Systems and methods for monitoring user behavior in a virtual reality space
The system addresses the lack of detailed user behavior analysis in virtual environments by tracking interactions and generating heat maps, providing actionable insights for optimizing virtual spaces.
Patent Information
- Authority / Receiving Office
- FR · FR
- Patent Type
- Applications
- Current Assignee / Owner
- CAPGEMINI SERVICE
- Filing Date
- 2024-10-24
- Publication Date
- 2026-05-01
AI Technical Summary
Current technologies fail to provide detailed and actionable analyses of user behavior in virtual environments, neglecting key elements like gaze direction and interaction duration, and lack meaningful insights for businesses to optimize user experience and marketing strategies.
A system and method for monitoring user behavior in virtual reality spaces that tracks user interactions, including gaze direction and interaction duration, generates heat maps, and provides recommendations for improving the virtual environment based on engagement data.
Enables businesses to optimize virtual environments by identifying high and low-engagement areas, allowing for personalized and engaging experiences through actionable insights and design modifications.
Smart Images

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Abstract
Description
Title of the invention: Systems and methods for monitoring user behavior in a virtual reality space. Field of the invention
[0001] The present invention relates to the field of virtual reality and more particularly to systems and methods for monitoring the behavior of a user in virtual reality. Background
[0002] With the rise of immersive virtual environments such as metaverses and other forms of extended reality, there is an increasing need to analyze user behavior when people engage with virtual environments. Virtual environments are used for a wide range of applications, including games, virtual shopping, and various experience-oriented activities, hence the importance of understanding how users interact within virtual environments. When a user immerses themselves in the virtual environment, they control an avatar that navigates and interacts according to the design of the virtual environment. For example, in a virtual shopping experience, the avatar might explore different stores, examine products, and make purchases. Similarly, in a virtual exhibition, the avatar might visit different booths, interact with vendors, and explore the products on display.
[0003] From a business perspective, companies that create and maintain these virtual environments have a vested interest in understanding user behavior in order to optimize experiences and foster engagement. Companies that organize virtual shopping malls or exhibitions may want to know which billboards, booths, or products attract the most user attention. They may also be interested in tracking the preferred paths taken by users' avatars as they navigate the virtual space. This type of behavioral analysis can provide valuable insights that help businesses make informed decisions regarding marketing, sales strategies, and improving the overall user experience.
[0004] Despite the obvious advantages of collecting this data, current technologies have several limitations when it comes to providing detailed and actionable analyses of user behavior in virtual environments. Existing methods often neglect key behavioral elements, such as the user's gaze direction, eye-tracking movements, and duration user interaction with specific virtual objects. These factors, crucial for understanding user engagement, are rarely considered by current cutting-edge techniques. In particular, capturing an avatar's trajectory or analyzing the time a user takes to look at or interact with specific virtual objects remains a challenge for many current techniques.
[0005] Furthermore, while some technologies attempt to provide basic analytics, they often fail to deliver this information in a format that is meaningful or useful to business leaders, marketing professionals, or decision-makers. The available analytical results tend to be overly technical, lacking conclusive metrics that can be easily understood and applied by non-technical professionals. As a result, businesses lack the crucial insights they need to optimize user experience, refine marketing strategies, or adjust their content and layout patterns in virtual environments.
[0006] Furthermore, many existing techniques do not offer recommendations for improving the virtual environment based on the data collected. A comprehensive system would not only track and analyze user behavior but would also generate actionable insights and suggest modifications to enhance the virtual reality experience. For example, if the data reveals that users tend to linger in certain high-engagement areas, the system could recommend ways to capitalize on this behavior by adding more interactive elements or advertisements to those locations. Conversely, low-engagement areas could benefit from content redesign or layout modifications to make them more appealing or accessible to users.
[0007] In light of these challenges, there is a clear need for an improved system and method that provides detailed behavioral analysis and information on user actions when immersed in virtual environments.
[0008] Therefore, the present invention aims to provide a system, a device, and a method for monitoring the behavior of a user in a virtual reality space, with effective monitoring, taking into account costs, coverage, and interpretations.
[0009] The object of the present invention is achieved by a computer-implemented method for monitoring user behavior in the virtual reality space. The method comprises receiving a plurality of user interaction parameters.
[0010] In one embodiment, the plurality of user interaction parameters indicate the behavior, position and actions of the user in the virtual reality space comprising one or more virtual objects.
[0011] In one embodiment, the virtual object(s) include interactive elements, interactive spaces, advertisements, informational displays, navigation aids, and environmental elements in the virtual reality space.
[0012] Furthermore, the method includes determining a position parameter corresponding to the user's movement in the virtual reality space based on a plurality of user interaction parameters. The method includes tracking the trajectory of an avatar in the virtual reality space, thereby mapping the regions traversed by the user in the virtual reality space.
[0013] Furthermore, the method includes capturing the user's gaze direction based on receiving eye-tracking movements when the user is immersed in the virtual reality space. In one embodiment, the eye-tracking movements are received from a virtual reality headset. The method also includes recording the duration for which the user interacts with the virtual object(s). Therefore, in one embodiment, the method includes determining a time-attendance parameter indicating the duration for which the user looks at or interacts with the virtual object(s) in the virtual reality space.
[0014] In addition, the method includes the generation of a heat map based on the position parameter and the attendance time parameter.
[0015] In one embodiment, the heat map indicates a visual representation of areas of high and low user engagement in the virtual reality space.
[0016] The method includes correlating the position parameter, the user's gaze direction, and the time spent in the virtual reality space to generate a three-dimensional (3D) visual representation of areas, i.e., a heat map, within the virtual reality space. The visual representation corresponding to the area of the virtual reality space indicates the user's levels of movement, attention, and interaction.
[0017] In one embodiment, the method includes determining a parameter associated with the efficiency and effectiveness of the design and layout of the content of the virtual reality space based on the heat map.
[0018] Furthermore, the method includes identifying one or more high-engagement areas and one or more areas requiring improvement based on a comparison of the determined parameter with a predefined threshold value, thus providing information on user engagement with the virtual environment. In addition, the process includes providing at least one recommendation to modify the design and layout of the content of the virtual reality space based on the identification.
[0019] The object of the present invention is also achieved by a device for monitoring user behavior in a virtual reality space. The device comprises a memory and one or more processors communicatively coupled to the memory. The memory includes programmable instructions executable by the processor(s). When executed by the processor(s), the programmable instructions cause the processor(s) to perform one or more processes as described throughout the present invention.
[0020] The object of the present invention is also achieved by a system for monitoring user behavior in the virtual reality space. In one embodiment, the system comprises a device for monitoring user behavior in the virtual reality space based on the implementation of one or more methods, as described throughout the present invention.
[0021] The object of the present invention is also achieved by describing a computer program product. The computer program product stores machine-readable instructions which, when executed by one or more processors, cause the processor(s) to carry out one or more processes as described throughout the present invention.
[0022] The object of the present invention is also achieved by describing a non-transient, computer-readable medium. The non-transient, computer-readable medium is encoded with executable instructions which, when executed by one or more processors, cause the processor(s) to carry out one or more processes as described throughout the present invention.
[0023] According to a first aspect, the object of the present invention is achieved by:
[0024] A method for monitoring the behavior of a user in a reality space virtual, the process including:
[0025] the reception of a plurality of user interaction parameters indicating the user's behavior, position and actions in a virtual reality space comprising one or more virtual objects;
[0026] the determination of a position parameter corresponding to the user's movement in the virtual reality space based on the plurality of user interaction parameters;
[0027] the determination of a visitation time parameter based on a correlation of the position parameter and the plurality of user interaction parameters, the visitation time parameter indicating a duration during in which the user views or interacts with the virtual object(s) in the virtual reality space; and
[0028] the generation of a heat map based on the position parameter and the attendance time parameter, the heat map indicating a visual representation of areas of high and low user engagement in the virtual reality space.
[0029] The method according to the invention is advantageously and optionally supplemented by the following features, taken individually or in any of their technically possible combinations:
[0030] - The process comprises:
[0031] the determination of a parameter associated with the efficiency and effectiveness of the design and layout of the content of the virtual reality space based on the heat map;
[0032] the identification of one or more high-engagement areas and one or more areas requiring improvement based on a comparison of the determined parameter with a predefined threshold value, thus providing information on the user's engagement with the virtual environment; and
[0033] the provision of at least one recommendation to modify the design and layout of the content of the virtual reality space on the basis of identification.
[0034] - Receiving the plurality of user interaction parameters includes:
[0035] interfacing with application programming interfaces (APIs) and data repositories associated with a front-end platform and a back-end platform to collect real-time and historical user interaction parameters in one or more virtual reality spaces.
[0036] - The determination of the position parameter includes:
[0037] tracking the trajectory of an avatar in the virtual reality space, thus mapping the regions traversed by the user in the virtual reality space.
[0038] - The determination of the attendance time parameter includes:
[0039] capturing the user's gaze direction based on receiving eye-tracking movements when the user is immersed in the virtual reality space, from a virtual reality headset; and
[0040] recording the duration during which the user engages with the virtual object(s).
[0041] - The generation of the thermal map includes:
[0042] the correlation of the position parameter, the user's gaze direction, and the time spent on the device parameter; and
[0043] the generation of a visual representation of three-dimensional (3D) zones in virtual reality space on the basis of correlation, so that the visual representation corresponding to the zone indicates the user's levels of movement, attention and interaction.
[0044] - The virtual object(s) consist of interactive elements, interactive spaces, of advertisements, informational displays, navigation aids, and environmental elements in the virtual reality space.
[0045] According to a second aspect, the object of the present invention is achieved by:
[0046] A system for monitoring the behavior of a user in a virtual reality space, the system comprising:
[0047] a memory;
[0048] at least one processor in communication with the memory, at least one processor being configured to:
[0049] receive a plurality of user interaction parameters indicating the user's behavior, position and actions in a virtual reality space comprising one or more virtual objects;
[0050] determine a position parameter corresponding to the user's movement in the virtual reality space based on the plurality of user interaction parameters;
[0051] determine a time parameter based on a correlation of the position parameter and the plurality of user interaction parameters, the time parameter indicating a duration during which the user views or engages with the virtual object(s) in the virtual reality space; and
[0052] generate a heat map based on the position parameter and the attendance time parameter, the heat map indicating a visual representation of areas of high and low user engagement in the virtual reality space.
[0053] The system according to the invention is advantageously and optionally supplemented by the following features, taken individually or in any of their technically possible combinations:
[0054] - At least one processor is configured to:
[0055] determine a parameter associated with the efficiency and effectiveness of the design and layout of the content of the virtual reality space based on the heat map;
[0056] identify one or more high-commitment areas and one or more areas requiring improvement based on a comparison of the determined parameter with a predefined threshold value, thus providing information on the user's engagement with the virtual environment; and
[0057] provide at least one recommendation to modify the design and layout of the content of the virtual reality space based on the identification.
[0058] - To receive the plurality of user interaction parameters, at least one The processor is configured to:
[0059] interface with application programming interfaces (APIs) and data repositories associated with a front-end platform and a back-end platform to collect real-time and historical user interaction parameters in one or more virtual reality spaces.
[0060] - To determine the position parameter, at least one processor is configured For :
[0061] follow the trajectory of an avatar in the virtual reality space, thus mapping the regions traversed by the user in the virtual reality space.
[0062] - To determine the attendance time parameter, at least one processor is configured for:
[0063] capture the user's gaze direction based on the reception of eye-tracking movements when the user is immersed in the virtual reality space, from a virtual reality headset; and
[0064] record the duration for which the user engages with the virtual object(s).
[0065] - To generate the thermal map, at least one processor is configured to:
[0066] correlate the position parameter, the user's gaze direction and the attendance time parameter; and
[0067] generate a visual representation of three-dimensional (3D) zones in the virtual reality space on the basis of correlation, so that the visual representation corresponding to the zone indicates the user's levels of movement, attention and interaction.
[0068] - The virtual object(s) consist of interactive elements, interactive spaces, of advertisements, informational displays, navigation aids, and environmental elements in the virtual reality space. Brief description of the figures
[0069] To better specify the advantages and features of the present invention, a more detailed description of the invention will be given with reference to specific embodiments thereof, which are illustrated in the accompanying drawings. It is understood that these drawings represent only typical embodiments of the invention and should therefore not be considered as limiting its scope. The invention will be described and explained with more specificity and detail using the accompanying drawings.
[0070] These features, aspects and advantages of the present invention, as well as others, will be better understood when the following detailed description is read with reference to the accompanying drawings, in which similar characters represent similar parts in the drawings as a whole, and where:
[0071] Fig. 1 illustrates an environment for the implementation of a system to monitor the behavior of a user in a virtual reality space, according to an embodiment of the present invention;
[0072] Fig. 2 illustrates a schematic diagram of a device for monitoring user behavior in virtual reality space, according to an embodiment of the present invention;
[0073] Fig. 3 illustrates a schematic diagram of the device modules, according to one embodiment of the present invention;
[0074] Figure 4 illustrates a process flow associated with a receiving module, according to one embodiment of the present invention;
[0075] Figure 5 illustrates a process flow associated with a position parameter module, according to one embodiment of the present invention;
[0076] Figure 6 illustrates a process flow associated with a frequency parameter module, according to one embodiment of the present invention;
[0077] Figure 7 illustrates a process flow associated with a generation module, according to one embodiment of the present invention;
[0078] Figure 8 illustrates an example representation of a thermal map, according to one embodiment of the present invention;
[0079] Figure 9 illustrates another representation given by way of example of the thermal map, in accordance with one embodiment of the present invention; and
[0080] Figure 10 illustrates a flowchart of a method for monitoring user behavior in the virtual reality space, according to an embodiment of the present invention.
[0081] Furthermore, a person skilled in the art will understand that the elements of the drawings are illustrated for simplicity and are not necessarily drawn to scale. For example, flowcharts illustrate the process with respect to the most important steps in order to help improve understanding of aspects of the present invention. In addition, with regard to the construction of the device, one or more components of the device may have been represented in the drawings by conventional symbols, and the drawings may show only the specific details that are relevant to understanding the embodiments of the present invention so as not to obscure the drawings with details that will be easily apparent to those who have general knowledge of the trade and benefit from the description included herein. Detailed description of the invention
[0082] To facilitate understanding of the principles of the invention, reference will now be made to the various embodiments, and specific language will be used to describe them. It is understood, however, that the scope of the invention is not limited by this reference; further alterations and modifications to the illustrated system, as well as other applications of the principles of the invention as illustrated, are envisaged, as would normally be done by a person skilled in the art to which the invention relates.
[0083] A person skilled in the art will understand that the preceding general description and the detailed description that follows are explanatory of the invention and are not intended to restrict it.
[0084] References to "one aspect," "another aspect," or similar terms in this specification mean that a particular functionality, structure, or feature described in relation to the embodiment is included in at least one embodiment of the present invention. Thus, the expressions "in one embodiment," "in another embodiment," and other similar expressions appearing throughout this invention may, but do not necessarily, refer to the same embodiment.
[0085] The terms "includes," "comprising," or any other variant thereof, are intended to cover non-exclusive inclusion, so that a process or method that includes a list of steps does not only include those steps but may include other steps not expressly listed or inherent to that process or method. Similarly, one or more devices, subsystems, elements, structures, or components preceded by "includes... one" do not, without further constraints, preclude the existence of other devices, subsystems, elements, structures, or components, or of additional devices, subsystems, elements, structures, or components.
[0086] Figure 1 illustrates an environment for implementing a system 100 for monitoring the behavior of a user 102 in a virtual reality space 106, according to an embodiment of the present invention. The system includes a virtual session device 104 that can preferably be worn by the user 102. In one embodiment, the virtual session device 104 is configured to provide an immersive experience to the user 102 by fully immersing the user 102 in the virtual reality space 106, enabling real-time interaction and sensory engagement within the virtual reality space 106. The terms terms like "virtual reality space", "virtual session", "virtual environment", "virtual world" or "virtual space" can be used interchangeably throughout the description.
[0087] User 102 can wear the virtual session device 104 on their forehead to immerse themselves in the ongoing virtual session 106. In one example, the ongoing virtual session 106 could be a metaverse session. In this example, the virtual session device 104 could be configured to provide a virtual reality experience to user 102 and / or to generate the ongoing virtual session 106.
[0088] In one embodiment, the virtual session device 104 is also referred to as device 104 or virtual reality headset 104 within the scope of the present invention. The virtual session device 104 may include, but is not limited to, a tablet PC, a personal digital assistant (PDA), a mobile device, a handheld computer, a laptop computer, a desktop computer, a server, a cloud server, a remote server, a communication device, a head-mounted display (HMD), virtual reality glasses, or any other intelligent device configured to generate and provide a virtual environment to the user as described in this disclosure, or any other machine that can be controlled via a wireless network and that is capable of executing a set of instructions (sequential or otherwise) that specify the actions to be taken by that machine.In one embodiment, the system 100 can be included in the virtual session device 104. In another embodiment, the system 100 can be configured to operate as a standalone device or a server-based system / cloud architecture that is communicatively coupled to the virtual session device 104 via an application programming interface (API).
[0089] An avatar 108 of the user 102 is produced in the virtual reality space 106. The avatar 108 of the user 102 in the virtual reality space 106 is shown in [Fig. 1]. The avatar 108 can be defined as a virtual appearance of the user 102 in the virtual reality space 106. The avatar 108 can be generated automatically based on a plurality of predefined attributes or can be generated based on user-defined attributes. The attributes corresponding to the avatar 108 may include, but are not limited to, hair, color, eyes, lips, height, clothing, gender, etc.
[0090] In one embodiment, the virtual session device 104 as a device is deployed in a cloud computing environment. As used here, "cloud computing environment" means a processing environment comprising configurable physical and logical computing resources, for example networks, servers, storage spaces, applications, services, etc., and data distributed over the network, for example over the Internet. The cloud computing environment provides on-demand network access to a shared pool of configurable physical and logical computing resources. The device includes a network interface (not shown) for communicating with the virtual session device(s) over the network.
[0091] As illustrated, while immersed in the virtual reality space 106, the user 102 can engage in various activities that simulate real-world interactions. For example, the virtual reality space 106 can represent a retail environment where the user 102 navigates and interacts with one or more virtual objects via the avatar 108. The virtual object(s) include a wide range of elements such as interactive items, advertisements, informational displays, navigational aids, and environmental features which, together, constitute the immersive retail environment within the virtual reality space 106. The interactions of the avatar 108 within the virtual reality space 106 are essential for creating a seamless and engaging experience for the user 102, and the system 100 is configured to capture and analyze these interactions in real time.
[0092] In one embodiment, the system 100 is configured to receive and process a plurality of user interaction parameters that enable a deep understanding of the user's behavior, movements, and actions within the commercial space (the virtual reality space 106). The plurality of user interaction parameters can provide valuable information about the user's engagement with the virtual environment, tracking everything from the user's position to specific actions such as selecting or interacting with virtual object(s). Thus, based on the plurality of user interactions, the system 100 gains a better understanding of user behavior patterns and levels of engagement, ultimately contributing to a more refined and personalized virtual reality experience.
[0093] In addition, the system 100 is configured to determine a position parameter that corresponds to the movement of the user 102 in the virtual reality space 106. As the user 102 navigates within the commercial premises (the virtual reality space 106), the avatar 108 follows a trajectory that reflects his instructions and movements in the real world. The tracking allows system 100 to map the regions traversed by user 102 or avatar 108 in virtual reality space 106, enabling system 100 to continuously monitor and log the position of avatar 108. Thus, system 100 is configured to create a detailed map of the areas in virtual reality space 106 most frequently visited by user 102, providing valuable information about the user's preferences and engagement in the different sections of virtual reality space 106.
[0094] Furthermore, the system 100 is configured to capture the user's gaze direction when the user 102 is immersed in the virtual reality space 106. The user's gaze direction is captured by means of the eye-tracking technology integrated into the virtual session device 104, which monitors the eye movements of the user 102 as they explore the virtual reality space 106. Eye tracking allows the system 100 to record not only the point looked at by the user 102, but also the duration for which the user engages with one or more various virtual objects within the commercial space. Thus, advantageously, the user's gaze direction is valuable for understanding the user's concentration and attention within the virtual reality space 106, providing a granular view of the user's interest.For example, if user 102 spends a lot of time looking at a particular product or advertisement, system 100 records this behavior, allowing for a more in-depth analysis of user engagement.
[0095] In addition, the system 100 is configured to determine a time-attachment parameter. The time-attachment parameter reflects the duration for which the user 102 views or interacts with specific virtual objects in the virtual reality space 106. The system 100 is configured to correlate the position parameter with the user's gaze direction and the time spent engaging with the virtual objects, to create a detailed profile of the user's activity in the virtual reality space 106. Advantageously, the time-attachment parameter is crucial for identifying high-engagement areas where the user 102 shows prolonged interest, as well as low-engagement areas that may require optimization to improve user interaction.
[0096] Furthermore, the system 100 is configured to generate an output 110, namely a heat map, based on the position parameter and the time spent in the virtual reality space 106. The heat map serves as a visual representation of user engagement in the virtual reality space 106, highlighting areas that receive high and low levels of interaction. For example, areas where the user 102 navigates frequently and spends more time will appear as high-engagement areas on the heat map, while less frequented areas will display lower engagement levels. Advantageously, the output 112, namely the heat map, provides a powerful tool for analyzing user behavior in the virtual reality space 106.
[0097] In addition, the system 100 is configured to display the generated heat map on a dashboard associated with an application. This dashboard provides an intuitive interface for visualizing the analyses derived from the user's immersion in the virtual reality space 106. Advantageously, the system 100 is configured to present the heat map in a visually understandable format, enabling business leaders, marketing professionals and other stakeholders to make informed decisions on optimizing virtual reality space 106. For example, high engagement areas may be ideal locations for placing advertisements or interactive elements, while low engagement areas may be redesigned to attract more attention.
[0098] Advantageously, the comprehensive analyses provided by the heat map, combined with the System 100's ability to track movement and engagement, enable a better understanding of user interaction within the virtual reality space. This allows companies to adjust their virtual spaces to meet user preferences, improve the user experience, and ultimately increase engagement. Therefore, the System 100 bridges the gap between raw data and actionable insights, ensuring that virtual reality environments evolve to offer users more personalized, efficient, and engaging experiences.
[0099] Furthermore, the system 100 is configured to determine a parameter associated with the efficiency and effectiveness of the design and layout of content in the virtual reality space 106 by analyzing heat map data. The system 100 can identify high-engagement areas as well as areas for improvement by comparing the determined parameters to predefined threshold values. This comparison provides valuable information about user interaction and engagement in the virtual reality space 106. The system 100 is configured to provide at least one recommendation for optimizing and modifying the design and layout of the content in the virtual reality space 106, in order to ensure a more engaging and efficient user experience.
[0100] Figure 2 illustrates a schematic diagram of the system 100 for monitoring the behavior of the user 102 in the virtual reality space 106, according to one embodiment of the present invention. Figure 3 illustrates a schematic diagram of the modules of the system 100, according to one embodiment of the present invention.
[0101] With reference to [Fig.2] and [Fig.3], according to one embodiment, the system 100 comprises one or more processors 202, an I / O interface 204, one or more modules / one or more units 206, a transceiver 208, a memory 210 and a database 212. In one example, the system 100 may reside in the virtual session device 104 or a cloud server (not shown) hosting the virtual reality session 106.
[0102] In one embodiment, the processor(s) / controller(s) 202, also called processor(s) 202, can be operationally coupled to each of The I / O interface 204, the module(s) 206, the transceiver 208, the memory 210, and the database 212. In one embodiment, the processor / controller 202 may include at least one data processor for process execution. In another embodiment, the processor / controller 202 may include specialized processing units such as integrated system (bus) controllers, memory management control units, floating-point units, graphics processing units, digital signal processing units, etc. In one embodiment, the processor / controller 202 may include a central processing unit (CPU), a graphics processing unit (GPU), or both.In one embodiment, the processor / controller 202 may be one or more general-purpose processors, digital signal processors, application-specific integrated circuits, user-programmable gate arrays, servers, networks, digital circuits, analog circuits and combinations thereof, or other devices now known or later developed for data analysis and processing. The processor / controller 202 may execute a software program such as manually generated (i.e., programmed) code to perform the desired operation.
[0103] The processor / controller 202 is arranged in communication with one or more input / output (I / O) devices via the I / O interface 204. The I / O interface 204 can use Communication Code Division Multiple Access (CDMA), High Speed Packet Access (HSPA+), Global System for Mobile Communications (GSM), Long Term Evolution (LTE), WiMax, or similar, etc.
[0104] Using the I / O interface 204, the system 100 communicates with one or more I / O devices, specifically the virtual session device 104 configured to generate and provide the reality space 106 to the user 102. For example, the input device could be an antenna, a microphone, a touchscreen, a touchpad, a storage device, a transceiver, a video device / source, etc. Output devices could be a printer, a fax machine, a video display (e.g., a cathode ray tube (CRT), a liquid crystal display (LCD), a light-emitting diode (LED), a plasma display, a plasma display panel (PDP), an organic light-emitting diode (OLED) display, or similar), an audio speaker, etc. In one embodiment, the system 100 can communicate with the virtual session device 104 associated with the user 102 using the I / O interface 204.
[0105] The processor / controller 202 is arranged to communicate with a network via a network interface (not shown). In one embodiment, the network interface may be the I / O interface 204. The network interface can connect to the network to allow the system 100 to connect with the external environment and / or The device / system. The network interface can use connection protocols including, but not limited to, direct connection, Ethernet (e.g., 10 / 100 / 1000Base-T twisted pair), a Transmission Control Protocol / Internet Protocol (TCP / IP), a token ring, IEEE 802.11a / b / g / n / x, etc. The communication network can include, but not limited to, a direct interconnect, a local area network (LAN), a wide area network (WAN), a wireless network (e.g., using the Wireless Application Protocol), the Internet, etc. The network interface can use connection protocols including, but not limited to, direct connection, Ethernet (e.g. 10 / 100 / 1000 Base T twisted pair), a transmission control protocol / Internet protocol (TCP / IP), a token ring, IEEE 802.11a / b / g / n / x, etc.
[0106] In one embodiment, the memory 210 can be communicatively coupled to at least one processor / controller 202. The memory 210 can be configured to store data and instructions executable by at least one processor / controller 202. In one embodiment, the memory 210 can communicate via a bus within the system 100. The memory 210 can include, but is not limited to, a computer-readable, non-transient storage medium, such as various types of volatile and non-volatile storage media, including, but not limited to, random access memory (RAM), read-only memory (ROM), programmable read-only memory (PLM), electrically programmable read-only memory (EPM), electrically erasable read-only memory (EDOM), flash memory, magnetic tape or disk, optical media, and the like. In one example, the memory 210 can include a cache or RAM for the processor / controller 202.In other examples, memory 210 is separate from the processor / controller 202, such as a processor's cache, system memory, or other memory. Memory 210 can be an external storage device or a database for storing data. Memory 210 can be used to store instructions executable by the processor / controller 202. The functions, actions, or tasks illustrated in the figures or described can be performed by the processor / controller 202 programmed to execute the instructions stored in memory 210. These functions, actions, or tasks are independent of the particular type of instruction set, storage medium, processor, or processing strategy, and can be performed by software, hardware, integrated circuits, firmware, microcode, and the like, operating alone or in combination.Similarly, processing strategies may include multiprocessing, multitasking, parallel processing, and the like.
[0107] In one embodiment, the modules 206 can be included in the memory 210. The memory 210 can also further comprise the database 212 for to store predefined tables and data. The module(s) 206 may contain a set of instructions that can be executed to cause the system 100 to perform any one or more of the processes disclosed herein. The module(s) 206 may be configured to perform the steps of this disclosure using data stored in a database in memory 210, to monitor the behavior of user 102 in the virtual reality space 106.
[0108] In one embodiment, each of the one or more modules 206 can be a hardware unit that may be located outside the memory 210. Furthermore, the memory 210 may include an operating system to perform one or more tasks of the system 100, as a generic operating system does in the field of communications. The transceiver 208 can be configured to receive and / or transmit signals to and from the virtual session device 104 associated with the user 102. In one embodiment, the database can be configured to store the information required by the module(s) 206 and the processor / controller 202 to perform one or more functions to provide interaction to the user 102.
[0109] The module(s) 206 include, in particular, routines, programs, objects, components, data structures, etc., which perform specific tasks or implement data types. The module(s) 206 may also be implemented as a signal processor or processors, state machine or state machines, logic circuits, and / or any other device or component that manipulates signals on the basis of operational instructions.
[0110] In addition, the module(s) 206 may be implemented in hardware, instructions executed by a processing unit, or by a combination thereof. The processing unit may include a computer, a processor, such as the processor 202, a state machine, a logic network, or any other suitable device capable of processing instructions. The processing unit may be a general-purpose processor that executes instructions to cause the general-purpose processor to perform the required tasks, or the processing unit may be dedicated to performing the required functions. In another embodiment of this disclosure, the module(s) 206 may be machine-readable instructions (software) that, when executed by a processor / processing unit, perform one of the described functionalities.
[0111] In one embodiment, the module(s) 206 comprise a receiving module 302, a position parameter module 304, a attendance parameter module 306, and a generation module 308. The receiving module 302, the position parameter module 304, the attendance parameter module 306 and the generation module 308 can communicate with each other.
[0112] In one embodiment, the I / O interface 204 can allow input and output to and from the system 100 using appropriate devices such as, but not limited to, a display, keyboard, mouse, touch screen, microphone, speaker, etc.
[0113] The dashboard 110, which is preferably an output unit, includes a display device. The display device may be a device for displaying the heat map and / or a recommendation for modifying the design and layout of the content of the virtual reality space. The display device may include a display screen. By way of non-limiting example, the display screen may be a light-emitting diode (LED), liquid crystal display (LCD), organic light-emitting diode (OLED), active-matrix organic light-emitting diode (AMOLED), or super-active-matrix organic light-emitting diode (AMOLED) screen. The display screen may have different resolutions. The remote device, while functioning as an output unit, is further configured to present the dashboard 110 containing the heat map and recommendations.
[0114] Furthermore, the present invention also envisages a non-transient, computer-readable medium coded with executable instructions. When executed by the processor(s), the executable instructions cause the processor(s) to perform a method for monitoring the user's behavior in the virtual reality space. The details of the method(s) performed by the processor(s) have been developed in the following paragraphs, at least with reference to [Fig. 4] to [Fig. 9].
[0115] In addition, a detailed explanation of the various functions of the system 100 and / or the processor / controller 202 can be given in light of [Fig.4] to [Fig.9].
[0116] Figure 4 illustrates a process flow associated with the receiving module 302, according to one embodiment of the present invention.
[0117] In block 402, the receiving module 302 is configured to receive a plurality of user interaction parameters that provide information about user behavior, user position, and user actions in the virtual reality space 106. The plurality of user interaction parameters allows the system 100 to monitor and understand the user's interaction with the virtual object(s) present in the virtual reality space 106, thereby enabling a more in-depth analysis of user engagement and activity patterns. The virtual object(s) in the virtual reality space 106 may include interactive elements, such as menus or tools, or more complex components such as avatars, informational displays, advertisements, or environmental elements that the user 102 can manipulate or interact with in various ways.
[0118] In one embodiment, the receiver module 302 is configured to collect real-time data from user interactions in the virtual reality space 106. This real-time data collection is essential for creating a seamless and responsive experience, where user actions are immediately reflected in the virtual reality space 106. For example, when user 102 reaches out to grasp a virtual object or navigates the space, the receiver module 302 receives and processes interaction parameters to update the user's position, behavior, and actions. The plurality of user interaction parameters includes precise details such as the user's hand movements, gaze direction, and how user 102 interacts with specific virtual objects.
[0119] Furthermore, in one embodiment, the receiver module 302 is also configured to interface with application programming interfaces (APIs) and data repositories associated with each of the front-end and back-end platforms. This integration allows the system 100 to collect historical user interaction parameters, providing a comprehensive dataset that encompasses multiple VR sessions and experiences. The combination of real-time and historical data gives the system 100 a more complete picture of user behavior in the different instances of the virtual reality space 106. For example, by accessing the data repositories, the system 100 can analyze how user behavior has changed over time, whether the user 102 has followed consistent patterns of engagement with specific objects or areas, or whether their preferences and habits have changed.
[0120] In one example, APIs serve as a bridge between System 100 and data repositories. Thus, the APIs facilitate data exchange between the various components, including the front end, which manages the user interface and provides immediate feedback on interaction, and the back end, which stores and manages large volumes of data. Through these APIs, System 100 accesses vast amounts of information, such as user preferences, past interactions, and system performance logs. By integrating real-time and historical data, System 100 performs advanced analytics, providing valuable insights into user behavior that can be used to improve the VR experience.
[0121] For example, a VR application can track the time users spend interacting with certain objects or the frequency with which they visit certain locations in the virtual reality space 106. By analyzing these patterns, the system 100 provides feedback to the developers or system administrators on The efficiency of VR environment design. Feedback can help identify the most appealing virtual objects or features and those that might require further development or modification to better meet user preferences. The ability to collect and analyze real-time and historical data allows the system to continuously optimize the virtual environment, ensuring it remains engaging and functional for users over time.
[0122] Figure 5 illustrates a process flow associated with the position parameter module 304, in accordance with an embodiment of the present invention.
[0123] At block 502, the position parameter module 304 is configured to follow the trajectory of the avatar 108 in the virtual reality space 106, thus mapping the regions traversed by the user 102 in the virtual reality space 106.
[0124] At block 504, the position parameter module 304 is configured to determine the position parameter corresponding to the movement of user 102 based on the trajectory followed.
[0125] In one embodiment, the position parameter corresponds to a representation of the user's location at any given time within the virtual reality space 106. The user 102 is represented by the avatar 108, which navigates and interacts within the virtual reality space 106. The position parameter module 304 is configured to continuously record the movements of the avatar 108 as it traverses different areas within the virtual environment. For example, the user walks, runs, turns, or interacts with the virtual object(s) within the virtual reality space 106. The movements can be derived from physical inputs such as hand commands or from displacement sensors that track the user's body 102. When the user 102 moves, the avatar 108 replicates these movements within the virtual reality space 106.Position parameter module 304 is configured to use this input to generate a continuous trajectory or path showing the movement of avatar 108.
[0126] In one embodiment, the position parameter is determined by taking the trajectory and mapping it to specific regions or coordinates within the virtual reality space 106. The module can decompose the virtual reality space 106 into a grid or a 3D coordinate system, where each region corresponds to a specific virtual location. Thus, the system 100 can track the location of the avatar 108 at any given time and determine whether the user 102 is walking through a virtual store, navigating a digital landscape, or exploring a 3D model.
[0127] When the avatar 108 moves in the virtual reality space 106, the position parameter module 304 maps the regions that the user 102 has traversed. Thus, the position parameter includes the identification of virtual zones or areas that avatar 108 enters, spends time in, or interacts with. For example, if avatar 108 passes a series of virtual objects or advertisements, the system 100 records the virtual objects closest to avatar 108 and the duration of its stay in those areas. Advantageously, the position parameter reveals patterns such as the areas most frequently visited by user 102, the places where it lingered, and the movements between different regions.
[0128] In one embodiment, determining the position parameter helps analyze user behavior in the virtual reality space 106. For example, it corresponds to the areas of a virtual store where the user spent the most time, or to navigation within a virtual event or exhibition. In one example, the information obtained through tracking the position parameter can help optimize the virtual space. For example, if certain areas are rarely visited, the design or layout of the VR space can be modified to encourage greater user engagement. Similarly, if certain areas are rarely visited, the design or layout of the VR space can be modified based on user preferences and movements. The position parameter can also enable dynamic interactions within the VR space.For example, virtual objects can react to the proximity or position of the user, triggering events or actions when the avatar enters a specific area.
[0129] Figure 6 illustrates a process flow associated with attendance parameter module 306, according to one embodiment of the present invention.
[0130] At block 602, the attendance parameter module 306 is configured to capture the user's gaze direction based on the reception of eye-tracking movements when the user 102 is immersed in the virtual reality space 106.
[0131] In one embodiment, the virtual session device 104 is equipped with eye-tracking technology, which continuously monitors the direction in which the user's eyes 102 are looking. The eye-tracking data is essential because it allows the system 100 to determine where the user's attention 102 is focused in the virtual reality space 106.
[0132] In addition, by analyzing where the user's eyes 102 are pointing, the attendance parameter module 306 is configured to detect whether the user is looking at a specific virtual object, advertisement, or other interactive element in the virtual reality space 106. It thus provides valuable information about the elements that capture and hold the user's visual attention.
[0133] In block 604, attendance parameter module 306 is configured to record the duration for which the user engages with the virtual object(s).
[0134] In one embodiment, once the user's gaze direction is captured, the attendance parameter module 306 is configured to measure the duration of the user's attention on a particular virtual object or area within the virtual reality space 106. Thus, determining the engagement time helps to assess the user's interest 102 in the particular virtual object. For example, if the user 102 maintains their gaze on a virtual product in the retail space for an extended period, this may indicate a higher level of interest than for items they only glance at briefly.
[0135] In block 606, the attendance parameter module 306 is configured to determine the attendance time parameter based on a correlation between the position parameter and the plurality of user interaction parameters. The attendance time parameter indicates the duration for which the user 102 views or engages with the virtual object(s) in the virtual reality space 106.
[0136] In one embodiment, the attendance time parameter is the result of combining the user's gaze direction with the position (the position parameter) in the virtual reality space 106. This includes tracking eye movement while understanding where the user 102 was standing or moving when looking at the virtual object(s).
[0137] In one embodiment, based on the mapping of the user's position in the virtual reality space 106 (based on tracking movement) and its correlation with the direction of the user's gaze, the system 100 determines the user's interaction with different elements when navigating in the virtual reality space 106.
[0138] In an example scenario, in a virtual shopping mall, the user explores different stores and advertisements via the avatar. As user 102 walks through the mall, they see several billboards and products. The virtual session device 104 tracks the user's gaze and sends the eye-tracking data to the attendance parameter module 306. For example, the system 100 detects that the user is looking at a digital billboard advertising a new smartphone. While user 102 is looking at the billboard, the system 100 starts a timer to record how long their gaze remains focused on the advertisement. The user spends approximately 10 seconds looking at the smartphone advertisement before looking away.System 100 then establishes a correlation between this eye-tracking data and the user's position in the virtual shopping mall. The parameter. The position indicates that user 102 was standing in front of a specific store when they viewed the billboard. System 100 therefore calculates the visitation time parameter as 10 seconds, that is, the time the user spent viewing the advertisement while in that specific position.
[0139] Figure 7 illustrates a process flow associated with the generation module 308, according to one embodiment of the present invention.
[0140] In block 702, the generation module 308 is configured to correlate the position parameter, the user's gaze direction, and the time spent in the environment parameter. In block 704, the generation module 308 is configured to generate the visual representation of three-dimensional (3D) zones in the virtual reality space 106 based on this correlation. The visual representation corresponding to the zone indicates the user's levels of movement, attention, and interaction.
[0141] In one embodiment, the generation module 308 is configured to align the user's position in the virtual reality space 106 with where they were looking and the duration of their engagement. This correlation allows for a more comprehensive analysis of the user's interactions with the virtual reality space 106, not only based on their physical location, but also on the location and duration of their attention.
[0142] In one embodiment, the generation module 308 is configured to generate the heat map, which visually shows areas of high or low engagement. In one example, the heat map can be overlaid on the three-dimensional virtual environment, representing the user's interaction levels in different parts of the VR space.
[0143] In another embodiment, the heat map can be displayed on a remote output in the form of a dashboard, providing comprehensive information on user behavior and interaction patterns in the virtual reality space 106. The dashboard visually represents areas of high or low engagement, enabling administrators, designers, or business stakeholders to appreciate the regions or virtual objects that attract the most attention, the most frequently used paths, and the time users have spent engaging with particular elements.
[0144] In addition, the dashboard can offer various analytical tools, such as filtering options to visualize engagement data over specific time periods or across different user demographics. Advantageously, by presenting information in a clear and interactive format, the dashboard can enable decision-makers to make informed choices about optimizing content and the layout of the virtual space. For example, the A heatmap can identify underperforming areas that need improvement, such as repositioning virtual objects or redesigning the user flow, and highlight the most effective content or ads that resonate with users. The historical and real-time data provided by the dashboard would also facilitate A / B testing, where designers compare different versions of the virtual environment to determine which configurations lead to the best user engagement and retention.
[0145] In one embodiment, the visual representation in the form of a heat map illustrates not only the places where users have walked or navigated, but also the areas they have looked at most and for how long they have interacted with specific virtual objects. In one example, areas of high engagement may appear in warmer colors, while areas of low user interaction are represented in cooler colors.
[0146] In block 706, the generation module 308 is configured to determine a parameter associated with the efficiency and effectiveness of the design and layout of the content in virtual reality space 106 based on the heat map. The generation module 308 is configured to identify the high-engagement area(s) and the area(s) requiring improvement based on a comparison of the determined parameter with a predefined threshold value, thus providing information on user engagement with the virtual environment. Furthermore, the generation module 308 is configured to provide at least one recommendation for modifying the design and layout of the content in the virtual reality space based on the identification.
[0147] In an example scenario, in a virtual museum that user 102 explores via avatar 108, the avatar moves through different exhibits that include interactive artworks, informational displays, and digital artifacts. System 100 tracks the user's movement and engagement within the virtual museum. System 100 collects the user's position parameter as they navigate through the different galleries, records the direction of their gaze to determine which exhibits user 102 focuses on, and calculates the time spent viewing particular exhibits. For example, user 102 might spend 30 seconds looking at a virtual painting but only a few seconds on an informational display. In addition, System 100 generates a 3D heat map of the virtual museum.The heat map can illustrate the areas of the virtual museum that user 102 visited most often, as well as the exhibits in which they spent the most time interacting. For example, the art gallery might appear in more vibrant colors. Warm colors (i.e., high engagement), while the science exhibit may show cooler colors (i.e., low engagement). System 100 compares engagement data to predefined thresholds to determine a "successful" interaction. Therefore, System 100 can determine that the art gallery is performing well (high engagement), but the science exhibit is not receiving as much attention. Furthermore, System 100 provides recommendations to improve user engagement with the science exhibit. For example, it might suggest moving the digital artifacts to a more central location or redesigning the layout to make the science exhibit more visually appealing.
[0148] Figure 8 illustrates an exemplary representation of the thermal map according to one embodiment of the present invention. Figure 9 illustrates another exemplary representation of the thermal map according to one embodiment of the present invention.
[0149] With reference to [Fig. 8], the illustration depicts a virtual exhibition environment 800 where multiple avatars, including avatar 108, are engaged in various activities at different locations within the virtual exhibition environment 800. The system 100 analyzes avatar engagement in real time, mapping their interactions with the virtual exhibition environment 800 and virtual objects. Areas of high engagement 802a are visually represented using warmer colors such as red, orange, or yellow. These warmer hues highlight areas of the virtual exhibition environment 800 where avatars have spent a significant amount of time or have demonstrated increased interaction, for example, by engaging with virtual objects, exhibits, or vendors.These areas may correspond to particularly interesting or interactive displays, key advertising zones, or spaces effectively designed to attract users' attention.
[0150] Conversely, 804b low-engagement areas are represented by cooler colors such as blue or green, indicating areas where user interaction and engagement are minimal or nonexistent. These cooler-colored areas suggest either that the content in these areas is less interesting, or that the layout of the virtual exhibit does not naturally lead avatars to these locations. These areas may be outside the user's immediate path, or the content may not be sufficiently engaging.
[0151] Advantageously, the color-coded heat map representation allows exhibition organizers, designers, and stakeholders to easily identify the parts of the virtual exhibition environment that successfully attract and retain user attention, and the areas that may require adjustments. Thus, based on the analysis of these engagement patterns, they can make data-driven decisions to improve the user experience. For example, they can reposition underperforming exhibits or modify their design to improve visibility and interactivity, ultimately increasing engagement across the entire virtual exhibition.
[0152] With reference to [Fig. 9], the illustration presents the virtual shopping environment 900, in which the avatar 108 actively explores and interacts with various virtual objects. The system 100 analyzes the engagement data and classifies the products (virtual objects) into two distinct categories: high-engagement products 902a and low-engagement products 902b.
[0153] High-engagement products 902a can be characterized by significant user engagement time, meaning that the user 102 spends more time interacting with or examining these products. They are visually represented using warmer colors, such as red, orange, or yellow. The use of warmer colors highlights the fact that these products are particularly attractive or engaging for users. This indicates that the products are either highly desirable, well-positioned, or presented in a way that effectively captures the user's interest.
[0154] Low-engagement products 902b can be characterized if the user 102 spends less user visit time on them. Low-engagement products 902b can be represented using cooler colors, such as blue or green, reflecting their low level of user interaction. Cool colors suggest that low-engagement products 902b are either less attractive, less prominent, or located in less frequented areas of the virtual shopping environment 900.
[0155] Thus, the heat map generated for the virtual shopping environment 900 allows stakeholders, such as virtual store designers, marketing teams, or product managers, to assess which products are performing well and which are not. High-engagement products can benefit from additional promotion or featured placement to maximize their visibility and appeal. Conversely, low-engagement products may require a redesign of their presentation, repositioning within the virtual environment, or enhancement of their features to stimulate user interest and interaction.
[0156] Figure 10 illustrates a flowchart of a method for monitoring user behavior in the virtual reality space, according to an embodiment of the present invention.
[0157] The process 1000 comprises a series of operating steps 1002 to 1008 carried out by the processing unit 202 of the system 100. The process 1000 can be a computer-implemented process and executed, for example, by the virtual session device 104 and the modules 206. For the sake of brevity, the construction and operating characteristics of the system 100, which are already explained in the description of [Fig. 1], [Fig. 2], [Fig. 3], [Fig. 4], [Fig. 5], [Fig. 6], [Fig. 7], [Fig. 8], and [Fig. 9], are not explained in detail in the description of [Fig. 10].
[0158] At step 1002, the processing unit 202 receives the plurality of user interaction parameters indicating the behavior, position and actions of the user in a virtual reality space comprising the virtual object(s).
[0159] At step 1004, the processing unit 202 determines the position parameter corresponding to the user's movement in the virtual reality space 106 on the basis of the plurality of user interaction parameters.
[0160] In step 1006, the processing unit 202 determines the attendance time parameter based on a correlation of the position parameter and the plurality of user interaction parameters. The attendance time parameter indicates the duration for which the user views or engages with the virtual object(s) in the virtual reality space 106.
[0161] In step 1008, the processing unit 202 generates the heat map based on the position parameter and the attendance time parameter. The heat map indicates the visual representation of areas of high and low user engagement in the virtual reality space 106.
[0162] The present invention has the following technical effects or advantages: • The present invention enhances the user experience by identifying areas of high and low engagement. This allows the virtual reality space to be adjusted more effectively to meet user preferences. The result is a more personalized and engaging virtual experience, as popular virtual objects can be highlighted, and less engaging ones can be enhanced or repositioned. • In the present invention, the information provided by the heat map can improve the virtual layout, allowing users to navigate more easily and find products that match their interests. This can lead to greater user satisfaction and a more intuitive virtual experience. • The present invention enables data-driven decision-making based on the analysis of attendance times and engagement patterns. Stakeholders can make informed decisions. regarding product placement. High-engagement products can be strategically positioned to maximize visibility, while low-engagement products can be tested with new placements or promotional strategies. • The present invention enables targeted marketing based on an understanding of which products attract the most attention. For example, special promotions or advertisements can be focused on high-engagement products to capitalize on their popularity. • Heatmaps highlight the areas of the virtual space that are most and least effective at capturing user interest. This information can be used to redesign the layout to improve user flow and interaction, ensuring that all parts of the virtual space contribute to a consistent and engaging experience. • The ability of the present invention to generate and update heat maps in real time provides immediate information on user behavior. This allows for rapid adjustment of the virtual environment based on current user interactions and trends. • The present invention provides real-time data that allows companies to dynamically adapt their strategies. For example, if certain products experience unexpected popularity, promotions or featured items can be adjusted on the fly to capitalize on these trends. • By optimizing the virtual environment based on heatmaps, companies can improve user engagement, resulting in higher retention rates and an increased likelihood of conversions.
[0163] The various actions, acts, blocks, steps, or other elements in the flow diagrams can be performed in the order shown, in a different order, or simultaneously. Furthermore, in certain embodiments, some or all of these actions, acts, blocks, steps, or other elements can be omitted, added, modified, skipped, or otherwise altered without departing from the scope of the invention.
[0164] Unless otherwise defined, all technical and scientific terms used in this document have the same meaning as that commonly understood by a person skilled in the art to which the present invention relates. The system, methods, and examples provided herein are given by way of illustration only and are not intended to be limiting.
[0165] Although specific language has been used to describe this subject, the resulting limitations are unintentional. As a person skilled in the art would see, various modifications can be made to the process to implement the inventive concept as taught in this document. The preceding drawings and description give examples of embodiments. A person skilled in the art will appreciate that one or more of the described elements can be combined into a single functional element. Alternatively, some elements can be divided into several functional elements. Elements of one embodiment can be added to another embodiment.
[0166] The preceding description of the specific embodiments will reveal the general nature of the embodiments so fully that others may, by applying current knowledge, readily modify and / or adapt these specific embodiments for various applications without departing from the generic concept. Accordingly, such adaptations and modifications should and are intended to be understood within the meaning and range of equivalents of the disclosed embodiments. It is understood that the phraseology or terminology employed in this document is for descriptive purposes and not for limiting. Therefore, although the embodiments have been described in terms of preferred embodiments, a person skilled in the art will recognize that the embodiments can be implemented with modifications to the scope of the embodiments described herein.
Claims
Demands
1. A method (1000) for monitoring the behavior of a user (102) in a virtual reality space (106), the method comprising: (1002) receiving a plurality of user interaction parameters indicating the behavior, position, and actions of the user in a virtual reality space (106) comprising one or more virtual objects; (1004) determining a position parameter corresponding to the movement of the user in the virtual reality space (106) based on the plurality of user interaction parameters; (1006) determining a time-use parameter based on a correlation of the position parameter and the plurality of user interaction parameters, the time-use parameter indicating a duration during which the user looks at or engages with the virtual object(s) in the virtual reality space (106);and (1008) the generation of a heat map based on the position parameter and the attendance time parameter, the heat map indicating a visual representation of areas of high and low user engagement in the virtual reality space (106).
2. A method (1000) according to claim 1, comprising: determining a parameter associated with the efficiency and effectiveness of the design and layout of the content of the virtual reality space (106) based on the heat map; identifying one or more high-engagement areas and one or more areas requiring improvement based on a comparison of the determined parameter with a predefined threshold value, thus providing information on user engagement with the virtual environment; and providing at least one recommendation to modify the design and layout of the content of the virtual reality space (106) based on the identification.
3. A method (1000) according to claim 1 or 2, wherein the reception of the plurality of user interaction parameters comprises: interfacing with application programming interfaces (APIs) and data repositories associated with a front-end platform and a back-end platform to collect real-time and historical user interaction parameters in one or more virtual reality spaces (106).
4. A method (1000) according to any one of claims 1 to 3, wherein the determination of the position parameter comprises: (502) tracking the trajectory of an avatar (108) in the virtual reality space (106), thus mapping the regions traversed by the user (102) in the virtual reality space (106).
5. A method (1000) according to any one of claims 1 to 4, wherein the determination of the attendance time parameter comprises: (602) capturing the user's gaze direction based on receiving eye-tracking movements when the user is immersed in the virtual reality space (106), from a virtual reality headset; and (604) recording the duration for which the user engages with the virtual object(s).
6. A method (1000) according to any one of claims 1 to 5, wherein the generation of the heat map comprises: (702) the correlation of the position parameter, the user's gaze direction and the attendance time parameter; and (704) the generation of a visual representation of three-dimensional (3D) areas in the virtual reality space (106) on the basis of the correlation, such that the visual representation corresponding to the area indicates the user's levels of movement, attention and interaction.
7. A method (1000) according to any one of claims 1 to 6, wherein the virtual object(s) consist of interactive elements, interactive spaces, advertisements, informational displays, navigation aids, and environmental elements in the virtual reality space (106).
8. A system (100) for monitoring the behavior of a user (102) in a virtual reality space (106), the system (100) comprising: a memory (210); at least one processor (202) communicating with the memory (210), the at least one processor (202) being configured to: receive a plurality of user interaction parameters indicating the user's behavior, position, and actions in a virtual reality space (106) comprising one or more virtual objects; determine a position parameter corresponding to the user's movement (102) in the virtual reality space (106) based on the plurality of user interaction parameters; determine a time-attachment parameter based on a correlation of the position parameter and the plurality of user interaction parameters, wherein the time-attachment parameter indicates a duration during which the user looks at or engages with the virtual object(s) in the virtual reality space (106);and generate a heat map based on the position parameter and the attendance time parameter, in which the heat map indicates a visual representation of areas of high and low user engagement in the virtual reality space (106).
9. System (100) according to claim 8, wherein at least one processor (202) is configured to: determine a parameter associated with the efficiency and effectiveness of the design and layout of the content of the virtual reality space (106) based on the heat map; identify one or more high-engagement areas and one or more areas requiring improvement based on a comparison of the determined parameter with a predefined threshold value, thus providing information on user engagement with the virtual environment; and provide at least one recommendation to modify the design and layout of the content of the virtual reality space (106) based on the identification.
10. System (100) according to claim 8 or 9, wherein, to receive the plurality of user interaction parameters, at least one processor (202) is configured to: interface with application programming interfaces (APIs) and data repositories associated with a front-end platform and a back-end platform to collect parameters real-time and historical user interaction in one or more virtual reality spaces (106).
11. System (100) according to any one of claims 8 to 10, wherein, to determine the position parameter, at least one processor (202) is configured to: track the trajectory of an avatar (108) in the virtual reality space (106), thus mapping the regions traversed by the user (102) in the virtual reality space (106).
12. System (100) according to any one of claims 8 to 11, wherein, to determine the attendance time parameter, at least one processor (202) is configured to: capture the user's gaze direction based on the reception of eye-tracking movements when the user (102) is immersed in the virtual reality space (106), from a virtual reality headset (104); and record the duration for which the user (102) engages with the virtual object(s).
13. System (100) according to any one of claims 8 to 12, wherein, to generate the heat map, at least one processor (202) is configured to: correlate the position parameter, the user's gaze direction and the attendance time parameter; and generate a visual representation of three-dimensional (3D) areas in the virtual reality space (106) based on the correlation, such that the visual representation corresponding to the area indicates the user's levels of movement, attention and interaction.
14. System (100) according to any one of claims 8 to 13, wherein the virtual object(s) consist of interactive elements, interactive spaces, advertisements, informational displays, navigation aids, and environmental elements in the virtual reality space (106).
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