WO2019213700A1 - Films on a blockchain - Google Patents
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- WO2019213700A1 WO2019213700A1 PCT/AU2019/050419 AU2019050419W WO2019213700A1 WO 2019213700 A1 WO2019213700 A1 WO 2019213700A1 AU 2019050419 W AU2019050419 W AU 2019050419W WO 2019213700 A1 WO2019213700 A1 WO 2019213700A1
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- H04L9/32—Cryptographic mechanisms or cryptographic arrangements for secret or secure communications; Network security protocols including means for verifying the identity or authority of a user of the system or for message authentication, e.g. authorization, entity authentication, data integrity or data verification, non-repudiation, key authentication or verification of credentials
- H04L9/3236—Cryptographic mechanisms or cryptographic arrangements for secret or secure communications; Network security protocols including means for verifying the identity or authority of a user of the system or for message authentication, e.g. authorization, entity authentication, data integrity or data verification, non-repudiation, key authentication or verification of credentials using cryptographic hash functions
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- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q20/00—Payment architectures, schemes or protocols
- G06Q20/04—Payment circuits
- G06Q20/06—Private payment circuits, e.g. involving electronic currency used among participants of a common payment scheme
- G06Q20/065—Private payment circuits, e.g. involving electronic currency used among participants of a common payment scheme using e-cash
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- G06Q20/00—Payment architectures, schemes or protocols
- G06Q20/38—Payment protocols; Details thereof
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- G06Q20/3829—Payment protocols; Details thereof insuring higher security of transaction involving key management
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- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/06—Buying, selling or leasing transactions
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q40/00—Finance; Insurance; Tax strategies; Processing of corporate or income taxes
- G06Q40/04—Trading; Exchange, e.g. stocks, commodities, derivatives or currency exchange
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- H—ELECTRICITY
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- H04L9/00—Cryptographic mechanisms or cryptographic arrangements for secret or secure communications; Network security protocols
- H04L9/32—Cryptographic mechanisms or cryptographic arrangements for secret or secure communications; Network security protocols including means for verifying the identity or authority of a user of the system or for message authentication, e.g. authorization, entity authentication, data integrity or data verification, non-repudiation, key authentication or verification of credentials
- H04L9/3236—Cryptographic mechanisms or cryptographic arrangements for secret or secure communications; Network security protocols including means for verifying the identity or authority of a user of the system or for message authentication, e.g. authorization, entity authentication, data integrity or data verification, non-repudiation, key authentication or verification of credentials using cryptographic hash functions
- H04L9/3239—Cryptographic mechanisms or cryptographic arrangements for secret or secure communications; Network security protocols including means for verifying the identity or authority of a user of the system or for message authentication, e.g. authorization, entity authentication, data integrity or data verification, non-repudiation, key authentication or verification of credentials using cryptographic hash functions involving non-keyed hash functions, e.g. modification detection codes [MDCs], MD5, SHA or RIPEMD
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- H04N21/835—Generation of protective data, e.g. certificates
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- H04N21/83—Generation or processing of protective or descriptive data associated with content; Content structuring
- H04N21/845—Structuring of content, e.g. decomposing content into time segments
- H04N21/8455—Structuring of content, e.g. decomposing content into time segments involving pointers to the content, e.g. pointers to the I-frames of the video stream
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- H04N21/80—Generation or processing of content or additional data by content creator independently of the distribution process; Content per se
- H04N21/83—Generation or processing of protective or descriptive data associated with content; Content structuring
- H04N21/845—Structuring of content, e.g. decomposing content into time segments
- H04N21/8456—Structuring of content, e.g. decomposing content into time segments by decomposing the content in the time domain, e.g. in time segments
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- G06Q2220/00—Business processing using cryptography
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- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q40/00—Finance; Insurance; Tax strategies; Processing of corporate or income taxes
- G06Q40/06—Asset management; Financial planning or analysis
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- H—ELECTRICITY
- H04—ELECTRIC COMMUNICATION TECHNIQUE
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- H04L2209/00—Additional information or applications relating to cryptographic mechanisms or cryptographic arrangements for secret or secure communication H04L9/00
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- H04L—TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION
- H04L9/00—Cryptographic mechanisms or cryptographic arrangements for secret or secure communications; Network security protocols
- H04L9/50—Cryptographic mechanisms or cryptographic arrangements for secret or secure communications; Network security protocols using hash chains, e.g. blockchains or hash trees
Definitions
- This disclosure relates to referencing frames of a film.
- Films typically have a large number of frames, such as 135,000 frames for a 90-minute film. While each frame can be referenced by a frame number, it is generally difficult to reference a frame of a film reliably and tamper-proof. For example, cryptography can be used to create a signature of the frame number but another person would still require a public key to verify the signature. Further, in some instances it is desirable that references to single frames only exist once. In those cases, it is difficult to satisfy this requirement with signed frame numbers that are sent between users as the same signed frame number could be sent several times.
- Using a blockchain such as Bitcoin, generally prevents double-spending of Bitcoins but it is difficult to reference frames of films using the Blockchain as there is no mechanism to do so.
- this disclosure provides methods and systems for the use fungible and non-fungible tokens on a blockchain to address individual frames of a film and transfer these references while maintaining a unique property of these references.
- this disclosure utilises the cryptographic methods of repeated distributed signature calculation. This is typically performed by powerful
- a method for referencing multiple parts of a film comprises:
- the fungible token may be an ERC20 token.
- the non-fungible token may be an ERC721 token.
- the part of the film may be a frame of the film.
- the non-fungible token may further comprise as an unique attribute an identifier of the requested part of the film.
- the identifier may comprise a frame number.
- the method may further comprises allocating a monetary value to the non- fungible token.
- the non-fungible token may be based on a smart contract.
- Transferring the fungible or non-fungible token may use a transfer function of the corresponding token. Transferring the fungible or non-fungible token may occur via an execution of a smart contract.
- the method may comprise distributing the non-fungible tokens at a predetermined rate.
- Generating a non-fungible token for the fungible token may comprise generating exactly one non-fungible token for the fungible token such that no further non-fungible token can be generated for that fungible token.
- the fungible tokens up to the total token supply may represent a first set of fungible tokens and the method may further comprise: before transferring the non- fungible token to the user, generating a second set of fungible tokens containing a number of fungible tokens that is identical to the number of frames in the film; and transferring a number of fungible tokens of the second set to the user wherein the number is based on a percentage of fungible tokens in the first set transferred to the user; and performing the steps of generating and upon request transferring multiple times and for each fungible token of the second set.
- the one of the fungible tokens may be transferred to a user from a contributing person involved in producing the film.
- the method may comprise producing the film after transferring the one of the fungible tokens and before transferring the non-fungible token.
- the total token supply may be greater than a total number of frames in the film and the method may comprise burning fungible tokens of the total token supply that are more than a total number of frames of the film.
- a non-transitory computer readable medium has program code stored thereon that, when executed by a computer, causes the computer to perform the method of any one of the preceding claims.
- a computer system to reference multiple parts of a film comprises:
- a processor configured to
- a non-transitory computer readable medium has a film stored thereon, wherein the film comprises multiple parts; and each of the multiple parts is associated with a non-fungible token on a blockchain and transferred to one of multiple recipients over the blockchain by converting a fungible token into the non-fungible token associated with that part of the film.
- Fig. 1 illustrates a computer system for referencing frames.
- Fig. 2 illustrates a method for referencing frames.
- Fig. 1 illustrates a computer system 100 for referencing frames of a film.
- the computer system 100 comprises a processor 104 connected to a program memory 105, a data memory 106, a communication port 107 and a data portl08.
- the program memory 105 is a non-transitory computer readable medium, such as a hard drive, a solid state disk or CD-ROM.
- Software that is, an executable program stored on program memory 105 causes the processor 104 to perform the method in Fig. 2, that is, generating fungible and non-fimgible tokens on a blockchain 109.
- the term “generating a token” refers to generating data that is representative of the token on the blockchain 109 as further explained below.
- the processor 104 may then store the tokens on data store 106, such as on RAM or a processor register. Processor 104 may also send the tokens via
- a communication port 107 to a user 101 operating a communication device 110, such as a smart phone, tablet, PC, or other computing device.
- a communication device 110 such as a smart phone, tablet, PC, or other computing device.
- the processor 104 may receive data, such as tokens, from data memory 106 as well as from the communications port 107 and the blockchain 109.
- Computer system 103 may also be one of the devices 110 operated by a respective user 101.
- While the user devices 110 are shown to communicate with computer system 103, they may equally communicate directly with blockchain 109, such as through their digital blockchain wallets. In fact, the methods described herein may be implement in the user devices 110 themselves, such as in the form of an app installable from an app store, such as Google Play or Apple’s App Store.
- the overall network may operate with a central server or completely distributed without a central authority where control is completely resident in blockchain 109 and corresponding smart contracts and tokens.
- Smart contracts are self-executing contracts with the terms of the agreement between buyer and seller being directly written into lines of code.
- the code and the agreements contained therein exist across a distributed, decentralized blockchain network.
- Smart contracts permit trusted transactions and agreements to be carried out among disparate, anonymous parties without the need for a central authority, legal system, or external enforcement mechanism. They render transactions traceable, transparent, and irreversible.
- afilm herein this generally relates to a sequence of frames and includes all types of videos, clips, series, episodes, advertisements animations and the like.
- the film may be stored on a non-transitory computer readable medium, such as a hard drive, memory stick, flash memory drive or on cloud storage and streamed for presentation.
- the film comprises multiple parts, such as frames, sections, chapters, seconds, minutes etc.
- Each of the multiple parts is associated with a non-fungible token on a blockchain as described herein.
- the non- fungible token is transferred to one of multiple recipients (i.e. users) over the blockchain by converting a fungible token into the non-fungible token associated with that part of the film.
- communications port 107 and data port 108 are shown as distinct entities, it is to be understood that any kind of data port may be used to receive data, such as a network connection, a memory interface, a pin of the chip package of processor 104, or logical ports, such as IP sockets or parameters of functions stored on program memory 105 and executed by processor 104. These parameters may be stored on data memory 106 and may be handled by-value or by-reference, that is, as a pointer, in the source code.
- the processor 104 may receive data through all these interfaces, which includes memory access of volatile memory, such as cache or RAM, or non-volatile memory, such as an optical disk drive, hard disk drive, storage server or cloud storage.
- the computer system 100 may further be implemented within a cloud computing environment, such as a managed group of interconnected servers hosting a dynamic number of virtual machines.
- any receiving step may be preceded by the processor 104 determining or computing the data that is later received.
- the processor 104 creates a token as a string and stores the token in data memory 106, such as RAM or a processor register.
- the processor 104 requests the data from the data memory 106, such as by providing a read signal together with a memory address.
- the data memory 106 provides the data as a voltage signal on a physical bit line and the processor 104 receives the token via a memory interface.
- nodes, edges, graphs, solutions, variables, tokens, and the like refer to data structures, which are physically stored on data memory 106 or processed by processor 104.
- variable names such as“period of time” or“quantity of payment” this is to be understood to refer to values of variables stored as physical data in computer system 100.
- Fig. 2 illustrates a method 200 as performed by processor 104 for referencing frames of a film. While frames are used in this disclosure as an example, it is to be understood that other parts may equally be used, such as seconds, minutes, chapters, sections, etc.
- the frames/parts may be grouped such as by whether a particular actor or object is in those frames/parts. In other words, the parts may be non-contiguous subsets of frames selected from the total number of frames based on a criterion such as what the frames show.
- Fig. 2 is to be understood as a blueprint for the software program and may be implemented step-by-step, such that each step in Fig. 2 is represented by a function in a programming language, such as C++ or Java.
- the resulting source code is then compiled and stored as computer executable instructions on program memory 105.
- Method 200 commences by generating 201 fungible tokens up to a total token supply on a blockchain.
- the fungible token may be an ERC20 token.
- the token may be a smart contract on the Ethereum blockchain for implementing tokens.
- the token may have the following method-related functions:
- balanceOf(address owner) constant returns (uint256 balance) [Get the account balance of another account with address _owner ⁇
- Events format • Transfer(address indexed _from, address indexed _to, uint256 _value).
- the token contract's balances data structure will contain the following information:
- Method 200 then continues by transferring 202 one of the fungible tokens to a user.
- System 100 then receives 202 a request from a user for a frame of the film and generates 203 a non-fungible token for the fungible token transferred to the user making the request. Generating the non-fungible token creates an association of the non-fungible token to a frame of the film.
- Fungible means that something can be replaced by another identical item.
- a fungible token is one that is not unique and is perfectly interchangeable with other identical tokens.
- Most cryptocurrencies strive to achieve this property of fungibility because the token is a means of exchange, unit of account, store of value, etc. rather than being something unique and valuable itself (an example of this is a US dollar, which is perfectly exchangeable with any other US dollar).
- Fungibility exists for Bitcoin, Ethereum, and all current large cryptocurrency projects (fungibility may be up for debate if coin history can be tracked and the coins are linked to illicit activity that makes them“marked” and therefore increases or decreases their value; in general, however, fungibility is accepted).
- Non-fungible tokens are unique in nature and can be distinguished from each other (think of something like a limited edition baseball card). It is the characteristics of a non-fungible item itself that make it desirable and differentiated, rather than it being a placeholder or representation.
- non-fungible tokens may be implemented on top of Ethereum as ERC-721 tokens.
- ERC-721 tokens There are different standards on other protocols that can be used but this disclosure uses profile ERC-721.
- ERC-721 sets forth a standard set of attributes and functions in the form of a smart contract that must be met to be managed, owned, and traded. The following code lays out the requirements for ERC-721: contract ERC721 ⁇
- event Transfer (address indexed _from, address indexed _to, uint256 _tokenld); event Approval(address indexed _owner, address indexed _approved, uint256 tokenld);
- ERC-721 sets forth a standard that allows for the simple creation and exchange of non-fungible tokens.
- system 100 transfers 205 the non-fungible token associated with the frame of the film on the blockchain. This exchanging of frames identified by tokens happens inside a token ecosystem and a similar method to crypto kitties can be used.
- CryptoKitties is a blockchain based virtual game developed by Axiom Zen that allows players to purchase, collect, breed and sell various types of virtual cats. It represents one of the earliest attempts to deploy blockchain technology for recreational and leisurely purposes.
- Tokens may be distributed automatically, via smart contract, at a specific the rate such as one every 15 minutes (672 per week) for one year.
- Each frame is represented in the form of a non-fungible ERC-721 token, which allows for each entity to have specific frame attributes, such as frame number.
- the fungible tokens are transferred before production or before the film is finished and then exchanged for non-fungible tokens once the frames are in place at the respective frame number. This way, users can acquire rights to a number of frames and later decide for which frames exactly they want to exercise those rights.
- the first set contains fungible tokens and is intended for sale before the film is produced, that is, before the total number of frames is known.
- each token can have a nominal value, such as $1 for example, and each user can buy as many tokens as desired to invest a certain dollar amount into the film.
- the second set of tokens that also contains fungible tokens. This time, the second set contains exactly the same number of tokens as there are frames in the film noting that the tokens are fungible so they cannot be associated with a frame each.
- the computer system can then calculate the percentage of tokens of the first set that have been transferred to the user. For example, if the user has invested $10,000 into a $lM production, the user would have 1% of the total number of tokens in the first set.
- Dream Frames uses a token model that allows Producers to raise the maximum amount of money for their film while giving them the flexibility of not being locked into an exact length of the film in frames. It allows for the fact that new scenes may need to be filmed and shaved/real factors that affect the actual film making process.
- the token model also allows for fans who may not be accredited investors to purchase frames as a collectible. This model allows for a secondary market where frames are traded as a collectible and royalties are traded as securities.
- Each film sale is a token generated event.
- Each film issues DreamFrames ERC 20‘royalty’ tokens equivalent to the amount they want to invest in the film up to a maximum number of the film’s budget.
- investors receive the right to claim the frames they are enti- tied to based on the % of coins they own.
- This disclosure provides a film & series funded by a‘crypto- collectible’ game and its own cryptocurrency and a format & financing structure.
- the film and series may be funded by a‘crypto-collectible’ game and its own cryptocurrency.
- the game and currency are also available to other films to use in the same manner. Audiences can also use the currency to participate in the series - betting on outcomes in the series’ game show.
- gangsters buy and Sell Dreams on the Black Market.
- the series is about a futuristic Esports game run by cryptocurrency gangsters played inside a metaverse (virtual/augmented reality world) called“The Dream Channel”.
- the game pits players against each other through the promise of power over each other’s dreams.
- Dream Frames is a‘crypto-collectibles’ game that allows investors to buy unique frames in films providing them with a royalty by a simple smart contract between the seller and buyer according to method 200.
- Dream Frames generates a DZz token (ERC20 protocol) for every frame of the film tethered to the blockchain ensuring uniqueness, trackability and transparency.
- Players buy a Dreamz ERC20 token and convert this into frames (ERC721 protocol) by selecting the films frames they want to own.
- Dream Frames is a“crypto-collectible” blockchain game, akin to CryptoKitties, where each frame increases in value as a film gains momentum.
- the system generates exactly one non-fungible token for the fungible token such that no further non-fungible token can be generated for that fungible token or each ERC20 token can be converted into exactly one ERC721 token such that the number of frames a user can own is exactly identical to the number of fungible tokens that user has acquired.
- Example: 90-minute film 135,000 collectible frames for sale
- An example feature film is 90 minutes long and each second is 25 frames, totaling 135,000 collectible frames in a 90-minute film.
- a business model is created that allows the frames to increase in value once the film is produced and released, in addition to many other factors - including whether the film becomes a success and/or if the characters in the frame become a success.
- Dream Frames owners are entitled to royalties based on these respective frames.
- Dream Frames is a viable financing model for all types of films, including virtual reality/mixed reality films (note - the average VR film has 90 frames per second). Ideal for the“micro-financing” market of film producers looking to raise between $lM and $10M, Dream Frames is unique in that it is tied directly to quantifiable units of IP (film frames).
- the game values each frame differently, allowing players to speculate on the potential of an independent film and the actors/creative professionals involved in particular frames.
- the frames certain actors appear in, for example, may increase in value owing to the success of the actors over time. This in turn impacts the royalty calculation for a film - whereby the frames that are more valuable earn the most royalties pro rata. This of course may change over time.
- Frames in a film are calculated as 25 frames per second for a 2D film and 90 frames per second for a VR film.
- the transaction is recorded on the blockchain creating an immutable and transparent audit trail.
- Film producers must fix a starting price per frame (eg US$10).
- Money is held in escrow until 30% of the frames in a film are sold.
- Each character in the film owns the frames that they are featured in. These persons are referred to as contributing persons involved in the producing the film and may include extras, producers, directors, cameramen etc.
- Players/audiences purchase frames from that character (cast members receive 15% royalty on frames they appear in).
- each character has one frame each to sell. If no character appears in a frame, the frame is sold by the protagonist of the story. Frame owners are entitled to a royalty every time the frame is viewed pro-rata minus producer (15% ) and cast royalty (15%).
- Frames in a Film are Sold in Two Phases a. Dreamz DZz tokens equivalent to the number of frames in a film are sold to investors and fans for a fixed price of set by the producer of the film. b. Buyers allocate their DZz tokens to specific frames in a film generating an ERC721 unique token held in their Dreamz wallet. [0098] DREAM FRAMES SALE
- Dream Frames issues Dreamz tokens equal to the number of frames in the film plus a buffer of 20% to allow for extra frames that may be produced. When the film is completed, any extra tokens will be burned.
- the Dream Channel film will be financed by using the Dream Frames crypto collectibles game Dream Frames.
- Dream Channel is a feature film and follow-up series shot for the traditional screen and in VR. Every scene offers audiences full immersion in not only that episode’s story, but also the entire Dream Channel virtual world. As well as the feature, audiences can enjoy a fully immersive world to explore subplots and new characters.
- the Dream Channel model is comprised of the following elements:
- Cryptocurrency structure for investors to obtain royalties in the film via a simple smart contract (ERC721 unique Dreamz DZZ tokens based on the Ethereum standard).
- A‘crypto-collectible’ game (Dream Frames) that funds the film by allowing investors to purchase and trade Dreamz DZZ token, tied to individual and unique frames’ in the film (trading is optional; investors may simply hold-only, if desired).
- Dream Channel is a visionary project breaking ground on many levels: from its experimental, interactive format and the way it is financed and sustained to the potentially exponential returns for its producers and investors, Dream Channel is a new breed of IP for the future.
- the currency of Dream Channel is Dreamz (DZz - ERC20) and audiences need it to engage with the content (film and series). Using Dreamz, they can bet on who will win the Grand Royale deathmatch game played from week to week in the series.
- APPENDIX B Dreamz uses Gaze Coin Technology [0114] Advertising Model - Get Paid To‘Gaze’
- the Amsterdam apartments within Dream Channel function as immersive content channels (or dream channels) for brands and talent.
- Apartments are portals to entire entertainment worlds owned by the brands for the entirety of the brand campaign. Brands receive apartments for free, but must provide Dreamz rewards to fans who come and experience their content (dreams).
- Each brand has their own banded token/currency (their own branded Dreamz) that its fans earn for engagement (gazing at or interacting with content, measured by the Dreamz platform). Once fans earn enough Dreamz, they seamlessly qualify for premium experiences OR they can simply purchase the difference.
- Gaze Coin analytics system that calculates authentic attention based on several proprietary engagement metrics based on gaze input/eye tracking ability to reward audiences in Dreamz for the amount of time they are engaged & according to the gaze analytics system that gives bonus rewards for various things like repeat fixations, etc. the ability to insert ads the ability to accept DZZ across the immersive story cloud, including ecommerce functions to power real-life goods and services purchases.
- Suitable computer readable media may include volatile (e.g. RAM) and/or non-volatile (e.g. ROM, disk) memory, carrier waves and transmission media.
- Exemplary carrier waves may take the form of electrical, electromagnetic or optical signals conveying digital data steams along a local network or a publically accessible network such as the internet.
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Abstract
This disclosure relates to a method for referencing frames of a film performed by a computer processor. The processor generates fungible tokens up to a total token supply on a blockchain. The processor then transfers one of the fungible tokens to a user and receives a request from a user for a frame of the film. In response, the processor generates a non-fungible token for the fungible token transferred to the user making the request, wherein generating the non-fungible token creates an association of the non-fungible token to a frame of the film. Finally, upon request by the user, the processor transfers the non-fungible token associated with the frame of the film on the blockchain.
Description
“Films on a blockchain”
Cross-Reference to Related Applications
[0001] The present application claims priority from Australian Provisional Patent Application No 2018901546 filed on 7 May 2018, the contents of which are incorporated herein by reference in their entirety.
Technical Field
[0002] This disclosure relates to referencing frames of a film.
Background
[0003] Films typically have a large number of frames, such as 135,000 frames for a 90-minute film. While each frame can be referenced by a frame number, it is generally difficult to reference a frame of a film reliably and tamper-proof. For example, cryptography can be used to create a signature of the frame number but another person would still require a public key to verify the signature. Further, in some instances it is desirable that references to single frames only exist once. In those cases, it is difficult to satisfy this requirement with signed frame numbers that are sent between users as the same signed frame number could be sent several times.
[0004] Using a blockchain, such as Bitcoin, generally prevents double-spending of Bitcoins but it is difficult to reference frames of films using the Blockchain as there is no mechanism to do so.
[0005] Any discussion of documents, acts, materials, devices, articles or the like which has been included in the present specification is not to be taken as an admission that any or all of these matters form part of the prior art base or were common general knowledge in the field relevant to the present disclosure as it existed before the priority date of each claim of this application.
[0006] Throughout this specification the word "comprise", or variations such as "comprises" or "comprising", will be understood to imply the inclusion of a stated element, integer or step, or group of elements, integers or steps, but not the exclusion of any other element, integer or step, or group of elements, integers or steps.
Summary
[0007] In a first aspect, this disclosure provides methods and systems for the use fungible and non-fungible tokens on a blockchain to address individual frames of a film and transfer these references while maintaining a unique property of these references.
In other words, this disclosure utilises the cryptographic methods of repeated distributed signature calculation. This is typically performed by powerful
supercomputers that are specialised for this task because the computational complexity for operating a blockchain securely is immense.
[0008] A method for referencing multiple parts of a film comprises:
generating fungible tokens up to a total token supply on a blockchain;
transferring one of the fungible tokens to a user;
receiving a request from a user for one of the multiple parts of the film;
generating a non-fungible token for the fungible token transferred to the user making the request, wherein generating the non-fungible token creates an association of the non-fungible token to the requested part of the film; and
upon request by the user, transferring the non-fungible token associated with the requested part of the film to the user on the blockchain.
[0009] The fungible token may be an ERC20 token.
[0010] The non-fungible token may be an ERC721 token.
[0011] The part of the film may be a frame of the film.
[0012] The non-fungible token may further comprise as an unique attribute an identifier of the requested part of the film. The identifier may comprise a frame number.
[0013] The method may further comprises allocating a monetary value to the non- fungible token.
[0014] The non-fungible token may be based on a smart contract.
[0015] Transferring the fungible or non-fungible token may use a transfer function of the corresponding token. Transferring the fungible or non-fungible token may occur via an execution of a smart contract.
[0016] The method may comprise distributing the non-fungible tokens at a predetermined rate.
[0017] Generating a non-fungible token for the fungible token may comprise generating exactly one non-fungible token for the fungible token such that no further non-fungible token can be generated for that fungible token.
[0018] The fungible tokens up to the total token supply may represent a first set of fungible tokens and the method may further comprise: before transferring the non- fungible token to the user, generating a second set of fungible tokens containing a number of fungible tokens that is identical to the number of frames in the film; and transferring a number of fungible tokens of the second set to the user wherein the number is based on a percentage of fungible tokens in the first set transferred to the user; and performing the steps of generating and upon request transferring multiple times and for each fungible token of the second set.
[0019] The one of the fungible tokens may be transferred to a user from a contributing person involved in producing the film.
[0020] The method may comprise producing the film after transferring the one of the fungible tokens and before transferring the non-fungible token.
[0021] The total token supply may be greater than a total number of frames in the film and the method may comprise burning fungible tokens of the total token supply that are more than a total number of frames of the film.
[0022] A non-transitory computer readable medium has program code stored thereon that, when executed by a computer, causes the computer to perform the method of any one of the preceding claims.
[0023] A computer system to reference multiple parts of a film comprises:
a processor configured to
generate fungible tokens up to a total token supply on a blockchain; transfer one of the fungible tokens to a user;
receive a request from a user for one of the multiple parts of the film; generate a non-fungible token for the fungible token transferred to the user making the request, wherein generating the non-fungible token creates an association of the non-fungible token to the requested part of the film; and
upon request by the user, transfer the non-fungible token associated with the requested part of the film to the user on the blockchain.
[0024] A non-transitory computer readable medium has a film stored thereon, wherein the film comprises multiple parts; and each of the multiple parts is associated with a non-fungible token on a blockchain and transferred to one of multiple recipients over the blockchain by converting a fungible token into the non-fungible token associated with that part of the film.
[0025] Optional features described of any aspect of method, computer readable medium or computer system, where appropriate, similarly apply to the other aspects also described here.
Brief Description of Drawings
[0026] An example will be described with reference to
[0027] Fig. 1 illustrates a computer system for referencing frames.
[0028] Fig. 2 illustrates a method for referencing frames.
Description of Embodiments
[0029] Fig. 1 illustrates a computer system 100 for referencing frames of a film. The computer system 100 comprises a processor 104 connected to a program memory 105, a data memory 106, a communication port 107 and a data portl08. The program memory 105 is a non-transitory computer readable medium, such as a hard drive, a solid state disk or CD-ROM. Software, that is, an executable program stored on program memory 105 causes the processor 104 to perform the method in Fig. 2, that is, generating fungible and non-fimgible tokens on a blockchain 109. The term “generating a token” refers to generating data that is representative of the token on the blockchain 109 as further explained below.
[0030] The processor 104 may then store the tokens on data store 106, such as on RAM or a processor register. Processor 104 may also send the tokens via
communication port 107 to a user 101 operating a communication device 110, such as a smart phone, tablet, PC, or other computing device.
[0031] The processor 104 may receive data, such as tokens, from data memory 106 as well as from the communications port 107 and the blockchain 109. Computer system 103 may also be one of the devices 110 operated by a respective user 101.
While the user devices 110 are shown to communicate with computer system 103, they may equally communicate directly with blockchain 109, such as through their digital blockchain wallets. In fact, the methods described herein may be implement in the user devices 110 themselves, such as in the form of an app installable from an app store,
such as Google Play or Apple’s App Store. The overall network may operate with a central server or completely distributed without a central authority where control is completely resident in blockchain 109 and corresponding smart contracts and tokens.
[0032] Smart contracts are self-executing contracts with the terms of the agreement between buyer and seller being directly written into lines of code. The code and the agreements contained therein exist across a distributed, decentralized blockchain network. Smart contracts permit trusted transactions and agreements to be carried out among disparate, anonymous parties without the need for a central authority, legal system, or external enforcement mechanism. They render transactions traceable, transparent, and irreversible.
[0033] When reference is made to a‘film’ herein this generally relates to a sequence of frames and includes all types of videos, clips, series, episodes, advertisements animations and the like. The film may be stored on a non-transitory computer readable medium, such as a hard drive, memory stick, flash memory drive or on cloud storage and streamed for presentation. In this stored form, the film comprises multiple parts, such as frames, sections, chapters, seconds, minutes etc. Each of the multiple parts is associated with a non-fungible token on a blockchain as described herein. The non- fungible token is transferred to one of multiple recipients (i.e. users) over the blockchain by converting a fungible token into the non-fungible token associated with that part of the film.
[0034] Although communications port 107 and data port 108 are shown as distinct entities, it is to be understood that any kind of data port may be used to receive data, such as a network connection, a memory interface, a pin of the chip package of processor 104, or logical ports, such as IP sockets or parameters of functions stored on program memory 105 and executed by processor 104. These parameters may be stored on data memory 106 and may be handled by-value or by-reference, that is, as a pointer, in the source code.
[0035] The processor 104 may receive data through all these interfaces, which includes memory access of volatile memory, such as cache or RAM, or non-volatile memory, such as an optical disk drive, hard disk drive, storage server or cloud storage. The computer system 100 may further be implemented within a cloud computing environment, such as a managed group of interconnected servers hosting a dynamic number of virtual machines.
[0036] It is to be understood that any receiving step may be preceded by the processor 104 determining or computing the data that is later received. For example, the processor 104 creates a token as a string and stores the token in data memory 106, such as RAM or a processor register. The processor 104 then requests the data from the data memory 106, such as by providing a read signal together with a memory address. The data memory 106 provides the data as a voltage signal on a physical bit line and the processor 104 receives the token via a memory interface.
[0037] It is to be understood that throughout this disclosure unless stated otherwise, nodes, edges, graphs, solutions, variables, tokens, and the like refer to data structures, which are physically stored on data memory 106 or processed by processor 104.
Further, for the sake of brevity when reference is made to particular variable names, such as“period of time” or“quantity of payment” this is to be understood to refer to values of variables stored as physical data in computer system 100.
[0038] Fig. 2 illustrates a method 200 as performed by processor 104 for referencing frames of a film. While frames are used in this disclosure as an example, it is to be understood that other parts may equally be used, such as seconds, minutes, chapters, sections, etc. The frames/parts may be grouped such as by whether a particular actor or object is in those frames/parts. In other words, the parts may be non-contiguous subsets of frames selected from the total number of frames based on a criterion such as what the frames show. Fig. 2 is to be understood as a blueprint for the software program and may be implemented step-by-step, such that each step in Fig. 2 is represented by a function in a programming language, such as C++ or Java. The
resulting source code is then compiled and stored as computer executable instructions on program memory 105.
[0039] It is noted that for most humans performing the method 200 manually, that is, without the help of a computer, would be practically impossible. Therefore, the use of a computer is part of the substance of the invention and allows performing the necessary calculations that would otherwise not be possible due to the large amount of data and the large number of calculations that are involved.
[0040] Method 200 commences by generating 201 fungible tokens up to a total token supply on a blockchain. For example, the fungible token may be an ERC20 token. The token may be a smart contract on the Ethereum blockchain for implementing tokens. The token may have the following method-related functions:
The specific wording of the function is followed by a clarification of what it does, in [brackets]
• total Supply [Get the total token supply]
• balanceOf(address owner) constant returns (uint256 balance) [Get the account balance of another account with address _owner\
• transfer(address _to, uint256 _value) returns (bool
success) [Send _value amount of tokens to address _to\
• transferFrom(address from, address to, uint256 value) returns (bool
success) [Send _valueamoun t of tokens from address _Jrom to address _to\
• approve (address _spender, uint256 _value) returns (bool
success) [Allow _spender to withdraw from your account, multiple times, up to the _value amount. If this function is called again it overwrites the current allowance with _value]
• allowance(address *_owner*, address *_spender*) constant returns (uint256 remaining) [Returns the amount which _spender is still allowed to withdraw from owner]
[0041] Events format:
• Transfer(address indexed _from, address indexed _to, uint256 _value).
[Triggered when tokens are transferred.]
• Approval(address indexed _owner, address indexed _spender, uint256 _value) [Triggered whenever approvef address _spender, uint256 _value) is called.]
[0042] Following is an example interface contract:
5 contract ERC20Interface {
6 function totalSupply () public constant returns (uint) ;
7 function balanceOf (address tokenOwner) public constant returns (uint balance) ;
8 function allowance (address tokenOwner, address spender) public constant returns (uint remaining) ;
9 function transfer (address to, uint tokens) public returns (bool success) ;
10 function approve (address spender, uint tokens) public returns (bool success) ;
11 function transferFrora (address from, address to, uint tokens) public returns (bool success) ;
12
13 event Transfer (address indexed from, address indexed to, uint tokens) ;
14 event Approval (address indexed tokenOwner, address indexed spender, uint tokens) ;
15 }
[0043] Most of the major tokens on the Ethereum blockchain are ERC20-compliant. The GNT Golem Network Token is only partially-ERC20-compliant as it does not
balances [0x1111111111111111111111111111111111111111] = 100 balances [0x2222222222222222222222222222222222222222] = 200
[0049] The balanceOf ( function will return the following values:
tokenContract .balanceOf (0x1111111111111111111111111111111111111111) will return 100
tokenContract .balanceOf (0x2222222222222222222222222222222222222222) will return 200
[0050] Transfer Token Balance
[0051]
k
[0052] The token contract's itransfer (...): function will alter the balances data structure to contain the following information:
[0053] The balanceOf (...): function will now return the following values:
[0054] Approve And TransferFrom Token Balance
[0055] If 0x1111111111111111111111111111111111111111 wants to
[0056] The approve data structure will now contain the following information:
[0058] The [balances: data structure will be altered to contain the following information:
[0059] And the approve data structure will now contain the following information:
[0061] The balanceOff..) function will now return the following values:
[0062] Sample Fixed Supply Token Contract
[0063] Following is a sample Fixed Supply Token contract with a fixed supply of 1,000,000 units that are initially assigned to the owner of the contract. This token has 18 decimal places:
[0064] Method 200 then continues by transferring 202 one of the fungible tokens to a user. System 100 then receives 202 a request from a user for a frame of the film and
generates 203 a non-fungible token for the fungible token transferred to the user making the request. Generating the non-fungible token creates an association of the non-fungible token to a frame of the film.
[0065] Fungible means that something can be replaced by another identical item. In the context of cryptocurrencies, a fungible token is one that is not unique and is perfectly interchangeable with other identical tokens. Most cryptocurrencies strive to achieve this property of fungibility because the token is a means of exchange, unit of account, store of value, etc. rather than being something unique and valuable itself (an example of this is a US dollar, which is perfectly exchangeable with any other US dollar). Fungibility exists for Bitcoin, Ethereum, and all current large cryptocurrency projects (fungibility may be up for debate if coin history can be tracked and the coins are linked to illicit activity that makes them“marked” and therefore increases or decreases their value; in general, however, fungibility is accepted).
[0066] Non-fungible tokens, on the other hand, are unique in nature and can be distinguished from each other (think of something like a limited edition baseball card). It is the characteristics of a non-fungible item itself that make it desirable and differentiated, rather than it being a placeholder or representation.
[0067] For now, non-fungible tokens may be implemented on top of Ethereum as ERC-721 tokens. There are different standards on other protocols that can be used but this disclosure uses profile ERC-721.
[0068] Like ERC-20, ERC-721 sets forth a standard set of attributes and functions in the form of a smart contract that must be met to be managed, owned, and traded. The following code lays out the requirements for ERC-721: contract ERC721 {
// ERC20 compatible functions
function name() constant returns (string name);
function symbolQ constant returns (string symbol);
function totalSupply() constant returns (uint256 totalSupply);
function balanceOf(address owner) constant returns (uint balance);
// Functions that define ownership
function ownerOf(uint256 tokenld) constant returns (address owner);
function approve(address to, uint256 tokenld);
function takeOwnership(uint256 tokenld);
function transfer(address to, uint256 tokenld);
function tokenOfOwnerByIndex(address owner, uint256 index) constant returns (uint tokenld);
// Token metadata
function tokenMetadata(uint256 _tokenId) constant returns (string infoUrl);
// Events
event Transfer(address indexed _from, address indexed _to, uint256 _tokenld); event Approval(address indexed _owner, address indexed _approved, uint256 tokenld);
}
[0069] More details about each of these functions can be found over at the official Ethereum documentation page. ERC-721 sets forth a standard that allows for the simple creation and exchange of non-fungible tokens.
[0070] Upon request by the user, system 100 transfers 205 the non-fungible token associated with the frame of the film on the blockchain. This exchanging of frames identified by tokens happens inside a token ecosystem and a similar method to crypto kitties can be used.
[0071] CryptoKitties is a blockchain based virtual game developed by Axiom Zen that allows players to purchase, collect, breed and sell various types of virtual cats. It represents one of the earliest attempts to deploy blockchain technology for recreational and leisurely purposes.
[0072] Similar to this a frames' ownership in this disclosure is tracked via a smart contract on the Ethereum blockchain. Tokens may be distributed automatically, via
smart contract, at a specific the rate such as one every 15 minutes (672 per week) for one year. Each frame is represented in the form of a non-fungible ERC-721 token, which allows for each entity to have specific frame attributes, such as frame number.
[0073] Based on the limited number of frames going into circulation and their limited attributes, there may be a set limit of the total number of frames (such as 4 billion or another number) that can be distributed. Each frame will have a distinct visual appearance ("frame image") determined by its immutable number ("frame number") stored in the smart contract. Because frames are tokens on a blockchain, they can be bought, sold, or transferred digitally, with strong guarantees of ownership. It is noted that before production of a film, the total number of frames is generally not known. However, with the proposed method, a minimum number can be set (such as a minimum number representing 1.5 hours of play time) and transferred. Once the final number of frames is known, any additional frames can be transferred after production. In another example, the fungible tokens are transferred before production or before the film is finished and then exchanged for non-fungible tokens once the frames are in place at the respective frame number. This way, users can acquire rights to a number of frames and later decide for which frames exactly they want to exercise those rights.
[0074] In another example, there a three sets of tokens. The first set contains fungible tokens and is intended for sale before the film is produced, that is, before the total number of frames is known. For example, each token can have a nominal value, such as $1 for example, and each user can buy as many tokens as desired to invest a certain dollar amount into the film. There is a maximum number of tokens that reflects the full production cost of the film, for example. Once the film is produced, it is possible to generate a second set of tokens that also contains fungible tokens. This time, the second set contains exactly the same number of tokens as there are frames in the film noting that the tokens are fungible so they cannot be associated with a frame each. The computer system can then calculate the percentage of tokens of the first set that have been transferred to the user. For example, if the user has invested $10,000 into a $lM production, the user would have 1% of the total number of tokens in the first set.
Therefore, 1% of tokens of the second set would be transferred to the user. If there are
135,000 frames (i.e. tokens in the second set), the user would obtain 1,350 tokens. Finally, there is a third set that contains the non-fimgible tokens that are each associated with one frame of the film. And for each token of the second set that has been transferred to a user, the system will transfer exactly one token of the third set to the user and that token is associated with one frame of the film. In order to ensure that each first-set token actually receives a frame, it is possible to decrease the number of tokens in the first set to a l0th of the minimum expected number of frames, for example, such as by increasing the denomination of each token to
10* ProductionCost/MinExpectedFrames .
[0075] Dream Frames uses a token model that allows Producers to raise the maximum amount of money for their film while giving them the flexibility of not being locked into an exact length of the film in frames. It allows for the fact that new scenes may need to be filmed and shaved/real factors that affect the actual film making process.
The token model also allows for fans who may not be accredited investors to purchase frames as a collectible. This model allows for a secondary market where frames are traded as a collectible and royalties are traded as securities.
[0076] Each film sale is a token generated event. Each film issues DreamFrames ERC 20‘royalty’ tokens equivalent to the amount they want to invest in the film up to a maximum number of the film’s budget. Once the film is completed, investors receive the right to claim the frames they are enti- tied to based on the % of coins they own.
[0077] This disclosure provides a film & series funded by a‘crypto- collectible’ game and its own cryptocurrency and a format & financing structure.
[0078] The film and series may be funded by a‘crypto-collectible’ game and its own cryptocurrency. The game and currency are also available to other films to use in the same manner. Audiences can also use the currency to participate in the series - betting on outcomes in the series’ game show.
[0079] In one example of the film/series, gangsters buy and Sell Dreams on the Black Market. The series is about a futuristic Esports game run by cryptocurrency gangsters played inside a metaverse (virtual/augmented reality world) called“The Dream Channel”. The game pits players against each other through the promise of power over each other’s dreams.
[0080] To immerse themselves in dreams, players consume Έ’ elixir“DZz” or Dreamz. Once inside the Dream Channel, players can buy and sell individual frames of the dreams on a subconscious black market rewarding dreamers in more DZz.
[0081] The status quo changes when an unsuspecting player, Lucy, has a dream about a Grand Royale-style game played in the streets of Amsterdam called FANTASY. This dream becomes the coveted prize of all. Lucy becomes the target of the gangsters who wish to wrestle control of it from her by all means necessary.
[0082] DREAM FRAMES
[0083] A Crypto-Collectible Game That Finances Films
[0084] Dream Frames is a‘crypto-collectibles’ game that allows investors to buy unique frames in films providing them with a royalty by a simple smart contract between the seller and buyer according to method 200. Dream Frames generates a DZz token (ERC20 protocol) for every frame of the film tethered to the blockchain ensuring uniqueness, trackability and transparency. Players buy a Dreamz ERC20 token and convert this into frames (ERC721 protocol) by selecting the films frames they want to own. Dream Frames is a“crypto-collectible” blockchain game, akin to CryptoKitties, where each frame increases in value as a film gains momentum. In this sense, the system generates exactly one non-fungible token for the fungible token such that no further non-fungible token can be generated for that fungible token or each ERC20 token can be converted into exactly one ERC721 token such that the number of frames a user can own is exactly identical to the number of fungible tokens that user has acquired.
[0085] Example: 90-minute film = 135,000 collectible frames for sale
[0086] An example feature film is 90 minutes long and each second is 25 frames, totaling 135,000 collectible frames in a 90-minute film. By tokenizing each frame, a business model is created that allows the frames to increase in value once the film is produced and released, in addition to many other factors - including whether the film becomes a success and/or if the characters in the frame become a success. Through a simple smart contract, Dream Frames owners are entitled to royalties based on these respective frames.
[0087] Dream Frames is a viable financing model for all types of films, including virtual reality/mixed reality films (note - the average VR film has 90 frames per second). Ideal for the“micro-financing” market of film producers looking to raise between $lM and $10M, Dream Frames is unique in that it is tied directly to quantifiable units of IP (film frames).
[0088] Calculation of Royalties
[0089] The game, values each frame differently, allowing players to speculate on the potential of an independent film and the actors/creative professionals involved in particular frames. The frames certain actors appear in, for example, may increase in value owing to the success of the actors over time. This in turn impacts the royalty calculation for a film - whereby the frames that are more valuable earn the most royalties pro rata. This of course may change over time.
[0090] When royalty calculations are made a blockchain transaction is made between the ownership parties according to real time valuation in the game and the following example Royalty Split (other splits are equally possible):
• Producers - 15%
• Cast - 15%
• Frame Owners - 70%
[0091] Rules of The Game:
[0092] Frames in a film are calculated as 25 frames per second for a 2D film and 90 frames per second for a VR film. For example, a 90-minute 2D film has 90 x 60 x 25 = 135,000 frames.
[0093] Individual frames can be purchased with any currency including fiat (USD, etc). This gives them an allocation of DZz (ERC 20 token) which they need to allocate to the frame in the film they want to own.
[0094] Royalties are calculated in real time.
[0095] The transaction is recorded on the blockchain creating an immutable and transparent audit trail. Film producers must fix a starting price per frame (eg US$10). Money is held in escrow until 30% of the frames in a film are sold. Each character in the film owns the frames that they are featured in. These persons are referred to as contributing persons involved in the producing the film and may include extras, producers, directors, cameramen etc. Players/audiences purchase frames from that character (cast members receive 15% royalty on frames they appear in).
[0096] If a frame is owned jointly, each character has one frame each to sell. If no character appears in a frame, the frame is sold by the protagonist of the story. Frame owners are entitled to a royalty every time the frame is viewed pro-rata minus producer (15% ) and cast royalty (15%).
[0097] Frames in a Film are Sold in Two Phases a. Dreamz DZz tokens equivalent to the number of frames in a film are sold to investors and fans for a fixed price of set by the producer of the film. b. Buyers allocate their DZz tokens to specific frames in a film generating an ERC721 unique token held in their Dreamz wallet.
[0098] DREAM FRAMES SALE
[0099] (Corresponding Film: Dream Channel)
[0100] Each time a new film is added to the game, Dream Frames issues Dreamz tokens equal to the number of frames in the film plus a buffer of 20% to allow for extra frames that may be produced. When the film is completed, any extra tokens will be burned.
[0101] The Dream Channel film will be financed by using using the Dream Frames crypto collectibles game Dream Frames.
[0102] In one example, the used platform is Ethereum Blockchain with a Number of Frames of 1 x 90 minute film = 135,000 frames, 1 x 35 minute VR film = 189,000 frames plus 20% buffer = 27,000 frames, which is a total of 351,000 frames.
[0103] Number of Tokens For Sale, Sold in 1 -second blocks of 25 frames each Total tokens for sale 14,040.
[0104] What cryptocurrencies does Dream Channel accept?
[0105] Dream Channel is a feature film and follow-up series shot for the traditional screen and in VR. Every scene offers audiences full immersion in not only that episode’s story, but also the entire Dream Channel virtual world. As well as the feature, audiences can enjoy a fully immersive world to explore subplots and new characters.
[0106] SUMMARY
[0107] In summary, the Dream Channel model is comprised of the following elements:
1. Cryptocurrency structure for investors to obtain royalties in the film via a simple smart contract (ERC721 unique Dreamz DZZ tokens based on the Ethereum standard).
2. A‘crypto-collectible’ game (Dream Frames) that funds the film by allowing investors to purchase and trade Dreamz DZZ token, tied to individual and unique frames’ in the film (trading is optional; investors may simply hold-only, if desired).
[0108] Dream Channel is a visionary project breaking ground on many levels: from its experimental, interactive format and the way it is financed and sustained to the potentially exponential returns for its producers and investors, Dream Channel is a new breed of IP for the future.
[0109] The currency of Dream Channel is Dreamz (DZz - ERC20) and audiences need it to engage with the content (film and series). Using Dreamz, they can bet on who will win the Grand Royale deathmatch game played from week to week in the series.
By backing the right star, they win more Dreamz. They can then use these to purchase frames in the film OR any other product offered.
[0110] BACK STARS AND EARN DREAMZ
[0111] All characters in the story have their own talent token. Fans buy talent tokens from the talent they want to see in the film. As talent progress through knockout rounds, the value of their tokens increase, earning a bonus for their backers in Dreamz.
[0112] THE GAME
The competition & sale takes place over 4 rounds
In each round, a limited amount of Dreamz is issued for sale
Participants back their favorite character/talent by buying Talent Tokens from the talent they want to back equivalent to the amount of Dreamz they want to buy.
If the talent they back make it through knockout rounds, talent tokens receive a bonus, increasing their Dreamz holdings pro rata
In each stage backers of talent that do not progress do not lose their investment, they just don’t get the increase in equity / bonus
At the end of the sale investors cash in their tokens for Dreamz.
The model rewards backers for getting in early
Participants can also become‘Dreamz talent’, attracting backers
Dreamz Talent retain 20% of earnings.
[0113] APPENDIX B: Dreamz uses Gaze Coin Technology [0114] Advertising Model - Get Paid To‘Gaze’
[0115] The Amsterdam apartments within Dream Channel function as immersive content channels (or dream channels) for brands and talent. Apartments are portals to entire entertainment worlds owned by the brands for the entirety of the brand campaign. Brands receive apartments for free, but must provide Dreamz rewards to fans who come and experience their content (dreams). Each brand has their own banded token/currency (their own branded Dreamz) that its fans earn for engagement (gazing at or interacting with content, measured by the Dreamz platform). Once fans earn enough Dreamz, they seamlessly qualify for premium experiences OR they can simply purchase the difference.
[0116] Dreamz Utilizes Gaze Coin Functionality
[0117] Wallet functionality Includes :
• ability to enter the‘token market’ without the need to understand anything about cryptocurrencies - i.e. no need to create a wallet and purchase Ethereum first
• a decentralized exchange technology - users can exchange tokens seamlessly
• ability to socialize/trade that token by geo-locating that token in different
locations
• ability to create, locate and distribute a collectible hologram(s) (can function as an augmented-reality advertisement that can be linked to storefront)
• a webVR browser application that allows desktop/mobile access to all functions without the need for a VR headset
[0118] Gaze Coin analytics system that calculates authentic attention based on several proprietary engagement metrics based on gaze input/eye tracking ability to reward audiences in Dreamz for the amount of time they are engaged & according to the gaze analytics system that gives bonus rewards for various things like repeat fixations, etc. the ability to insert ads the ability to accept DZZ across the immersive story cloud, including ecommerce functions to power real-life goods and services purchases.
[0119] It will be appreciated by persons skilled in the art that numerous variations and/or modifications may be made to the specific embodiments without departing from the scope as defined in the claims.
[0120] It should be understood that the techniques of the present disclosure might be implemented using a variety of technologies. For example, the methods described herein may be implemented by a series of computer executable instructions residing on a suitable computer readable medium. Suitable computer readable media may include volatile (e.g. RAM) and/or non-volatile (e.g. ROM, disk) memory, carrier waves and transmission media. Exemplary carrier waves may take the form of electrical, electromagnetic or optical signals conveying digital data steams along a local network or a publically accessible network such as the internet.
[0121] It should also be understood that, unless specifically stated otherwise as apparent from the following discussion, it is appreciated that throughout the description, discussions utilizing terms such as "estimating" or "processing" or "computing" or "calculating", "optimizing" or "determining" or "displaying" or “maximising” or the like, refer to the action and processes of a computer system, or similar electronic computing device, that processes and transforms data represented as physical (electronic) quantities within the computer system's registers and memories into other data similarly represented as physical quantities within the computer system memories or registers or other such information storage, transmission or display devices.
[0122] The present embodiments are, therefore, to be considered in all respects as illustrative and not restrictive.
Claims
1. A method for referencing multiple parts of a film, the method comprising: generating fungible tokens up to a total token supply on a blockchain;
transferring one of the fungible tokens to a user;
receiving a request from a user for one of the multiple parts of the film;
generating a non-fungible token for the fungible token transferred to the user making the request, wherein generating the non-fungible token creates an association of the non-fungible token to the requested part of the film; and
upon request by the user, transferring the non-fungible token associated with the requested part of the film to the user on the blockchain.
2. The method of claim 1, wherein the fungible token is an ERC20 token.
3. The method of claim 1 or 2, wherein the non-fungible token is an ERC721 token.
4. The method of any one of the preceding claims, wherein the part of the film is a frame of the film.
5. The method of any one of the preceding claims, wherein the non-fungible token comprises as an unique attribute an identifier of the requested part of the film.
6. The method of claim 5, wherein the identifier comprises a frame number.
7. The method of any one of the preceding claims, wherein the method further comprises allocating a monetary value to the non-fungible token.
8. The method of any one of the preceding claims, wherein the non-fungible token is based on a smart contract.
9. The method of any one of the preceding claims, wherein transferring the fungible or non-fungible token uses a transfer function of the corresponding token.
10. The method of any one of the preceding claims, wherein transferring the fungible or non-fungible token occurs via an execution of a smart contract.
11. The method of any one of the preceding claims, wherein the method comprises distributing the non-fungible tokens at a predetermined rate.
12. The method of any one of the preceding claims, wherein generating a non- fungible token for the fungible token comprises generating exactly one non-fungible token for the fungible token such that no further non-fungible token can be generated for that fungible token.
13. The method of any one of the preceding claims, wherein the fungible tokens up to the total token supply represent a first set of fungible tokens and the method further comprises:
before transferring the non-fungible token to the user, generating a second set of fungible tokens containing a number of fungible tokens that is identical to the number of frames in the film; and
transferring a number of fungible tokens of the second set to the user wherein the number is based on a percentage of fungible tokens in the first set transferred to the user; and
performing the steps of generating and upon request transferring multiple times and for each fungible token of the second set.
14. The method of any one of the preceding claims, wherein the one of the fungible tokens is transferred to a user from a contributing person involved in producing the film.
15. The method of any one of the preceding claims, wherein the method comprises producing the film after transferring the one of the fungible tokens and before transferring the non-fimgible token.
16. The method of any one of the preceding claims, wherein the total token supply is greater than a total number of frames in the film and the method comprises burning fungible tokens of the total token supply that are more than a total number of frames of the film.
17. A non-transitory computer readable medium with program code stored thereon that, when executed by a computer, causes the computer to perform the method of any one of the preceding claims.
18. A computer system to reference multiple parts of a film, the computer system comprising:
a processor configured to
generate fungible tokens up to a total token supply on a blockchain; transfer one of the fungible tokens to a user;
receive a request from a user for one of the multiple parts of the film; generate a non-fimgible token for the fungible token transferred to the user making the request, wherein generating the non-fimgible token creates an association of the non-fimgible token to the requested part of the film; and
upon request by the user, transfer the non-fimgible token associated with the requested part of the film to the user on the blockchain.
19. A non-transitory computer readable medium with a film stored thereon, wherein
the film comprises multiple parts; and
each of the multiple parts is associated with a non-fimgible token on a blockchain and transferred to one of multiple recipients over the blockchain by
converting a fungible token into the non-fungible token associated with that part of the film.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
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AU2018901546A AU2018901546A0 (en) | 2018-05-07 | Films on a blockchain | |
AU2018901546 | 2018-05-07 |
Publications (1)
Publication Number | Publication Date |
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WO2019213700A1 true WO2019213700A1 (en) | 2019-11-14 |
Family
ID=68467180
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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PCT/AU2019/050419 WO2019213700A1 (en) | 2018-05-07 | 2019-05-07 | Films on a blockchain |
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WO (1) | WO2019213700A1 (en) |
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