Source: http://www.google.com/patents/US7904814?dq=6,034,652
Timestamp: 2016-06-28 02:33:13
Document Index: 583700130

Matched Legal Cases: ['art 5', 'art 5', 'art 1', 'art 2', 'art 2', 'art 2', 'art 5', 'art 5']

Patent US7904814 - System for presenting audio-video content - Google PatentsSearch Images Maps Play YouTube News Gmail Drive More »Sign inPatentsA system for presenting a summarization of audio and/or visual content having a plurality of segments to a user together with a graphical user interface that preferably indicates to the viewer the relative temporal position of video segments viewed in the summary within the content from which the summary...http://www.google.com/patents/US7904814?utm_source=gb-gplus-sharePatent US7904814 - System for presenting audio-video contentAdvanced Patent SearchPublication numberUS7904814 B2Publication typeGrantApplication numberUS 10/016,941Publication dateMar 8, 2011Priority dateApr 19, 2001Fee statusPaidAlso published asUS20020180774Publication number016941, 10016941, US 7904814 B2, US 7904814B2, US-B2-7904814, US7904814 B2, US7904814B2InventorsJames Errico, Petrus J. L. Van Beek, Ahmet Mufit Ferman, Baoxin Li, Louis J. KerofskyOriginal AssigneeSharp Laboratories Of America, Inc.Export CitationBiBTeX, EndNote, RefManPatent Citations (363), Non-Patent Citations (121), Referenced by (69), Classifications (11), Legal Events (3) External Links: USPTO, USPTO Assignment, EspacenetSystem for presenting audio-video content
US 7904814 B2Abstract
A system for presenting a summarization of audio and/or visual content having a plurality of segments to a user together with a graphical user interface that preferably indicates to the viewer the relative temporal position of video segments viewed in the summary within the content from which the summary was derived.
This application claims the benefit of U.S. Patent Application Ser. No. 60/285,553 filed Apr. 19, 2001; U.S. Patent Application Ser. No. 60/297,091 filed Jun. 7, 2001; and U.S. Patent Application Ser. No. 60/329,771 filed Oct. 16, 2001.
There are numerous computer based editing systems that include a graphical user interface. For example, U.S. Pat. No. 4,937,685 discloses a system that selects segments from image source material stored on at least two storage media and denote serially connected sequences of the segments to thereby form a program sequence. The system employs pictorial labels associated with each segment for ease of manipulating the segments to form the program sequence. The composition control function is interactive with the user and responds to user commands for selectively displaying segments from the source material on a pictorial display monitor. The control function allows the user to display two segments, a “from” segment and a “to” segment, and the transition there between. The segments can be displayed in a film-style presentation or a video-style presentation directed to the end frame of the “from” segment and the beginning frame of the “to” segment. The system can selectively alternate between the film-style and video-style presentation. Such a system is suitable for a video editing professional to edit image source material and view selected portions of the image in a film-style or video-style presentation. However, such a system is ineffective for consumers of such video content to view the content of the source material in an effective manner.
FIG. 1 is an exemplary illustration of a graphical user interface for presenting video and a time line.
It is possible to develop models of a typical football video to identify potentially relevant portions of the video. Desirable segments of the football game may be selected based upon a “play”. A “play” may be defined as an sequence of events defined by the rules of football. In particular, the sequence of events of a “play” may be defined as the time generally at which the ball is put into play (e.g., a time based upon when the ball is put into play) and the time generally at which when the ball is considered out of play (e.g., a time based upon when the ball is considered out of play). Normally the “play” would include a related series of activities that could potentially result in a score (or a related series of activities that could prevent a score) and/or otherwise advancing the team toward scoring (or prevent advancing the team toward scoring).
An example of an activity that could potentially result in a score, may include for example, throwing the ball far down field, kicking a field goal, kicking a point after, and running the ball. An example of an activity that could potentially result in preventing a score, may include for example, intercepting the ball, recovering a fumble, causing a fumble, dropping the ball, and blocking a field goal, punt, or point after attempt. An example of an activity that could potentially advance a team toward scoring, may be for example, tackling the runner running, catching the ball, and an on-side kick. An example of an activity that could potentially prevent advancement a team toward scoring, may be for example, tackling the runner, tackling the receiver, and a violation. It is to be understood that the temporal bounds of a particular type of “play” does not necessarily start or end at a particular instance, but rather at a time generally coincident with the start and end of the play or otherwise based upon, at least in part, a time (e.g., event) based upon a play. For example, a “play” starting with the hiking the ball may include the time at which the center hikes the ball, the time at which the quarterback receives the ball, the time at which the ball is in the air, the time at which the ball is spotted, the time the kicker kicks the ball, and/or the time at which the center touches the ball prior to hiking the ball. A summarization of the video is created by including a plurality of video segments, where the summarization includes fewer frames than the original video from which the summarization was created. A summarization that includes a plurality of the plays of the football game provides the viewer with a shortened video sequence while permitting the viewer to still enjoy the game because most of the exciting portions of the video are provided, preferably in the same temporally sequential manner as in the original football video. Other relevant portions of the video may likewise be identified in some manner. Other types of content, such as baseball, are likewise suitable for similar summarization including the identification of plays.
The present inventors considered the aforementioned identification of a “play” from a video and considered a traditional presentation technique, namely, creation of another video by concatenation of the “play” segments into a single sequence for presentation to the user. In essence, such techniques mask any underlying description data regarding the video, such as data relating to those portions to include, and provide an extracted composite. The data may be, for example, time point/duration data and structured textual or binary descriptions (e.g., XML documents that comply with MPEG-7 and TV-Anytime standards). While suitable for passive viewing by a user, the present inventors consider such a presentation to be inadequate for effective consumption of audiovisual material by a user. The user does not have the ability to conceptualize the identified subset of the program in the context of the full program. This is important for the user, because they should create a mental model of the temporal event relationships of the program that they are consuming (e.g., watching). For example, viewing a simple composite of a slam-dunk summary is a limited experience for viewing a sequence of events. In particular, the present inventors consider that a graphical user interface illustrating the temporal information regarding the location of the video segments within the original video enhances the viewing experience of the user and provides an improved dimension to the viewing experience.
The potential importance of displaying multiple different types of content, each having a visually distinguishable identifier, within the context of the video may be illustrated by the following example. Three point summary segments in the game of basketball made toward the end of the game have more significance, and the possession summary provides the user context about each of the three point segments without having to view the preceding portions. In essence, the three point segments reveal limited contextual information, but taken in combination with the entire program time line and overlaid “possession” summary, the summary provides a context to support the temporal-event relationship model.
The present inventors came to the realization that descriptions related to video content may include summarization data and preferences, such as the MPEG-7 standard and the TV-Anytime standard. These descriptions may also include navigational information. Moreover, the data within the descriptions may be hierarchical in nature, such as shown in FIG. 8. The most rudimentary presentation of this data is to instantiate a single sequence or branch from the full collection. For instance, presenting a summary of the “slam dunks” for a basketball game. One technique for the presentation of the hierarchical material is to indicate each segment on the time line and thereafter present the sequence, as previously described. After considering the hierarchical nature of the data and the time line presentation of the video material, it was determined that the visual indications on the time line may be structured to present the hierarchical information in a manner that retains a portion of the hierarchical structure. Referring to FIG. 9, one manner of maintaining a portion of the hierarchical structure is to graphically present the information in ever increasing specificity where at least two levels of the hierarchy, preferably different levels, are presented in an overlapping manner. For example, in baseball the time line may include data from the innings 80, the team at bat 82 (e.g., team A, team B), and the plays 84 which may be further differentiated. In the event that the data has hierarchical or non-hierarchical temporal information with overlapping time periods, the temporal information may be displayed in such a manner to maintain the differentiation of the overlapping time periods.
Referring to FIG. 10, to further annotate the time line textual information may be included therein. The textual information may, for example, include the name of the summary segment overlaid on the associated band in the time line. For example, in a football game, the current “down” may be shown. Referring to FIG. 11, textual information may also be presented as floating windows that pop up when the user brings the cursor over the associated segment. For example, in a baseball game, the user may move the cursor over the player-at-bat summary to learn who is batting in each segment, etc. Referring to FIG. 12, audible information may be presented together with the presentation of the video and temporal information. For instance, in a baseball game, the last-pitch-for-player-at-bat and the last-pitch-of-inning, may be associated with distinct audio clips that are played back at the beginning or otherwise associated with these particularly interesting plays.
The techniques discussed herein may likewise be applied to audio content, such as for example, a song, a group of songs, or a classical music symphony. Also, the techniques discussed herein may likewise be applied to audio broadcasts, such as commentary from national public radio or “books on tape”. For example, the first paragraph, medical paragraphs, topical information, etc. may be summarized. Moreover, the techniques discussed herein may likewise be applied to audio/visual materials.
The user interface may likewise permit the configuration of other scanning operations. For example, the scanning modes may be activated by pressing the skip buttons 104 or 106 for a greater than a “hold” period of time, or the skip buttons 104 or 106 may have a “repeat key” behavior that is equivalent to being in the respective scan modes. The scan modes may be used as a fundamental technique for consuming the program, or as a rapid advance feature which will position the program for further operations. The scan mode may be terminated by any suitable action, such as for example, pressing another button while in the scan mode and/or activating another navigational option (e.g., play, reverse skip, forward skip, etc.).
(a) The viewer activates the forward scanning mode by pressing the scan button. The viewer watches the program, waiting to detect their favorite player in the action, at which point they enter normal playback mode by pressing the play button. (b) The game is then played back at normal rate without skipping or scanning anything. When the player is no longer in the action, the user may return to step (a), or they may, (c) enter summary playback mode by pressing the summary/normal button 100. The game is played back in summary mode, just displaying the program summary segments. When the game becomes dull the player may return to step (a). Or if the favorite player returns to action, the user may (d) re-enter normal (default) playback mode by pressing the summary/normal button. This puts the user back into step (b). The combined effect of the improved navigational functionality together with the visual information provides a powerful user interface paradigm. Several effects may be realized, such as for example, (a) the visual cues facilitate the navigational process of finding specific program locations, (b) the combination of visual cues and navigation components conveys an impression of the “big picture” in the essence of the whole time line, and (c) the combination forms a feedback loop where the visual cues provide the intuitive feedback for the operation of the navigation controls. As it may be appreciated, the visual cues reinforce the commands and operations activated by the user, giving a strong feedback to the user. For instance, as the user activates the scanning operation, they will observe the scroll bar behavior depicting the scanning action. This in conjunction with the constantly updating main viewing area, gives a clear impression to the user of exactly what the system is doing. This likewise gives the user a stronger sense of control over the viewing experience.
The various navigational operations described herein, expanded by their specific configuration parameters, makes possible a large number of complex navigation sequences. Depending on the user, the program genre, and/or the perspective the user has on a particular game (or program), there may be a wide variety of combinations that the user would like to include in a “macro” type navigation function (or button). A customized button (or function) may be provided for the user to perform a desirable sequence of operations. A sample list of navigation operations and their configuration parameters is illustrated below:
Segment “theme” patterns (used to filter segments
“Smart” Scan
Segment “theme” patterns
One example of a personalized nagivational control is a button configured to “replay the last two seconds of the segment previously viewed.” This macro button could be as follows: smart skip, in reverse, one segment, no theme change, offset two seconds, from end of segment, with zero fade in; play, for two seconds, in default mode; and resume prior navigation operation.
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