Granted patent
Creation of non-linearly connected transmedia content data
- Number
- 11297396
- Published
- 2022-04-05
- Filed
- 2017-09-26
- Assignee
- Disney Enterprises, Inc.
- Inventors
- Laeuchli; Rebekkah, Schriber; Sasha, Veen; Stephan, Gross; Markus, Simo; Isabel, Grosse; Max
- CPC
- H04N21/80; H04N21/25866; H04N21/26258; H04N21/2743; G06F16/90348; G06F16/435; H04N21/8352; H04N21/2541; G06F16/9024
- Verdict
- Set aside transmedia content data structure, business
- Source
- Google Patents · FreePatentsOnline
Abstract
The invention relates to systems and methods for manipulating non-linearly connected transmedia content, in particular for creating, processing and/or managing non-linearly connected transmedia content and for tracking content creation and attributing transmedia content to one or more creators. Specifically, the invention involves creating a transmedia content data item by a first user and storing the transmedia content data item in a data store, along with a record indicating an association between the first user and the transmedia content data item; creating an ordered group of transmedia content data items by a second user, the ordered group comprising a pointer to the transmedia content data item of the first user; and storing the ordered group and a record associating both the first user and the second user with the ordered group in the data store.
Background
FIELD OF THE DISCLOSURE (1) The present disclosure relates to apparatus, systems and methods for manipulating non-linearly connected transmedia content, for example creating, processing and/or managing non-linearly connected transmedia content. For example, the disclosure provides for tracking content creation and attributing transmedia content to one or more creators. BACKGROUND (2) Influenced by a variety of different multimedia content types, new digital distribution channels, mobile communication devices and an ever increasing use of social media, industry is currently experiencing a disruption in how media is created, distributed and consumed. Classical production pipelines have become less effective as audiences move towards anytime, anywhere, personalized consumption, substituting TV-centric models with multi-device, multichannel models. Individual customers and groups of customers have also become more interactive and participatory, contributing significantly to the creation of new media. The cycles in the traditional creation-distribution-consumption loop become much shorter as consumers constantly provide feedback, resulting in a trend towards ultrashort form content. (3) Existing delivery platforms, for example YouTube and Facebook, allow for the creation and editing of simple channel based content, using a basic model whereby content creators can upload content such as video, text or images, and users can consume the content in an isolated, linear and mono-medial