# US 11,077,366 B2 · Methodology for equalizing systemic latencies in television reception in connection with games of skill played in connection with live television programming

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- Number: US 11,077,366 B2
- Document ID: US11077366B2
- Status: Granted
- Kind: B2
- Application number: 16/752,541
- Filed: 2020-01-24
- Published: 2020-05-21
- Granted: 2021-08-03
- Earliest claimed: 2006-04-12
- Assignees: Winview, Inc.
- Applicants: Winview, Inc.
- Inventors: David B. Lockton; Mark K. Berner; Mark J. Micheli; David Lowe
- Web page: https://patentgrep.com/patent/US11077366B2

## CPC

- H04N 21/4781: {Games}
- A63F 13/12
- A63F 13/216: using geographical information, e.g. location of the game device or player using GPS
- A63F 13/22: Setup operations, e.g. calibration, key configuration or button assignment
- A63F 13/285: Generating tactile feedback signals via the game input device, e.g. force feedback
- A63F 13/30: Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F 13/32: using local area network [LAN] connections
- A63F 13/332: using wireless networks, e.g. cellular phone networks
- A63F 13/335: using Internet
- A63F 13/338: using television networks
- A63F 13/358: Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
- A63F 13/50: Controlling the output signals based on the game progress
- A63F 13/795: for finding other players; for building a team; for providing a buddy list
- A63F 13/92: Video game devices specially adapted to be hand-held while playing
- H04N 5/04: Synchronising (for television systems using pulse code modulation H04N7/56)
- H04N 21/2385: Channel allocation (H04N21/266 takes precedence); Bandwidth allocation (H04N21/24 takes precedence {; allocation of channels according to the instantaneous demands of the users in time-division multiplex systems H04J3/1682; admission control, resource allocation in open networks H04L12/5692; arrangements for maintenance or administration in data switching networks involving bandwidth and capacity management H04L41/0896; negotiating bandwidth in wireless networks H04W28/16})
- H04N 21/24: Monitoring of processes or resources, e.g. monitoring of server load, available bandwidth, upstream requests {(monitoring of server performance or load G06F11/34; arrangements for observation, testing or troubleshooting for broadcast or for distribution combined with broadcast H04H20/12)}
- H04N 21/25866: {Management of end-user data (customer care in data networks H04L41/5077)}
- H04N 21/27: Server based end-user applications
- H04N 21/4302: {Content synchronisation processes, e.g. decoder synchronisation}
- H04N 21/435: Processing of additional data, e.g. decrypting of additional data, reconstructing software from modules extracted from the transport stream
- H04N 21/43615: {Interfacing a Home Network, e.g. for connecting the client to a plurality of peripherals (home Audio Video Interoperability [HAVI] data switching networks H04L12/2805)}
- H04N 21/44209: {Monitoring of downstream path of the transmission network originating from a server, e.g. bandwidth variations of a wireless network (arrangements for maintenance or administration in data switching networks involving bandwidth and capacity management H04L41/0896)}
- H04N 21/4508: {Management of client data or end-user data}
- H04N 21/47217: {for controlling playback functions for recorded or on-demand content, e.g. using progress bars, mode or play-point indicators or bookmarks (specific graphical features in visual interfaces H04N21/4312)}
- H04N 21/6131: {involving transmission via a mobile phone network (wireless downlink channel access H04W74/006)}
- A63F 2300/406: Transmission via wireless network, e.g. pager or GSM
- A63F 2300/407: Data transfer via internet
- A63F 2300/409: Data transfer via television network
- A63F 2300/534: for network load management, e.g. bandwidth optimization, latency reduction
- H04N: PICTORIAL COMMUNICATION, e.g. TELEVISION
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## 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.

## Claims

### Claim 1

A server comprising:
a memory for storing an application for conducting one or more real-time games of skill or chance or other entertainment in connection with a televised sports event, the application configured for:
i. communicating with a plurality of devices grouped into a plurality of cohorts, wherein each cohort constitutes participants in one of the real-time games of skill or chance or other entertainment; and
ii. storing one or more files related to the one or more real-time games of skill or chance or other entertainment;
iii. simultaneously transmitting the one or more files to each of the devices within a cohort;
iv. sending one or more lockout signals at one or more appropriate times based on an amount of delay to prevent users from submitting one or more responses to the one or more real time games of skill or chance or other entertainment; and
b. a processor for processing the application.

### Claim 2 (depends on 1)

The server as claimed in claim 1 wherein the amount of delay for a cohort is based on an earliest signal reception by a member of the cohort.

### Claim 3 (depends on 2)

The server as claimed in claim 2 wherein the signal reception is selected from the group consisting of an over the air network, a cable network, a satellite network, or one or more streamed signals.

### Claim 4 (depends on 1)

The server as claimed in claim 1 wherein the server stores game control data and transfers the game control data to each device within the plurality of devices.

### Claim 5 (depends on 4)

The server as claimed in claim 4 wherein the amount of delay is predetermined.

### Claim 6 (depends on 5)

The server as claimed in claim 5 wherein the game control data includes delay information for equalizing the lockout signal.

### Claim 7 (depends on 1)

The server as claimed in claim 1 wherein the amount of delay accounts for delays within a television signal reception path.

### Claim 8 (depends on 5)

The server as claimed in claim 5 wherein the game control data imposes a delay for equalizing the lockout signal.

### Claim 9 (depends on 4)

The server as claimed in claim 4 wherein the game control data is based on one or more real-time data feeds.

### Claim 10 (depends on 9)

The server as claimed in claim 9 wherein the one or more real-time data feeds originate from a venue of the televised sports event.

### Claim 11 (depends on 1)

The server as claimed in claim 1 wherein the game of skill or chance or other entertainment is synchronized with a broadcast of the televised sports event.

### Claim 12 (depends on 11)

The server as claimed in claim 11 wherein the broadcast is delivered online.

### Claim 13 (depends on 11)

The server as claimed in claim 11 wherein questions are displayed at precise times before, during and after the commercials or pauses in the broadcast sent to the plurality of devices in synchronization with the broadcast.

### Claim 14 (depends on 1)

The server as claimed in claim 1 wherein an earliest receipt of the lockout signal by participants is utilized for equalizing locking out all participants.

### Claim 15 (depends on 1)

The server as claimed in claim 1 wherein an earliest lockout signal required to prevent participants receiving an earliest broadcast signal on a connected device is utilized for equalizing locking out all participants receiving a later broadcast signal.

### Claim 16 (depends on 1)

The server as claimed in claim 1 wherein input data received by a server from the plurality of devices is further for determining a shortest delay for participants and applying the one or more lockout signals to the participants based on the shortest delay within a cohort.

### Claim 17 (depends on 1)

The server as claimed in claim 1 wherein at least one of the one or more lockout signals is based on information from an observer physically present at an event.

### Claim 18 (depends on 1)

The server as claimed in claim 1 wherein each of the cohorts receives the broadcast delivered by similar transmission and reception systems.

### Claim 19 (depends on 1)

The server as claimed in claim 1 wherein each of the cohorts is grouped based on a time zone in which the mobile device is located.

### Claim 20 (depends on 1)

The server as claimed in claim 1 wherein a first cohort is watching a first televised sports event and a second cohort is watching a second televised sports event.

### Claim 21 (depends on 1)

The server as claimed in claim 1 wherein a person observes the event at a physical venue and is in communication with one or more producers of the game of skill or chance or other entertainment.

### Claim 22 (depends on 1)

The server as claimed in claim 1 wherein the appropriate time for the one or more lockout signals occurs immediately before competitors are able to see or hear a play unfold.

### Claim 23 (depends on 1)

The server as claimed in claim 1 wherein the appropriate time for the one or more lockout signals occurs immediately before a scoring chance in an event.

### Claim 24 (depends on 1)

The server as claimed in claim 1 wherein the appropriate time for the one or more lockout signals involves an in-progress play, not during a stoppage, and preventing submitting the response before a critical element of the in-progress play unfolds.

### Claim 25 (depends on 1)

The server as claimed in claim 1 wherein the one or more lockout signals are able to apply for a limited amount of time and then removed permitting user input after the lockout signal is removed.

### Claim 26 (depends on 1)

The server as claimed in claim 1 wherein the one or more lockout signals are able to apply for an action lasting a limited amount of time.

### Claim 27 (depends on 1)

The server as claimed in claim 1 wherein the amount of delay is based on latency of video signals received by a producer producing the one or more real-time games of skill or chance or other entertainment.

### Claim 28 (depends on 1)

The server as claimed in claim 1 wherein the amount of delay is measured.

### Claim 29

A server comprising:
a. a memory for storing an application, the application configured for:
i. communicating with a plurality of devices grouped into a set of cohorts, wherein each cohort constitutes participants in one or more real-time games of skill or chance or other entertainment;
ii. storing one or more files related to the one or more real-time games of skill or chance or other entertainment;
iii. simultaneously transmitting the one or more files to each of the devices within a cohort; and
iv. sending one or more lockout signals at one or more appropriate times based on an amount of delay to prevent users from submitting a response to the real-time game of skill or chance or other entertainment, wherein a first cohort of the set of cohorts is watching a first televised sports event, and a second cohort of the set of cohorts is watching a second televised sports event; and
b. a processor for processing the application.

### Claim 30 (depends on 29)

The server as claimed in claim 29 wherein the amount of delay is measured.
