Abstract: A system and method for gaming on demand in real time via a computer network indexes game segments and prioritizes segments of a game to be downloaded, such that segments of a game needed immediately to play at a current level are downloaded, and then portions which correspond to levels accessible from the current level are downloaded. Downloading of the portions corresponding to directly related levels, and then portions corresponding to other levels, may occur while the game is being played at a current level.
Abstract: A system and methodology assesses whether an error correction should be applied to detected blocks based on determined correction application criteria, and, if warranted according to the assessment, applies block-specific error corrections to detected blocks. Global error corrections, such as edge corrections, are also enabled.
Abstract: A system and method for compressing and transferring analog data in a packet-based computer network in which the times for packets to travel to the destination may vary. The analog signal is sampled at the source to produce a digital data stream. The digitized samples for repetitious sections of the signal are compressed into bytes. Repetitious sections are sections of the signal that are rising, falling, or level. Bytes of compressed data consist of a sign bit for direction of the signal, the amount of change from one signal segment to the next, and the number of samples in a segment. Sampling for the packets overlaps so that each packets contains a certain amount of redundant data. Also, predictive data is appended to each packet. Thus, if a packet is late or lost, the redundant and predictive data in adjacent packets enable the receiver to play back smooth, uninterrupted audio.