{"schema_version":"1.0","canonical_url":"https://patentable.app/patents/US-9854328","patent":{"patent_number":"US-9854328","title":"Augmentation of multimedia consumption","assignee":null,"inventors":[],"filing_date":"2012-07-06T00:00:00.000Z","publication_date":"2017-12-26T00:00:00.000Z","cpc_codes":["H04N","H04N","H04N","H04N","H04N","H04N","H04N","G06T"],"num_claims":20,"abstract":"Disclosed are methods and apparatus for augmenting a user's multimedia consumption experience. The methods comprise while the user is consuming the multimedia presentation using a first device, that device provides (to one or more remote processors) information that may be used to identify a relevant location. The one or more processors use this information to identify the location and acquire a virtual environment. This virtual environment may be a virtual representation the location. The virtual environment is presented to the user on a second (companion) device. Using the second device, the user may explore the virtual environment and interact with virtual objects therein."},"analysis":{"summary":"The Augmentation of Multimedia Consumption patent introduces a system that enhances the user's multimedia experience by integrating virtual environments with real-time multimedia presentations. This technology addresses the problem of passive viewing by allowing users to actively explore and interact with virtual representations of the content they are consuming. The key technical approach involves a primary device transmitting information about the multimedia content to a remote processor, which then generates a relevant virtual environment displayed on a companion device. This allows the user to explore and interact with virtual objects therein, creating a richer and more personalized experience. The business value lies in the potential to increase user engagement, create new revenue streams through interactive content, and transform various industries, including entertainment, education, and advertising. The market opportunity is significant, as consumers increasingly demand immersive and interactive experiences. This technology offers a compelling solution for content providers seeking to capture and retain user attention in a competitive digital landscape. The innovation allows for a more dynamic and engaging user experience, moving beyond passive viewing to active participation. By providing a virtual environment that complements the multimedia content, the user can explore and interact with the content in a more meaningful way. This approach has significant implications for various industries, including entertainment, education, and advertising. The system described in the patent allows for a more interactive and personalized experience, setting it apart from traditional methods. This leads to increased user engagement and retention. Explore the potential of this patent and its implications for the future of multimedia.","layman_explanation":"The Augmentation of Multimedia Consumption patent addresses the problem of passive viewing in the digital media landscape. Traditional multimedia consumption often lacks interactivity and engagement, leading to decreased user attention and retention. This patent offers a solution by seamlessly integrating virtual environments with real-time multimedia presentations, creating a more immersive and interactive experience. The core concept involves a primary device (e.g., TV, computer) displaying multimedia content, while a companion device (e.g., tablet, smartphone) presents a corresponding virtual environment. This allows users to explore virtual representations of locations, objects, or scenes depicted in the multimedia content, enhancing their understanding and enjoyment. For example, while watching a documentary about ancient Egypt, a user could explore a virtual recreation of the pyramids on their tablet. This integration is achieved through a system that analyzes the multimedia content being displayed on the primary device and generates a relevant virtual environment on the companion device. The system uses metadata and content analysis techniques to identify key locations, objects, or scenes and creates a virtual representation that is synchronized with the multimedia content. This virtual environment can be explored and interacted with by the user, providing a more engaging and personalized experience. The significance of this patent lies in its potential to transform how we consume and interact with multimedia content. By creating a more immersive and interactive experience, this technology can increase user engagement, improve learning outcomes, and create new revenue streams for content providers. The potential market impact is substantial, as consumers increasingly demand more engaging and interactive experiences. The competitive advantages include the seamless integration of virtual environments with real-time multimedia presentations, the ability to personalize the user experience, and the potential for new revenue streams. The potential return on investment is significant, as content providers can use this technology to attract and retain users, increase advertising revenue, and create new interactive content formats. The future applications of this technology are vast, ranging from entertainment and education to advertising and training. As virtual reality and augmented reality technologies continue to evolve, this patent provides a solid foundation for creating more immersive and interactive multimedia experiences. The market adoption timeline will depend on the availability of affordable virtual reality and augmented reality devices, as well as the willingness of content providers to invest in creating interactive content. The investment implications are significant, as this technology has the potential to disrupt the multimedia industry and create new opportunities for growth and innovation.","technical_analysis":"The Augmentation of Multimedia Consumption patent presents a novel approach to enhancing multimedia consumption through the integration of virtual environments. The technical architecture involves a primary device (e.g., TV, computer) that transmits metadata about the displayed multimedia content to a remote processing unit. This metadata is then used to identify and generate a corresponding virtual environment, which is rendered on a secondary device (e.g., tablet, smartphone). The system leverages techniques such as content analysis, 3D modeling, and real-time synchronization to ensure a seamless and immersive user experience. Implementation details include the use of APIs for content analysis and virtual environment generation, as well as network protocols for data transmission and synchronization. Algorithm specifics focus on optimizing the virtual environment rendering pipeline to minimize latency and maximize frame rates. Integration patterns involve the use of standard multimedia codecs and streaming protocols to ensure compatibility with existing content delivery networks. Performance characteristics are critical, as the system must be able to generate and display the virtual environment in real-time without disrupting the multimedia playback. Code-level implications include the need for efficient memory management, optimized rendering algorithms, and robust error handling. The system's architecture allows for scalability, enabling it to support a large number of concurrent users and a wide range of multimedia content. The use of standard APIs and protocols facilitates integration with existing multimedia platforms and content management systems. The technology's ability to dynamically generate and synchronize virtual environments opens up new possibilities for interactive storytelling, personalized learning, and immersive advertising. The system's performance characteristics are crucial for delivering a seamless and engaging user experience.","business_analysis":"The Augmentation of Multimedia Consumption patent holds significant business potential due to its ability to enhance user engagement and create new revenue streams in the multimedia industry. The market opportunity is substantial, as consumers increasingly demand immersive and interactive experiences. The competitive advantages of this technology include its ability to seamlessly integrate virtual environments with real-time multimedia presentations, creating a more engaging and personalized experience. The revenue potential lies in the ability to offer premium interactive content, generate advertising revenue through virtual object placement, and license the technology to content providers and streaming platforms. Potential business models include subscription-based access to interactive content, pay-per-view virtual experiences, and advertising revenue sharing. Strategic positioning involves targeting content providers and streaming platforms that are looking to differentiate themselves from competitors and attract new users. ROI projections are based on increased user engagement, higher subscription rates, and new revenue streams from interactive content and advertising. The technology's ability to transform various industries, including entertainment, education, and advertising, further enhances its business value. The patent's claims cover a broad range of applications, providing a strong foundation for commercialization. The technology's scalability and adaptability make it suitable for various business models and market segments. The potential for partnerships with content providers, streaming platforms, and technology companies further enhances its business prospects. The innovation allows for a more dynamic and engaging user experience, moving beyond passive viewing to active participation. By providing a virtual environment that complements the multimedia content, the user can explore and interact with the content in a more meaningful way. This approach has significant implications for various industries, including entertainment, education, and advertising.","faqs":null,"topics":["multimedia augmentation","virtual reality","interactive media","patent","US-9854328","augmentation","multimedia","consumption"],"tech_cluster":null},"seo":{"title":"Augmentation of Multimedia Consumption Patent - Interactive Media","description":"Explore the Augmentation of Multimedia Consumption patent for immersive multimedia experiences. Dive into virtual worlds while watching your favorite content. Full analysis here.","keywords":["multimedia augmentation","virtual reality","interactive media","patent","US-9854328","immersive experience","content engagement","streaming technology","media innovation","virtual environment"]},"attribution":{"source":"Patentable","source_url":"https://patentable.app","canonical_url":"https://patentable.app/patents/US-9854328","license":"CC-BY-4.0-like","license_terms":"AI-generated analysis on this page (summary, layman_explanation, technical_analysis, business_analysis, faqs) may be reused with attribution and a visible link back to the canonical URL above. Patent abstracts, claims, and bibliographic data are USPTO public domain.","required_link":"https://patentable.app/patents/US-9854328","citation_suggestion":"Patentable. \"Augmentation of multimedia consumption\" (US-9854328). https://patentable.app/patents/US-9854328","copyright_holder":"Nomic Interactive Technology LLC"},"links":{"html":"https://patentable.app/patents/US-9854328","json":"https://patentable.app/api/llm-context/US-9854328","site":"https://patentable.app","llms_txt":"https://patentable.app/llms.txt"},"generated_at":"2026-05-30T06:56:33.711Z"}