A proximity-aware interest matching live social and group interaction system and method

By using a near-field perception-based interest matching system, and utilizing wearable devices or mobile terminals for short-range wireless communication, convenient social interaction and privacy protection are achieved in network-free environments. This solves the problems of automatic matching and privacy leakage in existing technologies, and provides functions such as time-limited group chat and real-time data destruction.

CN122411751APending Publication Date: 2026-07-17李彤

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
李彤
Filing Date
2026-04-21
Publication Date
2026-07-17

AI Technical Summary

Technical Problem

Existing social interaction methods rely on smartphones and cloud servers, making them unusable in environments without a network and posing a risk of privacy leaks. They also cannot achieve automatic matching based on shared interest identifiers or time-limited group chats, and cannot meet the special needs of offline social interaction among like-minded individuals.

Method used

It adopts an interest matching system based on proximity perception, which uses short-range wireless communication via wearable devices or mobile terminals to automatically match based on activity or interest identifiers. It supports time-limited group chats with and without group owners, and data is transmitted in real time and destroyed in volatile memory without being written to non-volatile storage media.

Benefits of technology

It enables convenient and privacy-protected interest matching and group interaction in offline environments, supports multiple matching and confirmation methods, and destroys data in real time, meeting the needs of offline social interaction among like-minded people.

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Abstract

This invention discloses a system and method for on-site social and group interaction based on interest matching using near-field perception, belonging to the field of human-computer interaction and near-field communication technology. The system includes several terminal devices, which are wearable devices or mobile terminals. Each terminal device has a built-in communication module, matching module, real-time interaction module, real-time destruction module, and group interaction module. Users bind their currently participating activity identifier or interest identifier to their terminal device and store this identifier locally. The terminal device acquires identifiers from other nearby terminal devices through short-field wireless communication technology. The matching module compares the acquired identifiers with the locally stored identifiers; if they match, a matching relationship is automatically established. After successful matching, both parties confirm their agreement and establish a real-time data interaction channel. Data sent by users is transmitted in a streaming manner and does not form a complete file. All data generated during the interaction process only exists briefly in volatile memory during transmission and is immediately destroyed after transmission, without being written to any non-volatile storage medium. The system also supports time-limited group interaction, supporting both modes with and without a group owner. The group is automatically destroyed after the preset activity time ends. This invention is applicable to various offline gathering scenarios such as fan meetings, concerts, sports events, offline game activities, exhibitions, campuses, and outdoor sports.
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Description

Technical Field

[0001] This invention relates to the fields of human-computer interaction, near-field wireless communication and social interaction, specifically to an interest-matching on-site social and group interaction system and method based on near-field perception, which can be applied to offline gathering scenarios such as fan meetings, concerts, music festivals, sports events, offline game activities, exhibitions, campuses, communities, outdoor sports, dating and matchmaking, and business networking. Background Technology

[0002] Current social interaction methods largely rely on smartphones and cloud servers, requiring users to hold and view the screen, which is inconvenient in scenarios such as exercise and commuting. In offline gatherings, on-site networks are often severely congested, making it impossible to use social media apps normally. Furthermore, while participants have a strong need for social interaction, they lack convenient, private, and accessible social tools. Existing proximity-based social solutions rely on cloud server queries and app operations, making them unusable in offline environments, and chat logs may be stored, posing a privacy risk. In addition, existing solutions do not support automatic matching based on shared interests or timed group chats, failing to meet the specific needs of offline social interaction among like-minded individuals. Summary of the Invention

[0003] To overcome the shortcomings of existing technologies, this invention provides a system and method for on-site social and group interaction based on interest matching using proximity perception. This system enables automatic matching, real-time data interaction, and time-limited group chat among users in offline gathering scenarios based on shared activity identifiers or interest identifiers. It supports both modes with and without a group owner, and the group chat is automatically destroyed after the event ends, protecting user privacy and not relying on on-site network.

[0004] The technical solution of this invention is as follows: A near-field perception-based interest-matching on-site social and group interaction system includes several terminal devices; the terminal devices are wearable devices or mobile terminals. Each terminal device has a built-in communication module, matching module, real-time interaction module, and real-time destruction module. The terminal device is used to bind the user's currently participating activity identifier or interest identifier and store the activity identifier or interest identifier locally. The activity identifier or interest identifier includes one or more of the following: fan meeting name, concert name, artist name, sports event name, team name, game name, exhibition name, club name, course name, and destination name. The terminal device can be one or more of smart glasses, head-mounted displays, mobile phones, smartwatches, and headphones. The communication module is used for terminal devices to obtain activity identifiers or interest identifiers of other nearby terminal devices through short-range wireless communication technologies (including one or more of Bluetooth, Wi-Fi Direct, UWB, NFC, ultrasound, millimeter wave, and visible light communication). The matching module is used to compare the obtained activity identifiers or interest identifiers with the locally stored activity identifiers or interest identifiers; if they match, a matching relationship is automatically established. The matching module also supports one or more of the following matching methods: distance matching based on Bluetooth signal strength, precise matching based on UWB centimeter-level positioning, matching based on QR code scanning, and matching based on NFC touch. Matching can also be prioritized based on the user's geographical location, seating area, entry time, etc. The real-time interaction module is used to establish a real-time data interaction channel after successful matching and mutual agreement. Data sent by the user is collected, transmitted, and output to the other party's terminal in real time. Data is transmitted in a streaming manner and does not form a complete file. The data includes one or more of voice, text, images, and video. The user confirmation method includes one or more of the following: head nod confirmation, button confirmation, voice confirmation, eye movement confirmation, and gesture confirmation. The real-time destruction module ensures that all data generated during the interaction only exists briefly in volatile memory (such as RAM) during transmission; after transmission, regardless of whether the other party has received, viewed, or played the data, the data is immediately destroyed from memory and not written to any non-volatile storage medium (such as flash memory, hard drive, or memory card); the data automatically disappears after the memory is powered off and cannot be recovered by conventional data recovery methods. The system also includes a group interaction module, used to establish a time-limited group interaction channel after multiple users have successfully matched. The group interaction channel can operate in either a no-group-owner mode or a group-owner mode. In the group-owner mode, the temporary group owner is determined based on one or more of the following methods: the user who first entered the group, the user closest to the center of the activity venue, or elected by group members through voting. The temporary group owner has one or more of the following permissions: disband the group, remove members, set the group name, and broadcast group messages.Group interactions are automatically destroyed after a preset activity time (such as the start-to-end time of an activity, the duration of a competition, an exhibition, a course, or a user-defined duration), and all data is released from memory and not written to any storage medium. The terminal device also supports a guest mode. The terminal device worn by guests or organizers can broadcast public messages to all user terminals within a preset range or batch confirm user interaction requests. This invention also provides a method for on-site social interaction and group interaction based on interest matching using proximity perception, including the following steps: Users bind their currently participating activity identifier or interest identifier to their terminal device and store the identifier locally; the terminal device acquires activity identifiers or interest identifiers from other nearby terminal devices through short-range wireless communication technology; the acquired activity identifiers or interest identifiers are compared with the locally stored identifiers, and if they match, a matching relationship is automatically established; after successful matching, a prompt is sent to the user terminal, and user confirmation is awaited; after user confirmation, a real-time data interaction channel is established between the terminal devices; the user sends data... Data is collected, transmitted, and output to the other party's terminal in real time; data is streamed and does not form a complete file; all data generated during the interaction only exists briefly in volatile memory during transmission; after transmission, regardless of whether the other party has received, viewed, or played the data, it is immediately destroyed from memory and not written to any non-volatile storage medium; users can choose to establish one-to-one real-time interaction or limited-time group interaction; when establishing limited-time group interaction, the system selects either a no-group-owner mode or a group-owner mode to establish a group interaction channel; group interaction is automatically destroyed after the preset activity time ends, and all data is released from memory without leaving any trace. When the terminal device is a mobile phone, both parties need to install corresponding applications (such as WeChat mini-programs or standalone apps) to achieve proximity discovery, voice interaction, and point-to-point communication; when the terminal device is smart glasses, head-mounted displays, or smartwatches, the corresponding functions can be directly implemented through hardware firmware.

[0005] The beneficial effects of this invention include: 1. The terminal devices come in various forms, covering a variety of devices such as smart glasses, mobile phones, smartwatches, and headphones; 2. Supports multiple pairing methods, including Bluetooth signal strength pairing, UWB centimeter-level positioning pairing, QR code scanning pairing, and NFC touch pairing; 3. Supports multiple confirmation methods, including head nodding confirmation, button confirmation, voice confirmation, eye tracking confirmation, and gesture confirmation; 4. Supports multimedia data interaction, including voice, text, images, and video; 5. Interactive data is destroyed in real time and is not written to any non-volatile storage medium, making it unrecoverable by conventional means; 6. Limited-time group interaction, supporting both modes with and without a group owner, automatically destroyed after the event ends; 7. It does not rely on the on-site network and remains available even when the network is congested. Attached Figure Description

[0006] Figure 1 This is a structural block diagram of the system of the present invention. Detailed Implementation

[0007] Example 1 (Fan Meetup - with Group Owner Mode) At a fan meeting, fans wore smart glasses. The system automatically matched fans with the same artist's ID within the venue and created groups, using a group owner system. The system automatically elected a higher-level fan as the temporary group owner based on their fan level. The group owner could initiate unified support slogans within the group, remove malicious or harassing members, or disband the group before the event ended. The group owner had no special privacy permissions and could not view any data other than anonymized information of other members. After the event, the group was automatically disbanded, and the group owner's permissions expired.

[0008] Example 2 (Concert - Mobile Phone Matching and Calling) Fan A and Fan B are at the concert, each using their mobile phones. Upon entry, they use a WeChat mini-program to write the concert's logo (e.g., "Artist's 2026 Tour Concert") to their phone's local storage. The system automatically matches nearby users who have also linked to the same concert via Bluetooth. After both receive a vibration notification, they tap their phone screens to confirm and establish a point-to-point real-time voice call. The call uses... Streaming is used; data is not saved to the phone's storage. After the call ends, all voice data is immediately deleted from the memory of both phones, and the mini-program retains no call records.

[0009] Example 3 (Music Festival - Smartwatch Group Chat) Before a music festival begins, users wear smartwatches and bind them to the festival's identifier. The system automatically matches users with the same identifier within the venue and creates group chats, using a no-group-owner model where all members are equal. Any member can freely join or leave the group. Members within the group can communicate via voice in real time. After the music festival ends, the group is automatically disbanded, and all chat history is destroyed.

[0010] Example 4 (Sports Events - Mobile Confirmation) At a football match, fans use their mobile phones. The system automatically matches nearby fans who support the same team. After confirming with the volume keys on their phones, fans establish a real-time call. After the match, all data is deleted.

[0011] Example 5 (Offline Game Event - Player Team-Up) At a gaming carnival, players wore smart glasses and linked their game names. The system automatically matched players playing the same game and created group chats. These groups were automatically disbanded after the event ended.

[0012] Example 6 (Exhibition - Business Networking) At an industry trade show, attendees wore smart glasses that were linked to the trade show name or industry logo. The system automatically matched attendees from the same industry, and after confirmation, both parties could exchange electronic business cards or establish a call. All data was destroyed after the trade show ended.

[0013] Example 7 (Guest Broadcast) The singer wears a guest-end device on stage and can broadcast "Thank you everyone!" to all fan devices with a single click. All fan devices will automatically play the message. The singer can also confirm fan interaction requests in batches.

[0014] Example 8 (Verification of self-destructing statements) User A sends a message in a group chat, which is received by all other members in real time. After the chat ends, no record is saved on any of the participants' devices. Users attempt to search for historical messages on their devices but find no trace. Even data recovery software cannot recover the destroyed data.

[0015] Example 9 (Complete Process on Mobile) Users access the system via a WeChat mini-program, authorizing access to their nickname, avatar, and gender. Users bind a current event identifier (e.g., "Artist's 2026 Tour Concert"). The mini-program stores user information and the event identifier in the phone's local RAM, not writing them to persistent storage. After the user enables Bluetooth, the mini-program begins broadcasting the event identifier while simultaneously scanning for nearby devices. When another phone with the same identifier is detected, both phones vibrate to alert the user. After the user taps the screen to confirm, both parties establish a real-time voice call via the mini-program. The call is streamed; each voice packet is immediately deleted from the sender's memory after transmission and also immediately deleted from the receiver's memory after playback. All temporary data is immediately cleared after the call ends. After the event ends, the mini-program automatically clears all related data.

[0016] Other implementation details Depending on the hardware capabilities of the terminal device, the alert signal can also be a flashing LED light or a vibration pattern with different codes. Attached Figure

[0017] Figure 1 This is a structural block diagram of the system of the present invention. The left side is a terminal device, which internally includes a communication module, a matching module, a real-time interaction module, a real-time destruction module, and a group interaction module; the right side is another terminal device, which communicates directly with the left terminal device through bidirectional arrows.

Claims

1. A live social and group interaction system based on proximity perception and interest matching, characterized in that, The system includes several terminal devices; each terminal device is a wearable device or a mobile terminal; each terminal device has a built-in communication module, a matching module, a real-time interaction module, and a real-time destruction module; each terminal device is used to bind the user's currently participating activity identifier or interest identifier and store the activity identifier or interest identifier locally; the communication module is used for terminal devices to obtain the activity identifiers or interest identifiers of other nearby terminal devices through short-range wireless communication technology; the matching module is used to compare the obtained activity identifiers or interest identifiers with the locally stored activity identifiers or interest identifiers, and if they are the same, a matching relationship is automatically established; The real-time interaction module is used to establish a real-time data interaction channel after successful matching and confirmation of agreement between both parties; the data sent by the user is collected, transmitted, and output to the other party's terminal in real time. Data is transmitted in a streaming manner and does not form a complete file; the data includes one or more of voice, text, images, and video; the real-time destruction module is used to ensure that all data generated during the interaction only exists briefly in volatile memory during transmission; Once the transmission is complete, regardless of whether the recipient has received, viewed, or played the data, the data is immediately destroyed from memory and not written to any non-volatile storage medium.

2. The system according to claim 1, characterized in that, The system also includes a group interaction module, which is used to establish a time-limited group interaction channel after multiple users are successfully matched; the group interaction channel adopts a mode without a group owner or a mode with a group owner; the group interaction is automatically destroyed after the preset activity time ends, and all data is released from memory and not written to any storage medium.

3. The system according to claim 1, characterized in that, The terminal device is one or more of the following: smart glasses, head-mounted display, mobile phone, smartwatch, and headphones.

4. The system according to claim 1, characterized in that, The matching module also supports one or more of the following matching methods: distance matching based on Bluetooth signal strength, precise matching based on UWB centimeter-level positioning, matching based on QR code scanning, and matching based on NFC touch.

5. The system according to claim 1, characterized in that, The user confirmation methods include one or more of the following: head nodding confirmation, button confirmation, voice confirmation, eye movement confirmation, and gesture confirmation.

6. The system according to claim 2, characterized in that, In the group owner mode, the temporary group owner is determined according to one or more of the following methods: the user who first enters the group, the user closest to the center of the activity venue, or elected by group members; the temporary group owner has one or more of the following permissions: disband the group, remove members, set the group name, and broadcast group messages.

7. The system according to claim 1, characterized in that, The short-range wireless communication technology includes one or more of Bluetooth, Wi-Fi Direct, UWB, NFC, ultrasound, millimeter wave, and visible light communication.

8. The system according to claim 2, characterized in that, The preset activity time for the timed group interaction channel is the start-to-end time of the activity, the duration of the competition, the duration of the exhibition, the duration of the course, or a user-defined duration.

9. The system according to claim 1, characterized in that, The terminal device also supports a guest mode, where the terminal device worn by the guest or organizer can broadcast public messages or batch confirm user interaction requests to all user terminals within a preset range.

10. A method for on-site social and group interaction based on proximity perception interest matching, applied to the system described in any one of claims 1-9, characterized in that, Includes the following steps: Users bind their current activity identifier or interest identifier to their terminal device and store the activity identifier or interest identifier locally; Terminal devices acquire activity identifiers or interest identifiers from other nearby terminal devices via short-range wireless communication technology; they compare the acquired activity identifiers or interest identifiers with locally stored activity identifiers or interest identifiers, and automatically establish a matching relationship if they match; upon successful matching, a prompt is sent to the user terminal, and the device waits for user confirmation; after user confirmation, a real-time data interaction channel is established between the terminal devices; data sent by the user is collected, transmitted, and output to the other terminal in real time; data is transmitted in a streaming manner and does not form a complete file; all data generated during the interaction process only exists briefly in volatile memory during transmission. Once the transmission is complete, regardless of whether the other party has received, viewed, or played the data, the data is immediately destroyed from memory and not written to any non-volatile storage medium. Users can choose to establish one-on-one real-time interaction or establish time-limited group interaction; when establishing time-limited group interaction, the system selects the mode without a group owner or the mode with a group owner to establish a group interaction channel; the group interaction is automatically destroyed after the preset activity time ends, and all data is released from memory without leaving any trace.