Michael Frazzini

United States
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Patents

  • Highlight presentation interface in a game spectating system

    Issued US 10,864,447

    Methods and apparatus for presenting highlights from broadcasts in spectating environments. A highlight service determines highlight events in the broadcasts, and extracts highlight segments from the broadcasts according to the determined events. Highlight reels may be created from the highlight segments according to highlight selection criteria (genre, game title, broadcaster, time period, etc.) and/or spectator preferences. The highlight service may provide a highlight user interface (UI) via…

    Methods and apparatus for presenting highlights from broadcasts in spectating environments. A highlight service determines highlight events in the broadcasts, and extracts highlight segments from the broadcasts according to the determined events. Highlight reels may be created from the highlight segments according to highlight selection criteria (genre, game title, broadcaster, time period, etc.) and/or spectator preferences. The highlight service may provide a highlight user interface (UI) via which spectators may selectively view the highlights and highlight reels. The highlight service may generate highlight reels targeted to particular spectators or groups of spectators according to spectators' specified or otherwise determined preferences, demographics, viewing history, and so on.

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  • Providing digital representations based on physical items

    Issued US 10,679,283

    Methods and apparatus for collecting information for physical products by providing virtual products to customers. Virtual products (digital representations of physical products) may be provided to customers that provide item information including but not limited to evidence of ownership of corresponding physical products, for example photographs or sales receipts. The customers may use the virtual products in various applications in which the customers may establish a virtual presence. The…

    Methods and apparatus for collecting information for physical products by providing virtual products to customers. Virtual products (digital representations of physical products) may be provided to customers that provide item information including but not limited to evidence of ownership of corresponding physical products, for example photographs or sales receipts. The customers may use the virtual products in various applications in which the customers may establish a virtual presence. The information provided by the customers may be collected, analyzed, and applied in one or more areas of real-world production and marketing, for example in obtaining competitive pricing information. Digital lockers may be provided for the customers to which the virtual products are stored; the applications may access the virtual products for a customer from a respective digital locker.

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  • Executing applications in remotely emulated computing devices

    Issued US 10,673,916

    Disclosed are various embodiments that facilitate execution of applications through remotely emulated computing devices. An application is executed in a hosted environment. A video signal of the application is encoded into a media stream, which is sent to a client computing device. In various embodiments, access to data that is locally available to the client computing device is facilitated. In various embodiments, data related to the operation of the application is recorded.

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  • Game content interface in a spectating system

    Issued US 10,632,372

    A game spectating system that provides interfaces and methods for providing game content to viewers. The spectating system obtains game metadata from game systems for games being broadcast by the spectating system according to the API, and generates broadcast content based at least in part on the game metadata. The broadcast content includes user interface (UI) elements for obtaining virtual or physical objects corresponding to the game content. The broadcast content is provided to spectator…

    A game spectating system that provides interfaces and methods for providing game content to viewers. The spectating system obtains game metadata from game systems for games being broadcast by the spectating system according to the API, and generates broadcast content based at least in part on the game metadata. The broadcast content includes user interface (UI) elements for obtaining virtual or physical objects corresponding to the game content. The broadcast content is provided to spectator devices with the broadcasts. The spectating system receives indications of spectators' interactions with the broadcast content from the spectator devices including interactions requesting the virtual or physical objects, and facilitates provisioning or delivery of the objects to respective spectator devices or spectators.

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  • Repository service for managing digital assets

    Issued US 10,506,003

    A media universe system may provide digital media content to clients via methods and apparatus that provide interactive and immersive viewing experiences to the clients. A repository service may store digital assets for the media universe and maintain an asset tracking database that may track how the digital assets of the media universe relate to one another over time within a world encompassed by the media universe. The repository service may also maintain mappings between the digital assets…

    A media universe system may provide digital media content to clients via methods and apparatus that provide interactive and immersive viewing experiences to the clients. A repository service may store digital assets for the media universe and maintain an asset tracking database that may track how the digital assets of the media universe relate to one another over time within a world encompassed by the media universe. The repository service may also maintain mappings between the digital assets and other content of the media universe. The repository service may serve as a centralized continuity database for the world and the media universe. Providing an accessible, scalable, network-based location for the continuity database may enable developers to build interactive experiences for users to explore the world of the media universe, both spatially and temporally.

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  • Participant rewards in a spectating system

    Issued US 10,390,064

    A spectating system that leverages game metadata and/or broadcast metadata to provide rewards to or otherwise acknowledge participants in broadcasts. The system may analyze the metadata to detect events or other information about broadcasts, and may recognize and/or reward participants based at least in part on the analysis. Spectators may be rewarded for participating in broadcasts, or in particular events in broadcasts. Broadcasters may be rewarded for in-game achievements or for achieving…

    A spectating system that leverages game metadata and/or broadcast metadata to provide rewards to or otherwise acknowledge participants in broadcasts. The system may analyze the metadata to detect events or other information about broadcasts, and may recognize and/or reward participants based at least in part on the analysis. Spectators may be rewarded for participating in broadcasts, or in particular events in broadcasts. Broadcasters may be rewarded for in-game achievements or for achieving levels of audience participation or support. Participants may select or vote on other participants to receive rewards. Rewards may, for example, include acknowledgement of participants via the user interface, virtual items such as in-game virtual gear, physical items such as game-related merchandise, and granting of benefits or privileges by the spectating system and/or game system such as special content for a broadcaster's channel.

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  • Real-time rendering of targeted video content

    Issued US 10,375,434

    A real-time video targeting (RVT) system may leverage network-based computation resources and services, available 2D or 3D model data, and available viewer information to dynamically personalize content of, or add personalized content to, video for particular viewers or viewer groups. When playing back pre-recorded video to viewers, at least some objects or other content in at least some of the scenes of the video may be replaced with objects or content targeted at particular viewers or groups…

    A real-time video targeting (RVT) system may leverage network-based computation resources and services, available 2D or 3D model data, and available viewer information to dynamically personalize content of, or add personalized content to, video for particular viewers or viewer groups. When playing back pre-recorded video to viewers, at least some objects or other content in at least some of the scenes of the video may be replaced with objects or content targeted at particular viewers or groups according to profiles or preferences of the viewers or groups. Since the video is being rendered and streamed to different viewers or groups in real-time by the network-based computation resources and services, any given scene of a video may be modified and viewed in many different ways by different viewers or groups based on the particular viewers' or groups' profiles.

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  • Determining highlights in a game spectating system

    Issued US 10,363,488

    Methods and apparatus for determining highlights from broadcasts in spectating environments. A highlight service obtains highlight data for broadcasts including game- and participant-specified events, audio input, and text chat, analyzes the highlight data to determine notable events (highlights) in the broadcasts, and extracts highlight segments from the broadcasts according to the determined events. Highlight reels may be created from the highlight segments according to one or more highlight…

    Methods and apparatus for determining highlights from broadcasts in spectating environments. A highlight service obtains highlight data for broadcasts including game- and participant-specified events, audio input, and text chat, analyzes the highlight data to determine notable events (highlights) in the broadcasts, and extracts highlight segments from the broadcasts according to the determined events. Highlight reels may be created from the highlight segments according to one or more highlight selection criteria and/or spectator preferences. The highlight service may provide access to the highlights and highlight reels via a highlight user interface (UI). The spectators may selectively view the highlights or highlight reels via the highlight UI.

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  • Spectator interactions with games in a spectating system

    Issued US 10,345,897

    A spectating system that generates game inputs based on spectator inputs and interactions, and provides the game inputs to game systems according to an application programming interface (API). The spectating system may allow spectators to interact with and affect a game being broadcast via inputs to and interactions with user interface (UI) elements presented on the spectating UI. Spectators may affect or influence the game, objects within the game universe, events within the game, or the…

    A spectating system that generates game inputs based on spectator inputs and interactions, and provides the game inputs to game systems according to an application programming interface (API). The spectating system may allow spectators to interact with and affect a game being broadcast via inputs to and interactions with user interface (UI) elements presented on the spectating UI. Spectators may affect or influence the game, objects within the game universe, events within the game, or the players in the game via the UI elements on the spectating UI. The spectators may become involved in the games being broadcast by influencing game play via the spectating inputs. Game play for the players may be enhanced by providing interesting variations in game play based on the spectating inputs.

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  • Virtual world generation engine

    Issued US 10,332,311

    A virtual world generation engine and methods for generating virtual worlds from images collected from various sources, including crowdsourced images. A virtual world generation engine may obtain images (e.g., digital photographs, digital video frames, etc.) related to a particular real-world scene, combine the images using image processing techniques such as image stitching techniques to generate composite images representing a view of the scene, and generate models from the composite images…

    A virtual world generation engine and methods for generating virtual worlds from images collected from various sources, including crowdsourced images. A virtual world generation engine may obtain images (e.g., digital photographs, digital video frames, etc.) related to a particular real-world scene, combine the images using image processing techniques such as image stitching techniques to generate composite images representing a view of the scene, and generate models from the composite images. The models may be used in rendering video content representing virtual worlds generated from the collected images of real-world scenes; the video content may be streamed to client device(s). Obtaining the images, generating models, rendering video content from the models, and streaming the video content may be performed in response to user interactions with video content on the client device(s) to allow interactive exploration of the virtual worlds in real-time or near-real time.

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  • Data locker synchronization

    Issued US 10,320,880

    Disclosed are various embodiments enabling a saved state of an application to be stored at a central location and to be retrieved by multiple computing devices executing the application. Accordingly, saved states of applications and interfaces are also enabled to follow a user from one personal computing device to the next.

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  • Spectator audio analysis in online gaming environments

    Issued US 10,300,394

    An audio analysis system that may analyze participant audio input in a game spectating environment. The audio analysis system may receive audio input for participants (broadcasters and/or spectators) in a game spectating system. The audio analysis system may analyze the audio input to generate audio analysis information for broadcasts, and provide the information to the game spectating system. The audio analysis information may be applied in the game spectating system in various ways. For…

    An audio analysis system that may analyze participant audio input in a game spectating environment. The audio analysis system may receive audio input for participants (broadcasters and/or spectators) in a game spectating system. The audio analysis system may analyze the audio input to generate audio analysis information for broadcasts, and provide the information to the game spectating system. The audio analysis information may be applied in the game spectating system in various ways. For example, the information may be used to determine active or popular broadcasts, broadcasters, games, and/or recordings of broadcasts, and the active or popular content may be indicated to spectators via a game spectating user interface. The audio analysis system may provide an application programming interface (API) to receive the audio input and to provide audio analysis information.

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  • Player audio analysis in online gaming environments

    Issued US 10,293,260

    An audio analysis system that may analyze participant audio input in an online game environment. The audio analysis system may receive audio input for participants (players or spectators) in a current game session of a game executing within an online game system. The audio analysis system may analyze the audio input to generate audio analysis information for the current game session, and provide the audio analysis information to the online game system. The audio analysis information may be…

    An audio analysis system that may analyze participant audio input in an online game environment. The audio analysis system may receive audio input for participants (players or spectators) in a current game session of a game executing within an online game system. The audio analysis system may analyze the audio input to generate audio analysis information for the current game session, and provide the audio analysis information to the online game system. The audio analysis information may be applied within the online game system in various ways. For example, the information may be displayed to the players and/or spectators via a user interface provided by game clients executing on respective client devices. The audio analysis system may provide an application programming interface (API) to receive audio input and provide audio analysis information to one or more game systems.

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  • Customizing client experiences within a media universe

    Issued US 10,217,185

    Methods and apparatus for providing interactive and customized experiences to clients of a media universe (MU) system. The MU system may leverage network-based computation resources and services, for example a streaming service, and a digital asset repository or repository service to dynamically provide customized and customizable experiences to clients. Clients may create or modify digital assets (e.g., 3D models of characters, objects, etc.), which may be stored to the asset repository. The…

    Methods and apparatus for providing interactive and customized experiences to clients of a media universe (MU) system. The MU system may leverage network-based computation resources and services, for example a streaming service, and a digital asset repository or repository service to dynamically provide customized and customizable experiences to clients. Clients may create or modify digital assets (e.g., 3D models of characters, objects, etc.), which may be stored to the asset repository. The MU system may dynamically render digital media content of the media universe (e.g., movies, games, etc.) that includes the clients' custom digital assets (characters, objects, backgrounds, etc.) inserted into appropriate locations, and stream the dynamically customized content to respective client devices. Effectively, a client layer of content is overlaid on a base or canonical layer of content within digital media of the media universe.

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  • Applying participant metrics in game environments

    Issued US 10,105,608

    A system that collects, analyzes, and applies physical metrics from participants in game environments. Participants (players and/or spectators) in a game may wear or hold devices that collect physical data from the participants via sensors, generate metrics data from the sensor data, and provide the metrics data to a participant metrics module. The module may receive the metrics data from the devices, analyze the metrics data to generate game inputs based on the participants' physical metrics…

    A system that collects, analyzes, and applies physical metrics from participants in game environments. Participants (players and/or spectators) in a game may wear or hold devices that collect physical data from the participants via sensors, generate metrics data from the sensor data, and provide the metrics data to a participant metrics module. The module may receive the metrics data from the devices, analyze the metrics data to generate game inputs based on the participants' physical metrics, and provide the game inputs to the game system to affect game play. The module may also receive alerts or other information from the game system or from players, determine feedback for participants according to the received information, and signal the devices to provide feedback or alerts to the participants in the game. The devices may include indicators that are activated by the signals to provide visual, audio, and/or haptic indications to respective participants.

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  • Developing versions of applications based on application fingerprinting

    Issued US 9,921,827

    Disclosed are various embodiments for developing versions of applications based on application fingerprinting. For example, an application may be ported from one operating system platform to another, or an application may be modified to be compatible with a specific device. In one embodiment, an application fingerprint is received for an application. The application fingerprint may be generated based at least in part on a static analysis of the application and a dynamic analysis of the…

    Disclosed are various embodiments for developing versions of applications based on application fingerprinting. For example, an application may be ported from one operating system platform to another, or an application may be modified to be compatible with a specific device. In one embodiment, an application fingerprint is received for an application. The application fingerprint may be generated based at least in part on a static analysis of the application and a dynamic analysis of the application. A device that is incompatible with the application based at least in part on the application fingerprint may be determined. A modification to the application to make the application compatible with the device may be determined.

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  • Object discovery and exploration in video content

    Issued US 9,894,405

    A real-time video exploration (RVE) system that allows users to pause, step into, move through, and explore 2D or 3D modeled worlds of scenes in a video. The RVE system may allow users to discover, select, explore, and manipulate objects within the modeled worlds used to generate video content. The RVE system may implement methods that allow users to view and explore in more detail the features, components, and/or accessories of selected objects that are being manipulated and explored. The RVE…

    A real-time video exploration (RVE) system that allows users to pause, step into, move through, and explore 2D or 3D modeled worlds of scenes in a video. The RVE system may allow users to discover, select, explore, and manipulate objects within the modeled worlds used to generate video content. The RVE system may implement methods that allow users to view and explore in more detail the features, components, and/or accessories of selected objects that are being manipulated and explored. The RVE system may also implement methods that allow users to interact with interfaces of selected objects or interfaces of components of selected objects.

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  • Real-time exploration of video content

    Issued US 9,892,556

    A real-time video exploration (RVE) system that allows users to pause, step into, and explore 2D or 3D modeled worlds of scenes in a video. The system may leverage network-based computation resources to render and stream new video content from the models to clients with low latency. A user may pause a video, step into a scene, and interactively change viewing positions and angles in the model to move through or explore the scene. The user may resume playback of the recorded video when done…

    A real-time video exploration (RVE) system that allows users to pause, step into, and explore 2D or 3D modeled worlds of scenes in a video. The system may leverage network-based computation resources to render and stream new video content from the models to clients with low latency. A user may pause a video, step into a scene, and interactively change viewing positions and angles in the model to move through or explore the scene. The user may resume playback of the recorded video when done exploring the scene. Thus, rather than just viewing a pre-rendered scene in a movie from a pre-determined perspective, a user may step into and explore the scene from different angles, and may wander around the scene at will within the scope of the model to discover parts of the scene that are not visible in the original video.

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  • Object customization and accessorization in video content

    Issued US 9,747,727

    A real-time video exploration (RVE) system that allows users to pause, step into, move through, and explore 2D or 3D modeled worlds of scenes in a video. The RVE system may allow users to select and manipulate objects within a scene, and to modify an object by adding or removing accessories from the object or otherwise customizing the object according to the user's preferences or desires. The RVE system may also provide an interface or interfaces via which the user can obtain additional…

    A real-time video exploration (RVE) system that allows users to pause, step into, move through, and explore 2D or 3D modeled worlds of scenes in a video. The RVE system may allow users to select and manipulate objects within a scene, and to modify an object by adding or removing accessories from the object or otherwise customizing the object according to the user's preferences or desires. The RVE system may also provide an interface or interfaces via which the user can obtain additional information for the object, customize the object, be given a price or price(s) for the object as customized, and purchase the object as specified if desired.

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  • Data locker synchronization

    Issued US 9,432,438

    Disclosed are various embodiments enabling a saved state of an application to be stored at a central location and to be retrieved by multiple computing devices executing the application. Accordingly, saved states of applications and interfaces are also enabled to follow a user from one personal computing device to the next.

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  • Remotely emulating computing devices

    Issued US 9,424,052

    Disclosed are various embodiments that facilitate remote emulation of computing devices. A model of a computing device and an application that is executable in the computing device are identified. The application is executed in a hosted environment. A video signal of the application is encoded into a media stream. A user interface is encoded for rendering in a client. The user interface includes a graphical representation of the model of the computing device. A screen of the graphical…

    Disclosed are various embodiments that facilitate remote emulation of computing devices. A model of a computing device and an application that is executable in the computing device are identified. The application is executed in a hosted environment. A video signal of the application is encoded into a media stream. A user interface is encoded for rendering in a client. The user interface includes a graphical representation of the model of the computing device. A screen of the graphical representation of the model of the computing device is configured to render at least a portion of the video signal from the media stream.

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  • Scoreboards for electronic games

    Issued US 9,299,064

    Game scores are obtained and associated with tiers based at least in part on game scores. Also, social networking contacts who are also players of the game are identified. A scoreboard is generated that shows the tiers, rankings of a respective one of the players, and the social networking contacts who were identified.

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  • Data locker synchronization

    Issued US 9,061,202

    Disclosed are various embodiments enabling a saved state of an application to be stored at a central location and to be retrieved by multiple computing devices executing the application. Accordingly, saved states of applications and interfaces are also enabled to follow a user from one personal computing device to the next.

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  • Data Locker Management

    Issued US 8,668,591

    This patent relates to a 'data locker' management system that enables a user to have applications, desktop layouts, and other data that follows them across various computing devices. For example, a user may purchase an application and add it to their data locker. The user may then use various computing devices to access a saved desktop that incorporates local applications and the application contained in the entitlement locker.

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  • Data Locker Synchronization

    Issued US 8,663,018

    This patent relates to Amazon Whispersync and to application data synchronization generally. As described, the state of an application, such as a game played on a mobile phone, may be saved remotely. The saved states can be downloaded from a different device (or the same device at a different point in time), and used to restore the application to the earlier state. In this way, the application may be played on one device, saved, and then resumed at the same point in the application on…

    This patent relates to Amazon Whispersync and to application data synchronization generally. As described, the state of an application, such as a game played on a mobile phone, may be saved remotely. The saved states can be downloaded from a different device (or the same device at a different point in time), and used to restore the application to the earlier state. In this way, the application may be played on one device, saved, and then resumed at the same point in the application on another device.

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  • Executing Applications in Remotely Emulated Computing Devices

    Issued US 8,572,178

    Disclosed are various embodiments that facilitate execution of applications through remotely emulated computing devices. An application is executed in a hosted environment. A video signal of the application is encoded into a media stream, which is sent to a client computing device. In various embodiments, access to data that is locally available to the client computing device is facilitated. In various embodiments, data related to the operation of the application is recorded

    Other inventors
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  • Data mining for targeted republishing

    Issued US 8,346,585

    A system and method of data mining for republishing is described. In some embodiments products having a high potential for increased sales through republishing are identified based on relationships with products having consistent sales. In some embodiments products having a high potential for increased sales through republishing are identified based on sales in one language and availability of rights in another language. In one aspect, translations are facilitated via a translations marketplace.

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  • Author-focused tools for scheduling an event associated with an author or with a work of the author

    Issued US 8,209,217

    This disclosure describes a platform for better connecting authors and retailers that offer works of the authors for acquisition by a community of users. This platform includes multiple tools that allow the authors to provide content to the community of users through the retailer or through another entity. In addition, this platform provides tools that authors may utilize for marketing their works, for tracking acquisition (e.g., sales) of their works, for connecting with other authors, or for…

    This disclosure describes a platform for better connecting authors and retailers that offer works of the authors for acquisition by a community of users. This platform includes multiple tools that allow the authors to provide content to the community of users through the retailer or through another entity. In addition, this platform provides tools that authors may utilize for marketing their works, for tracking acquisition (e.g., sales) of their works, for connecting with other authors, or for a multitude of other purposes.

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  • Author-Focused Tools for Scheduling an Event Associated with an Author or with a Work of the Author

    Issued US 8209217

    The application is directed to serving a user interface indicating a geographical distribution of consumers that have conducted transactions associated with a work and facilitating scheduling of an event associated with an author or the work. The facilitating scheduling includes enabling the author or a user to select a geographical region at which to hold the event, enabling the author or user to select a venue to host the event, and scheduling the event at the venue selected by the author or…

    The application is directed to serving a user interface indicating a geographical distribution of consumers that have conducted transactions associated with a work and facilitating scheduling of an event associated with an author or the work. The facilitating scheduling includes enabling the author or a user to select a geographical region at which to hold the event, enabling the author or user to select a venue to host the event, and scheduling the event at the venue selected by the author or user.

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