Interactive television and gaming networks llc




















Kit is one of the team that developed Oxygen Media, a cable TV network for women, where he served as an executive producer, director, and the head of units working in Animation, DV Production, and Interactive Narratives. Kit is a recognized authority in the area of animation. His how-to volume, "The Animation Book," was republished in as an edition that covers emerging digital animation techniques.

The volume has become a standard text where animation is taught, with over , copies in print. Bruce L. Paisner is a graduate of Harvard College, where he was managing editor of The Crimson. He holds a J. Priten has extensive experience building successful businesses across East Africa. Keshavjee has had about seven careers, mostly in international higher education planning, reform and review.

He is senior advisor to the provost at the Aga Khan University and was the Head of Academic Planning for the Faculty of Arts and Sciences in East Africa, responsible for the development of the the academic vision and framework for the Faculty.

Keshavjee lead a team of curriculum designers to develop a detailed curriculum plan and also inform key issues in the design and set-up of the FAS.

He now spends part of his time writing - first a memoir, now fiction, and occasionally consults in the burgeoning field of higher education and community-based environmental resilience in the developing world. We have them to thank for helping launch Akili Kids!

Gerry Gitonga. Kaburo Kobia. Kaburo Kobia has year experience in digital media and communications, with deep experience managing complex projects. Kaburo studied art and design and has a passion for Kenya's creative industry. Kaburo has worked in the public sector, with NGOs, and in the private sector with start-ups and media companies. She is a tech early-adopter and is particularly interested in the ways digital media is transforming content creation and consumption. Peer groups are a tool enabling such a large and diversified institution to stay connected with a range of individual disciplines and crafts and identify work of distinction and initiatives worthy of support.

The larger context of the situation is the massive disruption wrought by streaming, which has destabilized the television industry and also led to significant consolidation.

Netflix won 44 Emmys , tying the all-time record set by CBS in Since , more than a half-dozen billion-dollar rivals to Netflix have emerged. Schwartz, co-heads of the interactive group. In a series of group text messages with other members in recent days that were viewed by Deadline, Schwartz described a void of information from the TV Academy. She said seven months had elapsed without an update. At a recent meeting of the Board of Governors, she said, the decision had been made to vet each member of the peer group rather than outright dissolve it.

Registering dissatisfaction in the text chain, Schwartz floated one possible resolution to the strife. Subscribe to Deadline Breaking News Alerts and keep your inbox happy. Advantageously, participants may pause the game after any question and turn off the television or switch to other programming. Participants may then return to the game at any time.

At a predetermined level or after all of the proffered questions have been asked, participants may submit their respective score to be compared with others. The database of questions includes a substantial volume of questions in order to avoid repetition and to maintain the participant's interest. During each game, each question must be answered within a predetermined time period. A participant may achieve a higher score by answering questions as quickly as possible.

In one exemplary embodiment, if the predetermined time period expires, then the participant cannot answer the question, or in an alternative embodiment, the participant may submit an answer after expiration of the predetermined time period simply to determine if the participant actually knew the correct answer. If the participants are not supplied with a correct answer, then the question or a related question may be used again for this participant.

Participants subscribe to the interactive gaming via their respective set-top box. The set-tip boxes permit multiple participants to subscribe through a single set-top box. In an alternative embodiment, some participants may play the interactive games without subscribing, however unsubscribed participants merely answer questions for entertainment purposes and may not directly and interactively compete with any other participants.

Furthermore, several set-top boxes may be installed at a particular location enabling a team of participants to compete with other teams within a predetermined region. In accordance with these and other objects which will become apparent hereinafter, the instant invention will now be described with particular reference to the accompanying drawings.

The present invention enables a dynamic interactive game platform for use with a conventional television system. The present invention allows multiple users to participate in an interactive game via a television system that allows user interaction, continuous real-time scoring, multiple achievement levels and unique scoring schemes.

The scoring scheme associated with the present invention awards points for correct answers, correct answers within a pre-determined time period, bonus points for consecutive correct answers, weighted correct answers associated with each achievement level, and tallies the score in dynamic real time.

The present invention accomplishes real time interaction through the use of a satellite television system and a central interactive gaming center.

A data flow for a system according to the present invention is shown in FIG. A gaming system [] 25 includes a question database 12 for use with a game application 14 , such as an application for a trivia game.

The gaming system 25 transmits data from the question database 12 and the trivia application 14 to a real-time update server The update server 16 transmits data to an uplink server 18 that relays the data to a satellite The questions and gaming application for playing the trivia game reside in the user's STB The user may then interactively review the questions and provide answers via the STB Questions are then asked and answers evaluated from the STB A central broadcast center 10 includes, inter alia, the gaming system 25 , the unlink server 18 , the real time server 16 and transaction server In an exemplary embodiment, approximately questions per level may be provided to a user periodically, i.

The user, after playing the game may then submit their final score for a level or the entire game to a transaction server [] The final scores are transmitted through a telephone from the STB 22 to the transaction server However, other means for transmitting the final scores are conceivable, such as data including scores from several STBs 22 may be sent to the transaction server 24 for the game.

As shown in FIG. From the transaction server [] 24 , the data sent by the STBs 22 is placed in a high score database The high score database 26 stores the scores from several users for comparison and ranking purposes.

A list of high scores and other related data can then be transmitted back via the uplink server 18 to the user so that the user may see the user's score as compared with the other competitors. Data transmission may be provided through a real time update server 16 to an uplink server 18 and uplink server 18 then transmits a question packet from the question database 12 and the game application 14 to the STB Based upon the data stored in the high score database 26 , a prize may be sent to the user with the high score for a particular period such as two weeks, one month or year.

The present invention also facilitates the ability to provide questions on different types of knowledge for various gaming contests. NET platform. Equivalent software and hardware for the servers, databases and STBs may be substituted for the items described. Also, the question database 12 and the high score database 26 may be located in the same hardware system.

Referring now to FIG. Data flows into and from the STB 22 via input and output The STB 22 also includes a gaming application which executes the interactive gaming functionality for the user. The user interacts with the STB 22 via a handheld device 22 a that transmits user commands to the STB 22 via a wireless transmission 22 b. The transmissions to and from the STB gaming application include a question protocol to the television and user replies, answers and commands, via the handheld device Referring to FIG.

Initially, a score is calculated for a particular question as shown in step [] The algorithm then tallies a base score, step , calculates time based component, step , calculates a bonus score component, step and then calculates a score for the given level, step To output the complete total score, the algorithm sums the score for each completed level and then outputs the sum as the total score for the particular user. In calculating the time base score step , the algorithm provides a sum total of each score for all questions, step The summation of the total scores is then multiplied by the tally base score and a level factor i, step The result of the multiplication outputs a time base score at step which is used in step of FIG.

The bonus score component step of FIG. Initially, an input of the total number of questions asked Q i asked , step , is followed by an input of the total number of questions correctly answered Q i correct , step A ratio is calculated in order to determine the percentage of correct answers. The correct percentage is then multiplied by the base level bonus score times the level factor i at step , then the bonus score component b i is output at step As one may ascertain from the above algorithm, a user's score includes the number of correct answers, time associated in supplying the correct answers and an implementation of bonus scoring based thereon.

In one exemplary embodiment, the steps for playing the game are as follows. A portal screen [] 28 is provided, as shown in FIG. The screen 28 allows the user to pick any of a number of games to be provided.

Once the user selects a game, the user is brought to a main game screen 50 as shown in FIG. The user enters a unique identifier 52 to play the game, where the identifier 52 is shown along with other information such as the location. On the initial screen, the points and level of play have not yet been recorded for the user.

However, scores and rankings 56 , 58 may be displayed for those who have already entered their score. Although a limited number of scores may be displayed on the screen, a scroll bar 60 may be used to display a longer list of scores. The main screen 50 allows the user to play 62 , enter the results 64 or change the user identifier playing the game The user is also given directions 68 regarding the game.

After the user elects to play a particular game, the game begins with a question screen [] 70 as shown in FIG. As shown, the question screen 70 provides information which the user may use for competing in the game. As shown, data for the user includes level of play 72 , the number of questions asked for the level played 74 , number of correct answers toward the number needed to advance to the next level 76 , question category 78 , time remaining to answer 80 , points awarded for a rapid answer 82 and total points accumulated so far Extra points may be awarded based upon the percentage of correct answers answered previously for the level being played and upon the level of play.

The display of these extra points 86 is also shown on the question screen Also on the question screen 70 are the question 88 and the answer choices



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