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Author

Tracey Anne Montoya

Bio: Tracey Anne Montoya is an academic researcher from Microsoft. The author has contributed to research in topics: Audience measurement. The author has an hindex of 2, co-authored 2 publications receiving 222 citations.

Papers
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Patent
15 Sep 2004
TL;DR: In this paper, during an online event, a spectator process monitors a state of the event, updating a spectator model, so that spectator data streams can be generated and provided to spectators.
Abstract: During an online event, a spectator process monitors a state of the event, updating a spectator model, so that spectator data streams can be generated and provided to spectators. The spectator data streams can be formatted and provided with content appropriate for use by different types of spectator devices used by the spectators. The spectator process can also automatically generate virtual commentary appropriate for the action occurring in the event for inclusion in the spectator data streams. A media server receives the rendered data streams and distributes them to the electronic devices being used by the spectators. The distribution can be delayed to avoid a spectator conveying information to a participant that would provide an unfair advantage. Executable code can be included in the spectator data stream to provide additional functionality and facilitate interaction between the spectators, and to enable a spectator to also “play” the game.

214 citations

Patent
05 Aug 2005
TL;DR: In this paper, the state of an online event is monitored in an audience process so that a data stream for audience is generated during the on-line event and provided for the audience, and an audience model is updated.
Abstract: PROBLEM TO BE SOLVED: To provide appropriately formatted data for various electronic devices used for tracking an on-line electronic game. SOLUTION: The state of an on-line event is monitored in an audience process so that a data stream for audience is generated during the on-line event and provided for the audience, and an audience model is updated. The data stream for the audience can be formatted, and the content suitable for each audience device of different types according to the audience using the device is provided for the data stream for the audience. A media server receives the rendered data stream and distributes the data stream to the electronic device used by the audience. The distribution can be delayed to prevent the audience from delivering the information to provide unfair profit to participants. A feasibility code provides an additional function and facilitates the interaction among audiences, and can be included in the data stream for the audience to allow the audience to "play" the game. COPYRIGHT: (C)2006,JPO&NCIPI

8 citations


Cited by
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Patent
08 Jun 2007
TL;DR: A gaming system includes a central server or controller operable to communicate a plurality of different commands to multiple gaming machines to provide non-tournament game play and tournament game play on the same gaming machines as mentioned in this paper.
Abstract: A gaming system includes a central server or controller operable to communicate a plurality of different commands to a plurality of gaming machines to provide non-tournament game play and to provide tournament game play on the same gaming machines.

243 citations

Patent
20 Apr 2011
TL;DR: In this paper, a computer-implemented system and method for providing interactive content for multiple networked users in a shared venue is presented, which includes a game server, a display system in data communication with the game servers, the display system including a shared screen, and a plurality of game pads in data communications with the servers, at least a portion of the game being displayed on both the shared screen and the game pad display device.
Abstract: A computer-implemented system and method for providing interactive content for multiple networked users in a shared venue. In a particular embodiment, the system includes a game server, a display system in data communication with the game server, the display system including a shared screen, and a plurality of game pads in data communication with the game server, each game pad including a local game pad display device and a plurality of input devices to convey command selections to the game server, each game pad including functionality to initiate a game, at least a portion of the game being displayed on both the shared screen and the local game pad display device.

243 citations

Patent
24 Jun 2005
TL;DR: In this article, the authors proposed a method and system for detecting unusual performance in a game, where the game has a participant and the broadcast is a one-way transmission and the connection is for uploading a set of data from the participant to the server.
Abstract: Some embodiments of the invention provide a method and system for detecting unusual performance in a game. The game has a participant. The method calculates for the participant, a performance metric. The method compares the performance metric to a threshold value. Based on the comparison, the method optionally connects to a server. In some embodiments, the connection is for uploading a set of data from the participant to the server. The server, of some embodiments, broadcasts to the participant. The broadcast is a one-way transmission. In some embodiments, the broadcast includes a distribution based on a set of sample participants. In these embodiments, the set of sample participants comprises a representative sample of all the participants in the game. The threshold value, of some embodiments, is based on the broadcast and in some embodiments, the broadcast includes a histogram. The connecting occurs, in some embodiments, when the performance metric exceeds the threshold value. The connection, for some embodiments, includes a two-way connection. In some embodiments, the method also tracks for the participant, a participant improvement factor. The participant improvement factor is based on an average performance level for the participant. The method stores the participant improvement factor. The threshold value, in some of these embodiments, is based on the participant improvement factor. The method of some embodiments tracks for the game, a game improvement factor. The game improvement factor is based on an average performance level for several participants in the game. The method stores the game improvement factor. The threshold value, in some of these embodiments, is based on the game improvement factor. In some embodiments, the method examines the uploaded data for particular characteristics. In some embodiments, the particular characteristics indicate the likelihood of cheating activity.

227 citations

Patent
24 Jul 2008
TL;DR: In this article, a video game system and related network interfaces with an online fantasy sports game and the video game play is enhanced using various features of a fantasy sport game, where the game play changes frequently over a sports season due to the changing video game parameters and fantasy sports settings being used to define game play.
Abstract: A video gaming system and related network interfaces with an online fantasy sports game. The video game play is enhanced using various features of a fantasy sports game. Similarly, the fantasy sports game can be enhanced using various features of the video game play. In one aspect of the invention the video game system acquires a team roster of the fantasy sport game and the team roster is used to define the sports video game team. The sports video game also acquires sports video game parameters that are associated with real-life attributes of video game team members that are associated with the real-life team members. The video game play changes frequently over a sports season due to the changing video game parameters and fantasy sports settings being used to define video game play.

223 citations

Patent
26 Nov 2008
TL;DR: In this paper, a system and methods for controlling access to wireless gaming devices and networks are provided, where access is controlled through one or more levels of security checks, such as a hard security check instead of or in addition to a soft security check.
Abstract: Systems and methods for controlling access to wireless gaming devices and networks are provided. For example, access is controlled through one or more levels of security checks, such as a hard security check instead of or in addition to a soft security check. In a hard security check, the user employs an apparatus such as a card or other physical token that can be used to access the wireless gaming device. Such an apparatus may communicate information that identifies the user to the device or may simply be used to produce a signal without which the device is locked to users.

189 citations