content
game
environment
media stream
comment
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CN110201404B (zh
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S.特隆贝塔
C.蒂尔巴
J.费尔贝恩
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Sony Interactive Entertainment LLC
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Abstract

多用户系统提供沉浸式数字(包括虚拟现实(VR))环境以请求并广播与游戏玩耍有关的评论。多用户平台接收游戏玩耍内容,其包括显示一个或多个视野的多个媒体流。多用户平台在VR环境中产生每个媒体流的图形表示,接收对应于在所述VR环境中的一个或多个媒体流的评论内容,并确定一个媒体流的图形表示是在一时间段期间在所述VR环境中的主动表示。多用户平台进一步使在该时间段内接收的评论内容的一部分与和主动表示相关联的一个媒体流同步以创建同步内容,并向连接到多用户平台的一个或多个订户广播包括同步内容的游戏玩耍频道。

Description

在多用户平台上整合评论内容和游戏玩耍内容
技术领域
本公开通常涉及用于由多用户平台托管的在线游戏玩耍,且更特别地涉及用于提供观众评论并整合评论与游戏玩耍的接口。
背景技术
技术进步导致我们的现代信息时代并便于容易和无困难地可访问的内容的蓬勃发展,特别是在多用户平台上流式传输内容(例如多媒体内容)。这些多用户平台又支持观众和从事或参与在线游戏玩耍的玩家的不断增长的消费群体。由于这个流行性,存在对提高观众体验的相当大的兴趣。
然而,由于这样的游戏玩耍的固有在线性质,创建类似于观看常规体育赛事的观众体验提出新的挑战。例如,虽然传统体育赛事一般涉及在共同享有的场地上的各队的身体相会和在指定方之间的广播许可,在线游戏玩耍常常托管在多用户平台上,多用户平台允许来自世界上任何地方的玩家(和观众)在游戏的虚拟环境内连接和交互。此外,在线游戏玩耍常常涉及更具有细微差别的和复杂的媒体内容(与常规体育赛事比较),包括大量视角、不同的点数制度、图形渲染和诸如此类。此外,结合观众产生的内容(例如评论内容)广播在线游戏玩耍的当前分布模型常常需要许可协议,其阻碍直播在线游戏玩耍的实时评论。
因此,在本领域中存在对改进的观众体验(包括在多用户平台上整合评论和游戏玩耍)的需要。
发明内容
在一个示例性实施方案中,本公开描述用于提供与游戏玩耍有关的评论的方法。该方法包括接收由多用户平台托管的游戏会话的游戏玩耍内容的步骤。特别地,游戏玩耍内容包括可显示游戏玩耍的不同视野的多个媒体流。该方法进一步在数字环境(例如在模拟评论员工作室/视频编辑工作室中的呈现的显示屏)中产生每个媒体流的图形表示以及接收对应于媒体流(或其部分)的评论内容。特别是,该方法确定图形表示之一(或模拟VR显示屏)是在一时间段期间的主动表示,并使在该时间段内接收的评论内容的一部分与和在同一时间段期间的主动表示相关联的媒体流的一部分同步。该方法进一步向连接到多用户平台的一个或多个订户广播包括同步内容的游戏玩耍频道。
在另一实施方案中,本公开提供用于提供与游戏玩耍有关的评论的多用户系统。多用户系统包括在通信网络中进行通信的网络接口、耦合到网络接口并适合于执行一个或多个过程的处理器和配置成存储由处理器可执行的过程的存储器。该过程当被执行时可操作来接收游戏会话(例如由多用户平台托管)的游戏玩耍内容。特别地,游戏玩耍内容包括显示一个或多个视野的多个媒体流。该过程还可操作来在数字环境(例如模拟显示屏)中产生每个媒体流的图形表示以及接收对应于一个或多个媒体流(或其部分)的评论内容。该过程还确定媒体流的图形表示是在数字环境中在一时间段期间的主动表示。此外,该过程使(例如在同一时间段内接收的)评论内容的一部分与和在该时间段期间的主动表示相关联的媒体流的一部分同步以创建同步内容。该过程还向连接到多用户平台的一个或多个订户广播包括同步内容的游戏玩耍频道。
在又一实施方案中,本公开提供包括软件或指令例如示例性评论员过程的有形非临时计算机可读介质。软件/指令由处理器执行,使处理器接收由多用户平台托管的游戏玩耍内容。特别地,游戏玩耍内容包括显示一个或多个视野的多个媒体流。评论员过程还在数字环境中产生每个媒体流的图形表示(例如模拟显示屏)以及接收对应于媒体流(或其部分)的评论内容。评论员过程进一步确定图形表示是在数据环境中的在一时间段期间的主动表示,并使(在该时间段内接收的)评论内容的一部分与和在该时间段期间的主动表示相关联的一个媒体流同步。评论员过程还向连接到多用户平台的一个或多个订户广播包括同步内容的游戏玩耍频道。
附图说明
通过结合附图参考下面的描述可更好地理解本文的实施方案,其中相似的附图标记指示相同的或在功能上相似的元件。理解这些附图只描绘本公开的示例性实施方案且因此不应被视为限制它的范围,通过使用附图额外具体地和详细地描述和解释本文的原理,其中:
图1示出包括多用户平台的示例通信网络的示意图;
图2示出可结合图1所示的多用户平台来使用的示例装置/节点的方框图;
图3示出表示游戏会话的游戏玩耍内容的示意图;
图4示出虚拟现实(VR)环境的示意图,其示出评论员工作室;
图5示出图4所示的VR环境的示意图,其进一步示出被选择为主动显示屏的一个显示屏;
图6示出可结合图2所示的装置来使用的评论员模块的示意图;
图7A、7B、7C和7D示出图4所示的VR环境的示意图,其进一步示出各种编辑工具的编辑接口;以及
图8示出用于提供与游戏玩耍有关的评论的示例简化过程。
具体实施方式
下面详细讨论本公开的各种实施方案。虽然讨论了特定的实现,应理解,这仅为了说明目的来完成。相关领域技术人员将认识到,可使用其它部件和配置而不偏离本公开的精神和范围。
如在本文使用的,术语“用户”指电子装置的用户且可包括参与者或玩家以及非参与者或观众。在计算机软件的上下文中由用户执行的行动应被视为由用户采取以向电子装置提供输入以使电子装置执行体现在计算机软件中的步骤的行动。术语“流”或“媒体流”是同义的,且通常指与在线游戏或在线游戏会话相关联的数据或内容。
如在本文讨论的,主题公开通常涉及由多用户平台托管的在线游戏玩耍以及提高观众体验。特别是,本文公开的技术整合并同步评论内容和游戏玩耍内容,并将这样的内容广播到多用户平台的订户。
参考附图,图1示出示例通信网络105(例如互联网)的示意图100。通信网络105为了说明的目的被示出,且代表范围从局域网(LAN)到广域网(WAN)的各种类型的网络。LAN一般通过位于同一一般物理位置例如建筑物或校园中的专用私有通信链路来连接节点。另一方面,WAN一般通过长距离通信链路例如公共载波电话线、光学光路、同步光学网络(SONET)、同步数字分级结构(SDH)链路或电力线通信(PLC)例如IEEE 61334,IEEE P1901.2以及其它等等来连接在地理上分散的节点。
通信网络105包括由通信链路120互连的地理上分散的一群装置或节点110,通信链路120用于交换数据例如数据分组140并用于通过多用户平台125将数据传送到端节点或客户端装置130。特别是,多用户平台125将多媒体内容(例如音频内容、视觉内容、文本内容等)分发或广播到端节点或客户端装置130。客户端装置130包括个人计算装置、在线游戏系统、膝上型计算机、平板计算机、移动装置或如本领域技术人员认识到的其它装置。特别地,一个客户端装置130代表网络游戏系统,其包括游戏控制台、外围装置和显示硬件。操作地,用户可将客户端装置130订阅到多用户平台125,并播放、观看或访问由多用户平台125托管的在线多媒体内容。
此外,通信链路120代表有线链路或共享媒体链路(例如无线链路、PLC链路等),其中某些装置例如路由器、服务器、交换机、传感器、计算机等可基于距离、信号强度、当前操作状态、位置等与其它装置通信。本领域技术人员将理解,可在通信网络中使用任何数量的节点、装置、链路等,以及本文所示的视图是为了简单起见。
在适当的场合通过通信网络105以及在通信网络105内使用预定网络通信协议例如某些已知的有线协议、无线协议(例如IEEE Std.802.15.4、WiFi、等)、PLC协议或其它共享媒体协议来在装置之间交换数据分组140例如网络流量/消息。在这个上下文中,协议由限定装置或节点如何与彼此交互的一组规则组成。
图2示出代表多用户平台125(或其部件)的示例网络装置200的方框图。装置200包括由系统总线250互连的一个或多个网络接口210、用户输入接口215、至少一个处理器220和存储器240。
网络接口210包含用于通过耦合到在示意图100中所示的一个或多个网络的链路传递数据的机械、电气和信令电路。网络接口210配置成使用各种不同的通信协议来传输和/或接收数据,如本领域技术人员将理解的。
用户输入接口215可包括用于接收不同类型的用户输入的本领域中已知的任何种类的用户接口,包括至少手持控制器、便携式控制器、键盘、袖珍键盘、触摸屏、摄像机、游戏外设和附件等。一些接口215可以是虚拟现实(VR)环境特有的。虚拟现实(VR)接口215提供交互式图形接口以在VR环境中请求和接收对应于游戏玩耍内容的用户输入。例如,VR接口215可包括任何数量的菜单、框、按钮、编辑器接口、绘图工具、重放工具、可选择的元素、图形图标和诸如此类。这些图形接口可由用户操纵来提供对游戏会话的评论,如下面更详细讨论的。
存储器240包括由处理器220可寻址的用于存储与本文所述的实施方案相关联的软件程序和数据结构的多个存储位置。
处理器220可包括适合于执行软件程序并操纵数据结构245的必要的元件或逻辑。操作系统242(其部分一般存在于存储器240中并由处理器220执行)尤其通过调用支持在装置上执行的软件过程和/或服务的操作来在功能上组织装置。这些软件过程和/或服务可包括例证性“评论”过程/服务244。注意,虽然过程/服务244被示为在集中式存储器240中,但这些过程/服务可配置成在分布式通信网络中操作。
对本领域技术人员将明了,其它处理器和存储器类型(包括各种计算机可读介质)可用于存储和执行属于本文所述的技术的程序指令。此外,虽然本描述说明了各种过程,但明确地设想各种过程可被体现为配置成根据本文的技术(例如根据类似过程的功能)来操作的模块。此外,虽然过程被单独地示出,但本领域技术人员将认识到,过程可以是在其它过程内的例程或模块。例如,处理器220可包括一个或多个可编程处理器,例如微处理器或微控制器或固定逻辑处理器。在可编程处理器的情况下,任何相关联存储器例如存储器240可以是编码有或存储可实现程序模块(例如具有在其上编码的评论过程244的模块)的指令的任何类型的有形处理器可读存储器,例如随机存取、只读等,。处理器220还可包括配置有固件的固定逻辑处理装置,例如专用集成电路(ASIC)或数字信号处理器,固件由可使处理器执行本文所述的功能的指令或逻辑组成。因此,程序模块可编码在一个或多个有形计算机可读存储介质中用于执行,例如使用固定逻辑或可编程逻辑,例如由处理器执行的软件/计算机指令,且任何处理器可以是可编程处理器、可编程数字逻辑例如现场可编程门阵列或包括固定数字逻辑的ASIC或其组合。通常,任何过程逻辑可体现在处理器中或编码有用于由处理器执行的指令的计算机可读介质中,指令当由处理器执行时可操作来使处理器执行本文所述的功能。
图3示出代表游戏会话的游戏玩耍内容的示意图300。游戏会话可由多用户平台125(上面讨论)托管并由任何数量的订户(例如玩家、观众等)可访问。如所示,游戏玩耍内容涉及赛车锦标赛,其可由多个摄像机——摄像机305c、摄像机310c、摄像机315c、摄像机320c等——观看。摄像机305c、310c、315c和320c为了说明目的被显示,且可以(或可以不)在游戏会话期间被显示。重要地,摄像机305c、310c、315c和320c代表游戏玩耍的不同媒体流(例如视角的各种视点(POV)等),并可由多用户平台125的订户观看。不同的媒体流被分配或映射到在数字或VR环境中的相应显示屏305、310、315和320(下面更详细地讨论)。
图4示出示例性VR环境的示意图400,其特别从用户的角度405示出模拟评论工作室。用户405经历VR环境并使用头戴式耳机410和控制器415来与VR环境交互。在操作中,头戴式耳机410和/或控制器415可无线地连接到额外的部件,例如网络游戏系统(下面讨论),或可选地,头戴式耳机410和控制器415可通过网络(例如互联网105)独立地耦合到多用户平台125。
头戴式耳机410模拟VR环境(例如评论工作室)并向用户405显示或投影图形元素,跟踪眼运动并测量生物统计和诸如此类。类似于头戴式耳机410,控制器415便于用户与VR环境和在VR环境内的交互,并可操作来例如检测、跟踪或监控运动和生物统计信息,与头戴式耳机410和网络游戏控制台传递数据信号,并向用户405提供反馈(例如触觉、可听见的等)。以这种方式,头戴式耳机410和/或控制器415可包括任何数量的传感器、陀螺仪、无线电装置、处理器、触摸检测器、发射器、接收器、反馈电路和诸如此类。头戴式耳机410和控制器415(和任何其它支持VR的装置,例如网络游戏系统)协作来向用户405提供沉浸式和交互式VR环境。
这里所示的VR环境可包括视频编辑工具的交互式图形表示以及显示游戏会话300的游戏玩耍内容的多个显示屏。如上面提到的,显示屏(包括显示屏305、显示屏310、显示屏315和显示屏320)显示不同的媒体流,每个媒体流对应于相应的POV或视角,其分别与摄像机305c、摄像机310c、摄像机315c、摄像机320c对应。
图5示出图4的评论工作室的示意图500,其进一步示出被选择为主动显示屏的显示屏510。在一些实施方案中,用户405移动控制器415以指示选择操作。网络游戏系统检测控制器定向、方向、加速度或速率的变化,确定对应的路径515,并将路径515投影到头戴式耳机410。路径515与显示屏510交互并导致显示屏510(例如对应于显示屏510的图形表示)被选择为主动显示屏或游戏玩耍内容的主动表示。特别地,在一些实施方案中,用户405可提供额外的输入以将显示屏510选择为主动显示屏(例如按钮按下、眼运动、眼悬停等)。如在本文使用的,术语“主动显示屏”、“主动媒体流”和/或“主动表示”可互换地使用来指选定显示屏和/或对应于选定显示屏的媒体内容。以这种方式,将显示屏510选择为主动显示屏将映射到显示屏510的媒体流设置为在一时间段期间(例如当用户405提供对应于主动媒体流的评论内容时)的主动媒体流。
在其它实施方案中,显示屏510可基于在游戏会话中的里程碑(例如转变或事件)被选择为主动显示屏。例如,游戏可包括里程碑,例如转变到新级别、发现新库存、击败首领怪物、在玩家之间的交互(例如败北、胜利等)、所完成的点数、事件出现的可能性和诸如此类。这些里程碑中的一些可由游戏设计提前设置,而其它里程碑可基于从游戏玩耍的迭代导出的游戏统计来确定。这些里程碑可用作触发器以当例如显示屏显示相对接近里程碑的玩家时自动选择和设置某些显示屏作为主动显示屏。可基于在游戏环境中(例如在世界地图上)的角色位置、在角色位置和里程碑位置之间的接近度、相对接近彼此的玩家(例如在锦标赛型的游戏中)和诸如此类来确定玩家到游戏玩耍里程碑的接近度或接近。以这种方式,角色位置可在游戏会话的过程期间被跟踪并触发将显示屏选择作为主动显示屏。
仍然参考图5,用户405为在游戏会话中的游戏玩耍操作地提供评论内容,例如音频评论、文本评论和/或视觉评论。VR环境——在这里的评论工作室——提供沉浸式体验以请求评论内容并将评论内容的部分关联/映射到由主动显示屏显示的媒体流。评论内容的部分进一步与主动显示屏的媒体流相关联和同步,并向多用户平台的订户广播。除了显示屏(其显示游戏玩耍的各种POV/视角)以外,VR环境也提供各种编辑接口或工具。用户405可在多个显示屏上观看游戏玩耍的各种方面,为时间段期间选择主动显示屏/主动媒体流,编辑主动媒体流(对应于相应的主动显示屏)的部分,并通常使用控制器415、头戴式耳机410或其它输入装置来提供关于游戏玩耍的评论内容。
图6示出评论模块605的示意图600。评论模块包括主动屏幕模块610、评论模块615和整合模块620。在操作中,评论模块605在一时间段期间接收评论内容,例如评论内容165a、615b、615c、615d等。主动屏幕模块610在同一时间段期间监控并识别主动媒体流的部分以创建对应的媒体内容,例如媒体内容610a、媒体内容610b、媒体内容610c、媒体内容610d等。整合模块620基于该时间段来使主动媒体内容与评论内容映射或相关联以使评论内容与主动媒体内容同步。也就是说,用户405在VR环境中选择主动显示屏,并提供对应于与主动显示屏相关联的主动媒体流的评论内容。评论模块605(包括子模块)、主动屏幕模块610、评论模块615和整合模块620共同协作来接收评论内容,并使评论内容与主动媒体内容(对于主动媒体流)的部分同步以创建同步内容。同步内容进一步传递到广播模块625用于将传输随后广播到多用户平台的一个或多个订户。同步内容可包括可提供评论内容和对应的媒体内容的评论频道。
评论模块605可代表装置200(和/或多用户平台125)的部件或模块。例如,评论模块605可执行由评论过程/服务244体现以提供沉浸式VR环境、直观地呈现媒体流(或其部分)以及编辑接口/工具等、映射媒体内容与评论内容并使这样的内容同步用于随后广播的操作。
图7A、7B、7C和7D示出VR环境的示意图,其特别示出编辑接口705。编辑接口提供编辑工具,其允许用户405通常编辑(例如标记、草拟、倒回、设置重放选项、覆盖游戏玩耍统计、预测玩家或游戏玩耍行为等)由主动显示屏显示的媒体流的部分以创建修改的媒体内容。例如,图7A示出允许用户创建路径、形状、符号和诸如此类作为对由主动显示屏显示的媒体流的该部分的覆盖内容的绘图工具接口710。在这里,“路径”工具被选择,且用户405创建加亮由玩家3(P3)通过玩家2(P2)的潜在移动的路线或路径。图7B示出重放工具接口715,其操纵媒体流的该部分的重放时间,例如倒回、快进、慢动作、停止、重放等。
图7C示出允许用户405在媒体流的该部分之上选择并覆盖各种游戏玩耍统计的游戏玩耍统计接口720。这些游戏玩耍统计可包括任何数量的统计,例如玩法特定统计、级别统计、在一个或多个玩家之间的相配统计和诸如此类。图7D示出允许用户在媒体流的该部分之上选择并覆盖预测行为的预测模型接口725。可基于特定玩家、特定游戏等的先前游戏玩耍的迭代确定预测模型。
应认识到,由图7A、7B、7C和7D所示的编辑接口705向用户405提供各种编辑选项,以及所示选项或工具为了说明而不是限制的目的被提供。编辑接口705按需要可包括(或不包括)任何数量的编辑工具。编辑接口705提供可增强或补充评论内容的直观工具。以这种方式,用户可操纵、增强或修改媒体流的部分以创建修改的媒体流。这个修改的内容可作为评论内容的部分被包括,评论内容可被广播到上面讨论的多用户平台的订户。
图8示出用于特别从装置200、评论模块605和/或多用户平台125(或其部件)的角度提供与游戏玩耍有关的评论的示例简化过程800。为了下面的讨论的目的,参考多用户平台。
过程800在步骤805开始并继续到步骤810,其中多用户平台接收游戏会话的游戏玩耍内容。例如,多用户平台可托管游戏内容并向它的订户提供游戏内容。订户与游戏内容交互并产生游戏会话的游戏玩耍内容。多用户平台接收这样的游戏玩耍内容,且可进一步向用户提供虚拟现实(VR)环境。VR环境可例如包括具有与游戏玩耍有关的媒体流的图形表示的上面讨论的评论工作室,如在步骤815中所示的,例如,特定POV/视角的媒体流可由显示屏(例如显示屏305、310、315、320等)的图形表示来表示。此外,VR环境可提供允许用户操纵由显示屏显示的媒体内容的编辑接口。这些编辑接口可覆盖各种类型的图形、信息、重放选项、统计和诸如此类。
如上面讨论的,VR环境提供沉浸式体验以请求与游戏玩耍内容有关的用户评论,在这里,用户可选择特定的显示屏作为主动显示屏,提供关于由主动表示/主动显示屏显示的媒体内容的部分的评论内容。这个评论内容可包括音频内容、视觉内容、文本内容和诸如此类。以这种方式,评论内容可包括来自用户的音频评论以及图形、重放选项、游戏玩耍统计、覆盖内容等。特别地,在一些实施方案中,多用户平台可基于游戏玩耍里程碑(上面讨论的)将某些显示屏自动设置为主动的。
多用户平台进一步在步骤820使在一时间段中接收的评论内容与对应于在该时间段期间的主动显示屏的媒体内容的部分同步以创建同步内容。例如,多用户平台确定评论内容的部分的时间段,并选择在VR环境中的图形表示作为在该时间段期间的主动表示(例如主动显示屏)。多用户平台进一步解析与在该时间段期间的主动表示相关联的媒体流的部分,并使媒体流的该部分与评论内容相关联或映射。特别地,在一些实施方案中,评论内容包括游戏玩耍统计(游戏玩耍统计720)、重放修改(重放工具715)、图形覆盖内容(例如绘图工具710、预测模型725)和诸如此类。
多用户平台在步骤825将同步内容广播到它的订户。在一些实施方案中,在延迟的时间或在游戏会话结束之后的时间可结合实时游戏玩耍广播同步内容。
过程800随后在步骤830结束,但可在步骤810再次开始,其中多用户平台接收游戏会话的游戏玩耍内容。共同地,在过程800中的步骤描述结合游戏玩耍内容来提供评论内容的过程。应注意,在过程800内的某些步骤可以是可选的,且此外,图8所示的步骤仅仅是用于说明的例子。某些其它步骤可按需要被包括或排除。此外,虽然步骤的特定顺序从特定装置或系统的角度被示出并排除,这个排序仅仅是例证性的,且步骤和/或任何数量的系统、平台或装置的任何适当布置可被利用而不偏离本文的实施方案的范围。
本文所述的技术因此提供组合沉浸式模拟VR环境与游戏会话的游戏玩耍内容的交互式评论过程。这些交互式评论过程限定简单和直观的技术以增强观众参与以及观众乐趣。
虽然显示和描述了VR环境(例如评论工作室)的评论过程的例证性实施方案,应理解,可在本文的实施方案的精神和范围内做出各种其它改编和修改。例如,在本文示出和描述了与某些系统、平台、硬件、装置和模块有关的实施方案和某些功能。然而,实施方案在它们的更广泛的意义上并不被这样限制,且可以事实上在非VR环境中被使用以及由本文讨论的装置或部件的任何组合使用。
前述描述指向特定的实施方案。然而将明了,可对所述实施方案做出其它变化和修改而达到一些或所有它们的优点。例如,明确地设想,本文所述的部件和/或元件可被实现为存储在具有在计算机、硬件、固件或其组合上执行的程序指令的有形(非临时)计算机可读介质、装置和存储器(例如磁盘/CD/RAM/EEPROM/等)上的软件。此外,可使用所存储的或从计算机可读介质可得到的计算机可执行指令来实现描述本文所述的各种功能和技术的方法。这样的指令可包括例如使得或配置通用计算机、专用计算机或专用处理装置执行某个功能或某组功能的指令和数据。所使用的计算机资源的部分可以是通过网络可访问的。计算机可执行指令可以是例如二进制、中间格式指令例如汇编语言、固件或源代码。可用于存储指令、所使用的信息和/或在根据所述例子的方法期间创建的信息的计算机可读介质的例子包括磁性或光学盘、闪存、设置有非易失性存储器的USB装置、联网存储装置等。此外,实现根据这些公开的方法的装置可包括硬件、固件和/或软件,并可采用各种形式因素中的任一个。这样的形式因素的一般例子包括膝上型计算机、智能电话、小形式因素个人计算机、个人数字助理等。本文所述的功能可体现在外设或插卡中。这样的功能也可在不同芯片或在单个装置上执行的不同过程当中的电路板上实现,作为另一例子。指令、用于传递这样的指令的介质、用于执行它们的计算资源和用于支持这样的计算资源的其它结构是用于提供在这些公开中所述的功能的手段。因此这个描述应仅作为例子被理解,且不应以另外方式限制本文的实施方案的范围。因此,所附权利要求的目的是涵盖如出现在本文的实施方案的真实精神和范围内的所有这样的变化和修改。

Claims (20)

1.一种用于提供与游戏玩耍有关的评论的方法,所述方法包括:
接收由多用户平台托管的游戏会话的游戏玩耍内容,其中所述游戏玩耍内容包括显示所述游戏会话的一个或多个视野的多个不同的媒体流;
在虚拟现实(VR)环境中产生所述媒体流中的每个的图形表示;
接收对应于在所述VR环境中的所述媒体流中的一个或多个的评论内容;
将所识别的图形表示指定为在一时间段期间在所述VR环境中的主动表示,其中所述主动图形表示与所述媒体流中的所识别的一个媒体流相关联;
使在所述时间段内接收的所述评论内容的一部分与和所述主动表示相关联的所识别的媒体流同步以创建同步内容;以及
经由连接到所述多用户平台的一个或多个订户可访问的游戏玩耍频道广播所述同步内容。
2.如权利要求1所述的方法,其中使所述评论内容的所述部分与所识别的图形表示同步还包括:
识别所述评论内容的所述部分的所述时间段;以及
基于所识别的时间段来使所述评论内容的所述部分与所述主动表示相关联,其中所述同步内容包括所述评论内容的所述部分和与所述主动表示相关联的所识别的媒体流。
3.如权利要求1所述的方法,其中将所识别的图形表示指定为在所述VR环境中的所述主动表示还包括基于在所述VR环境中的选择来识别所述主动表示。
4.如权利要求1所述的方法,还包括:
基于所述游戏会话的迭代来确定所述游戏玩耍内容的游戏玩耍统计;
基于所述游戏玩耍统计来确定游戏玩耍位置对应于里程碑;
确定在所述媒体流之一的所述VR环境中的至少一个图形表示对应于所述游戏玩耍位置的一个视野;
在所述游戏会话期间跟踪角色位置;以及
基于一个或多个角色位置接近所述游戏玩耍位置来将所述至少一个图形表示选择为所述主动表示。
5.如权利要求1所述的方法,还包括:
确定所述游戏玩耍内容的至少一个游戏玩耍统计;以及
提供在所述VR环境中的编辑器接口,所述编辑器接口包括一个或多个工具以对所识别的媒体流覆盖所述至少一个游戏玩耍统计以创建修改的媒体内容,其中所述评论内容包括所述修改的媒体内容。
6.如权利要求1所述的方法,还包括产生在所述VR环境中的编辑器接口,所述编辑器接口包括一个或多个工具以修改所述多个媒体流的部分以创建修改的媒体内容,其中所述工具包括重放工具中的一个或多个,以及其中所述评论内容包括所述修改的媒体内容。
7.如权利要求1所述的方法,还包括产生在所述VR环境中的编辑器接口,所述编辑器接口包括一个或多个工具以对所述多个媒体流的部分覆盖图形以创建修改的媒体内容,以及其中所述评论内容包括所述修改的媒体内容。
8.如权利要求1所述的方法,还包括产生在所述VR环境中的编辑器接口,所述编辑器接口包括一个或多个工具以对所述多个媒体流的部分覆盖游戏玩耍统计以创建修改的媒体内容,以及其中所述评论内容包括所述修改的媒体内容。
9.一种用于提供与游戏玩耍有关的评论的多用户系统,包括:
网络接口,其在通信网络中进行通信,其中所述网络接口:
接收由多用户平台托管的游戏会话的游戏玩耍内容,其中所述游戏玩耍内容包括显示一个或多个视野的多个不同的媒体流;以及
接收对应于所述媒体流中的一个或多个的评论内容;以及
处理器,其执行存储在存储器中的指令,其中由所述处理器执行所述指令:
在虚拟现实(VR)环境中产生所述媒体流中的每个的图形表示;
将所识别的图形表示指定为在一时间段期间在所述VR环境中的主动表示,其中所述主动图形表示与所述媒体流中的所识别的一个媒体流相关联;以及
使在所述时间段内接收的所述评论内容的一部分与和所述主动表示相关联的所识别的媒体流同步以创建同步内容;其中所述网络接口经由连接到所述多用户平台的一个或多个订户可访问的游戏玩耍频道广播所述同步内容。
10.如权利要求9所述的多用户系统,其中所述处理器执行另外的指令以:
识别所述评论内容的所述部分的所述时间段;以及
基于所识别的时间段来使所述评论内容的所述部分与所述主动表示相关联,其中所述同步内容包括所述评论内容的所述部分和与所述主动表示相关联的所识别的媒体流。
11.如权利要求9所述的多用户系统,其中所述处理器通过基于在所述VR环境中的选择识别所述主动表示来将所识别的图形表示指定为在所述VR环境中的所述主动表示。
12.如权利要求9所述的多用户系统,其中所述处理器执行另外的指令以:
基于所述游戏会话的迭代来确定所述游戏玩耍内容的游戏玩耍统计;
基于所述游戏玩耍统计来确定游戏玩耍位置对应于里程碑;
确定在所述媒体流之一的所述VR环境中的至少一个图形表示对应于所述游戏玩耍位置的一个视野;
在所述游戏会话期间跟踪角色位置;以及
基于一个或多个角色位置接近所述游戏玩耍位置的来将所述至少一个图形表示选择为所述主动表示。
13.如权利要求9所述的多用户系统,其中所述处理器执行另外的指令以:
确定所述游戏玩耍内容的至少一个游戏玩耍统计;以及
提供在所述VR环境中的编辑器接口,所述编辑器接口包括一个或多个工具以对所述一个媒体流覆盖所述至少一个游戏玩耍统计以创建修改的媒体内容,其中所述评论内容包括所述修改的媒体内容。
14.如权利要求9所述的多用户系统,其中所述处理器执行另外的指令以产生在所述VR环境中的编辑器接口,所述编辑器接口包括一个或多个工具以修改所述多个媒体流的部分以创建修改的媒体内容,其中所述工具包括重放工具中的一个或多个,以及其中所述评论内容包括所述修改的媒体内容。
15.如权利要求9所述的多用户系统,其中所述处理器执行另外的指令以产生在所述VR环境中的编辑器接口,所述编辑器接口包括一个或多个工具以对所述多个媒体流的部分覆盖图形以创建修改的媒体内容,以及其中所述评论内容包括所述修改的媒体内容。
16.如权利要求9所述的多用户系统,其中所述处理器执行另外的指令以产生在所述VR环境中的编辑器接口,所述编辑器接口包括一个或多个工具以对所述多个媒体流的部分覆盖游戏玩耍统计以创建修改的媒体内容,以及其中所述评论内容包括所述修改的媒体内容。
17.一种非临时计算机可读存储介质,其具有在其上编码的软件,所述软件由处理器可执行以执行用于提供与游戏玩耍有关的评论的方法,所述方法包括:
接收由多用户平台托管的游戏会话的游戏玩耍内容,其中所述游戏玩耍内容包括显示所述游戏会话的一个或多个视野的多个不同的媒体流;
在虚拟现实(VR)环境中产生所述媒体流中的每个的图形表示;
接收对应于在所述VR环境中的所述媒体流中的一个或多个的评论内容;
将所识别的图形表示指定为在一时间段期间在所述VR环境中的主动表示,其中所述主动图形表示与所述媒体流中的所识别的一个媒体流相关联;
使在所述时间段内接收的所述评论内容的一部分与和所述主动表示相关联的所识别的媒体流同步以创建同步内容;以及
经由连接到所述多用户平台的一个或多个订户可访问的游戏玩耍频道广播所述同步内容。
18.如权利要求17所述的非临时计算机可读存储介质,其中所述软件还包括可执行来执行下列操作的指令:
确定所述评论内容的所述部分的所述时间段;以及
基于所述时间段来使所述评论内容的所述部分与所述主动表示相关联,其中所述同步内容包括所述评论内容的所述部分和与所述主动表示相关联的所识别的媒体流。
19.如权利要求17所述的非临时计算机可读存储介质,其中将所述图形表示指定为在所述VR环境中的所述主动表示还包括基于在所述VR环境中的选择来识别所述主动表示。
20.如权利要求17所述的非临时计算机可读存储介质,其中所述软件还包括可执行来执行下列操作的指令:
基于所述游戏会话的迭代来确定所述游戏玩耍内容的游戏玩耍统计;
基于所述游戏玩耍统计来确定游戏玩耍位置对应于里程碑;
确定在一个媒体流的所述VR环境中的至少一个图形表示对应于所述游戏玩耍位置的一个视野;
在所述游戏会话期间跟踪角色位置;以及
基于一个或多个角色位置接近所述游戏玩耍位置来将所述至少一个图形表示选择为所述主动表示。
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US20200398169A1 (en) 2020-12-24
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US20190262727A1 (en) 2019-08-29
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