US 12,333,564 B2
FanAdClic
John Lawrence Coulson, Pender Island (CA)
Filed by John Lawrence Coulson, Pender Island (CA)
Filed on Apr. 26, 2022, as Appl. No. 17/729,424.
Prior Publication US 2023/0342806 A1, Oct. 26, 2023
Int. Cl. G06Q 30/00 (2023.01); G06Q 30/0226 (2023.01); G06Q 30/0241 (2023.01); G06Q 30/0242 (2023.01); G06Q 30/0251 (2023.01); G06Q 30/04 (2012.01); G06Q 30/0601 (2023.01)
CPC G06Q 30/0226 (2013.01) [G06Q 30/0244 (2013.01); G06Q 30/0262 (2013.01); G06Q 30/0277 (2013.01); G06Q 30/04 (2013.01); G06Q 30/0635 (2013.01)] 1 Claim
OG exemplary drawing
 
1. A method performed by a computing system having a processor and memory, the method for interactive advertising and real-time gamification of brand icon recognition in video engagements using artificial intelligence machine learning (A.I.M.L.) algorithms, the method comprising;
the processor utilizing the A.I.M.L. algorithms to perform operations comprising:
real-time content analysis and random masking of branded icons, items, and objects within various live or recorded video engagement platforms;
managing user interactions with time sensitive-self deleting brand icon tokens;
controlling an interactive screensaver's functions and ad content based on user preferences and content analysis;
intercepting content streams between servers and registered network end-users, performing real-time content analysis, masking, and highlighting of time sensitive-self deleting branded objects within video content;
intercepting content streams between servers and registered network end-users, performing real-time content analysis, determine no recognisable brand icons exist in the video content, choosing to insert interactive content as per each users instructions;
introducing a gaming aspect by creating a time-sensitive collection of masked brand icons and offering rewards or incentives based on registered user interactions;
incorporating sound triggers to initiate input signals and further, to alert users to pending input signals to an upcoming real-time scoring opportunity, and interactive advertisement displays within various content forms;
enabling user control over brand icon recognition content through social media-style accounts, a user control interface, and a control panel-style interface to adjust advertisement content, frequency, and delivery methods and integration with rewards and payment systems;
providing an A.I.M.L.-driven ordering, delivery, and payment system, a 3D brand icon depository, automated interactive screensaver advertisements;
restricting user access to the brand icon depository during active viewing, enabling access post-engagement;
integrating an audio and video recording and playback mechanisms within electronic games, music videos, movies, search engines, and relevant online data;
linking a registered user interface to an A.I.M.L.-driven automated ordering, delivery, and payment system with an interactive menu for products and services, integrating collectable brand icon tokens;
actuating a 3D omni-directional rotating brand icon depository simulator to act as a multi-functional gaming mechanism and computing scores based on collection thresholds, launching an automated rewards system, and integrating direct active links to advertisers' online content;
offering users various input methods to block brand icon delivery and associated advertisers based on personal preferences;
inserting micro-brand icons into parent brand icons using A.I.M.L. to control micro-brand icon placements according to user preferences;
implementing a proprietary interactive gamified cryptocurrency, similar to Bitcoin, that assigns monetary value and interactive functions to collected brand icons (ad tokens), allowing users to share, swap, trade, sell, donate, or give away collected brand icon ad tokens.