# US 11,442,987 B2 · Media-object binding for displaying real-time play data for live-streaming media

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- Number: US 11,442,987 B2
- Document ID: US11442987B2
- Status: Granted
- Kind: B2
- Application number: 16/885,629
- Filed: 2020-05-28
- Published: 2021-12-02
- Granted: 2022-09-13
- Earliest claimed: 2020-05-28
- Assignees: Sony Interactive Entertainment Inc.
- Applicants: Sony Interactive Entertainment Inc.
- Inventors: Dustin Shawn Clingman; Mischa Stephens
- Web page: https://patentgrep.com/patent/US11442987B2

## CPC

- G06F 16/7837: {using objects detected or recognised in the video content}
- A63F 13/35: Details of game servers
- A63F 13/53: involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F 13/79: involving player-related data, e.g. identities, accounts, preferences or play histories
- A63F 13/86: Watching games played by other players
- G06F 16/735: Filtering based on additional data, e.g. user or group profiles
- H04N 21/2187: Live feed
- H04N 21/234363: {by altering the spatial resolution, e.g. for clients with a lower screen resolution}
- H04N 21/4314: {for fitting data in a restricted space on the screen, e.g. EPG data in a rectangular grid}
- H04N 21/4781: {Games}
- H04N 21/4828: {for searching programme descriptors (retrieval of video data G06F16/739)}
- H04N 21/84: Generation or processing of descriptive data, e.g. content descriptors {(systems specially adapted for using meta-information in broadcast systems H04H60/73)}
- A63F 2300/556: Player lists, e.g. online players, buddy list, black list
- G06F: ELECTRIC DIGITAL DATA PROCESSING (computer systems based on specific computational models G06N)
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- H04N: PICTORIAL COMMUNICATION, e.g. TELEVISION

## Abstract

A system and method for media-object binding and displaying real-time play data for live-streaming media is provided. At least one set of object data may be associated with a live-streaming media. One or more media-object bindings between the at least one set of object data and the live-streaming media may be formed and stored in memory or one or more databases. The at least one set of object data may include data about one or more objects displayed in real-time during the live-streaming media.

## Claims

### Claim 1

A method of media-object binding and displaying real-time play data for a live-streaming media based on one or more objects displaying therein, the method comprising:
associating at least one set of object data with at least a portion of the live-streaming media, wherein the at least one set of object data comprises data about the one or more objects displayed in real-time in the live-streaming media;
forming, based on the associating, one or more media-object bindings between the at least one set of object data and the at least the portion of the live-streaming media;
storing the one or more media-object bindings in one or more databases;
determining one of the one or more objects displayed in the live-streaming media is an object of interest for categorizing the live-streaming media;
forming a dynamic category of live-streaming media including the live-streaming media, wherein the dynamic category is updated in real-time to limit the dynamic category to live-streaming media that are displaying the object of interest in real-time; and
displaying the real-time play data associated with the at least one set of object data in association with the live-streaming media.

### Claim 2 (depends on 1)

The method of claim 1, further comprising:
prior to the associating, generating the at least one set of object data based on the one or more objects displayed in the live-streaming media.

### Claim 3 (depends on 1)

The method of claim 1, further comprising:
determining relevant object data for a user based on game history of the user; and
presenting an associated dynamic results list to the user, wherein the associated dynamic results list comprise a list of live-streaming media, including the live-streaming media, that each display, in real-time, one or more relevant objects associated with the relevant object data for the user.

### Claim 4 (depends on 1)

The method of claim 1, wherein the object of interest is with respect to aspects of gameplay, a character, a weapon, a play mode, or a skill level of a player.

### Claim 5 (depends on 1)

The method of claim 1, further comprising:
displaying the dynamic category as a results list for a target user.

### Claim 6 (depends on 5)

The method of claim 5, wherein the results list is further filtered based on characteristics of the target user.

### Claim 7 (depends on 5)

The method of claim 5, wherein the displaying is based on an input by the target user.

### Claim 8

A system for media-object binding and displaying real-time play data for a live-streaming media based on one or more objects displaying therein, the system comprising:
one or more databases that stores sets of object data and media-object bindings between the live-streaming media and at least one set of object data; and
one or more processors that executes instructions stored in memory, wherein execution of the instructions by the one or more processors:
associates the at least one set of object data with at least a portion of the live-streaming media, wherein the at least one set of object data comprises data about the one or more objects displayed in real-time in the live-streaming media;
forms, based on the association, one or more media-object bindings between the at least one set of object data and the at least a portion of the live-streaming media;
stores the one or more media-object bindings in the one or more databases;
determines one of the one or more objects displayed in the live-streaming media is an object of interest for categorizing the live-streaming media;
forms a dynamic category of live-streaming media including the live-streaming media, wherein the dynamic category is updated in real-time to limit the dynamic category to live-streaming media that are displaying the object of interest in real-time; and
displays the real-time play data associated with the at least one set of object data in association with the live-streaming media.

### Claim 9 (depends on 8)

The system of claim 8, wherein the one or more databases further stores the live-streaming media.

### Claim 10 (depends on 8)

The system of claim 8, wherein further execution of the instructions by the one or more processors:
prior to the associating, generates the at least one set of object data based on the one or more objects displayed in the live-streaming media.

### Claim 11 (depends on 8)

The system of claim 8, wherein further execution of the instructions by the one or more processors:
determines relevant object data for a user based on game history of the user; and
presents an associated dynamic results list to the user, wherein the associated dynamic results list comprise a list of live-streaming media, including the live-streaming media, that each display, in real-time, one or more objects associated with the relevant object data for the user.

### Claim 12 (depends on 8)

The system of claim 8, wherein the object of interest is with respect to aspects of gameplay, a character, a weapon, a play mode, or a skill level of a player.

### Claim 13 (depends on 8)

The system of claim 8, wherein further execution of the instructions by the one or more processors:
displays the dynamic category as a results list for a target user.

### Claim 14 (depends on 13)

The system of claim 13, wherein the results list is further filtered based on characteristics of the target user.

### Claim 15 (depends on 13)

The system of claim 13, wherein the displaying is based on an input by the target user.

### Claim 16

A non-transitory computer-readable medium having embodied thereon a program executable by one or more processors to perform a method for media-object binding and displaying real-time play data for a live-streaming media based on one or more objects displaying therein, the method comprising:
associating at least one set of object data with at least a portion of the live-streaming media, wherein the at least one set of object data comprises data about the one or more objects displayed in real-time in the live-streaming media;
forming, based on the association, one or more media-object bindings between the at least one set of object data and the at least a portion of the live-streaming media;
storing the one or more media-object bindings in one or more databases;
determining one of the one or more objects displayed in the live-streaming media is an object of interest for categorizing the live-streaming media;
forming a dynamic category of live-streaming media including the live-streaming media, wherein the dynamic category is updated in real-time to limit the dynamic category to live-streaming media that are displaying the object of interest in real-time; and
displaying the real-time play data associated with the at least one set of object data in association with the live-streaming media.

### Claim 17 (depends on 16)

The non-transitory computer-readable medium of claim 16, further comprising:
prior to the associating, generating the at least one set of object data based on the one or more objects displayed in the live-streaming media.

### Claim 18 (depends on 16)

The non-transitory computer-readable medium of claim 16, further comprising:
determining relevant object data for a user based on game history of the user; and
presenting an associated dynamic results list to the user, wherein the associated dynamic results list comprise a list of live-streaming media, including the live-streaming media, that each display, in real-time, one or more objects associated with the relevant object data for the user.

### Claim 19 (depends on 16)

The non-transitory computer-readable medium of claim 16, wherein the object of interest is with respect to aspects of gameplay, a character, a weapon, a play mode, or a skill level of a player.

### Claim 20 (depends on 16)

The non-transitory computer-readable medium of claim 16, further comprising:
displaying the dynamic category as a results list for a target user viewing the results list.

### Claim 21 (depends on 20)

The non-transitory computer-readable medium of claim 20, wherein the results list is further filtered based on characteristics of the target user.

### Claim 22 (depends on 20)

The non-transitory computer-readable medium of claim 20, wherein the displaying is based on an input by the target user.
