CLUSTERING AUDIENCE BASED ON EXPRESSIONS CAPTURED FROM DIFFERENT SPECTATORS OF THE AUDIENCE

    公开(公告)号:US20220168644A1

    公开(公告)日:2022-06-02

    申请号:US17220709

    申请日:2021-04-01

    Abstract: Methods and systems for representing emotions of an audience of spectators viewing online gaming of a video game include capturing interaction data from spectators in an audience engaged in watching gameplay of the video game. The captured interaction data is aggregated by clustering the spectators into different groups in accordance to emotions detected from the spectators in the audience. An avatar is generated to represent emotion of each group and expressions of the avatar are dynamically adjusted to match changes in the expressions of the spectators of the respective group. The avatars representing distinct emotions of different group of spectators is presented alongside content of the video game. A size of the avatar for each distinct emotion is influenced by the confidence score associated with the respective group of spectators.

    Clustering audience based on expressions captured from different spectators of the audience

    公开(公告)号:US11420125B2

    公开(公告)日:2022-08-23

    申请号:US17220709

    申请日:2021-04-01

    Abstract: Methods and systems for representing emotions of an audience of spectators viewing online gaming of a video game include capturing interaction data from spectators in an audience engaged in watching gameplay of the video game. The captured interaction data is aggregated by clustering the spectators into different groups in accordance to emotions detected from the spectators in the audience. An avatar is generated to represent emotion of each group and expressions of the avatar are dynamically adjusted to match changes in the expressions of the spectators of the respective group. The avatars representing distinct emotions of different group of spectators is presented alongside content of the video game. A size of the avatar for each distinct emotion is influenced by the confidence score associated with the respective group of spectators.

    IDENTIFYING GRAPHIC INTERCHANGE FORMATS FOR INCLUDING WITH CONTENT OF A VIDEO GAME

    公开(公告)号:US20220168639A1

    公开(公告)日:2022-06-02

    申请号:US17220743

    申请日:2021-04-01

    Abstract: Methods and systems for representing emotions of an audience of spectators viewing online gaming of a video game include capturing interaction data from spectators of an audience engaged in watching gameplay of the video game. The captured interaction data is used to cluster the spectators into different groups in accordance to emotions detected from the interactions of spectators in the audience. A graphic interchange format file (GIF) is identified for each group based on the emotion associated with the group. The GIFs representing the distinct emotions of different groups of spectators are forwarded to client devices of spectators for rendering alongside content of the video game.

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