# US 11,298,622 B2 · Immersive crowd experience for spectating

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- Number: US 11,298,622 B2
- Document ID: US11298622B2
- Status: Granted
- Kind: B2
- Application number: 16/660,787
- Filed: 2019-10-22
- Published: 2021-04-22
- Granted: 2022-04-12
- Earliest claimed: 2019-10-22
- Assignees: Sony Interactive Entertainment Inc.
- Applicants: Sony Interactive Entertainment Inc.
- Inventors: Sudha Krishnamurthy
- Web page: https://patentgrep.com/patent/US11298622B2

## CPC

- A63F 13/86: Watching games played by other players
- A63F 13/23: for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F 13/56: Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
- A63F 13/67: adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
- A63F 13/79: involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F 13/816: Athletics, e.g. track-and-field sports
- G06F 3/011: {Arrangements for interaction with the human body, e.g. for user immersion in virtual reality (blind teaching G09B21/00)}
- H04L 67/131: Protocols for games, networked simulations or virtual reality
- A63F 2300/1025: details of the interface with the game device, e.g. USB version detection
- A63F 2300/577: for watching a game played by other players
- A63F 2300/8082: Virtual reality
- G06F 2203/011: Emotion or mood input determined on the basis of sensed human body parameters such as pulse, heart rate or beat, temperature of skin, facial expressions, iris, voice pitch, brain activity patterns
- G06V 40/174: {Facial expression recognition}
- G06V 40/20: Movements or behaviour, e.g. gesture recognition (recognition of facial expressions G06V40/16)
- H04L 67/10: in which an application is distributed across nodes in the network (software deployment G06F8/60; multiprogramming arrangements G06F9/46)
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)
- H04L: TRANSMISSION OF DIGITAL INFORMATION, e.g. TELEGRAPHIC COMMUNICATION (arrangements common to telegraphic and telephonic communication H04M)
- G06V: IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING

## Abstract

An automated system that improves the spectating experience for a computer game or e-sport by placing spectators in locations based on their preferences, interests, demographics, and changes in emotions or behavior as the game progresses. The spectator may be moved automatically or may elect to move within the virtual space to improve the immersive experience. In some cases, the system may charge for better spectating experience. The system also detects abusive and inappropriate spectator behavior and allows such behavior to be isolated, in order to improve the spectating experience.

## Claims

### Claim 1

A system comprising:
at least one processor configured with code to:
identify at least a first characteristic of at least a first spectator of a computer simulation presented on at least one display, the spectator not being an active player of the computer simulation;
based at least in part on the first characteristic, identify a location in a virtual space of the computer simulation to virtually locate the first spectator;
present on a device associated with the first spectator the computer simulation from a point of view at the location; and
wherein the first characteristic indicates aggressive behavior on the part of the first spectator, and the processor is configured to:
on at least one display, highlight the first spectator as being aggressive.

### Claim 2 (depends on 1)

The system of claim 1, wherein the computer simulation is from a computer simulation source comprising a network server.

### Claim 3 (depends on 1)

The system of claim 1, wherein the computer simulation is from a computer simulation source comprising a computer game console communicating with a computer simulation controller.

### Claim 4 (depends on 1)

The system of claim 1, wherein the first characteristic comprises a demographic profile of the first spectator.

### Claim 5 (depends on 1)

The system of claim 1, wherein the processor is configured with code to:
identify the location at least in part as being a location in which other virtual spectators sharing the first characteristic are virtually located.

### Claim 6 (depends on 1)

The system of claim 1, wherein the processor is configured with code to:
receive from the spectator device input indicating a foul during play of the computer simulation; and
use the input to present an indication of the foul on at least one display.

### Claim 7 (depends on 1)

The system of claim 1, wherein the computer simulation comprises an e-sport.

### Claim 8 (depends on 1)

The system of claim 1, wherein the computer simulation comprises a computer game.

### Claim 9

A method, comprising:
identifying at least a first characteristic of at least a first spectator of a computer simulation; and
based at least in part on the first characteristic, virtually locating the spectator in a virtual space associated with the computer simulation presented on at least one display, the spectator not being an active player of the computer simulation, wherein the first characteristic indicates aggressive behavior on the part of the first spectator, and the method comprises:
on at least one display, highlighting the first spectator as being aggressive.

### Claim 10 (depends on 9)

The method of claim 9, comprising:
presenting on a device associated with the first spectator the computer simulation from a point of view at the location.

### Claim 11 (depends on 9)

The method of claim 9, wherein the first characteristic comprises a demographic profile of the first spectator.

### Claim 12 (depends on 9)

The method of claim 9, comprising:
virtually locating the spectator in a virtual space at a location at least in part as being a location in which other virtual spectators sharing the first characteristic are virtually located.

### Claim 13 (depends on 9)

The method of claim 9, comprising:
receiving from a device associated with the spectator input indicating a foul during play of the computer simulation; and
using the input to present an indication of the foul on at least one display.

### Claim 14

An apparatus, comprising:
at least one computer storage that is not a transitory signal and that comprises instructions executable by at least one processor to:
using at least one neural network, identify an emotion of a spectator of a computer simulation;
based at least in part on the emotion group the spectator with other spectators of the computer simulation;
group the spectator with other spectators of the computer simulation by locating the spectator nearby the other spectators in virtual space; and in some cases, charge the spectators when moving locations with a better view of the sport.

### Claim 15

An apparatus, comprising:
at least one computer storage that is not a transitory signal and that comprises instructions executable by at least one processor to:
group at least a first spectator of a computer simulation with at least a second spectator of the computer simulation; and
allow the first spectator to indicate inappropriate behavior of the second spectator such that responsive to the behavior of the second spectator being identified as inappropriate, the second spectator is moved to another virtual location inside or outside an emulated area of the computer simulation.
