throbber
USOO885.6030B2
`
`(12) United States Patent
`Russek
`
`(10) Patent No.:
`(45) Date of Patent:
`
`US 8,856,030 B2
`Oct. 7, 2014
`
`(54) METHOD, SYSTEMAND SOFTWARE FOR
`ASSOCATING ATTRIBUTES WITHIN
`DIGITAL MEDIA PRESENTATIONS
`
`(75) Inventor: David J. Russek, Maple Glen, PA (US)
`
`(73) Assignee: Sevenecho, LLC, Norristown, PA (US)
`(*) Notice:
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 1841 da
`.S.C. 154(b) by
`yS.
`
`(21) Appl. No.: 10/819,514
`(22) Filed:
`Apr. 7, 2004
`
`5,692.212 A 1 1/1997 Roach
`5,725,472 A
`3, 1998 Weathers
`5,734,795 A
`3/1998 Rogers
`5,751,953 A
`5, 1998 Shiels
`
`.
`
`5,754,787 A * 5/1998 Dedrick .
`5,774,664 A
`6/1998 Hidary
`5,805,784. A
`9, 1998 Crawford
`5,848,934 A 12, 1998 Shiels
`!!
`38. San
`w 4
`S
`5,913,310 A
`6, 1999 Brown
`5,918,603 A
`7/1999 Brown
`5,935,003 A
`8/1999 Stephens
`5,945,988 A
`8/1999 Williams
`(Continued)
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`. TO9,228
`
`US 2004/O199923 A1
`
`Oct. 7, 2004
`
`WO
`
`O177939 A1 10, 2001
`
`Related U.S. Application Data
`(60) Provisional application No. 60/460,998, filed on Apr.
`7, 2003.
`
`(2012.01)
`(2012.01)
`(2006.01)
`
`51) Int. Cl.
`(51)
`G06O 30/02
`G06O 30/00
`G06F 7/30
`(52) U.S. Cl.
`CPC .......... G06F 17/30867 (2013.01); G06Q30/00
`(2013.01); G06F 17/30265 (2013.01)
`USPC ........................................ 705/14.66; 705/319
`(58) Field of Classification Search
`CPC ........................... GO6O 5O/O1 GO6O 3OfO269
`USPC
`Q 705 f14 , 66,319
`See application file for complete search history. s
`
`(56)
`
`References Cited
`
`U.S. PATENT DOCUMENTS
`
`6, 1992 Beitel et al.
`5,119,474 A
`5,586,967 A 12/1996 Davis
`5,604.855 A
`2, 1997 Crawford
`5,625,570 A
`4/1997 Vizireanu
`
`OTHER PUBLICATIONS
`
`Quintana, Y.: “Design of an Object-Oriented Multimedia Database
`for Personalize Multimedia News'. Proc. 1996 Canadian Conf. on
`Electrical and Computer Engg., May 26, 1996-May 29, 1996; pp.
`282-285, XP002460458, Calgary, Canada.
`
`Primary Examiner — Donald L. Champagne
`(74) Attorney, Agent, or Firm — Pepper Hamilton LLP
`
`ABSTRACT
`(57)
`Disclosed are a system, method and Software to associate
`attributes with digital media assets. Digital media contains
`specific assets, such as images, that can be replaced with other
`assets. The system, method and Software permit the associa
`tion of attributes with specific assets. The association of
`attributes and assets enables the provision of content that is
`enhanced and more impacting for a user.
`
`2 Claims, 25 Drawing Sheets
`
`
`
`
`
`
`
`
`
`RID a2 Sis
`s
`COMMUNITYUSER sa
`ONLINE
`"N"Y ACTIVE v. NACTIVE!
`52
`
`s:
`
`
`
`STOREDUSER
`PROFE
`
`9
`se oé
`s
`SS’s se
`l
`c
`
`s
`
`co"ENT
`
`531
`
`S
`f2O2S
`SDIGITALASSET
`REPOSITORY
`
`MODIFIECONTENT - 551
`STORAGE
`
`

`

`US 8,856.030 B2
`Page 2
`
`(56)
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`* cited by examiner
`
`

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`U.S. Patent
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`US 8,856,030 B2
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`US 8,856,030 B2
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`U.S. Patent
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`Oct. 7, 2014
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`U.S. Patent
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`Oct. 7, 2014
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`Sheet 25 0f 25
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`US 8,856,030 B2
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`1.
`METHOD, SYSTEMAND SOFTWARE FOR
`ASSOCATING ATTRIBUTES WITHIN
`DIGITAL MEDIA PRESENTATIONS
`
`CROSS-REFERENCE TO RELATED
`APPLICATIONS
`
`This patent application claims priority to the provisional
`patent application entitled, “Method and System for Digital
`Entertainment Asset Personalization.” filed Apr. 7, 2003,
`serial No. 60/460,998, which is incorporated by reference
`herein. This patent application is also related to the patent
`application entitled, “Method, System and Software for Digi
`tal Media Narrative Personalization.” filed Apr. 7, 2004.
`
`BACKGROUND OF THE INVENTION
`
`It has been stated that human thinking falls into one of two
`categories: reasoning and narrative, descriptive, contempla
`tive thinking. Reasoning is the process that permits the accep
`tance of facts followed by a logical process to conclude a
`result, opinion, conclusion or decision. Narrative, descrip
`tive, contemplative thinking corresponds to the storytelling
`process (including receiving of a story) and the thought pro
`cesses associated with the reception of a story.
`Text and stories (presented in various formats) can also be
`interpreted at various levels including the literal, ethical, his
`torical and mystical levels. It is generally understood that
`texts and stories are read and interpreted in different ways
`including at the different levels. A story or narrative can have
`different meanings at different levels, different interpreta
`tions at different levels, and will be interpreted differently by
`different individuals at each of the levels. Additionally, an
`individual, based on their emotional or physical state, may
`interpret each level of a story differently. A person may react
`differently to a story based on their current emotional state,
`which may in fact change while they are receiving the story.
`In some cases, it may be possible to alter their emotional state
`while receiving the story to make them more receptive to a
`particular interpretation at one or more levels.
`Advertising is typically a type of narrative in which the
`advertiser attempts to influence the recipient (viewer, reader,
`listener) in a way that creates a positive association with a
`productor in Some cases attempts to influence the recipient to
`purchase the product. Humoris frequently used inadvertising
`because it puts the recipient in a receptive state for a message
`regarding the product. As such, humor is already used to alter
`the emotional state of the recipient of the advertising. Such
`manipulation of the emotional state of the recipient is cur
`rently limited to simple manipulation through the presenta
`tion of the advertisement (narrative).
`With the advent of the digital era, the number of ways to
`transmit and present advertisements has increased dramati
`cally, with advertising being inserted into Web pages, being
`displayed as pop-up windows on Web pages, transmitted as
`streaming media over the Internet, presented as animation
`over the Internet, and inserted into television streams at cen
`tral or distributed insertion points. The advent of the digital
`era also threatens advertising in that viewers can avoid adver
`tisements by stopping pop-up windows, or skipping over the
`advertisements on a Personal Video Recorder (PVR).
`Due to the rapid changes in technology, advertisers are
`being forced to take new approaches to advertising including
`product placement, in which products are advertised during
`an entertainment narrative (e.g. a sit-com) as opposed to in a
`separate advertisement. Advertisers are also exploring ways
`to draw viewers (or listeners) to content that is essentially
`
`2
`digital media narrative storytelling, typically in the form of
`music or a short story that would appeal to viewers. What is
`required are ways to attract individuals to content that is
`personally more relevant and impactful for them and which
`may contain an advertising message (in the form of product
`placement), and have them receive that message in full, as
`opposed to skipping over all or a portion of the message. It
`would be an additional benefit to have the ability to under
`stand the individual’s likes and dislikes or current mood in
`order to adapt the message appropriately for the individual at
`the time that they are receiving it.
`Digital media narrative may include content, such as video,
`audio, and combinations thereof, that is distributed digitally
`and can be stored digitally. In some instances digital media
`narrative can be manipulated via computer without human
`interaction. Digital media narrative includes but is not limited
`to stories presented over the Internet, modifiable digital video
`including digital television and streaming media, presenta
`tions on web sites including animations, still images,
`sequences of still images, audio, textual presentations, and
`combinations of all of the abovementioned media.
`Digital media narrative can be distributed in a multitude of
`ways, such as broadcasting over cable and satellite, the Inter
`net, or on media such as optical disks (CDs or DVDs). Dis
`tribution of digital media narrative is a significant business
`and involves complex relationships between artists and
`record labels or film studios, producers, and a complete dis
`tribution chain that includes advertising, both in the form of
`advertising of the content itself as well as sponsored adver
`tising that may be inserted into, or become part of the content
`Such as product placement. Examples of sponsored advertis
`ing include the insertion of commercials into recorded mate
`rials or the use of sponsors products (e.g., automobiles) in the
`narrative.
`Digital media narratives may be directed at a segment of
`the market, but the segment that the digital media narrative
`material is directed to may be quite large. For example, an
`artist may create works that appeal to the 18-24 year old age
`group, but that group can include people with different inter
`ests from various countries and different economic classes.
`Furthermore, when digital media narratives are used as part
`of advertising, that digital media narrative and the advertising
`may be directed at Such a large market segment that it is
`difficult to keep the interest of individuals within that market
`segment. If a user goes to an Internet web site to view a
`recording of an artist, and in particular a sponsored work that
`contains advertising, that work (including the advertising)
`may be so generic that the user cannot respond to or relate to
`the work. Additionally, the user may experience different
`emotional states than another user, or the user may be in an
`emotional state that is different than the user's emotional state
`when the user previously viewed the material.
`For the foregoing reasons, there is a need for a method,
`system, and software to enable a distributor of sponsored or
`un-sponsored digital media narratives to change the content
`of the digital media narrative based on user demographics,
`psychodemographics, emotional states, affinities (cognitive,
`emotional and social), self-narrating content classification,
`internal narrative traits preference topology, time sensitive,
`episodic expectation sequencing, and collective/collaborate
`attributes.
`
`SUMMARY OF THE INVENTION
`
`65
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`A method, system and software are presented which allow
`for customizing and personalizing content based on a com
`bination of the user's demographics, psychodemographics,
`
`

`

`3
`cognitive states, emotional States, social placement and group
`interaction dynamics within an online community, and/or
`affinity for certain content elements (images, Sounds, seg
`ments, graphics, video, text, dialog), self provided narrating
`content, internal narrative traits preference topology, and
`expectation level and temporal spacing of assets within the
`narrative. In one embodiment, a user selects material for
`presentation and is presented with the dynamic digital media
`narrative and optional embedded advertising presented in a
`customized format that gives the user a personalized experi
`CCC.
`The system, method and software may support product
`placement type advertising by modifying both the product
`placement material as well as the narrative Surrounding the
`product placement material. Appropriate advertising may be
`selected as well as selecting components for the narrative that
`Supports the product placement advertising.
`In one embodiment, the user accesses a website containing
`sponsored material and logs on to that website. Information
`regarding the demographics, psychodemographics, cognitive
`states, emotional states, social placement and group interac
`tion dynamics with the online community, and/or affinity for
`certain content elements of the user is retrieved from storage.
`If the user is a new user, he or she is asked a series of
`questions, preferably through a form of media narrative, that
`would creatively ask the questions, in order to obtain key
`information that the system would then classify and include
`into the user's profile. These questions can include yes/no.
`multiple choice, like? dislikes ratings or any other type of
`personal assessment or individual and/or group question.
`Alternatively, the user may interact with the media narrative
`and the interactions may be used to create a user profile.
`In one embodiment, the user requests that the material be
`played or displayed, and is simultaneously presented with
`that material and customized personalized graphics and
`video. In another embodiment, the user can interact with the
`graphics and video. By making certain choices, a profile of
`the user can be determined and updated and the content (in
`cluding background material, primary video, overlay graph
`ics and audio) modified appropriately, thus giving the user an
`enhanced narrative, and more meaningful and emotionally
`satisfying experience with respect to the viewed content. In
`both embodiments, the user profile can then be used to present
`the most appropriate digital assets to the Subscriber, namely
`those with which the user has the highest affinity, or those
`which map well to the user's tendencies and temperament,
`which may be included in the user's internal narrative per
`ception identification framework. The internal narrative per
`ception identification framework may include a collection of
`attributes, qualities, and measurements regarding the user that
`allow for matching, correlation and/or selection of digital
`media assets that are appropriate for that user and the effective
`communication of the message.
`In one embodiment, the user's demographics are used to
`determine personalized content. Demographics may include,
`and are not limited to, group affiliations, regional location,
`sex, sexual preference, age, family situation (married or
`single, children or no children), race or ethnic background,
`religion and Socioeconomic condition. The user's demo
`graphics may be used alone, or in combination with the pre
`viously discussed techniques, to create the individual internal
`narrative perception identification framework.
`One advantage of an embodiment of the method, system
`and software presented herein is that the user is presented
`with an enhanced experience of the creator's content that
`creates a greater emotional experience for the user and a more
`impactful narrative. This creates a more receptive state for
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`US 8,856,030 B2
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`product placed advertising inserted into the content, for a
`direct advertisement, or for entertainment containing an
`advertising message. Another advantage of the method, sys
`tem and Software presented herein is that it allows advertising
`to be inserted in Subtle ways and presented in a context in
`which users may be able to fully engulf themselves into the
`lifestyle being positioned and portrayed by the brand. By
`combining the personalized digital media narrative asset ele
`ments with product placement advertising, a more powerful
`media is created for the advertisers and the artists. Addition
`ally, since users typically Volunteer to see the content, includ
`ing advertising, they are much more likely to be receptive to
`the message presented, and less likely to skip over or fast
`forward through the content including the advertising.
`In an alternate embodiment, users are presented with ques
`tions or chat like textbased opportunities within a narrative to
`either share the emotional experience with other users or to
`comment on their own emotional experience. This enables a
`user to share an experience with friends or acquaintances or
`allows a user to “sit back and relax” while someone else
`controls the enhanced experience. In this embodiment, the
`personalized content is based on the learned social dynamics
`of the user.
`Another embodiment includes a developer toolkit that
`allows a creative director to create trigger points in the mate
`rial where digital assets such as overlay graphics, back
`grounds, icons, text, sound, and/or product placement images
`can be inserted into the digital media narrative. The developer
`toolkit allows the creative director to create a map of the
`elements of the user's profile and his or her internal narrative
`perception identification framework topology to digital assets
`that may be created. The developer toolkit also provides for
`the ability to insert interactive material Such as questions or
`interactive graphics, allowing for the updating and enhance
`ments of the user profile based on the users interactions. The
`toolkit further permits the creative director to create and link
`the digital assets to the material such that assets for which the
`user has a high degree of affinity or assets having a highest
`probability for matching a user's internal narrative perception
`identification framework topology can be selected at the trig
`ger point.
`One advantage of an embodiment of the method, system
`and Software presented herein is that they may enable a cen
`tral server or service to compile a user's internal narrative
`perception identification framework and to store the internal
`narrative perception identification framework as an internal
`narrative perception identification framework profile and
`allow this profile to track or follow the user as he or she
`peruses multiple digital media narratives. This enables the
`user to receive enhanced digital media assets and various
`narrative experiences and allows the service to be sold to
`advertisers that advertise on any web site or broadband IP
`based distribution point.
`These and other features and objects of the invention will
`be more fully understood from the following detailed descrip
`tion of the embodiments which should be read in light of the
`accompanying drawings.
`In this respect, before explaining at least one embodiment
`of the invention in detail, it is to be understood that the
`invention is not limited in its application to the details of
`construction and to the arrangements of the components set
`forth in the description or illustrated in the drawings. The
`invention is capable of other embodiments and of being prac
`ticed and carried out in various ways. Also, it is to be under
`stood that the phraseology and terminology employed herein,
`as well as the abstract, are for the purpose of description and
`should not be regarded as limiting.
`
`

`

`US 8,856,030 B2
`
`5
`As such, those skilled in the art will appreciate that the
`concepts upon which this disclosure is based may readily be
`used as a basis for designing other structures, methods, and
`systems for carrying out the several purposes of the present
`invention. It is important, therefore, that the claims be
`regarded as including Such equivalent constructions insofar
`as they do not depart from the spirit and scope of the present
`invention.
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`The accompanying drawings, which are incorporated in
`and form a part of the specification, illustrate embodiments of
`the present invention and, together with the description serve
`to explain the principles of the invention.
`FIG. 1 illustrates a user-relationship diagram for an
`embodiment of the system;
`FIG. 2 illustrates the representative components of a digital
`media narrative and the digital media assets;
`FIG. 3 illustrates the creation of a personalized digital
`media narrative;
`FIG. 4 illustrates the use of interactivity to create an
`enhanced user profile and an enhanced experience through a
`personalized digital media asset;
`FIG. 5A illustrates a context diagram for digital media
`narrative asset personalization;
`FIG. 5B illustrates potential databases that may be used in
`creation of the personalized digital media asset and the rela
`tionships between those databases;
`FIG. 6 illustrates exemplary relationships between the
`Social, emotional, and cognitive affinity elements;
`FIG. 7 illustrates exemplary components of the cognitive
`element;
`FIG. 8 illustrates exemplary components of the social ele
`ment,
`FIG. 9 illustrates exemplary components of affinity;
`FIG. 10 illustrates a flowchart for the development of the
`components for a personalized digital media narrative;
`FIG. 11 illustrates data structures for a relational database
`for linking components of a personalized digital media asset
`with affinities;
`FIG. 12 illustrates an object oriented approach for linking
`components of a personalized digital media asset with affini
`ties;
`FIG. 13 illustrates a computer on which the invention can
`be built;
`FIG. 14 illustrates the construction of an Interactive Musi
`cal Intersode (IMI);
`FIG. 15 illustrates a registration screen for an IMI;
`FIG. 16 illustrates a screen representing a personalized
`background in an IMI;
`FIG. 17 illustrates a screen with personalized content in
`digital video form:
`FIG. 18 illustrates a screen posing a question related to an
`IMI to a user;
`FIG. 19 illustrates a screen posing a multiple choice ques
`tion related to an IMI to a user;
`FIG. 20 illustrates an alternative screen for posing a ques
`tion related to an IMI to a user;
`FIG. 21 illustrates a screen having a text communication
`window related to an IMI;
`FIG. 22A illustrates a flow chart for the operation of the
`screens shown in FIGS. 15-21;
`FIG.22B illustrates a flow chart for the operation of a fuzzy
`logic based Enhanced Director Agent (EDA); and
`
`6
`FIG. 23 illustrates a narrative perception identification
`framework that enables matching of digital media assets to
`individuals.
`
`DETAILED DESCRIPTION OF PREFERRED
`EMBODIMENTS
`
`In describing an embodiment of the invention illustrated in
`the drawings, specific terminology will be used for the sake of
`clarity. However, the invention is not intended to be limited to
`the specific terms so selected, and it is to be understood that
`each specific term includes all technical equivalents which
`operate in a similar manner to accomplish a similar purpose.
`With respect to the user, a number of terms are used that
`describe how the user is identified and profiled. As used
`herein the term “user identification' means a number, sym
`bol, or alphanumeric sequence that identifies a single Sub
`scriber, a group of Subscribers, a Subset of Subscribers, or a
`Subscriber in a specific location or on a specific network.
`The term “user profile' includes a stored or calculated
`profile that describes one or more aspects of the user, such as
`demographics, psychodemographics, and attributes. The pro
`file can be determined from questions answered by the user,
`forms filled out by the user, and/or interactions of the user
`with the digital media narrative. Alternatively, the profile can
`be determined from the user's web surfing characteristics,
`shopping habits, television viewing habits, and/or actual pur
`chases. Profiling of users based on these interactions, viewing
`habits, and purchases is well understood by those skilled in
`the art.
`“User attributes” include aspects, characteristics, and
`qualities of the user that are useful for determining (matching,
`correlating, and selecting) dig

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