CN101447056A - 增加交互式环境中广告印象的数量 - Google Patents
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Abstract
增加交互式环境中广告印象的数量,具体涉及在配置为促进用户与包含一个或多个广告目标的交互式环境进行交互的系统中增加广告印象的数量。从相机视点(POV)将模拟环境一部分的场景显示在视频显示器上。在用户和模拟环境交互期间,当相机POV响应相机POV沿着相机路径的运动而变化时,场景也将变化。通过向相机路径增加移动,指示相机POV朝向沿着相机路径遇到的一个或多个广告目标,广告目标放置在视频显示器上显示的场景中,以增加与广告目标相关的广告印象数量的可能性。
Description
技术领域
本发明涉及交互式环境中的广告,特别涉及增加交互式环境中广告印象的数量。
背景技术
广告商决定广告活动效力的重要标准是该广告在交互式环境中所给予用户的“印象”(impressions)的数量。印象是指用户已经被广告或广告活动所影响。特别地,印象被标引为潜在用户观看特定广告次数的数量。例如,安装在购物中心广告亭的打印广告在一下午时间内可能被1,000名购物者观看。这也就是说,当每个购物者走过广告亭并且观看其中作广告的产品或服务时,该特定广告即获得了1,000个印象。
因特网的发展和交互式环境如视频游戏的普及,为视频游戏中的广告提供了机会。视频游戏和其它交互式环境的形式在不同类人员中不断普及并受到广告商的广泛欢迎,因此,在交互式环境如视频游戏中,广告商愿意付钱为他们的产品和/或服务作广告。
已经并将继续存在大量这样的情况,其中广告商在视频游戏环境中展示和显示其实际的广告。典型的例子是在驾驶游戏中,如其公开内容结合于此以供参考的美国专利No.5,946,664和6,539,544所记载的,其中广告张贴在沿着驾驶跑道的广告牌上。在这种游戏广告中,创建视频游戏的软件出版公司标识广告商,基于广告商提供的广告副本创建结构数据并且将广告的有代表性的结构数据放置在视频游戏环境中(也就是在广告牌上张贴广告)。
Kan Ebisawa的美国专利No.5,946,664描述了在使用特定结构如广告牌的游戏中使用网络代替资源(asset)的一般概念。之后设计基于靠近相机平截头体的位置和游戏资源花费的时间计算广告印象的数量。
例如,在其内容结合于此以供参考的美国专利6,036,601中描述的,通过将广告与游戏者的人员统计数据相匹配,可以增强在计算机视频游戏的虚拟环境中广告的布置。广告服务器调整广告与游戏者的人员统计数据的匹配,并且从来自由游戏软件资源提供的游戏信息中适当地提供广告。为了确认广告布置和帐单的目的,可以从游戏者的计算机或控制台重新获得涉及广告印象的统计量,以评估观看效果。
有大量用于确定印象是否发生的公式。典型的公式考虑以下因素:(a)广告是否已呈现给用户,例如通过视频屏幕,;(b)用户看广告的时间有多长;(c)广告出现在屏幕的什么位置;(d)相对屏幕尺寸该广告占有多大尺寸。在其内容结合于此以供参考的美国已公开专利申请20070079331中,描述了用于确定视频游戏环境中广告印象的可能的系统和方法的实例。用于计算游戏资源的观看印象的数量或质量的基本方案是基于例如相机的平截头体、接近和受资源影响。
由用户在交互式环境中产生的广告印象的数量有些依靠在交互式娱乐活动期间用户的活动性。因此,所产生的印象的数量在相同交互式娱乐活动中可以因不同用户而改变。已经试图努力通过将观众的注意力定向到广告上来提高视频游戏广告的用户印象的数量。例如,在1997年,在一个称为RTIME Rocks的游戏中,使用虚拟矢量罗盘向用户指示游戏附近广告资源的方向。然而,个别用户仍然选择忽视罗盘,从而导致丢失有价值的广告印象。
本文中提出该发明的实施例。
附图说明
通过以下结合附图所作的详细描述,很容易理解本发明的技术方案,其中:
图1A表示模拟环境中广告的实例。
图1B是包含广告的模拟环境的示意图。
图1C是包含广告的模拟环境的示意图,图示了初始相机路径丢失(miss)广告印象的情形。
图1D是包含广告的模拟环境的示意图,图示了图1C中的初始相机路径已经被修正的情形,在这种情形下,为了捕获按照图1C中初始相机路径会被丢失的广告印象,通过按照本发明的实施例变动相机的位置和方位以修正相机路径。
图1E表示包含广告的模拟环境的示意图,表示初始相机路径按照虚拟角色的视点丢失广告印象的情形。
图1F表示包含广告的模拟环境的示意图,表示图1E中的初始相机路径已经被修正的情形,在这种情形下,为了捕获按照图1E中初始相机路径会被丢失的广告印象,通过按照本发明的实施例变动相机方位以修正相机路径。
图2表示按照本发明实施例用于提高广告印象的方法的流程图,描述了一个实例,在相机路径中增加移动以使相机视点朝向沿着相机路径遇到的一个或多个广告目标。
图3是一个矢量图,表示按照本发明实施例将吸引力强度结合到广告目标的情形的实例。
图4表示将用于模拟环境的广告系统用于本发明实施例中的实例。
图5表示图4描述的广告系统各组件之间的通信流的实例。
图6表示按照本发明实施例的客户端设备实例的结构图。
具体实施方式
虽然为了说明的目的以下详细的描述包含许多特定的细节,然而本领域任何技术人员都将理解对以下细节的变化和改变都在本发明范围之内。因此,以下所描述的示例性实施例不违背一般性,并且不被所要求保护的发明所限制。
按照本发明实施例,除被用户命令发起的移动和与模拟环境交互的状态之外,也可以向相机路径添加移动,以使相机视点朝向沿着相机路径会遇到的广告目标。这些移动可以用来使得广告目标位于在此称为相机平截头体的视野内,因此为这些目标增加了广告印象的可能性。在一些实施例中,这些移动的发起可以不依靠任何基于模拟物理学的与模拟环境的交互或用户发起的移动命令。相对轻微的和/或短暂的相机POV或相机路径的偏离足以产生广告目标的印象,而没有这种偏离则不会产生广告目标的印象,这时尤其希望将这种移动增加到相机路径。
按照实施例,提供了一种计算机执行的方法,用于在系统中增加广告印象的数量,该系统配置为促使用户与包含一个或多个广告目标的交互系统进行交互。图1A表示包含广告的模拟环境的实例。适合模拟环境的实例包括但不限于视频游戏和交互虚拟世界。以下美国专利申请描述了虚拟世界的实例,分别是11/682,281,11/682,284,11/682,287,11/682,292,11/682,298和11/682,299,其所有内容结合于此以供参考。
通过实例,模拟环境由运行在用户客户端设备170上的模拟软件172产生。执行客户端设备170上的软件172,在视频显示器104上显示图象。模拟环境包括一个或多个广告目标101。例如在美国公开的专利,申请号20070079331中描述了广告目标的实例,其全部内容结合于此以供参考。向用户U显示的场景106至少可部分地由在模拟环境中可操作的相机管理系统174控制。通过合适的硬件或软件配置,相机管理系统174能够在客户端设备170上执行。
为显示模拟环境的一部分,相机管理系统174确定在模拟环境中观看模拟环境的位置。被显示的模拟环境的那部分此处表示为“场景”106。相机管理系统174也确定观看场景的角度。进一步,相机管理系统174也确定对场景部分的视野的宽、高和深度的限制。场景106可以被看作是从模拟环境中的特定视点对模拟环境中一部分的显示。如图1B所示,在视频显示器104上从视点(相机POV)105显示场景106。场景106包括模拟环境的一部分,该部分位于具有安装在箭头端点的虚拟相机109的平截头体(frustum)107内。视点105类似于相机拍摄真实场景的位置和方向,并且平截头体107类似于相机拍摄场景的视野。由于类似的倾向,特定的视点指的是相机的视点(相机POV),平截头体107指的是相机的平截头体。相机POV105通常包括虚拟相机109的位置(如x,y,z)和虚拟相机109的方位(如斜度(pitch)、摆动(roll)、偏航角度(yaw angle))。改变虚拟相机109的位置或方位导致显示在视频显示器104上的场景106中的变动(shift)。相机方位包括观看方向V。观看方向V定义为垂直于相机平截头体107的窄面中心的单位矢量并且指向相机平截头体。观看方向V随着虚拟相机109的斜度和/或偏航的改变而改变。观看方向V定义了虚拟相机109的“摆动”轴。
相机POV105和相机平截头体107有大量不同的可能配置。通过非限制性实例,用户可以控制虚拟角色A,通过该虚拟角色用户U可以和虚拟世界交互。可以对相机POV105进行选择,以按照任何合适的角度在模拟环境中显示虚拟角色A。可选的,对相机POV105的选择以使视频显示器104显示来自虚拟角色视点的场景。
如图1B所示,场景106显示位于平截头体107中的模拟环境的一部分。在用户与模拟环境的交互中,当相机POV105响应相机POV105沿着相机路径111的移动而变化时,场景106改变。相机路径111由数据值集合表示,该数据值集合表示在用户与模拟环境交互的过程中,相机POV 105在多个不同时间增量的位置(x,y,z)和方位(偏航、斜度、摆动)。
按照本发明的实施例,可以将移动添加到相机路径111中,以使相机POV105朝向沿着相机路径遇到的一个或多个广告目标。添加到相机路径的移动(movement)用来使广告目标101位于视频显示器上显示的场景106中,以增加与一个或多个广告目标101相关的广告印象的可能性。有多个确定广告印象的因素,这些因素尤其包括:广告目标101是否落入相机平截头体107内,如何使广告目标靠近相机POV 105,在相机平截头体107中广告目标保持多久,用户对广告目标的观看是否被相机平截头体107中的其它对象遮挡,以及在观看方向V和广告目标101表面法向(垂直)的矢量之间的角度。软件172包括广告印象计算程序,其获取这些以及其他因素以确定用户与模拟环境的交互结果是否产生了广告印象。
在一些模拟环境(如视频游戏)中,用户可以选择和/或操作出现在场景中的对象。在本发明的实施例中,当用户选择对象时,相机POV 105执行朝向选中目标的移动,并不是朝向感兴趣的对象的直线移动,而是包括沿着该路径捕获广告印象的俯仰或扫视。
相机管理系统174基于相机路径111自动产生对模拟环境中的场景106的观看。模拟软件172确定相机路径111部分处于执行软件172指令状态,部分响应用户U发起的移动命令。用户U通过耦合到客户端设备170的接口114发起所述移动命令。在用户与模拟环境的交互中,当相机POV 105响应相机POV105和相机平截头体107沿着相机路径111移动而变化时,显示场景106改变。
在本发明的实施例中,用户操纵相机视点105的自由度被稍微地限制以增加产生广告印象的可能性。例如,增加到相机路径111的移动不依赖于用户发起的移动命令或与模拟环境的交互。可选的,增加到相机路径111的移动和增加到相机POV105移动中的移动来自用户发起的移动命令或其他与模拟环境的交互。设备170包括印象增加指令176,用于计算在某时间间隔Δt内增加到相机路径111中移动的量。印象增加指令176可以由硬件、软件或其结合执行。
通过非限制性的实例,增加到相机路径111中的移动包括俯仰(改变倾斜角度)或扫视(改变偏航角度),用于使相机POV 105朝向一个或多个广告目标101。进一步,向相机路径111增加的移动可以包括向相机路径增加向相机POV105位置(x,y,z)的位移。另外,减少相机POV105移动的速度,以使广告目标101在充足的时间内对用户保持可视,以便具有足够长的时间产生印象。此处使用的相机POV 105的“位移速度”包括模拟环境中相机POV的俯仰、扫视或摆动的角速度,以及相机POV 105的位置的变化速度。
图1C-1D表示当相机POV105在场景106中显示虚拟角色A时增加相机移动的实例。在该实例中,相机POV105选择稍微靠后并且在虚拟角色A的一侧。模拟软件172和/或印象增加指令176计算时间间隔Δt内的初始相机路径111i,然后在时间间隔Δt期间显示结果场景。初始相机路径111i基于模拟状态信息确定,模拟状态信息包括但不限于,相机平截头体107已知的尺寸和形状、相机POV105的当前位置、相机POV105的当前方位、相机POV105的速度、相机POV105的方位变化速度、虚拟角色A的位置、虚拟角色A的速度、广告目标101的位置和速度等。进一步,在一些实施例中,用户U能够通过从接口114发送的命令控制相机POV105。该命令用于计算时间间隔Δt中的初始路径111i。基于该信息,相机POV、虚拟角色A和广告目标101的位置和方位的后续数值由已知的前述设计的过程确定。印象增加指令176分析这些后续的数值,确定在Δt时间内,如果遵循初始相机路径111i是否有广告印象被丢失。
如图1C-1D所示的实例中,时间间隔Δt内的初始相机路径111i仅仅部分地使广告目标101位于相机平截头体107中。正如所看到的插图1C中,这导致场景106i仅仅显示广告目标101的部分。印象增加指令176确定对该初始相机路径111i广告印象是否会丢失。印象增加指令176向初始相机路径111i中增加移动,产生时间间隔Δt的修订的相机路径111r,使广告目标101完全地位于相机平截头体107中,在该条件下将导致广告印象。例如,修订的相机路径111r使广告目标101完全位于特定视角(该视角在预定的可接受范围内)的相机平截头体107中,并且没有被场景106r中的任何对象,包括虚拟角色A所遮挡。模拟软件172使用修订的相机路径111r产生场景106r并显示给用户。应该注意,在该实例中,根据相机POV105的位置和方位,修订的相机路径111r偏离初始相机路径111i。
在一些实施例中,选择相机POV105,使得从虚拟角色A的视点向用户U显示场景106。图1E-1F表示当相机POV105显示从虚拟角色的视点呈现场景时,增加相机移动的实例。如图1F所看到的,相机POV105的位置与虚拟角色A的位置相一致。从插图1F的内容可以看到,初始场景106i显示部分模拟环境,但没有显示虚拟角色A。在该实例中应当注意,在时间间隔Δt中,相机POV105沿着初始路径111i的位置随着虚拟角色A的位置而变化。
在该实例中,初始路径111i导致如下情形,广告目标101不完全位于相机平截头体107中,并且在时间间隔Δt中,初始场景106i中不能完全可视。印象增加指令176向初始相机路径111i增加移动,产生时间间隔Δt的修订的相机路径111r,使广告目标101完全位于相机平截头体107中,在该条件下将产生广告印象。例如,通过使广告目标101足够完全位于特定视角(该视角在预定的可接受范围内)的相机平截头体107中,并且没有被场景106r中的任何对象所遮挡,修订的相机路径111r可以改变观看方向V。模拟软件172使用修订的相机路径111r产生场景106r并显示给用户。应当注意,在该实例中,根据相机POV105的方位而不是位置修订的相机路径111r偏离初始相机路径111i。
应当注意,在时间间隔Δt内,印象增加指令176允许相机POV105的位置也偏离。然而,这将导致或者在时间间隔Δt内改变虚拟角色A的路径,或者在时间间隔Δt内改变相机POV105相对虚拟角色的位置,或这两种情况的一些结合。在如图1E-1F中显示的一些情况中,有时通过模拟软件172可以将瞬时移动增加给虚拟角色A,以使得虚拟角色显得自然。在本发明特定的实施例中,可对虚拟角色A应用这样的瞬时效果将它的头移向广告目标101的方向。例如,当虚拟角色A没有移动或仅仅行走时,可以使用这样的瞬时效果。这些瞬时效果用于在靠近广告目标的方向向相机POV105增加移动。
有大量不同的方式确定增加到相机路径111中移动的量,以使相机POV105朝向沿着相机路径111遇到的一个或多个广告目标。例如图2所显示的,用于增加移动的计算机执行程序200包括基于用户输入和/或交互环境状态,确定时间间隔Δt的初始相机路径111i,如202和204所示。根据上述内容,这种状态信息包括时间间隔Δt内多个时间点t1...tN上相机POV105的位置、方位、速度和方位的变化率。另外,状态信息包括模拟环境中对象如虚拟角色A、广告目标101和其他对象的位置和/或速度和/或方位的变化率。
在206,分析初始相机路径111i,以确定时间间隔Δt内是否会丢失广告印象。优选的,时间间隔Δt大于产生广告印象的最小必要时间。在208,如果识别没有丢失广告印象,如在210所指示的,初始相机路径111i用于在时间间隔Δt内显示场景。在208,如果识别丢失广告印象,则如在212所指示的,计算离初始相机路径111i的相机路径偏离δ。偏离δ用于捕获如果在时间间隔Δt内沿着初始相机路径111i将丢失的印象。例如,偏离δ可这样配置,修正相机路径111r使得广告目标101位于视频显示框架中有足够的时间和充分的分辨率以及视角来产生广告印象。
通过实例,偏离δ表示为矢量δ1...δN的集合。每个矢量δ1...δN与时间间隔Δt中的一个时间点t1...tN相对应。通过实例,矢量集δ1...δN集合中给定的矢量δj包括多个分量。每个分量表示在相应的时间点tj初始相机路径111i分量的偏离量。例如,初始相机路径111i可以由多个矢量Pi1.....PiN表示。每个给定的矢量Pij包括描述在时间间隔Δt内相应的时间点tj相机POV105的位置、方位以及位置和方位的变化率的分量。通过不失一般性的实例,矢量Pij的分量包括Xij,Yij,Zij,VijX,VijY,VijZ,θijyaw,θijpitch,θijroll,ωijyaw,ωijpitch和ωijroll,其中:
Xij,Yij,Zij表示在时间点tj初始相机路径111i中相机POV105的位置分量X,Y,Z;
VijX,VijY,VijZ表示在时间点tj初始相机路径111i中相机POV105的速度分量X,Y,Z;
θijyaw,θijpitch,θijroll表示在时间点tj初始相机路径111i中相机POV105方位的偏航分量、倾斜分量和摆动分量;以及
ωijyaw,ωijpitch,ωijroll表示在时间点tj相机POV105方位的偏航分量、倾斜分量和摆动分量的变化率。
给定偏离矢量δj的分量类似的包括δXj,δYj,δZj,δVjX,δVjY,δVjZ,δθjyaw,δθjpitch,δθjroll,δωjyaw,δωjpitch和δωjroll,其中:
δXj,δYj,δZj表示增加到Xij,Yij,Zij的偏离量;
δVjX,δVjY,δVjZ表示增加到VijX,VijY,VijZ的偏离量;
δθjyaw,δθjpitch,δθjroll表示增加到θijyaw,θijpitch,θijroll的偏离量;并且
δωjyaw,δωjpitch,δωjroll表示增加到ωijyaw,ωijpitch,和ωijroll的偏离量。
增加到相应的初始相机路径矢量Pij的偏离δ1...δN的分量产生修正的相机路径111r,例如,由矢量Pr1...PrN组成。通过实例,对于每个时间点tj,对应Prj=Pij+δj。
如通过分析初始相机路径矢量Pij的分量和用于广告目标101、虚拟角色A和障碍物的类似的矢量,可以识别丢失的印象,并且识别这样一种情形,其中在时间间隔Δt中,广告目标101在视频显示器104上显示的场景中至少部分可视,但不是足够可视以能够产生广告印象。例如,在显示的场景中,如果广告目标被另一对象完全遮挡,广告印象将丢失,不会产生广告印象。可选的,如果在可产生广告印象的充足时间里,广告目标在显示的场景中不可视,则不产生印象。进一步,如果广告目标在过大而不会产生广告印象的视角中是可视的也不产生印象。正如此处所提到的,术语视角指在相机POV105的观看方向V和广告目标101表面的法向(即垂直)之间的角度。如果视角过大,将不能充分地辨认位于目标101上的广告素材来产生广告印象。另外,如果广告目标是可视的但没有足够的分辨率产生广告印象,则广告印象也不能产生。这可以发生在,例如,如果广告目标101距离相机POV105太远。因此,广告目标101在视频显示器上显得太小,而且广告目标101图象中没有足够的象素使用户辨别广告内容。应当注意,上述两个或多个原因的结合不能产生印象。
识别丢失的印象也包括识别一种情形,其中在时间间隔Δt期间,广告目标101位于显示在视频显示上的场景106框架的外面,但足够的靠近相机路径,与相机路径111i具有一个相对小的偏离,广告目标能放置在以下框架中:(a)没有被显示在视频显示上的场景中的另外对象遮挡到不能产生广告印象的程度,(b)具有充足的时间产生广告印象,(c)位于小的视角而足以产生广告印象,并且(d)具有足够的分辨率产生广告印象。应当注意涉及到小的相机路径偏离的实例是,作为偏离的结果,将不会使得显示在视频显示器上的场景导致用户恶心,刺耳或不自然等。
而且,在212,计算的相对初始相机路径111i的偏离δ包括相机POV105的位置(x,y,z)和/或相机POV105的俯仰和/或扫视角度的改变,使得与丢失印象相关的广告目标101位于在视频显示器104上显示的场景106的框架中,并且(a)没有被显示在视频显示器上的场景中的另一对象遮挡到不能产生广告印象的程度,(b)具有充足的时间产生广告印象,(c)位于小的视角而足以产生广告印象,并且(d)具有足够的分辨率产生广告印象。
应当注意,当希望为修正的相机路径111r产生广告印象时,也希望避免对模拟环境中用户的经验产生不利地影响。例如,在视频游戏中,使观看者的注意力从游戏内容中发生的动作中偏离可能扰乱了一些用户。此外,某些偏离可能以不自然的方式将显示的场景改变,如太快或意外的方向。这种偏离降低了用户关于模拟环境的经验。用户将发现这种偏离是恶心的,刺耳的或不自然等。
偏离δ1...δN的分量被限制在一种模式,可计算来避免显示将会导致用户诸如恶心、刺耳或不自然等的场景。作为实例,可以限制在时间间隔Δt期间发生的位置(x,y,z)和/或方位(θyaw,θpitch,θroll)上的偏离总量。另外,可以限制在时间间隔Δt中给定时间点tj的速度值(VX,VY,VZ)和方位(ωyaw,ωpitch,ωroll)的变化率。这种限制可以通过游戏主题开发过程中的实验以经验为依据进行确定。避免诸如恶心、刺耳或不自然等,相机移动可以采用其他形式。例如,在图1C-1D所示的情况下,印象增加指令176考虑如下事实,为避免场景106r中不自然的移动,也应该将虚拟角色A显示在场景106r中。因此,虚拟角色A的位置和移动可以考虑以限制增加到初始相机路径111i的移动的量,以使虚拟角色A保持在显示的场景的框架里。
在214分析偏离δ,以确定如果在视频显示器104上显示,在时间间隔Δt中按照修正的相机路径111r显示场景106是否会导致用户出现产生恶心,刺耳或不自然等。如216所指示的,如果在214确定,在时间间隔Δt中,如果按照修正的相机路径显示场景将不会使显示在视频显示器上的场景令用户出现产生恶心,刺耳或不自然等,在时间间隔Δt中,场景可以按照修正的相机路径111r显示。如果确定,在时间间隔Δt中按照修正的相机路径111r显示场景将使显示在视频显示器104上的场景令用户出现产生恶心,刺耳或不自然等时,在时间间隔Δt中,场景可以按照初始相机路径111i显示。
在建立了时间间隔Δt的相机路径后,相机管理系统174使用相机路径确定显示在视频显示器104上的场景106。在该时间期间,如在218所指示的,可以确定用于后续时间间隔Δt的相机路径。
相机路径111响应广告目标的存在而偏离的程度可以基于如下的因素,相机平截头体107到广告目标101的接近程度、在相机平截头体107和广告目标之间的相对速度、观看方向V和广告目标101表面的法向。作为实例,引力场(field of attraction)可以与广告目标101相结合。引力场可以用作确定用于初始路径111i的偏离δ。在一个实施例中,当相机平截头体107靠近广告目标时,引力场可以用来使相机POV105指向广告目标101。配置引力场以使对相机平截头体的吸引力是不均匀的。例如,资源的引力场可配置为强烈吸引相机平截头体,在这种情形中,资源位于相机平截头体的外面,并且如果相机平截头体正离开资源则根本没有吸引力,或偏离资源不产生印象。例如,以高倾斜角度观看资源(asset)的偏离不产生印象。
根据接近相机平截头体的角度和速度定制资源的引力场。在一些实施例中,相机平截头体可以慢下来以产生印象。例如,如图3所示,广告目标101的引力场可以根据在相机POV105和目标101之间的相对位移矢量R、单位观看方向矢量V、与目标101相关联的法向单位矢量n、相机POV105的速度矢量v和相对速度矢量vrel而理解。根据相机POV105和广告目标101中心之间的距离R确定相对位移矢量R的大小。相对位移矢量R的方向是沿着通过相机POV105和广告目标101中心的线、从相机POV105指向广告目标101的单位矢量r。法向单位矢量n垂直于广告目标101的表面。相对速度矢量vrel的大小等于距离R的时间变化率,并根据相对位移矢量R的变化率确定方向。可选的,相对速度根据相机速度vc和广告目标101的速度vA之间的矢量差确定,如vrel=vc-vA。注意,如果目标101的平面不是平坦的,如所显示的圆柱型广告目标101’,则法向单位矢量n的方向对于目标101表面上的不同点是不同的。
作为实例,产生广告印象最适宜的情形尤其是观看方向V、相机POV速度矢量v、相对位移矢量R和相对速度矢量vrel都彼此成直线,并且相对于法向矢量n成180度。应注意,在这种理想的情形下,表示V、R、VC和Vrel的方向的单位矢量相互点乘都对于1,并且这样的单位矢量的点乘与法向单位矢量n的点乘都等于负1。因此,目标101对于相机平截头体107的吸引力强度也基于这些单位矢量的点乘,并且吸引力强度S与每个广告目标101相关联。特别的,偏离计算212迭代进行以尝试确定偏离矢量δ1...δN的值,在时间间隔Δt内,使得表示V、R、VC和Vrel的方向单位矢量相互的点乘尽可能接近1。进一步,偏离计算212迭代进行以尝试确定偏离矢量δ1...δN的值,在时间间隔Δt内,使得表示V、R、VC和Vrel的方向的单位矢量与单位法向矢量n的点乘尽可能地接近负1。
在214,点乘可以作为确定计算的偏离δ是否可接受的处理的一部分。例如,如果在观看方向V和单位法向n之间的点乘是零,观看方向和单位法向n成直角。在这种情形下,任何将相机POV105指向广告目标去捕获印象的偏离是如此突然而且很大以致刺耳,导致恶心或不自然。进一步,如果在观看方向V和相对位移矢量R之间的点乘是负的,并且在相机POV速度vc和相对位移矢量R之间的点乘是负的,将推断出相机POV的指向从目标101离开并移动远离目标101。在这种情形下,任何使相机POV105指向广告目标去捕获印象的偏离是如此突然以致产生刺耳,导致恶心或不自然。
在本发明实施例中,偏离矢量δ1...δN的值可以通过对点乘应用权重以及尝试优化最后得到的具有权重的点乘而确定。权重是基于与广告目标101相关联的吸引力强度S。权重考虑大量与产生广告印象相关的因素。例如,如果距离R对于产生印象来说太大或太小,权重可以设置为零。如果距离R在一些适宜的范围内,该范围内相对小的偏离就能够发生在产生或不产生广告印象间的差异,则权重可以设置为接近1。权重值也依靠点乘的值,以便对于大的观看方向V和法向n和/或R和vrel之间的大角度,偏离强度倾向于削弱。在某些实施例中,引力场的强度,如权重值,以作为在模拟环境中放置广告资源的成本的一部分而出售。例如,在极端的情况下,如果没有为权重付费,权重可以都设置为零,以使所有的δ1...δN=0。
在用户和模拟环境的交互期间,可以记录与一个或多个广告目标101相关联的广告印象,并且在用户和模拟环境的交互期间,记录的大量广告印象可以报告给报告服务器,作为与模拟环境相关的广告系统的一部分。图4描述了用于本发明实施例中的游戏中的广告系统100的实例。图4的游戏中的广告系统100包括网络110。网络110可以是例如有线电视网络、宽带无线网络或光纤网络。本发明的实施例没有强制任何限定通信媒体的特定类型,所述网络无论是同构(如端到端无线网络)网络,或是私有的、开放的或两者的结合。网络110仅仅提供在耦合到网络110的多个服务器和/或终端之间通信的装置,并且构成本发明实施例的广告系统100。网络110是通信网络、数据网络或两者的结合。网络110是局域网络或广域网络如互连网。网络110使用例如基础结构(infrastructure),如用于CATV双向网络、ISDN或xDSL高速网络实现,以增强网络连接,用于实现本发明特定的实施例。
如图4所示,内容服务器120与网络110通信耦合。内容服务器120提供由内容提供者提供的用于模拟环境的内容。由广告代理商提供的广告服务器130也与网络110通信耦合。广告服务器130包括或耦合到包含广告信息数据的广告数据库140。在图4所示的实例中,系统100进一步包括内容创作者1501...150N、广告商1601...160N和终端用户客户端设备1701...170N。系统100的一些实施例进一步包括支付处理中心180和广告内容创造者190。
内容服务器120为模拟环境分发数字内容。作为不失一般性的实例,可以从游戏网络中操作的网络设备上请求内容。在一个实施例中,终端用户客户端设备1701...170N请求内容。内容服务器120分发的内容包括视频游戏内容(如被终端用户客户端设备1701...170N访问的实时视频游戏,或其一部分)以及其他形式的数字媒体(如音乐和视频)。内容服务器120进一步提供数字内容存储。内容服务器120将所述内容存储在本地(如作为存储区域网络的一部分),或者物理上远离内容服务器120的区域,但该区域与服务器120通信耦合并能够获取以及向终端用户客户端设备1701...170N发送内容。内容服务器120通过推操作和拉操作提供服务内容。
上述提到的广告服务器130由广告代理商管理,用于向大众(如终端用户)分发广告内容。广告服务器130提供音频、视频、音/视频和静止图象内容服务。广告服务器130提供的内容通过推处理和拉处理实现。广告数据库140是一个用于广告内容如上述提到的视频和音频内容的储藏库。所述内容以数字或模拟形式存储。虽然广告图象是最流行的广告内容类型,广告内容进一步包括如下类型的要素,如程序、对象、状态数据、控制数据、结构、位图图象、压缩图象、连续数据、认证数据、公有密钥和私有密钥。广告数据库140可以集成到广告服务器130中,或物理上远离广告服务器130,但配置为通信耦合以允许从数据库140获取内容并通过例如网络110随后发送到终端用户客户端设备1701...170N。
内容创作者1501...150N是那些开发内容,如视频游戏,用于发送到终端用户的实体。内容创作者1501...150N也开发音频、视频和/或音/视频内容。由内容创作者1501...150N开发的内容可以在任何媒体形式上产生。例如,可以在光盘格式或非易失性存储器如快闪存储卡上开发内容。内容也可以以纯数据格式的方式提供,以便发送并由另一组织贮存(host)。如,内容创作者1501...150N开发视频游戏,但从来不用物理形式的媒体进行商业性的分发内容。相反,内容可以被FTP’d或其它方式发送到内容服务器120,并且存储在适当的存储装置中,用于随后发送到终端用户客户端设备1701...170N。
广告商1601...160N是试图在由一些内容创作者1501...150N创建的数字内容中放置广告的任何实体。广告商来自任何劳动领域并且不必是娱乐或视频游戏工业领域。
终端用户客户端设备1701...170N是那些允许终端用户访问数字内容的设备。例如,在视频游戏中,合适的终端用户客户端设备1701...170N包括一个或多个家庭娱乐视频游戏系统,如SONY计算机娱乐公司的游戏站3。在这种情形下,数字内容是例如基于需求的(on demand)电影或其他视频节目,终端用户客户端设备1701...170N包括一个或多个机顶电缆盒。终端用户客户端设备1701...170N包括便携式设备,可以临时耦合到更多的固定设备(如桌面计算机)上,以允许通过USB电缆发送或更新数字内容,在这种过程中,例如可以是便携式音乐设备,如MP3播放器。每个终端用户客户端设备1701...170N包括模拟软件172,如由一个或多个内容创作者1501...150N开发的视频游戏。模拟软件包括印象增加指令176,计算在某时间间隔Δt内增加到相机路径111中的移动量,以便上述描述的增加广告印象。
可选支付处理中心180配置为允许用于实行各种支付和/或货币转帐事务处理。这些支付可以通过例如适当的和/或可用的直接存款、自动转帐或电汇来实现。支付处理中心180可以与提供这些服务的银行相关联。在另一实例中,支付处理中心180可以与通信地耦合到多个银行的在线中间代理商(escrow agent)相关联,其中中间代理商在游戏广告系统100中代表各个实体(如广告商1601...160N和内容创作者1501...150N),指示和/或接收各种货币处理事务的通知。
广告内容创造者190是代表广告商1601...160N创造和/或开发放置在数字内容中的广告的实体。在一些情况下,广告内容创造者190仅仅数字地创造内容。例如,某些广告拷贝(音频、视频、打印或任何三者的结合)已经以非数字格式建立。在那些情况下,广告内容创造者190操纵(例如,数字化)广告拷贝,以便可以将其放入由内容服务器120提供的更大的数字内容的环境中。在其他情况下,广告内容创造者采用广告脚本并且创造它(如电影视频、录制的音频和具有多种特定效果的两者的结合)。广告内容创造者190也使用节目对象和节目脚本,其包括与特定效果、程序元件、控制信号、消息和各种协议相关的命令。仍然在其他情况下,广告内容创造者从草稿(scratch)(如用于活动的广告概念)中开发广告活动,并且对应那个活动随后建立广告内容。
图5表示在广告系统100的部件中通信流500的实例。作为示例的目的,在图5中显示了单个的内容创作者150、广告商160和终端用户170。那些本领域技术人员将认识到图5描述的通信流500可以扩展到具有多个内容创作者、广告商和终端用户的情形。在步骤205,内容创作者150提供具有广告结构信息152的广告服务器130。在图4中讨论的,公开的美国专利申请20070079331中的广告结构信息的构成和内容,其内容结合于此以供参考。在广告服务器130的广告数据库140中注册广告结构信息。在发布信息步骤211,广告服务器130的操作者告知广告商160例如最新注册的游戏标题或其他模拟环境资源的标题、内容等广告信息132。告知广告商160的方式可以是传统邮件、电子邮件、服务列表、SMS、即时消息、聊天室或其它可用的通信媒体。
在该阶段,广告服务器130提供并且广告商160接收上述描述的与印象增加指令176相关的广告印象增加特征的选项。特别的,广告信息132包括关于如下方面的信息:用户观看由数字内容产生的模拟环境是否受与该模拟环境中的广告内容相关联的资源的存在的影响,以及怎样受影响,影响有多大。广告信息132包括用于广告商160希望放置在模拟环境中的广告内容的广告印象增加指令中的价格结构。
在观看步骤215,广告商160访问广告服务器130,并且观看广告信息132,并且进一步在申请步骤220,从例如网页浏览器屏幕上申请广告购买。在通知步骤225,一旦已经建立广告商160,广告商指定的信息162,如广告商的名称、时间间隙和广告时限,从广告服务器130提供到适当的内容创作者150。通知可以通过传统邮件、电子邮件、服务列表、SMS、即时消息、聊天室或其它可用的通信媒体实现。
在定购步骤230,广告商指定的信息162和广告结构信息152由广告服务器130也提供给广告内容创造者190。广告内容创造者190基于广告商指定信息和广告结构信息创作广告内容192(如广告)。在发送步骤235,完成的广告内容192,如位图数据或其他图表、音频和/或视频数据由广告内容创造者190发送到广告服务器130。
在完成步骤240,已完成广告的收到通知由广告服务器130通过传统邮件、电子邮件、服务列表、SMS、即时消息、聊天室或其它可用的通信媒体传送到广告商160。
在观看/批准步骤245,广告商160观看广告服务器130上完成的广告信息192。在发送细目确认步骤250,如果广告商160认可与完成的广告信息对应的完成的广告内容192(如通过点击WEB界面上的“OK”按钮),则广告内容被确定,并且广告服务器130通过传统邮件、电子邮件、服务列表、SMS、即时消息、聊天室或其它可用的通信媒体将行程表(itinerary)134发送到内容创作者150。步骤250中发送的行程表134包括有关广告商、时间间隙、周期、广告费以及类似的信息。本发明实施例中,行程表134包括关于如下方面的信息:用户观看由数字内容产生的模拟环境是否受与该模拟环境中的广告内容相关联的资源的存在的影响,以及怎样受影响,影响有多大。
在注册步骤255,内容提供者120将某些广告信息136以及具有数字内容122的广告内容192相关联以便发送。也就是,内容提供者120识别有特定部分数字内容的特定广告要发送等等。信息相关性包括创作新的反映广告信息和数字内容/广告程序的派生文件,在数字内容122中元数据124的嵌入或面向对象程序设计的实现中,某些数据文件(如数字内容/广告程序)调用其他不同的文件(如广告信息136)。
元数据124也包括属于广告信息136的信息,如游戏角色在视频游戏中定义的印象区域中呆多长时间。元数据124进一步提供此处讨论的定义印象区域参数和某些质量因素的信息。在广告的元数据中进一步嵌入跟踪参数和反馈信息和/或指令。这样的信息与广告信息136同时下载作为单独的文件,用于广告信息调用涉及印象、报告等等的信息。
在内容申请步骤260,用户使用终端用户客户端设备170访问和/或请求用于模拟环境(如驾驶模拟视频游戏)的数字内容122。作为内容申请的结果,在下载步骤265,用户开始下载数字内容122。可选的,如果用户已经拥有数字内容122的特定部分,该步骤包括将该内容的更新呈现给用户。该步骤也包括解锁用户已占有的数字内容。步骤265也包括认证可移动媒体,容许注册游戏网络或游戏大厅(lobby)或等待室(waiting room)之类的游戏。
在本发明一些实施例中,用户可以使用永久物理媒体(如光盘)访问数字内容。该物理媒体在其中包含有指令,用于访问当前的广告系统100,其特别适合与真实模拟环境数据(如视频游戏数据)相对的广告内容。在本发明其他实施例中,用户通过系统100访问广告内容和真实模拟环境数据的结合(如游戏通过物理媒体初次发行之后,出版新的广告内容和新的游戏级别)。这样的实施例将在下面进一步详细讨论。
在步骤265下载内容和/或广告的过程中,当涉及特定广告素材时在步骤270内容提供者120通知广告服务器130下载请求,前面在注册步骤255已经给出这种在内容和广告之间的相关性。在步骤275,广告服务器130将必要的与用户下载对应的广告数据196发送到内容提供者120。如果必要,相对正在下载的内容(如新的广告拷贝)随着时间更新提供给内容提供者120的广告数据196。在本发明实施例中,广告数据196关于如下方面的信息:用户观看由数字内容122产生的模拟环境是否受与该模拟环境中的广告内容192相关联的资源的存在的影响,以及以何种方式受影响,影响有多大。
下载数字内容(包括在广告信息发送步骤275中的内容或广告信息)之后,用户(通过终端用户客户端设备170)提供与数字内容122相关联的模拟环境中的广告内容192,广告信息已通过广告服务器130提供。如上述注意的,本发明一些实施例可以访问单个广告信息或新的模拟环境内容和广告信息的结合,而不是整个游戏。
在用户通过终端用户客户端设备170与模拟环境交互期间,出现的广告内容192可巧妙地影响模拟环境中用户的视野。这种巧妙的改变设计成稍微移动模拟环境中用户的视野,以便增强广告印象,如上述所描述的。
在广告状态通知步骤280,广告状态,如分发的数量或制造的印象提供给广告服务器130,并且,如果必须或者希望,也提供给广告商160,以便确定例如关于造成印象数量的广告活动的成功。
作为在步骤270中通知的结果,广告服务器130跟踪已经或正在下载到广告终端用户客户端设备170的广告。利用公开的美国专利申请20070079331中讨论的跟踪方法和广告印象,广告服务器130接收关于广告印象的反馈。在终端用户客户端设备170产生涉及印象或其他广告反馈的信息,终端用户客户端设备170配置有必要的直接或间接执行印象跟踪的软件。
直接印象跟踪基于配置在终端用户客户端设备170上的软件,并且结合模拟环境内核操作,并进一步配置为参与网络通信,以便接收关于广告活动的结构和对象或结构和对象的索引(index)。相对于改变呈现给用户(该用户使用游戏控制器控制相机透视图(perspective))的相机透视图,跟踪软件直接监视各类广告资源的角度和位置。间接印象跟踪通过对等网络中的会话(session)主客户端或服务器实现,具有与活动程序相关联的参与、促进、判断、询问功能(如提取必要的数据以进行广告印象的确定)。因此,响应产生的信息或从终端用户客户端设备170发送的信号,在例如广告服务器130或广告商160确定广告印象。
通过网络周期性地批处理或发送广告印象数据。印象数据的发送可以按照进度表,或和其他过程结合,或者发送用于促进打游戏或其他与模拟环境的交互。在通过网络接收调查期间,印象数据也被涌现或拉动。广告系统100的任何网络组件可促进或影响印象数据的发送。
可以通过各种方式计算印象数据。例如,安装在虚拟购物中心虚拟广告亭的广告在一个下午的时间内可被1,000个游戏者观看,这就是说,当每个游戏者使他们的游戏角色走过广告亭并且观看了在此作广告的物品或服务时,特定的广告获得了1,000个印象。也可以使用时间阈值索引计算印象。例如,在用户已经接触广告一段特定时间后,则获得、触发、计数或计算印象。例如,用户接触广告30秒后,产生印象。可以基于连续或分散(distributed)接触虚拟广告亭广告的一个或多个用户或作为整个广告活动的一部分跟踪和计算印象。
本发明的广告内容接收、印象跟踪和印象数据反馈发送系统可以驻留在单个软件组件中或多个软件组件中。软件组件可以全部或部分分布在一个或多个处理器上或通过本地或广域网络。
印象增强软件和印象跟踪软件可通过下述方式提供:在下载步骤265中,下载必要的软件模块,或软件直接安装在物理媒体(如光盘)上,由终端用户客户端设备170读取,或可选的,直接安装在终端用户客户端设备170上。依据实施例的特定配置,印象增强或印象跟踪软件或软件的各种组件也可以安装在广告系统100的多个其他组件上。
可向内容创造者150提供类似的或同样的广告状态信息。通知以便内容创造者150根据任何在此讨论的支付计划的数量适当地给广告商160开出清单(invoice)。在步骤285,广告服务器130进一步向支付处理中心180提供所述信息,以考虑自动结帐和支付。这些支付可以通过直接存款、自动转账、或电汇和任何其他适当的和/或可用的汇款方法来完成。
如图4所描述的广告系统100通过各种通信和数据网络实现。
应当注意,在本发明一些实施例中,游戏广告系统100中的特定组件可被结合或从系统100中完全删除而不影响系统100的操作。例如,此处所描述的游戏广告系统100的实施例其运行可以为不需要支付处理中心180,系统100中参与者的适当报酬预先定好了或在呈现广告之后经过特定信息的分析。类似的,可以联合广告内容创造者190或内容提供者120操作广告服务器130和相关的数据库140。只要广告交易维持保留,可以省略在图4中的各种批准和通知步骤,如参照公开的美国专利申请20070079331的图3所讨论的标记,其内容结合于此以供参考,适当的广告呈现涉及那些标记的资源。另外,上述描述的数据交换或各类通知可以是双向的或在系统100的各种组件之间交换。例如,由广告服务器130发送外,各类通知可以发送给广告服务器130。因此,图5描述的实例性数据流不限制本发明。
图4和5描述了游戏中广告系统100,其中通过网络110将内容和广告都提供给终端用户客户端设备170,在一些实施例中,用户可以玩包含在物理媒体上的游戏,如光盘,也可以用在例如PlayStation3游戏控制台或用在桌面计算机(如被插入CD-ROM驱动器)。在这些情况下,各类涉及到游戏的库(如角色产生、用户接口、用户控制识别等)可以在物理媒体上直接创作和印制,而不是经内容提供者120访问或下载。
在这样的实施例中,广告内容也包含在物理媒体中。然而,如前述所提到的,如果游戏的流行性被估计过高(其中广告购买很可能要价过高)或过低(其中广告很可能低价购买),则这样的广告设计是无效的。类似的,相应的特定广告超过时间经过而届满(如,广告事件发生、广告商停止产品销售、或商业倒闭、或广告是假广告属于虚假产品尽管时间流逝了但仍与游戏的环境相关)。
在所述物理媒体中,在物理媒体中包含软件客户端,软件客户端包括操作程序、资源、指令等,允许终端用户客户端设备170读取光媒体或其他物理媒体以访问广告系统100。虽然用户不必正在接收模拟环境的内容(例如,如果用户没有下载或直接访问有关真实游戏的代码和其他信息),当客户端适合访问广告系统100并且将广告内容提供给系统100必须的指令和操作时,用户仍然接收广告内容。
虽然在物理媒体上提供了这样的软件客户端,各种团体可以开发在特定终端用户客户端设备上运行并与广告系统100交互的游戏或其他模拟环境内容。经过广告系统100的操作者收费,可以访问广告客户端代码,可以由第三方游戏开发者补偿这些成本,第三方游戏开发者向希望在特定视频游戏中放置内容的广告商1601...160N传递这些成本(其中所述游戏的普及程度和广告价值被评估)。
作为非限制性的实例,终端用户客户端设备170可以是游戏控制台。商用控制台的例子包括来自华盛顿雷德蒙(Redmond Washington)微软公司的Xbox,来自日本京都任天堂(Nintendo)有限公司的Wii,以及PlayStation设备,如来自日本东京SONY计算机娱乐公司的PlayStation 3。Xbox是华盛顿雷德蒙微软公司的注册商标。PlayStation是日本东京Kabushiki Kaisha SONY计算机娱乐公司的注册商标。Wii是日本京都任天堂有限公司的注册商标。这样的游戏控制台一般连接到电视机或视频监视器,以使虚拟世界的可视图象可以呈现给用户。可选的,客户设备可以是任何其他类型的具有网络能力的设备,能够接收和使用辅助的内容。这样的设备包括但不限于蜂窝电话、个人计算机、膝上型电脑、电视机顶盒、便携式因特网接入设备、便携式电子邮件设备、便携式视频游戏设备、个人数字助理、数字音乐播放器等。进一步,客户端设备170可以含有两个或多个上述例举的设备的功能。
作为实例,按照本发明实施例,客户端设备170如图6所示配置,其描述了说明客户端设备300的组件的结构图。作为不失一般性的实例,客户端设备300可由计算机系统实现,如适合实现本发明实施例的个人计算机、视频游戏控制台、个人数字助理或其他数字设备。客户端设备300包括中央处理单元(CPU)305,配置为运行软件应用程序和可选的操作系统。CPU305包含一个或多个处理器内核。作为非限制性实例,CPU305是并行处理器模块,如Cell处理器。有关Cell处理器体系结构的实例在例如版权为IBM公司、SONY计算机娱乐公司、东芝社团,2005年8月8日的Cell Broadband Engine Architecture中进行了详细的描述,其副本可以从http://cell.scei.co.jp/下载,其全部内容结合于此以供参考。
存储器306耦合到CPU305,存储器306存储CPU305使用的应用程序和数据。存储器306是一个集成电路(如RAM、DRAM、ROM等)。计算机程序301以能够在处理器305上执行的指令的形式存储在存储器306中。程序301的指令尤其配置为实现用于增加广告印象的方法的某些步骤,例如上述描述的涉及图1A-1D和图2。作为实例,印象增加程序301包括向相机路径增加移动的指令,使相机视点(POV)朝向沿着相机路径遇到的一个或多个广告目标。向相机路径增加的移动用于使广告目标位于视频显示器上显示的场景中,增加与一个或多个广告目标相关联的多个广告印象的可能性。程序301结合一个或多个用于实现交互环境的指令进行操作。作为实例,这样的指令是主程序303的一部分,如视频游戏程序。可选的,主程序303是用于与虚拟世界接口的程序。主程序303用于在视频显示器上显示模拟环境相对相机POV的部分场景,并且在用户和模拟环境交互的过程中,当相机POV响应相机POV沿着相机路径的移动而改变时改变场景。主程序包括用于物理模拟304、相机管理307和报告广告印象309的指令。主程序303调用例如作为功能或子程序的印象增加程序301、物理模拟指令304、相机管理指令307和广告印象报告指令309。
客户端设备300也包括公知的支持功能310,如输入/输出(I/O)组件311、电源(P/S)312、时钟(CLK)313和高速缓存314。客户端设备300进一步包括存储设备315,其为应用程序和数据提供非易失性存储。存储设备315用于从内容服务器120上下载的辅助内容资源316的临时或长期存储。作为实例,存储设备315可以是固定的盘驱动器、可移动盘驱动器、闪存设备、磁带设备、CD-ROM、DVD-ROM、Blu-ray、HD-DVD、UMD或其他光存储设备。
一个或多个用户输入设备320用于从一个或多个用户将用户输入传到计算机客户端设备300。作为实例,一个或多个用户输入设备320经I/O组件311耦合到客户端设备300。适当的输入设备320的实例包括键盘、鼠标、游戏杆、触摸垫、触摸屏、光笔、静拍或视频相机和/或麦克风。客户端设备300包括网络接口325,通过电子通信网络327实现通信。网络接口325配置为通过局域网和广域网,例如因特网实现有线或无线通信。客户端设备300借助网络327通过一个或多个消息包326为文件发送和接收数据和/或请求。
客户端设备300进一步包括图形子系统330,其包括图象处理单元(GPU)335和图形存储器340。图形存储器340包括显存(如帧缓冲),用于为输出图象的每个象素存储象素数据。图形存储器340集成在相同设备如GPU335中,作为分离设备与GPU335连接,和/或在存储器306中实现。象素数据可以从CPU305直接提供给图形存储器340。可选的,CPU305可以向GPU335提供定义期望的输出图象的数据和/或指令,根据这些数据和/或指令GPU335产生一个或多个输出图象的象素数据。所述定义期望的输出图象的数据和/或指令存储在存储器310和/或图形存储器340中。在一个实施例中,GPU335配置为(如通过适合的程序或硬件配置)具有3D图象能力,用于根据为场景定义几何学、光、阴影、纹理、移动和/或相机参数的指令和数据,为输出的图象产生象素数据。GPU335进一步包括一个或多个可编程执行单元,能够执行阴影程序。
图形子系统330定期从图形存储器340输出图象的象素数据,显示在视频显示设备350上。视频显示设备350可以是任何能够响应来自客户端设备300的信号以显示可视信息的设备,包括CRT、LCD、等离子和OLED显示器。计算机客户端设备300提供具有模拟或数字信号的显示设备350。作为实例,显示器350包括阴极射线管(CRT)或平板屏幕,其显示文字、数字、图形符号或图象。另外,显示器350包括一个或多个音频扬声器,产生音频或其他可探测的声音。促进这种声音的产生,客户端设备300进一步包括音频处理器355,适合根据由CPU305、存储器306和/或存储设备315提供的指令和/或数据产生模拟或数字音频输出。
通过一条或多条数据总线360可操作的彼此连接客户端设备300的组件,该组件包括CPU305、存储器306、支持功能310、数据存储315、用户输入设备320、网络接口325和音频处理器355。这些组件可以以硬件、软件或固件或其中两个或多个结合的方式实现。
虽然以上对本发明优选实施例进行了完全描述,但其可以使用各种改变、修改和等同变换。因此,本发明保护范围的确定不应受上述描述内容的限制,而是由所附加的权利要求连同等同物的全部范围确定。此处所描述的无论优选的或非优选的任何特征,可以和此处描述的无论优选的或非优选的任何其他特征相结合。在以下权利要求中,除非特别说明以外,“一”或“一个”涉及本文中一个或多个项目的数量。所附加的权利要求不被解释为包括部件+功能的限定,除非这样的限定使用短语“装置,用于”明确地记录在给定的权利要求中。
Claims (25)
1.一种用于促进用户与包含一个或多个广告目标的交互式环境进行交互的系统中的计算机可执行方法,该方法用于增加广告印象的数量,包括:
a)按照相机视点(相机POV)将所述模拟环境一部分的场景显示在视频显示器上;
b)在所述用户与所述模拟环境交互期间,当所述相机POV响应所述相机POV沿着相机路径的移动而变化时,改变场景;
c)向所述相机路径增加移动,使所述相机POV朝向沿着所述相机路径遇到的一个或多个广告目标,其中增加到所述相机路径的所述移动用于使所述广告目标位于在所述视频显示器上显示的场景中,以能够增加与一个或多个广告目标相关联的广告印象的数量。
2.如权利要求1所述的方法,进一步包括:在所述用户与所述模拟环境交互期间,记录与与一个或多个所述广告目标相关联的一个或多个广告印象。
3.如权利要求1所述的方法,进一步包括:在所述用户与所述模拟环境交互期间,将广告印象的数量报告给报告服务器。
4.如权利要求1所述的方法,其中c)包括:独立于用户发起的移动命令或与所述模拟环境的交互,向所述相机路径增加所述移动。
5.如权利要求1所述的方法,其中c)包括:由用户发起的移动命令或与所述模拟环境的交互产生的所述相机POV的移动,增加到所述相机路径。
6.如权利要求1所述的方法,其中c)包括:向所述相机路径增加俯仰或扫视,以使所述相机POV朝向所述一个或多个广告目标。
7.如权利要求1所述的方法,其中c)包括:向所述相机路径增加所述相机POV位置的变动。
8.如权利要求1所述的方法,其中c)包括:减少所述相机POV移动的速度,以具有充足的一段时间,使得广告目标在所述视频显示器上显示的所述场景中保持足够长时间的可视以产生印象。
9.如权利要求1所述的方法,其中所述用户通过控制所述模拟环境中呈现的虚拟角色与所述模拟环境交互。
10.如权利要求9所述的方法,其中所述相机POV被选择以显示所述模拟环境中的所述虚拟角色。
11.如权利要求10所述的方法,其中以这样一种方式限制增加到所述相机路径中的所述移动,使所述虚拟角色保持在所述视频显示器上显示的所述场景中。
12.如权利要求9所述的方法,其中选择所述相机POV,以便根据所述虚拟角色的视点显示所述场景。
13.如权利要求12所述的方法,其中c)包括:对所述虚拟角色增加瞬时移动,致使所述相机POV改变。
14.如权利要求1所述的方法,其中所述模拟环境包括视频游戏。
15.如权利要求1所述的方法,其中c)包括:基于用户输入和/或所述交互环境的状态确定时间间隔Δt的初始相机路径;基于所述初始相机路径识别该时间间隔Δt中一个或多个丢失的印象;计算所述相机路径相对所述初始相机路径的偏离,其中该偏离用于捕获如果在所述时间间隔Δt沿着所述初始相机路径会丢失的印象;通过结合所述偏离和所述初始相机路径,计算修正的相机路径。
16.如权利要求15所述的方法,其中c)进一步包括:限制相机路径偏离的量和/或速度,通过计算的方式避免显示导致用户恶心、刺耳或不自然的场景。
17.如权利要求15所述的方法,其中相对相机路径的偏离使得,所述修正的相机路径使广告目标位于所述视频显示器的视野内,具有充足的时间、足够的分辨率和视角以产生广告印象。
18.如权利要求15所述的方法,其中识别一个或多个丢失的印象包括:识别一种情形,其中,在所述时间间隔Δt内,在所述视频显示器上显示的所述场景中,广告目标至少部分可视,但是(i)被在所述视频显示器上显示的所述场景中的其他对象遮挡到不能产生广告印象的程度,或(ii)在足够产生广告印象的时间内,在显示的所述场景中不可视,或者(iii)太大的视角可视而不能产生广告印象(iv)可视但没有足够的分辨率产生广告印象,或(i)、(ii)、(iii)或(iv)两个或多个的结合。
19.如权利要求15所述的方法,其中识别一个或多个丢失的印象包括:识别一种情形,其中,广告目标位于所述视频显示器上显示的所述场景的框架的外面,但足够靠近所述相机路径,所述相机路径的偏离,不会使在所述视频显示器上显示的所述场景导致用户恶心、刺耳或不自然,从而使所述广告目标位于所述框架中:(a)没有被在所述视频显示器上显示的所述场景中的其他对象遮挡到不能产生广告印象的程度,(b)具有充足的时间产生广告印象,(c)足够小的视角而能产生广告印象,(d)具有足够的分辨率产生广告印象。
20.如权利要求15所述的方法,其中计算所述相机路径相对于所述初始相机路径的偏离包括:确定所述相机POV位置和/或所述相机POV的俯仰或扫视的变动,其会使与丢失的印象相关联的广告目标位于所述视频显示器上显示的所述场景的框架中,(a)没有被在所述视频显示器上显示的所述场景中的其他对象遮挡到不能产生广告印象的程度,(b)具有充足的时间产生广告印象,(c)足够小的视角而能产生广告印象,和(d)具有足够的分辨率产生广告印象。
21.如权利要求15所述的方法,进一步包括:确定在时间间隔Δt内按照所述修正的相机路径显示所述场景,显示在所述视频显示器上的该场景是否会导致所述用户恶心、刺耳或不自然,并且:
如果确定,在所述时间间隔Δt内,按照所述修正的相机路径确定显示所述场景,显示在所述视频显示器上的该场景不会导致所述用户恶心、刺耳或不自然,则在所述时间间隔Δt内,按照所述修正的相机路径确定显示所述场景;或
如果确定,在所述时间间隔Δt内,按照所述修正的相机路径确定显示所述场景,显示在所述视频显示器上的该场景将导致所述用户恶心、刺耳或不自然,则在所述时间间隔Δt内,按照所述初始的相机路径确定显示所述场景。
22.如权利要求15所述的方法,进一步包括:将吸引力强度与一个或多个所述广告目标相关联,并且其中计算所述相机路径相对于所述初始相机路径的偏离包括:当计算所述相机POV的位置、速度、方位或方位变化率的偏离时,考虑所述吸引力强度。
23.一种客户端设备,用于在用户与包含一个或多个广告目标的交互式环境进行交互期间,增加广告印象的数量,包括:
处理器;
耦合到处理器的存储器;
包含在存储器中的由所述处理器执行的一个或多个指令,所述指令用于实现一种增加广告印象的数量的方法,所述指令包括:
a)一个或多个指令,当执行时,根据相机视点(相机POV)显示所述模拟环境一部分的场景;
b)一个或多个指令,当执行时,在所述用户和所述模拟环境交互期间,当所述相机POV响应所述相机POV沿着相机路径的移动而变化时,所述场景也将变化;
c)一个或多个指令,当执行时,向所述相机路径增加移动,使所述相机POV朝向沿着所述相机路径遇到的一个或多个广告目标,其中增加到所述相机路径的所述移动用于使广告目标位于显示的所述场景中,以可能增加与一个或多个所述广告目标相关联的广告印象的数量。
24.一种计算机可读介质,其中包含一个或多个计算机可读指令,当执行时,实现一种方法,用于在用户与包含一个或多个广告目标的交互式环境进行交互期间,增加广告印象的数量,一种计算机,所述指令包括:
a)一个或多个指令,当执行时,根据相机视点(相机POV)在视频显示器上显示所述模拟环境的一部分的场景;
b)一个或多个指令,当执行时,在所述用户和所述模拟环境交互期间,当所述相机POV响应所述相机POV沿着相机路径的移动而变化时,所述场景也将变化;并且
c)一个或多个指令,当执行时,向所述相机路径增加移动,使所述相机POV朝向沿着所述相机路径遇到的一个或多个广告目标,其中增加到所述相机路径的所述移动用于使广告目标位于所述视频显示器上显示的所述场景中,以能够增加与一个或多个所述广告目标相关联的广告印象的数量。
25.一种在用于促进用户与包含一个或多个广告目标的交互式环境进行交互的系统中使用的装置,该装置用于增加广告印象的数量,该装置包括:
a)用于根据相机视点(相机POV)在视频显示器上显示所述模拟环境一部分的场景的装置;
b)用于在所述用户与所述模拟环境交互期间,当所述相机POV响应所述相机POV沿着相机路径的移动而变化时,改变所述场景的装置;以及
c)用于向所述相机路径增加移动,使所述相机POV朝向沿着所述相机路径遇到的一个或多个广告目标的装置,其中增加到所述相机路径的所述移动用于使广告目标位于所述视频显示器上显示的所述场景中,以能够增加与一个或多个所述广告目标相关联的广告印象的数量。
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CN110325250B (zh) * | 2017-01-09 | 2023-07-18 | 索尼互动娱乐股份有限公司 | 用户分析系统和方法 |
CN111437604A (zh) * | 2020-03-23 | 2020-07-24 | 网易(杭州)网络有限公司 | 游戏的显示控制方法、装置、电子设备及存储介质 |
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KR20090036528A (ko) | 2009-04-14 |
US20210236920A1 (en) | 2021-08-05 |
US9272203B2 (en) | 2016-03-01 |
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US20160250549A1 (en) | 2016-09-01 |
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US20090091571A1 (en) | 2009-04-09 |
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US20130231183A1 (en) | 2013-09-05 |
JP5744105B2 (ja) | 2015-07-01 |
US8416247B2 (en) | 2013-04-09 |
CN101447056B (zh) | 2018-01-23 |
KR101020507B1 (ko) | 2011-03-09 |
US9795875B2 (en) | 2017-10-24 |
US10974137B2 (en) | 2021-04-13 |
JP2009093183A (ja) | 2009-04-30 |
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