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TWI842204B - Game multimedia data authentication marking method and system - Google Patents

Game multimedia data authentication marking method and system Download PDF

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Publication number
TWI842204B
TWI842204B TW111143789A TW111143789A TWI842204B TW I842204 B TWI842204 B TW I842204B TW 111143789 A TW111143789 A TW 111143789A TW 111143789 A TW111143789 A TW 111143789A TW I842204 B TWI842204 B TW I842204B
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game
data
recording
media server
authentication
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TW111143789A
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TW202423106A (en
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王振宇
賴書培
魏奕文
張思涵
白玉書
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遊戲橘子數位科技股份有限公司
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Abstract

A game multimedia data authentication and marking method and system, a user clicks a video button when playing a game application program, the capture and recording application program records the game process into a recording file, and allows the user to edit the recording file. Audio-only format, single or multiple picture format and Image Interchange Format (GIF), further capture and record application will combine the recording file with the verification code and output it as packet data and then send it to the media server for certification marking operation.

Description

遊戲多媒體資料認證標示方法及系統 Game multimedia data authentication and marking method and system

一種多媒體資料認證方法及系統,尤其是一種遊戲多媒體資料認證標示方法及系統。 A multimedia data authentication method and system, in particular, a game multimedia data authentication and marking method and system.

隨著玩手機遊戲的人越來越多且投入遊戲的時間也越多,在玩遊戲的過程中使用者有時會遭遇一些精彩瞬間、破關時段、有趣片段及任何值得保存或炫耀的場景發生,這類畫面往往都稍縱即逝,即使想馬上以畫面錄製運用程式來錄製也無法找回已經發生過的遊戲片段了。 As more and more people play mobile games and spend more time playing games, users may encounter some wonderful moments, clearing levels, interesting clips, and any scenes worth saving or showing off. These scenes are often fleeting, and even if you want to record them immediately with a screen recording application, you cannot retrieve the game clips that have already occurred.

為解決上述問題,遊戲發行商採用在遊戲程式中定期為使用者保存玩遊戲的過程狀態,但這類方式大都不是錄製在使用者需要的關鍵時間點上。而且現的遊戲都很複雜,以至於要保存遊戲的所有可能狀態是不切實際的,甚至是不可能的。因為占用的磁盤空間非常大,這遠遠超出了大多數個人計算機的存儲能力。另外,有一種方式是使用者在手機上外掛畫面錄製程式來錄製,但這類型的運用程式所採用的錄影為時間正向錄影,要在遊戲過程中做到隨時可以亮點捕捉,就需要經過事先的規劃與準備或者是長時間反覆錄影。這類方式的門檻較高而且錄製出來的短影音有沒有人為造假也無法確認。 To solve the above problems, game publishers use the method of periodically saving the game process status for users in the game program, but this method is mostly not recorded at the key time points required by users. Moreover, current games are very complex, so it is impractical or even impossible to save all possible states of the game. Because the disk space occupied is very large, this far exceeds the storage capacity of most personal computers. In addition, there is a way for users to record with a plug-in screen recording program on their mobile phones, but the recording used by this type of application program is time-forward recording. In order to capture highlights at any time during the game, it requires prior planning and preparation or long-term repeated recording. The threshold of this method is high and it is impossible to confirm whether the recorded short video has been artificially falsified.

有鑑於此,本發明為解決先前技術問題發明一種遊戲多媒體資料認證標示方法及系統,不須準備,一鍵回溯日常遇見的驚喜找回精彩瞬間,而且所錄製的封包數據可夾帶使用者帳號資料、遊戲商資料,可做到官方認證確保封包數據內容的真實性。 In view of this, the present invention is to solve the previous technical problems and invent a method and system for authenticating and marking game multimedia data. No preparation is required, and one-click can be used to recall the surprises encountered in daily life and retrieve the wonderful moments. In addition, the recorded packet data can be embedded with user account information and game operator information, and official authentication can be achieved to ensure the authenticity of the packet data content.

本發明一種遊戲多媒體資料認證標示方法及系統,遊戲應用程式需與擷取錄製應用程式完成串接,一實施例使用者操作流程如下:1.使用者於遊戲應用程式點選「擷取錄製標識符」按鈕。2.若使用者尚未註冊時,則提醒使用者需先註冊才能使用回溯錄影功能。3.擷取錄製應用程式將輸出短影音的檔案及相關官方認證資料。(使用者最新的遊戲資料、等級、關卡、地圖,該影片的唯一碼。)4.擷取錄製應用程式詢問使用者「是否立即打開影片編輯功能進行創意編輯」。5.若使用者選擇「稍後編輯」,則維持原本遊戲操作體驗。6.若使用者選擇「進行編輯」,則手機畫面轉到「影片編輯功能」。7.「影片編輯功能」內將提供以下素材,讓使用者使用或以拖曳方式指定擺放位置。(a.倒數計時器貼圖:倒數3、5秒的特效。b.開啟或關閉影片背景的音源。c.該影片所屬的遊戲,其遊戲表情貼圖。d.文字編輯16。e.影片快轉。)8.使用者於「影片編輯功能」完成後製後,點選「儲存至短影音庫」,即可於該使用者的「遊戲/護照/短影音庫」內找到紀錄。 The present invention discloses a method and system for authenticating and marking game multimedia data. The game application needs to be connected with the capture and recording application. The user operation process of an embodiment is as follows: 1. The user clicks the "Capture and Recording Identifier" button in the game application. 2. If the user has not registered yet, the user is reminded to register before using the retroactive recording function. 3. The capture and recording application will output a short video file and related official certification data. (The user's latest game data, level, level, map, and the unique code of the video.) 4. The capture and recording application asks the user "whether to open the video editing function immediately for creative editing." 5. If the user chooses "Edit later", the original game operation experience is maintained. 6. If the user selects "Edit", the phone screen will switch to the "Video Editing Function". 7. The "Video Editing Function" will provide the following materials for the user to use or drag to specify the placement. (a. Countdown timer sticker: 3, 5 seconds countdown special effects. b. Turn on or off the sound source of the video background. c. The game to which the video belongs, and its game expression sticker. d. Text editing 16. e. Video fast forward.) 8. After the user completes post-production in the "Video Editing Function", click "Save to Short Video Library" to find the record in the user's "Game/Passport/Short Video Library".

本發明回溯錄影,可採一鍵回溯15秒(不限定15秒)錄影,可夾帶使用者帳號/資訊/數據,運用於遊戲成就影音紀錄情境,供分享及儲存在本地相簿。 The replay recording of the present invention can be recorded by replaying 15 seconds (not limited to 15 seconds) with one click, and can include user account/information/data, which can be used in game achievement video recording scenarios for sharing and storage in local photo albums.

本發明可搭配客服回報,可以自動將點選回報的前15秒(不限定15秒)影片連結帶給客服,運用於遊戲程式除錯測試。 This invention can be used with customer service reports, and can automatically send the video link of the first 15 seconds (not limited to 15 seconds) of the click report to customer service, and can be used for game program debugging and testing.

本發明回溯錄影方式,運用夾帶帳號資料、遊戲資料,可進行官方認證,認證過的短影音可製作成貼圖、廣告或當成非同質化代幣商品(NFT)進行販售、贈送、交易。 The retrospective recording method of this invention uses embedded account data and game data to conduct official certification. Certified short videos can be made into stickers, advertisements, or sold, given away, and traded as non-fungible tokens (NFTs).

本發明一種遊戲多媒體資料認證標示方法及系統,達到了可隨時錄製精彩瞬間無一漏失,不用預先規劃,並可與遊戲商認證所錄製影片之真偽。 The present invention provides a method and system for authenticating and marking game multimedia data, which can record wonderful moments at any time without any omissions, without advance planning, and can authenticate the authenticity of the recorded videos with the game company.

1:電子裝置 1: Electronic devices

2:遊戲伺服器 2: Game server

3:媒體伺服器 3: Media Server

11:顯示螢幕 11: Display screen

12:擷取錄製標識符 12: Capture recording identifier

13:認證標籤 13: Certification label

14:使用者資訊 14: User information

15:影片編輯功能 15: Video editing function

16:標籤項目 16:Tag Items

20:錄製檔 20: Recording file

30:封包數據 30: Packet data

40:平台 40: Platform

100:遊戲多媒體資料認證標示系統 100: Game multimedia data authentication and labeling system

201~215:錄製檔 201~215: Recording files

A10~A90:遊戲多媒體資料認證標示方法流程步驟 A10~A90: Game multimedia data authentication and labeling process steps

B10~B80:遊戲多媒體資料認證標示方法流程步驟 B10~B80: Process steps of game multimedia data authentication and labeling method

【圖1】遊戲多媒體資料認證標示系統示意圖 【Figure 1】Schematic diagram of the game multimedia data authentication and labeling system

【圖2】電子裝置之擷取錄製標識符示意圖 【Figure 2】Schematic diagram of capturing and recording identifiers of electronic devices

【圖3】使用者資訊意圖 【Figure 3】User information intention

【圖4】擷取錄製應用程式錄置方法示意圖 【Figure 4】Schematic diagram of the recording method of the capture and recording application

【圖5】影片編輯功能示意圖 【Figure 5】Video editing function diagram

【圖6】認證標籤示意圖 【Figure 6】Schematic diagram of certification label

【圖7】遊戲多媒體資料認證標示方法流程示意圖 【Figure 7】Schematic diagram of the process of game multimedia data authentication and labeling method

【圖8】遊戲多媒體資料認證標示方法流程示意圖 【Figure 8】Schematic diagram of the process of game multimedia data authentication and labeling method

【圖9】遊戲多媒體資料認證標示方法流程示意圖 【Figure 9】Schematic diagram of the process of game multimedia data authentication and labeling method

【圖10】遊戲多媒體資料認證標示方法結合即時通訊群組示意圖 【Figure 10】Schematic diagram of game multimedia data authentication and labeling method combined with instant messaging group

在以下描述中,為了解釋的目的,闡述了許多具體細節以提供對各種示例性實施例的透徹理解,然而,可以在沒有這些具體細節或具有一個或多個等效佈置的情況下實踐各種示例性實施例。 In the following description, for the purpose of explanation, numerous specific details are set forth to provide a thorough understanding of various exemplary embodiments, however, various exemplary embodiments may be practiced without these specific details or with one or more equivalent arrangements.

如圖1所示,一種遊戲多媒體資料認證標示系統100,該系統包含:一電子裝置1、至少一遊戲伺服器2及一媒體伺服器3;該電子裝置1包含至少一處理器、一顯示螢幕11、一存儲單元、一遊戲應用程式及一擷取錄製應用程式;該遊戲伺服器2運用網際網路與該電子裝置1連接,包含一遊戲相關資料;以及該媒體伺服器3運用網際網路與該電子裝置1及該遊戲伺服器2連接。 As shown in FIG1 , a game multimedia data authentication and labeling system 100 includes: an electronic device 1, at least one game server 2 and a media server 3; the electronic device 1 includes at least one processor, a display screen 11, a storage unit, a game application and a capture and recording application; the game server 2 is connected to the electronic device 1 via the Internet and includes game-related data; and the media server 3 is connected to the electronic device 1 and the game server 2 via the Internet.

該擷取錄製應用程式從該電子裝置1取得一使用者資料,從該遊戲應用程式取得一遊戲歷程資料,從該媒體伺服器3取得一官方認證資料。 The capture and recording application obtains user data from the electronic device 1, obtains game history data from the game application, and obtains official certification data from the media server 3.

如圖2所示,該電子裝置1執行該擷取錄製應用程式,在該顯示螢幕11上正在呈現的該遊戲應用程式畫面中嵌入一擷取錄製標識符12;該處理器依一時間長度錄製該顯示螢幕11所呈現的連續畫面,錄製成具有一時間戳記的一錄製檔20並儲存到該存儲單元之一暫存記憶體,該處理器依該時間長度推移刪除該暫存記憶體內該時間戳記最早畫面資料,儲存當前該時間戳記畫面資料。 As shown in FIG2 , the electronic device 1 executes the capture and recording application program, and embeds a capture and recording identifier 12 in the game application screen being presented on the display screen 11; the processor records the continuous screen presented on the display screen 11 according to a time length, records it into a recording file 20 with a time stamp and stores it in a temporary memory of the storage unit; the processor deletes the earliest screen data of the time stamp in the temporary memory according to the time length, and stores the current screen data of the time stamp.

承上述,當該擷取錄製應用程式檢測到一使用者點選該擷取錄製標識符12後所傳送的一傳送指令,該處理器提取該暫存記憶體之該錄製檔20並嵌入一驗證碼後儲存成一封包數據30到該存儲單元之一般記憶 體。 As described above, when the capture and recording application detects a transmission command sent by a user after clicking the capture and recording identifier 12, the processor extracts the recording file 20 of the temporary memory and embeds a verification code and stores it as a packet data 30 in the general memory of the storage unit.

承上述,儲存成該封包數據30後,該擷取錄製應用程式在該顯示螢幕11上呈現一傳送認證選項詢問該使用者是否進行有效認證,若是則將該封包數據30嵌入該傳送認證選項傳送到該媒體伺服器3。 As mentioned above, after the packet data 30 is stored, the capture and recording application presents a transmission authentication option on the display screen 11 to ask the user whether to perform a valid authentication. If so, the packet data 30 is embedded in the transmission authentication option and transmitted to the media server 3.

承上述,該媒體伺服器3接收該封包數據30依該驗證碼連接該遊戲伺服器2取得該遊戲相關資料,比對該驗證碼與該遊戲相關資料是否正確,若是則輸出一認證標籤13,若否,則回傳一訊息到該使用者該電子裝置1之該顯示螢幕11上。 As mentioned above, the media server 3 receives the packet data 30 and connects to the game server 2 according to the verification code to obtain the game-related data, and compares the verification code with the game-related data to see if they are correct. If so, it outputs a certification tag 13, and if not, it returns a message to the display screen 11 of the user's electronic device 1.

本發明另一實施例態樣,當該使用者點選該擷取錄製標識符12即包含將該錄製檔20嵌入一驗證碼後儲存成一封包數據30後可直接傳送到該媒體伺服器3,不必經過該傳送認證選項步驟。 Another embodiment of the present invention is that when the user clicks the capture recording identifier 12, the recording file 20 is embedded with a verification code and stored as a packet data 30, which can be directly transmitted to the media server 3 without going through the transmission authentication option step.

較佳的,該驗證碼包含該使用者資料、該遊戲歷程資料、該官方認證資料及一編輯紀錄。 Preferably, the verification code includes the user data, the game history data, the official certification data and an editing record.

上述中,該使用者資料包含該媒體伺服器3之帳號、該遊戲應用程式之帳號及一平台40(例如通訊平台)之帳號,該遊戲歷程資料包含該錄製檔20錄製時之該使用者等級與所進行的關卡、地圖、遊戲進度及其相關的遊戲歷程資料,該官方認證資料包含遊戲伺服器權限、一防偽碼及一影片唯一碼。 In the above, the user data includes the account of the media server 3, the account of the game application and the account of a platform 40 (such as a communication platform), the game history data includes the user level and the level, map, game progress and related game history data when the recording file 20 was recorded, and the official certification data includes the game server authority, an anti-counterfeiting code and a video unique code.

另一實施例中,該擷取錄製應用程式可從該遊戲伺服器2取得該官方認證資料不用透過該媒體伺服器3。 In another embodiment, the capture and recording application can obtain the official certification data from the game server 2 without going through the media server 3.

一實施例中,本發明一種遊戲多媒體資料認證標示系統100進一步包含一通訊伺服器(圖未示),該通訊伺服器連接該電子裝置1及/或該 媒體伺服器3,該媒體伺服器3將該認證標籤13標示在該通訊伺服器一平台40之一使用者資訊14,如圖3所示。 In one embodiment, the game multimedia data authentication system 100 of the present invention further includes a communication server (not shown), the communication server is connected to the electronic device 1 and/or the media server 3, and the media server 3 marks the authentication tag 13 on a user information 14 of a platform 40 of the communication server, as shown in FIG3.

一實施例中如圖4所示,該電子裝置1於時間09:20:10執行該擷取錄製應用程式,該時間長度設定為10秒,該電子裝置1持續執行該擷取錄製應用程式時間若小於設定的該時間長度(09:20:20前),則該擷取錄製應用程式為逐秒錄製該錄製檔20儲存到該暫存記憶體(過程如該錄製檔201至210),執行該擷取錄製應用程式持續時間超出該時間長度時(09:20:19後),該暫存記憶體自動刪除時間最早的資料增加當前最新的資料(過程如該錄製檔211至215),當該擷取錄製應用程式檢測到該傳送指令(09:20:25),該處理器提取該暫存記憶體之該錄製檔20(09:20:16~09:20:25錄製檔215)並嵌入該驗證碼後儲存成該封包數據30到一般記憶體。 In one embodiment, as shown in FIG. 4 , the electronic device 1 executes the capture and recording application at 09:20:10, and the time length is set to 10 seconds. If the electronic device 1 continues to execute the capture and recording application for less than the set time length (before 09:20:20), the capture and recording application records the recording file 20 second by second and stores it in the temporary memory (the process is such as the recording files 201 to 210). If the execution time of the capture and recording application exceeds When the time length is reached (after 09:20:19), the temporary memory automatically deletes the oldest data and adds the latest data (the process is such as the recording files 211 to 215). When the capture and recording application detects the transmission command (09:20:25), the processor extracts the recording file 20 (09:20:16~09:20:25 recording file 215) of the temporary memory and embeds the verification code and stores it as the packet data 30 to the general memory.

在另一實施例中,該擷取錄製應用程式接收該傳送指令,該擷取錄製應用程式開始錄製該顯示螢幕上所呈現的連續畫面,儲存成該錄製檔20到該暫存記憶體,錄製時間持續到設定的該時間長度時,該處理器將該暫存記憶體之該錄製檔20嵌入該驗證碼後封包成該封包數據30到一般記憶體。 In another embodiment, the capture and recording application receives the transmission instruction, and the capture and recording application starts recording the continuous images presented on the display screen, and stores them into the recording file 20 in the temporary memory. When the recording time lasts for the set time length, the processor embeds the verification code into the recording file 20 in the temporary memory and packages it into the packet data 30 in the general memory.

較佳的,該電子裝置1錄製之該時間長度設定方式包含依該暫存記憶體容量設定、該使用者設定及依該擷取錄製應用程式預設。 Preferably, the time length setting method of the electronic device 1 recording includes setting according to the temporary memory capacity, the user setting and the capture and recording application default.

該錄製檔20包含一段影音格式、純音訊格式、單張或多張圖片格式及圖像互換格式(GIF)及遊戲程式檔。 The recording file 20 includes a video format, a pure audio format, a single or multiple picture format, a graphic interchange format (GIF) and a game program file.

該封包數據30由該錄製檔20及該驗證碼組成。 The packet data 30 consists of the recording file 20 and the verification code.

較佳的,該媒體伺服器3將該認證標籤13嵌入在該封包數據 30之連續畫面中並儲存到該媒體伺服器3之一媒體資料庫,可供複數使用者觀看。 Preferably, the media server 3 embeds the authentication tag 13 in the continuous image of the packet data 30 and stores it in a media database of the media server 3 for viewing by multiple users.

較佳的,該擷取錄製應用程式進一步包含一影片編輯功能15,如圖5所示,該影片編輯功能15可對該封包數據30進行編輯並將該編輯記錄嵌入到該驗證碼中。 Preferably, the capture and recording application further includes a video editing function 15, as shown in FIG5, the video editing function 15 can edit the packet data 30 and embed the edit record into the verification code.

上述中,該影片編輯功能15進一步包含倒數計時器貼圖、倒數3、5秒的特效、開啟或關閉影片背景的音源、表情貼圖、文字編輯、影片快轉及濾鏡等,但不以此為限。 In the above, the video editing function 15 further includes countdown timer stickers, 3- and 5-second countdown special effects, turning on or off the sound source of the video background, expression stickers, text editing, video fast forwarding and filters, etc., but is not limited to these.

較佳的,該擷取錄製應用程式進一步包含一認證標籤選單,可讓該使用者依該封包數據30要進行官方認證的項目依該認證標籤選單選擇一標籤項目16進行認證,待該使用者選擇其中之該標籤項目16時,該擷取錄製應用程式將該標籤項目16嵌入該驗證碼。 Preferably, the capture and recording application further includes a certification label menu, allowing the user to select a label item 16 for certification according to the item of the packet data 30 to be officially certified according to the certification label menu. When the user selects the label item 16, the capture and recording application embeds the label item 16 into the verification code.

上述中,該認證標籤選單之該標籤項目16包含精彩瞬間、趣事分享、快速通關、頂尖排名、嘲碸、各類最強及[0036]表1中各項目,但不以此為限。 In the above, the tag item 16 of the certification tag menu includes wonderful moments, interesting things to share, quick pass, top ranking, ridicule, the best in each category and the items in [0036] Table 1, but is not limited to this.

較佳的,該媒體伺服器3依該驗證碼中該平台40之帳號取得該平台40權限,將嵌入該認證標籤13的該封包數據30上傳到該平台40及/或在該平台40之個人資料嵌入該認證標籤13,如圖6所示。 Preferably, the media server 3 obtains the platform 40 authority according to the platform 40 account in the verification code, uploads the packet data 30 embedded with the authentication tag 13 to the platform 40 and/or embeds the authentication tag 13 in the personal data of the platform 40, as shown in FIG6 .

本發明之遊戲多媒體資料認證標示方法,該標籤項目16可對應於該遊戲伺服器2之該遊戲相關資料,該遊戲相關資料隨遊戲時間定期更新。 In the method for authenticating and marking game multimedia data of the present invention, the tag item 16 can correspond to the game-related data of the game server 2, and the game-related data is regularly updated with the game time.

本發明之遊戲多媒體資料認證標示方法,該遊戲相關資料包 含該防偽碼及該影片唯一碼。 The game multimedia data authentication and marking method of the present invention, the game-related data includes the anti-counterfeiting code and the video unique code.

上述中,該遊戲相關資料進一步包含如下表1所示,但不僅此為限:

Figure 111143789-A0305-02-0010-1
In the above, the game related data further includes the following as shown in Table 1, but is not limited thereto:
Figure 111143789-A0305-02-0010-1

本發明之遊戲多媒體資料認證標示方法,該電子裝置1包含手機、電腦、手持裝置、遊戲機及平板,但不以此為限。 The game multimedia data authentication and marking method of the present invention, the electronic device 1 includes a mobile phone, a computer, a handheld device, a game console and a tablet, but is not limited thereto.

本發明另一實施例,該媒體伺服器3與該擷取錄製應用程式需於遊戲官方之該遊戲應用程式(App)端完成以下項目,該擷取錄製標識符12嵌入遊戲畫面協議、同步該遊戲應用程式防偽碼及影片唯一碼及該遊戲應用程式之資料更新(如等級完成、遊戲關卡、進入地圖)。 In another embodiment of the present invention, the media server 3 and the capture and recording application need to complete the following items on the game application (App) end of the game official: the capture and recording identifier 12 is embedded in the game screen protocol, the game application anti-counterfeiting code and video unique code are synchronized, and the data of the game application is updated (such as level completion, game level, and map entry).

本發明一實施例,該媒體資料庫將該封包數據30進行解封後提供複數使用者透過該平台40連接該媒體伺服器3來觀看或/及分享。 In one embodiment of the present invention, the media database decapsulates the packet data 30 and provides multiple users with the platform 40 to connect to the media server 3 for viewing and/or sharing.

本發明一實施例,一種遊戲多媒體資料認證標示方法,如圖7所示,該方法包含:A10. 由一使用者在一電子裝置1上執行一遊戲應用程式,該遊戲應用程式在該電子裝置1的一顯示螢幕11上呈現連續的一遊戲畫面;A20. 該使用者在該電子裝置1執行一擷取錄製應用程式,該電子裝置1之該處理器依一時間長度錄製該顯示螢幕11上所呈現的連續畫面及音訊,錄製成具有連續一時間戳記的一錄製檔20,並儲存到該電子裝置1之一儲存單元,該處理器依時間推移刪除該儲存單元內該時間長度之該時間戳記最早畫面資料,儲存當前該時間戳記畫面資料;A30. 當該處理器執行該擷取錄製應用程式時,會在該顯示螢幕11上所呈現的該遊戲畫面中顯示一擷取錄製標識符12;A40. 該使用者在持續執行該遊戲應用程式過程中遭遇一事件,則該使用者可在該事件發生過後點選該擷取錄製標識符12,該擷取錄製應用程式傳送一傳送指令到該處理器,該處理器即將該儲存單元中的該錄製檔20嵌入一驗證碼後儲存成一封包數據30;A50. 接續上步驟,該擷取錄製應用程式在該顯示螢幕11上顯示一傳送認證選項,讓該使用者選擇是否要進行官方認證該封包數據30,若否,則該顯示螢幕11繼續呈現該遊戲畫面維持原本遊戲操作體驗;A60. 若是,該擷取錄製應用程式檢測到一傳送認證指令,則該處理器將該封包數據30傳送到一媒體伺服器3;A70. 該媒體伺服器3接收該封包數據30提取該驗證碼之一官方認證資料之遊戲伺服器權限連接一遊戲伺服器2,並取得對應該遊戲應用程式之一遊戲 相關資料;A80. 該媒體伺服器3比對該驗證碼之一防偽碼及一影片唯一碼與該遊戲相關資料是否一致,若是則輸出一認證標籤13;以及A90. 該媒體伺服器3將該認證標籤13嵌入該封包數據30之該錄製檔20連續畫面中並儲存到該媒體伺服器3之一媒體資料庫供複數使用者觀看。 An embodiment of the present invention is a method for authenticating and marking game multimedia data, as shown in FIG7 , and the method comprises: A10. A user executes a game application on an electronic device 1, and the game application presents a continuous game screen on a display screen 11 of the electronic device 1; A20. The user executes a capture and recording application on the electronic device 1. The processor of the electronic device 1 records the continuous images and audio presented on the display screen 11 for a time length, records them into a recording file 20 with a continuous time stamp, and stores them in a storage unit of the electronic device 1. The processor deletes the earliest image data of the time stamp of the time length in the storage unit as time passes, and stores the image data of the current time stamp; A30. When the processor executes the capture and recording application, a capture and recording identifier 12 is displayed in the game image presented on the display screen 11; A40. When the user encounters an event while continuously executing the game application, the user can click the capture and recording identifier 12 after the event occurs, and the capture and recording application sends a transmission instruction to the processor, and the processor embeds a verification code into the recording file 20 in the storage unit and stores it as a packet data 30; A50. Continuing from the above step, the capture and recording application displays a transmission authentication option on the display screen 11, allowing the user to choose whether to officially authenticate the packet data 30. If not, the display screen 11 continues to present the game screen to maintain the original game operation experience; A60. If so, the capture and recording application detects a transmission authentication instruction, then the processor transmits the packet data 30 to a media server 3; A70. The media server 3 receives the packet data 30, extracts the game server authority of an official authentication data of the verification code, connects to a game server 2, and obtains a game-related data corresponding to the game application; A80. The media server 3 compares an anti-counterfeiting code and a video unique code of the verification code with the game-related data to see if they are consistent, and if so, outputs an authentication tag 13; and A90. The media server 3 embeds the authentication tag 13 into the continuous screen of the recording file 20 of the packet data 30 and stores it in a media database of the media server 3 for multiple users to watch.

上述中,步驟A40.進一步接續A41.該處理器將該封包數據30存儲到該存儲單元,接續步驟A50.,如圖8所示。 In the above, step A40. is further followed by A41. The processor stores the packet data 30 in the storage unit, followed by step A50., as shown in FIG8.

上述中,步驟A40.或A41.接續A42.該擷取錄製應用程式在該顯示螢幕11上顯示一影片編輯功能15選項,詢問使用者是否立即打開該影片編輯功能15進行編輯,若否,則維持原本操作體驗,若是,則該顯示螢幕11轉到該影片編輯功能15,在該使用者對該封包數據30編輯完成再儲存成該封包數據30接續步驟A50.。 In the above, step A40. or A41. is followed by A42. The capture and recording application displays a video editing function 15 option on the display screen 11, asking the user whether to immediately open the video editing function 15 for editing. If not, the original operation experience is maintained. If yes, the display screen 11 switches to the video editing function 15, and after the user completes editing the packet data 30, it is stored as the packet data 30 and continues to step A50.

上述中,步驟A50.進一步由A50a.替代,該擷取錄製應用程式在該顯示螢幕11上呈現一認證標籤選單,待該使用者選擇該認證標籤選單其中之一標籤項目16時,該擷取錄製應用程式將該標籤項目16嵌入該驗證碼接續步驟A60.。 In the above, step A50. is further replaced by A50a., and the capture and recording application presents a certification tag menu on the display screen 11. When the user selects one of the tag items 16 in the certification tag menu, the capture and recording application embeds the tag item 16 into the verification code and proceeds to step A60.

上述中,步驟A40.該處理器直接將該封包數據30傳送到一媒體伺服器3接續步驟A70.。 In the above, in step A40, the processor directly transmits the packet data 30 to a media server 3 to proceed to step A70.

上述中,A80.該媒體伺服器3比對該驗證碼之該防偽碼及該影片唯一碼與該遊戲相關資料是否一致,若否,則回傳一訊息到該使用者該電子裝置1之該顯示螢幕11上。 In the above, A80. the media server 3 compares the anti-counterfeiting code of the verification code and the unique code of the video with the game-related data to see if they are consistent. If not, a message is sent back to the display screen 11 of the user's electronic device 1.

本發明另一實施例,上述中,A80.該媒體伺服器3比對該驗 證碼之該防偽碼及該影片唯一碼與該遊戲相關資料是否一致,若是,則直接將該封包數據30解封後儲存到該媒體伺服器3之一媒體資料庫供複數使用者觀看。 Another embodiment of the present invention, in the above, A80. The media server 3 compares the anti-counterfeiting code of the verification code and the video unique code with the game-related data to see if they are consistent. If so, the package data 30 is directly unpacked and stored in a media database of the media server 3 for multiple users to view.

本發明另一實施例,在執行上述實施例步驟前,遊戲官方之該遊戲應用程式端與該擷取錄製應用程式先行協議,將該擷取錄製標識符12嵌入遊戲畫面中,步驟A10.進一步可由A10a.替代,由一使用者在一電子裝置1上執行一遊戲應用程式,該遊戲應用程式在該電子裝置1的一顯示螢幕11上呈現連續的一遊戲畫面,該顯示螢幕11上嵌入一擷取錄製標識符12;步驟A10a.接續A20.省略A30.。 In another embodiment of the present invention, before executing the above-mentioned embodiment steps, the game official game application terminal and the capture and recording application program reach an agreement in advance to embed the capture and recording identifier 12 into the game screen. Step A10. can be further replaced by A10a., where a user executes a game application program on an electronic device 1, and the game application program presents a continuous game screen on a display screen 11 of the electronic device 1, and a capture and recording identifier 12 is embedded on the display screen 11; step A10a. continues with A20. and A30. is omitted.

本發明另一實施例,如圖9所示,一種遊戲多媒體資料認證標示方法可認證遊戲過程中的快速通關畫面,該方法包含:B10. 由一使用者在一電子裝置1上執行一擷取錄製應用程式,該電子裝置1之一處理器依一時間長度(例如15秒)錄製該電子裝置1之一顯示螢幕11上所呈現的連續畫面及音訊,錄製成具有連續一時間戳記的一錄製檔20,並儲存到該電子裝置1之一暫存記憶體,該處理器依時間推移刪除該暫存記憶體內該時間長度之該時間戳記最早畫面資料,儲存當前該時間戳記畫面資料(該錄製檔20維持15秒長度);B20. 該使用者在該電子裝置1上執行一遊戲應用程式,該遊戲應用程式在該電子裝置1的該顯示螢幕11上呈現,該遊戲應用程式畫面中顯示一擷取錄製標識符12;B30. 當該使用者在執行該遊戲應用程式時,在遊戲第1關卡花費了1分40秒通關,通關後該使用者隨即點選該擷取錄製標識符12; B40. 該處理器接收到一傳送指令,即將該暫存記憶體之該錄製檔20嵌入一驗證碼後儲存成一封包數據30到該電子裝置1之一般記憶體,該驗證碼包含一遊戲歷程資料;B50. 接續上步驟,該擷取錄製應用程式在該顯示螢幕11上呈現一認證標籤選單,該擷取錄製應用程式接收到該使用者從該認證標籤選單中選擇一標籤項目16(如快速通關)時,將該標籤項目16嵌入該驗證碼後再將該封包數據30傳送到一媒體伺服器3;B60. 該媒體伺服器3連結該遊戲伺服器2並提取一遊戲相關資料;B70. 該媒體伺服器3比對該驗證碼之該遊戲歷程資料與該遊戲相關資料之第1關破關記錄(如[0035]表1,破關記錄:第1關-1m45s)是否符合條件;以及B80. 若是,則輸出一認證標籤13(如,快速通關)嵌入到一使用者資訊14或/及將該認證標籤13嵌入在該封包數據30之該錄製檔20連續畫面中並儲存到該媒體伺服器3之一媒體資料庫,可供複數使用者觀看。 Another embodiment of the present invention, as shown in FIG9 , is a method for authenticating and marking game multimedia data, which can authenticate the quick pass screen in the game process, and the method comprises: B10. A user executes a capture and recording application on an electronic device 1, and a processor of the electronic device 1 records the continuous screen and audio presented on a display screen 11 of the electronic device 1 according to a time length (e.g., 15 seconds), records them into a recording file 20 with a continuous time stamp, and stores them in a temporary memory of the electronic device 1, and the processor deletes the earliest screen data of the time stamp of the time length in the temporary memory as time passes, and stores the current screen data of the time stamp (the recording file 20 maintains a length of 15 seconds); B20. The user executes a game application on the electronic device 1, and the game application is displayed on the display screen 11 of the electronic device 1, and a capture and recording identifier 12 is displayed on the game application screen; B30. When the user executes the game application, it takes 1 minute and 40 seconds to complete the first level of the game. After completing the level, the user immediately clicks the capture and recording identifier 12; B40. The processor receives a transmission instruction, that is, embeds a verification code in the recording file 20 of the temporary memory and stores it as a packet data 30 in the general memory of the electronic device 1, and the verification code includes a game process data; B50. Continuing from the above step, the capture and recording application presents a certification tag menu on the display screen 11. When the capture and recording application receives the user selecting a tag item 16 (such as fast pass) from the certification tag menu, the tag item 16 is embedded in the verification code and then the packet data 30 is transmitted to a media server 3; B60. The media server 3 connects to the game server 2 and extracts game-related data; B70. The media server 3 compares the game process data of the verification code with the first level clearance record of the game-related data (such as [0035] Table 1, clearance record: first level - 1m45s) to see if it meets the conditions; and B80. If yes, then an authentication tag 13 (e.g., quick pass) is output and embedded into a user information 14 or/and the authentication tag 13 is embedded into the continuous picture of the recording file 20 of the packet data 30 and stored in a media database of the media server 3 for multiple users to view.

上述中,B70.該媒體伺服器3比對該驗證碼之該遊戲歷程資料與該遊戲相關資料是否符合條件;若否,則回傳一訊息到該使用者該電子裝置1之該顯示螢幕11上。 In the above, B70. the media server 3 compares the game history data of the verification code with the game-related data to see if they meet the conditions; if not, a message is sent back to the display screen 11 of the user's electronic device 1.

本發明另一實施例態樣,上述實施例步驟B10、B20改為如下B10a、B20a:B10a. 一使用者在一電子裝置1上執行一遊戲應用程式,該遊戲應用程式在該電子裝置1的一顯示螢幕11上呈現;B20a. 由該使用者在該電子裝置1上執行一擷取錄製應用程式,在該遊戲應用程式畫面中顯示一擷取錄製標識符12,該電子裝置1之一處理器依一時間 長度(例如15秒)錄製該電子裝置1之該顯示螢幕11上所呈現的連續畫面,錄製成具有連續一時間戳記的一錄製檔20,並儲存到該電子裝置1之一暫存記憶體,該處理器依時間推移刪除該暫存記憶體內該時間長度之該時間戳記最早畫面資料,儲存當前該時間戳記畫面資料(該錄製檔20維持15秒長度);接續上述實施例B30.。 In another embodiment of the present invention, the above-mentioned steps B10 and B20 are changed to the following steps B10a and B20a: B10a. A user executes a game application on an electronic device 1, and the game application is displayed on a display screen 11 of the electronic device 1; B20a. The user executes a capture and recording application on the electronic device 1, and displays a capture and recording identifier 12 in the game application screen. A processor of the electronic device 1 records the continuous screen presented on the display screen 11 of the electronic device 1 according to a time length (for example, 15 seconds), records it into a recording file 20 with a continuous time stamp, and stores it in a temporary memory of the electronic device 1. The processor deletes the earliest screen data of the time stamp of the time length in the temporary memory as time passes, and stores the current screen data of the time stamp (the recording file 20 maintains a length of 15 seconds); the above-mentioned embodiment B30..

本發明另一實施例,一種遊戲多媒體資料認證標示系統,該系統包含:一電子裝置1、至少一遊戲伺服器2及一媒體伺服器3;該電子裝置1包含至少一處理器、一顯示螢幕11、一存儲單元、一遊戲應用程式、一內置型螢幕畫面錄置應用程式及一擷取錄製應用程式;該遊戲伺服器2運用網際網路與該電子裝置1連接,包含一遊戲相關資料;以及該媒體伺服器3運用網際網路與該電子裝置1及該遊戲伺服器2連接;該電子裝置1啟動該內置型螢幕畫面錄置應用程式功能,該內置型螢幕畫面錄置應用程式錄製該顯示螢幕11所呈現的連續畫面,儲存成一錄製檔20到該存儲單元之一暫存記憶體,該暫存記憶體依一時間長度推移刪除該暫存記憶體內最早畫面資料,儲存當前畫面資料;該遊戲應用程式綁定該擷取錄製應用程式,該電子裝置1執行該遊戲應用程式時在該顯示螢幕11上呈現的該遊戲應用程式畫面中嵌入一擷取錄製標識符12。 Another embodiment of the present invention is a game multimedia data authentication and labeling system, the system comprising: an electronic device 1, at least one game server 2 and a media server 3; the electronic device 1 comprises at least one processor, a display screen 11, a storage unit, a game application, a built-in screen recording application and a capture and recording application; the game server 2 is connected to the electronic device 1 via the Internet and comprises game-related data; and the media server 3 is connected to the electronic device 1 and the game server 2 via the Internet; the electronic device 1 comprises at least one processor, a display screen 11, a storage unit, a game application, a built-in screen recording application and a capture and recording application; the game server 2 is connected to the electronic device 1 via the Internet and comprises game-related data; and the media server 3 is connected to the electronic device 1 and the game server 2 via the Internet; The device 1 activates the built-in screen recording application function, the built-in screen recording application records the continuous screen presented by the display screen 11, and stores it into a recording file 20 in a temporary memory of the storage unit. The temporary memory deletes the earliest screen data in the temporary memory over a period of time and stores the current screen data; the game application is bound to the capture and recording application, and when the electronic device 1 executes the game application, a capture and recording identifier 12 is embedded in the game application screen presented on the display screen 11.

本發明一實施例,該使用者需先在該媒體伺服器3進行註冊,當該使用者於該電子裝置1執行該擷取錄製應用程式時,該擷取錄製應用程式驗證該使用者身分,若該使用者尚未註冊則該擷取錄製應用程式連結該媒體伺服器3註冊畫面。 In one embodiment of the present invention, the user must first register on the media server 3. When the user executes the capture and recording application on the electronic device 1, the capture and recording application verifies the user's identity. If the user has not registered, the capture and recording application connects to the registration screen of the media server 3.

本發明一實施例,如圖10所示,一種回溯錄影認證標方法, 複數使用者在競賽同一款遊戲應用程式與使用本發明時,該方法包含:C10. 由一遊戲應用程式與一擷取錄製應用程式之發行官方對該遊戲應用程式與該擷取錄製應用程式進行綁定協定;C20. 由該些使用者在各自一電子裝置1上執行同款該遊戲應用程式,該遊戲應用程式在該電子裝置1的一顯示螢幕11上呈現,該遊戲應用程式畫面中嵌入一擷取錄製標識符12;C30. 執行該遊戲應用程式時連同執行該擷取錄製應用程式,該電子裝置1之一處理器依一時間長度(例如7秒)錄製該電子裝置1之一顯示螢幕11上所呈現的連續畫面,錄製成具有連續一時間戳記的一錄製檔20,並儲存到該電子裝置1之一暫存記憶體,該處理器依時間推移刪除該暫存記憶體內該時間長度之該時間戳記最早畫面資料,儲存當前該時間戳記畫面資料(該錄製檔20維持7秒長度);C40. 當該些使用者競賽結束時,各自在該電子裝置1上點選該擷取錄製標識符12;C50. 該處理器接收到一傳送指令,即將該暫存記憶體之該錄製檔20嵌入一驗證碼後儲存成一封包數據30到該電子裝置1之一般記憶體;C60. 該擷取錄製應用程式在該顯示螢幕11上顯示一影片編輯功能15選項,詢問使用者是否進行編輯,若否則接續C70.,若是則該顯示螢幕11轉到該影片編輯功能15,在該些使用者對該封包數據30各自編輯後再儲存成該封包數據30;C70. 該擷取錄製應用程式在該顯示螢幕11上呈現一傳送認證選項,讓該使用者選擇是否要進行官方認證該封包數據30,若否,則該顯示螢幕11繼續 呈現該遊戲畫面維持原本遊戲操作體驗,若是,則該處理器將該封包數據30傳送到一媒體伺服器3;C80. 該媒體伺服器3接收該封包數據30提取該驗證碼之一官方認證資料之遊戲伺服器權限連接一遊戲伺服器2,並取得對應該遊戲應用程式之一遊戲相關資料;C90. 該媒體伺服器3比對該驗證碼之一防偽碼及一影片唯一碼與該遊戲相關資料是否一致,若是則輸出一認證標籤13;C100. 該媒體伺服器3將該認證標籤13嵌入在該封包數據30之該錄製檔20連續畫面中並儲存到該媒體伺服器3之一媒體資料庫;以及C110. 由該些使用者經各自該電子裝置1連結該媒體伺服器3之該媒體資料庫,各自提取該封包數據30上傳到一平台40進行方享。 An embodiment of the present invention, as shown in FIG10, is a retroactive recording authentication method. When multiple users compete in the same game application and use the present invention, the method comprises: C10. The official publisher of a game application and a capture and recording application enters into a binding agreement between the game application and the capture and recording application; C20. The users execute the same game application on their respective electronic devices 1, and the game application is displayed on a display screen 11 of the electronic device 1, and a capture and recording identifier 12 is embedded in the game application screen; C30. When the game application is executed together with the capture and recording application, a processor of the electronic device 1 records the continuous images presented on a display screen 11 of the electronic device 1 according to a time length (e.g., 7 seconds), records them into a recording file 20 with a continuous time stamp, and stores them in a temporary memory of the electronic device 1. The processor deletes the earliest image data of the time stamp of the time length in the temporary memory as time passes, and stores the current image data of the time stamp (the recording file 20 maintains a length of 7 seconds); C40. When the competition of the users ends, each of them clicks the capture and recording identifier 12 on the electronic device 1; C50. The processor receives a transmission instruction, that is, embeds a verification code into the recording file 20 of the temporary memory and stores it as a packet data 30 in the general memory of the electronic device 1; C60. The capture and recording application displays a video editing function 15 option on the display screen 11, and asks the user whether to edit. If not, it continues to C70. If yes, the display screen 11 switches to the video editing function 15, and after the users edit the packet data 30 respectively, it is stored as the packet data 30; C70. The capture and recording application presents a transmission authentication option on the display screen 11, allowing the user to choose whether to officially authenticate the packet data 30. If not, the display screen 11 continues to present the game screen to maintain the original game operation experience. If yes, the processor transmits the packet data 30 to a media server 3; C80. The media server 3 receives the packet data 30, extracts the game server authority of an official authentication data of the verification code, connects to a game server 2, and obtains a game-related data corresponding to the game application; C90. The media server 3 compares an anti-counterfeiting code and a video unique code of the verification code with the game-related data to see if they are consistent. If yes, an authentication tag 13 is output; C100. The media server 3 embeds the authentication tag 13 into the continuous images of the recording file 20 of the packet data 30 and stores it in a media database of the media server 3; and C110. The users connect to the media database of the media server 3 through their respective electronic devices 1, and each extracts the packet data 30 and uploads it to a platform 40 for sharing.

本發明一實施例,一種遊戲多媒體資料認證標示方法,應用於一媒體伺服器,包含:該媒體伺服器接收一電子裝置傳送的一封包數據,該封包數據包含一錄製檔及一驗證碼;該媒體伺服器連結一遊戲伺服器取得一遊戲相關資料;該媒體伺服器比對該驗證碼與該遊戲相關資料是否正確,若是則輸出一認證標籤;以及該媒體伺服器將該認證標籤標示在一平台之一使用者資訊或/及該媒體伺服器將該認證標籤嵌入在該錄製檔之連續畫面中並儲存到該媒體伺服器之一媒體資料庫供複數使用者觀看。 An embodiment of the present invention is a method for authenticating and marking game multimedia data, which is applied to a media server, comprising: the media server receives a packet data transmitted by an electronic device, the packet data comprising a recording file and a verification code; the media server connects to a game server to obtain game-related data; the media server compares the verification code with the game-related data to see if they are correct, and if so, outputs an authentication tag; and the media server marks the authentication tag on a user information of a platform or/and the media server embeds the authentication tag in the continuous screen of the recording file and stores it in a media database of the media server for multiple users to view.

本文中所描述之步驟、操作或處理程序中之任一者可以一或多個硬體或軟體模組單獨地或與其他裝置組合地執行或實施。在一項實施例中,一軟體模組係以包括含有電腦程式碼之一電腦可讀媒體之一電腦程式產品實施,該電腦程式碼可由用於執行所描述之步驟、操作或處理程序 中的任何或所有步驟、操作或處理程序之一處理器執行。 Any of the steps, operations, or processes described herein may be performed or implemented by one or more hardware or software modules, either alone or in combination with other devices. In one embodiment, a software module is implemented as a computer program product comprising a computer-readable medium containing computer program code that can be executed by a processor for performing any or all of the steps, operations, or processes described.

上述實施例中,儲存單元可以是唯讀記憶體(Read-Only Memory,ROM),或是可讀寫的,例如硬碟、快閃記憶體。記憶體單元可為隨機存取記憶體(Random Access Memory,RAM)。記憶體單元可與處理器物理整合或整合在記憶體中或構建為單獨的單元。 In the above embodiments, the storage unit may be a read-only memory (ROM) or a read-write memory, such as a hard drive or a flash memory. The memory unit may be a random access memory (RAM). The memory unit may be physically integrated with the processor or integrated in the memory or constructed as a separate unit.

處理器為上述設備(該設備為上述伺服器或者上述電子裝置)的控制中心,並提供處理裝置,用於執行指令,進行中斷操作,提供計時功能以及多種其他功能。可選地,處理器包括一個或多個中央處理單元(CPU)。上述設備中包括一個或者多個的處理器。處理器可為單核處理器或多核處理器。除非另有聲明,描述為用於執行任務的例如處理器或記憶體的部件可實現為通用部件,其暫時用於在給定時間執行任務,或實現為專門製造用於執行該任務的特定部件。此處所用的術語“處理器”指一個或多個裝置,電路和/或處理核,用於處理資料,例如電腦程式指令。 The processor is the control center of the above-mentioned device (the device is the above-mentioned server or the above-mentioned electronic device) and provides processing means for executing instructions, performing interrupt operations, providing timing functions and various other functions. Optionally, the processor includes one or more central processing units (CPUs). The above-mentioned device includes one or more processors. The processor may be a single-core processor or a multi-core processor. Unless otherwise stated, components such as processors or memories described as being used to perform tasks may be implemented as general components that are temporarily used to perform tasks at a given time, or as specific components specially manufactured to perform the task. The term "processor" used herein refers to one or more devices, circuits and/or processing cores for processing data, such as computer program instructions.

被處理器執行的程式碼可儲存在記憶體單元或儲存媒體中。可選地,儲存在儲存媒體中的程式碼可以被複製入記憶體單元以便處理器執行。處理器可執行至少一個內核(例如LINUXTM、UNIXTM、WINDOWSTM、ANDROIDTM、IOSTM),眾所周知,該內核用於藉由控制其他程式或過程的執行、控制與週邊裝置的通信以及控制電腦設備資源的使用來控制上述設備的操作。 The program code executed by the processor may be stored in a memory unit or a storage medium. Optionally, the program code stored in the storage medium may be copied into the memory unit for execution by the processor. The processor may execute at least one kernel (e.g., LINUXTM, UNIXTM, WINDOWSTM, ANDROIDTM, IOSTM), which is known to control the operation of the above-mentioned devices by controlling the execution of other programs or processes, controlling communication with peripheral devices, and controlling the use of computer device resources.

儘管本文已經描述了某些示例性實施例和實施方式,但是根據該描述,其他實施例和修改將是顯而易見的。因此,本發明構思不限於這樣的示例性實施例,而是限於所提出的權利要求和各種明顯修改和等效 佈置的更廣泛的範圍。 Although certain exemplary embodiments and implementations have been described herein, other embodiments and modifications will be apparent from this description. Accordingly, the inventive concept is not limited to such exemplary embodiments, but rather to the broader scope of the claims set forth and various obvious modifications and equivalent arrangements.

1:電子裝置 1: Electronic devices

2:遊戲伺服器 2: Game server

3:媒體伺服器 3: Media Server

100:遊戲多媒體資料認證標示系統 100: Game multimedia data authentication and labeling system

Claims (16)

一種遊戲多媒體資料認證標示方法,該方法包含:一電子裝置之一處理器執行一遊戲應用程式並在該電子裝置之一顯示螢幕上呈現一遊戲畫面;該處理器執行一擷取錄製應用程式,將該顯示螢幕上所呈現的連續畫面及音訊儲存成一錄製檔到該電子裝置之一儲存單元;該處理器執行該擷取錄製應用程式時,在該顯示螢幕所呈現的該遊戲畫面中顯示一擷取錄製標識符;該擷取錄製應用程式接收一傳送指令,該處理器提取該儲存單元之該錄製檔並嵌入一驗證碼後封包成一封包數據傳送到一媒體伺服器;該媒體伺服器連接一遊戲伺服器取得一遊戲相關資料;以及該媒體伺服器比對該驗證碼與該遊戲相關資料是否正確,若是則將該封包數據儲存到該媒體伺服器之一媒體資料庫。 A method for authenticating and marking game multimedia data, the method comprising: a processor of an electronic device executes a game application and presents a game screen on a display screen of the electronic device; the processor executes a capture and recording application to store the continuous images and audio presented on the display screen into a recording file in a storage unit of the electronic device; when the processor executes the capture and recording application, the game screen presented on the display screen is recorded. A capture and recording identifier is displayed in the capture and recording application; the capture and recording application receives a transmission instruction, the processor extracts the recording file of the storage unit and embeds a verification code into a packet data and transmits it to a media server; the media server connects to a game server to obtain game-related data; and the media server compares the verification code with the game-related data to see if they are correct, and if so, stores the packet data in a media database of the media server. 如請求項1所述之遊戲多媒體資料認證標示方法,該錄製檔包含影音格式、音訊格式、圖片格式及圖像互換格式(GIF)。 As described in claim 1, the game multimedia data authentication labeling method, the recording file includes video format, audio format, picture format and image interchange format (GIF). 如請求項1所述之遊戲多媒體資料認證標示方法,該儲存單元依一時間長度及一時間戳記儲存該顯示螢幕所呈現的連續畫面,並依時間推移刪除該儲存單元內該時間長度該時間戳記最早畫面資料,儲存當前該時間戳記畫面資料。 As described in claim 1, the game multimedia data authentication marking method stores the continuous images presented by the display screen according to a time length and a timestamp, and deletes the earliest image data of the time length and the timestamp in the storage unit as time passes, and stores the current image data of the timestamp. 如請求項1所述之遊戲多媒體資料認證標示方法,該媒體伺服器將一認證標籤標示在一平台之一使用者資訊或/及將該認證標籤嵌入在該錄製檔之連續畫面中。 As described in claim 1, the game multimedia data authentication method, the media server marks a user information of a platform with an authentication tag and/or embeds the authentication tag in the continuous screen of the recording file. 如請求項1所述之遊戲多媒體資料認證標示方法,該傳送指令進一步包含一認證標籤選單。 As described in claim 1, the game multimedia data authentication labeling method, the transmission instruction further includes an authentication tag menu. 如請求項1所述之遊戲多媒體資料認證標示方法,該擷取錄製應用程式進一步包含一影片編輯功能。 As described in claim 1, the game multimedia data authentication marking method, the capture and recording application further includes a video editing function. 如請求項1所述之遊戲多媒體資料認證標示方法,該驗證碼包含一使用者資料、一遊戲歷程資料、一官方認證資料及一編輯紀錄。 As described in claim 1, the game multimedia data authentication marking method, the verification code includes a user data, a game process data, an official authentication data and an editing record. 如請求項7所述之遊戲多媒體資料認證標示方法,該官方認證資料包含該遊戲伺服器權限、一防偽碼及一影片唯一碼。 As described in claim 7, the game multimedia data authentication marking method, the official authentication data includes the game server authority, an anti-counterfeiting code and a video unique code. 一種遊戲多媒體資料認證標示方法,該方法包含:一電子裝置之一處理器執行一擷取錄製應用程式,將該顯示螢幕上所呈現的連續畫面及音訊儲存成一錄製檔到該電子裝置之一儲存單元;該處理器執行一遊戲應用程式,並在該顯示螢幕上呈現一遊戲畫面;該擷取錄製應用程式接收一傳送指令,該處理器提取該儲存單元之該錄製檔並嵌入一驗證碼後儲存成一封包數據傳送到一媒體伺服器;該媒體伺服器連接一遊戲伺服器取得一遊戲相關資料;以及該媒體伺服器比對該驗證碼與該遊戲相關資料是否正確,若是則將該封包數據儲存到該媒體伺服器之一媒體資料庫。 A method for authenticating and marking game multimedia data comprises: a processor of an electronic device executes a capture and recording application program to store the continuous images and audio presented on the display screen into a recording file in a storage unit of the electronic device; the processor executes a game application program and presents a game screen on the display screen; the capture and recording application program receives a The processor extracts the recording file of the storage unit and embeds a verification code into the recording file, and then stores the file into a packet data and transmits it to a media server; the media server connects to a game server to obtain game-related data; and the media server compares the verification code with the game-related data to see if they are correct. If so, the packet data is stored in a media database of the media server. 如請求項9所述之遊戲多媒體資料認證標示方法,該媒體伺服器將一認證標籤標示在一平台之一使用者資訊或/及將該認證標籤嵌入在該錄製檔之連續畫面中。 As described in claim 9, the game multimedia data authentication method, the media server marks a user information of a platform with an authentication tag and/or embeds the authentication tag in the continuous screen of the recording file. 如請求項9所述之遊戲多媒體資料認證標示方法,該錄製檔包含影音格式、音訊格式、圖片格式及圖像互換格式(GIF)。 As described in claim 9, the game multimedia data authentication labeling method, the recording file includes video format, audio format, picture format and image interchange format (GIF). 一種遊戲多媒體資料認證標示方法,應用於一媒體伺服器,包含:該媒體伺服器接收一電子裝置傳送的一封包數據,該封包數據包含一錄製檔及一驗證碼;該媒體伺服器連結一遊戲伺服器取得一遊戲相關資料;以及該媒體伺服器比對該驗證碼與該遊戲相關資料是否正確,若是則將該封包數據儲存到該媒體伺服器之一媒體資料庫。 A method for authenticating and marking game multimedia data is applied to a media server, comprising: the media server receives a packet of data transmitted by an electronic device, the packet of data comprising a recording file and a verification code; the media server connects to a game server to obtain game-related data; and the media server compares the verification code with the game-related data to see if they are correct, and if so, stores the packet of data in a media database of the media server. 如請求項12所述之遊戲多媒體資料認證標示方法,該媒體伺服器將一認證標籤標示在一平台之一使用者資訊或/及將該認證標籤嵌入在該錄製檔之連續畫面中。 As described in claim 12, the game multimedia data authentication method, the media server marks a user information of a platform with an authentication tag and/or embeds the authentication tag in the continuous screen of the recording file. 一種遊戲多媒體資料認證標示系統,該系統包含:一電子裝置包含至少一處理器、一顯示螢幕、一存儲單元、一遊戲應用程式及一擷取錄製應用程式;至少一遊戲伺服器運用網際網路與該電子裝置連接,包含一遊戲相關資料;以及一媒體伺服器運用網際網路與該電子裝置及該遊戲伺服器連接;該處理器執行該遊戲應用程式並在該顯示螢幕上呈現一遊戲畫面;該處理器執行一擷取錄製應用程式,將該顯示螢幕上所呈現的連續畫面及音訊儲存成一錄製檔到該儲存單元;該擷取錄製應用程式接收一傳送指令,該處理器提取該儲存單元之該錄製檔並嵌入一驗證碼後儲存成一封包數據傳送到該媒體伺服器;以及該媒體伺服器連接該遊戲伺服器取得該遊戲相關資料,比對該驗證碼與該 遊戲相關資料是否正確,若是則將該封包數據儲存到該媒體伺服器之一媒體資料庫。 A game multimedia data authentication and labeling system, the system comprises: an electronic device comprising at least one processor, a display screen, a storage unit, a game application and a capture and recording application; at least one game server connected to the electronic device via the Internet, comprising game-related data; and a media server connected to the electronic device and the game server via the Internet; the processor executes the game application and presents a game screen on the display screen; the processor executes a capture and recording application The application stores the continuous images and audio displayed on the display screen as a recording file in the storage unit; the capture and recording application receives a transmission instruction, the processor extracts the recording file from the storage unit and embeds a verification code, stores it as a packet data and transmits it to the media server; and the media server connects to the game server to obtain the game-related data, compares the verification code with the game-related data to see if they are correct, and if so, stores the packet data in a media database of the media server. 如請求項14所述之遊戲多媒體資料認證標示系統,該媒體伺服器將一認證標籤標示在一平台之一使用者資訊或/及將該認證標籤嵌入在該錄製檔之連續畫面中。 As described in claim 14, the game multimedia data authentication system, the media server marks a user information of a platform with an authentication tag and/or embeds the authentication tag in the continuous screen of the recording file. 如請求項14所述之遊戲多媒體資料認證標示系統,該擷取錄製應用程式進一步包含一影片編輯功能。 As described in claim 14, the game multimedia data authentication labeling system, the capture and recording application further includes a video editing function.
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Publication number Priority date Publication date Assignee Title
TW201036675A (en) * 2009-04-03 2010-10-16 Academia Sinica Graphical representation of gaming experience
TW201044851A (en) * 2009-06-03 2010-12-16 Via Tech Inc Video preview modules, systems, user equipment, and methods

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* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
TW201036675A (en) * 2009-04-03 2010-10-16 Academia Sinica Graphical representation of gaming experience
TW201044851A (en) * 2009-06-03 2010-12-16 Via Tech Inc Video preview modules, systems, user equipment, and methods

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