# US 2014/0155130 A1 · 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 2014/0155130 A1
- Document ID: US20140155130A1
- Status: Published application
- Kind: A1
- Application number: 14/172,571
- Filed: 2014-02-04
- Published: 2014-06-05
- 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/US20140155130A1

## 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 at position 1

1-13. (canceled)

### Claim 14

A method of equalizing effects of latency issues in synchronization of display of data files on a mobile device with a taped television broadcast comprising:
a. storing a set of data files on a server which relate to the taped television broadcast;
b. determining one or more start times for the taped television program; and
c. transmitting the set of files from the server to each of a plurality of mobile devices at a transmission time corresponding to an appropriate start time for the mobile device.

### Claim 15 (depends on 14)

The method as claimed in claim 14 wherein an application on the mobile device starts using the set of files at the one or more start times.

### Claim 16 (depends on 14)

The method as claimed in claim 14 wherein the set of data files are television broadcast related files.

### Claim 17 (depends on 14)

The method as claimed in claim 14 wherein determining the one or more start times includes at least one of:
a. utilizing an employee of a game provider to synchronize data files based on their visual observation of a telecast;
b. utilizing at least one of an audio and video recognition system with online access to the broadcast for each separate market which provides real-time tracking of the broadcast to the server;
c. inserting at least one of an audio and video event in the television broadcast which is recognizable at a starting point;
d. designating at least one of the audio and video event in the television broadcast which is recognizable as the starting point;
e. utilizing an audio signal, inserted within the broadcast recognizable by an audio receiver of the mobile device; and
f. using a vertical blanking interval.

### Claim 18

A system for equalizing effects of latency issues for a game of skill or chance or entertainment comprising:
a. a mobile device; and
b. a server coupled to the mobile device wherein the server sends a lockout signal at an appropriate time based on a measured amount of delay to prevent a user from submitting a response after receipt of a game event in a television broadcast.

### Claim 19 (depends on 18)

The system as claimed in claim 18 wherein the mobile device is within a group of mobile devices.

### Claim 20 (depends on 18)

The system as claimed in claim 18 wherein the server determines which group the mobile device is in.

### Claim 21 (depends on 18)

The system as claimed in claim 18 wherein the server stores game control data and transmits the game control data to the mobile device.

### Claim 22 (depends on 21)

The system as claimed in claim 21 wherein the game control data includes delay information for implementing the lockout signal.

### Claim 23 (depends on 18)

The system as claimed in claim 18 wherein the server contains a location determination application for determining the location of the mobile device.

### Claim 24 (depends on 18)

The system as claimed in claim 18 wherein the mobile device contains a location determination application for determining the location of the mobile device.

### Claim 25 (depends on 18)

The system as claimed in claim 18 wherein variances in delays in receiving the television signal determine delays in transmitting applicable data files within a television signal reception path.

### Claim at position 14

26-38. (canceled)

### Claim 39 (depends on 14)

The method of claim 14 wherein the taped television broadcast comprises commercials.

### Claim 40 (depends on 39)

The method of claim 39 wherein questions to be displayed at precise times before, during and after the commercials sent to the mobile device in synchronization with the taped television broadcast.

### Claim 41 (depends on 40)

The method of claim 40 wherein an incentive is awarded for answering the questions on the mobile device in synchronization with the taped television broadcast of the commercials.

### Claim 42 (depends on 14)

The method of claim 14 wherein existing events in the taped television broadcast are used as synchronization points as start points for previously downloaded data files to a mobile client.

### Claim 43 (depends on 14)

The method of claim 14 wherein a synchronization point is a visible or audible event located within the taped television broadcast.

### Claim 44 (depends on 14)

The method of claim 14 wherein information is inserted in a Vertical Blanking Interval (VBI) or equivalent of a show and tracked online in real-time.

### Claim 45 (depends on 14)

The method of claim 14 wherein information is embedded in the taped television broadcast and tracked online in real-time.

### Claim 46 (depends on 14)

The method of claim 14 wherein determining the one or more start times of the taped television broadcast includes using a recognizable signal recognizable by the mobile device.

### Claim 47 (depends on 14)

The method of claim 14 further comprising delivering a start time of a commercial using a recognizable signal recognizable by the mobile device.

### Claim 48 (depends on 14)

The method of claim 14 wherein a game of skill or chance or entertainment is run in conjunction with the taped television broadcast and wherein the game of skill or chance or entertainment comprises pre-produced data files.

### Claim 49 (depends on 48)

The method of claim 48 wherein the pre-produced data files comprise real-time entertainment.

### Claim 50 (depends on 48)

The method of claim 48 wherein a plurality of synchronization points are used by a client to continuously check to ensure the pre produced data files are synchronized with the taped television broadcast.

### Claim 51 (depends on 48)

The method of claim 48 wherein inserted audio or video in the taped television broadcast is used to continuously check to ensure the pre-produced data files are precisely synchronized on the client with the taped television broadcast.

### Claim 52 (depends on 51)

The method of claim 51 wherein the inserted audio or video is used by a client to continuously check to ensure the pre-produced data files are precisely synchronized on the client with the taped television broadcast.

### Claim 53 (depends on 51)

The method of claim 51 wherein the inserted audio or video is used by a server to continuously check to ensure the pre-produced data files are precisely synchronized on the client with the taped television broadcast.

### Claim 54 (depends on 14)

The method of claim 14 wherein an artifact is inserted into the taped television broadcast recognizable by an audio receiver in a mobile device which is utilized to start and continually keep a game of skill or chance or entertainment synchronized with the taped television broadcast.

### Claim 55 (depends on 14)

The method of claim 14 wherein the game of skill or chance ends when the taped television broadcast ends.

### Claim 56 (depends on 14)

The method of claim 14 wherein a server sends the game of skill or chance or entertainment to the mobile device.

### Claim 57 (depends on 14)

The method of claim 14 wherein the game of skill or chance or entertainment is stored in a memory of the mobile device.

### Claim 58 (depends on 14)

The method of claim 14 wherein the game of skill or chance or entertainment is stored in random access memory of the mobile device.

### Claim 59 (depends on 14)

The method of claim 14 further comprising displaying the game of skill or chance or entertainment on the mobile device.

### Claim 60 (depends on 14)

The method of claim 14 wherein an earliest receipt of a lockout signal by participants is utilized for equalizing locking out all participants receiving the taped television broadcast later.

### Claim 61 (depends on 14)

The method of claim 14 further comprising establishing a delay by comparing audio or video samples derived from the mobile device linked to a game server by comparing samples to archived audio or video files of the taped television broadcast.

### Claim 62 (depends on 61)

The method of claim 61 wherein adjustment of the amount of delay results in synchronization of receipt of a television signal of the taped television broadcast and presentation of game-related data on the mobile device.

### Claim 63 (depends on 14)

The method of claim 14 further comprising determining a shortest delay experienced by participants and applying lockouts to the participants based on the shortest delay.

### Claim 64 (depends on 14)

The method of claim 14 wherein participants comprise ad hoc or preexisting groups of friends competing in a separate competition in disparate physical locations.

### Claim 65 (depends on 14)

The method of claim 14 wherein the synchronization points are the audio or video data for the taped television broadcast residing on the server online with the mobile device.

### Claim 66 (depends on 14)

The method of claim 14 wherein participants constitute ad hoc or existing groups of geographically dispersed friends participating in a separate game of chance or skill or entertainment.

### Claim 67 (depends on 66)

The method of claim 66 wherein the participants are ad hoc or previously organized groups of friends competing against each other in a separate contest.

### Claim 68 (depends on 67)

The method of claim 67 wherein equalizing the participants comprises time stamping an amount of delay on game-related data.

### Claim 69 (depends on 14)

The method of claim 14 wherein the taped television broadcast is stored on a digital video recorder.

### Claim 70 (depends on 14)

The method of claim 14 further comprising determining if there is additional processing of the taped television broadcast increasing a total length of delay.

### Claim 71 (depends on 14)

The method of claim 14 wherein a delay includes a digital video recorder delay wherein the taped television broadcast is recorded on the digital video recorder.

### Claim 72 (depends on 14)

The method of claim 14 further comprising equalizing a delay wherein equalizing incorporates time stamping the amount of delay on a game lock out signal, imposing the amount of delay on an entire game data stream and sending game control data to the participant cohorts at the same time where client software delays presentation of game data based on a precise viewing time of the taped television broadcast.

### Claim 73 (depends on 14)

The method of claim 14 wherein a client used in connection with viewing a time shifted telecast of a previously recorded program utilizes automatic content recognition to synchronize preproduced game data files to precisely synchronize game data files with the recorded telecast.

### Claim 74 (depends on 14)

The method of claim 14 wherein a client used in connection with viewing a delayed program utilizes automatic content recognition to synchronize preproduced game data files to precisely synchronize game data files with the recorded telecast.

### Claim 75 (depends on 14)

The method of claim 14 wherein determining comprises establishing an amount of delay through an automated system linked to a server, which samples an audio track of a satellite or over the air broadcast signal, to provide information related to a precise arrival of the broadcast.

### Claim 76 (depends on 14)

The method of claim 14 wherein the taped television broadcast is recorded on a digital video recorder.

### Claim 77 (depends on 14)

The method of claim 14 further comprising equalizing a set of cohorts comprising time stamping an amount of delay on a game lock out signal, imposing the amount of delay on an entire game data stream and sending game control data to the participant cohorts at the same time relative to receipt of the broadcast, where client software delays presentation of game data based on a precise time of reception of the broadcast by a group.

### Claim 78 (depends on 14)

The method of claim 14 wherein the taped television broadcast and the set of files are presented on a same screen.

### Claim 79 (depends on 14)

The method of claim 14 wherein the taped television broadcast and the set of files are presented on different screens.

### Claim 80 (depends on 14)

The method of claim 14 wherein electronics receiving and displaying the taped television broadcast on a first screen coupled to a game server via the Internet provide control information to a second screen.

### Claim 81

A method of equalizing effects of latency issues for a game of skill or chance or entertainment comprising:
a. determining when to send a lockout signal comprising a time value; and
b. sending the lockout signal from a server to a mobile device based on a measured amount of delay to prevent scoring of a response entered after the time value.
