Multilayer digital asset architecture for virtual reality and mixed reality environments
A multilayer digital asset architecture using nested NFTs addresses the challenge of dynamically modifying digital assets in VR/AR environments, offering enhanced control, market flexibility, and revenue streams through sub-asset management on a blockchain ledger.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- NIKE INNOVATE CV
- Filing Date
- 2024-12-27
- Publication Date
- 2026-06-29
AI Technical Summary
Existing systems struggle to dynamically modify the appearance and behavior of digital assets within virtual and mixed reality environments, lacking a flexible and efficient method for tokenizing and transferring individual features, advertisements, and conditional changes.
A multilayer digital asset architecture is implemented using nested non-fungible tokens (NFTs), where primary assets are enhanced by sub-assets like advertising, feature, and conditional tokens, allowing dynamic overlays, behavior modifications, and conditional changes, all managed on a blockchain ledger.
This architecture provides users with greater control and flexibility over digital assets, enabling dynamic modifications, market creation for secondary functions, and revenue generation through leasing and advertising, while maintaining the integrity of primary assets.
Smart Images

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Abstract
Description
Technical Field
[0001] This disclosure generally relates to architectures and methods that enable a user to dynamically change the appearance and / or behavior of digital assets within a virtual reality environment or a mixed reality environment.
[0002] Cross - Reference to Related Applications This disclosure claims the benefit of priority of U.S. Provisional Patent Application No. 63 / 164,271, filed on Mar. 22, 2021, which is hereby incorporated by reference in its entirety.
Background Art
[0003] A non - fungible token (NFT) is a non - interchangeable (i.e., non - substitutable) record that is digitally stored and can be sold or traded among different market participants. Often, an NFT functions as a digital certificate of authenticity or proof of ownership of a corresponding digital or physical item. The record that constitutes an NFT is often stored within / on an immutable digital ledger such as a blockchain ledger and can be divided among participants who maintain many different nodes or ledgers. Such a blockchain ledger uses some cryptographic means to encode at least part of the content of the record and at the same time provides continuity by referring to previous blocks (within the chain of blocks).
[0004] NFTs typically include resident data called metadata that is stored directly on the blockchain. Due to the cost complexity of pushing large amounts of data through the transaction verification process, metadata often includes pointers or references to off - chain data / digital files such as photos, graphics, videos, and / or audio that would be prohibitively costly to store on - chain. When an NFT is displayed in a user's social media account or the user's digital wallet, etc., the associated software program can check the metadata and digitally retrieve and display the associated photo from a reference file repository. [Overview of the project]
[0005] This disclosure envisions a blockchain-protected, multi-layered digital asset formed through nesting references of a first non-fungible cryptographic (NFT) token into a second NFT token. By layering or nesting one NFT on another, individual features, advertisements, colors, functions, appearances, accessories, etc., can be tokenized and transferred separately from the more primary asset that incorporates the sub-assets. While this technology has particular potential applications in video games, it may also be applicable to other fields such as art, digital collectibles, and augmented / mixed / virtual reality environments.
[0006] In one embodiment of the present disclosure, a method for displaying or providing a multilayer digital asset in a digital environment includes retrieving data associated with a first primary non-fungible cryptographic token (NFT) from a digital blockchain ledger. The data includes core asset information, which includes a first pointer identifying a first retrieval location of a first digital graphics file and a reference to a second sub-asset NFT. The first digital graphics file represents a primary digital asset, and the second sub-asset NFT includes a second pointer identifying a second retrieval location of a second digital graphics file. The method then includes retrieving the first digital graphics file via the first retrieval location, retrieving data associated with the second sub-asset NFT, which includes the second pointer, from the digital blockchain ledger, and retrieving the second digital graphics file via the second retrieval location. The image from the second digital graphics file is then superimposed on the primary digital asset to form a multilayer digital asset, which is then displayed in a digital environment.
[0007] In some embodiments, the second sub-asset NFT may be an advertising asset, and the image from the second digital graphics file may include an advertising logo or sign that can be overlaid on the primary digital asset. This advertising logo or sign may be available from the market, including multiple advertising logos or signs that can be interactively selected by the user. In some configurations, the multi-layer digital asset may be displayed in combination with a character avatar controlled by the user within the digital environment.
[0008] In the context of advertising, the second NFT may further include a self-executing contract comprising digital software code that, upon execution, automatically transfers a certain amount to an account associated with the user, following the display of a multi-layered digital asset in the digital environment. In effect, this smart self-executing contract can compensate the user for the display of a selected advertising logo or sign. Thus, the amount can be defined within the digital software code of the self-executing contract. In some configurations, the defined amount may be at least partially a function of at least one attribute of the character avatar. This attribute may be, for example, scope of influence, gamer rating, participation in a live event or tournament, etc. In some configurations, the smart contract may automatically transfer the second amount to an account associated with the creator of the primary digital asset, which may be identified within the core asset information of the first NFT. Furthermore, in some configurations, the amount may be sent or automatically transferred to an account associated with the creator of the digital environment. In one example, the primary digital asset may be apparel or footwear that the character avatar is designed to wear.
[0009] In some embodiments, a sub-asset NFT may operate to change the color or appearance of the primary digital asset, for example, by completely masking a portion of the primary digital asset and changing the color of the primary digital asset.
[0010] In some embodiments, the second sub-asset NFT may be a feature asset. In such configurations, the image from the second digital graphics file may be a partially transparent overlay, and overlaying the image from the second digital graphics file onto the primary digital asset may involve overlaying the primary digital asset with a partially transparent overlay such that the primary digital asset is at least partially visible through the overlay. Examples of this type of partially transparent overlay include flames, electricity, or dust clouds.
[0011] A second sub-asset NFT may further include at least one performance attribute that operates to modify at least one of the character attributes or primary digital asset attributes so that the character or primary digital asset behaves in a modified way within the digital environment. Examples of modified attributes include power-ups, performance ability enhancements, speed, strength, jumping ability, accuracy, and health. In some embodiments, the modifications provided by the sub-asset NFT may degrade or decrease as a function of time, or depending on the use of the sub-asset in the digital world or the use of the sub-asset associated with the character avatar.
[0012] In some embodiments, the display of a multi-layer digital asset may be conditional on the occurrence of some external event. “External” means that the event may involve some event that is not specific to the primary or secondary NFT, but rather is not strictly controlled by the NFT itself. In such cases, the method may include receiving a signal from an external source that the event has occurred, and displaying the multi-layer digital asset only after receiving the signal that the event has occurred. In such examples, the primary digital asset may remain displayed before the event occurs. In some embodiments, the event is an event or occurrence that occurs outside the digital environment. For example, it could be another digital event, occurrence, sale, news, etc. Or it could be a real-world event or occurrence. In some configurations, the signal that the event has occurred may be received from a blockchain oracle, for example, which may be implemented through the CHAINLINK blockchain protocol.
[0013] As mentioned above, the second sub-asset NFT may be fully transferable, separate from the primary digital asset. For example, this could include forwarding or creating a request to transfer the second NFT to a second digital wallet or account, adding or creating a request to add instructions for the transfer of the second NFT to the data of the first NFT, and removing the image from the multi-layer digital asset. Similarly, the second NFT could be leased to the owner of the second digital wallet. In that case, ownership would remain with the first party, while a lease token could be given to manage the use of the sub-asset.
[0014] Additional features of this disclosure are provided in the following description and diagrams. [Brief explanation of the drawing]
[0015] [Figure 1] This is a schematic system diagram of a multi-layer digital asset architecture for virtual reality and mixed reality environments. [Modes for carrying out the invention]
[0016] This disclosure generally relates to an architecture and method that enables users to dynamically modify the appearance and / or behavior of digital assets within a virtual reality or mixed reality environment. In this architecture, certain individual features, functions, digital objects, and / or visual modifications are treated as separate sub-assets that can be purchased, sold, traded, or leased, respectively. Generally, this technology has the potential to create a market for secondary functions relative to primary assets.
[0017] In a general sense, this technology employs a tiered approach to constructing digital assets, thereby allowing a primary digital asset to be modified or influenced by one or more auxiliary digital sub-assets. In one configuration, each asset and sub-asset may be represented by non-fungible tokens registered in a database or distributed blockchain ledger and associated with a specific user's account. Each asset and sub-asset is fully transferable (subject to any contractual restrictions that may exist) and may be transferred, sold, or leased between asset producers, consumers, and / or one or more market facilitators. U.S. Patent Publications 2020 / 0184041 and 2020 / 0273048 describe various embodiments, although this disclosure may be considered the primary digital asset, and both the whole and all of the disclosure are incorporated by reference (directly and / or by reference to other U.S. patents or patent publications).
[0018] Figure 1 schematically illustrates one embodiment of the architecture 10 in the context of a basketball video game 12. While this technology can be best described in the context of video games, it can also be used in other contexts such as augmented reality experiences, virtual reality experiences, digital lands and metaverses, advertising for digital products, digital artwork or collectibles.
[0019] As shown overall in Figure 1, within the context of the basketball video game 12, a user may control a player / character avatar 14 via a connected game console, a mobile computing device (e.g., a smartphone or tablet), or a computer (not shown). Through markets, events, prizes, connected retail sales, etc., a user may acquire a specific jersey 16 that the player 14 can wear during gameplay. In this example, the jersey 16 can be considered a “primary digital asset.” This may be represented by a non-fungible cryptographic token (NFT) 18 owned by the user and registered in an account or digital wallet associated with the user. The NFT representing the jersey may include specific core asset information 20, such as a pointer or reference 22 to the location of one or more associated graphics files, associated performance information 24, the creator’s identity or digital wallet address 26, and / or a hash 28 of a previous cryptographic block. Performance information 24 can generally identify how the asset behaves in the environment and / or how it affects or alters the characteristics of the user's player / avatar 14 when worn (e.g., increased speed, jumping ability, or endurance).
[0020] In addition to the core asset information 20, the NFT 18 may, in some embodiments, include or refer to one or more sub-assets 30, each of which may be separately tokenized and recorded on a distributed blockchain ledger. As shown overall in Figure 1, examples of sub-assets 30 that may be tokenized and used with the primary asset may include advertising assets 32, feature assets 34, and / or conditional assets 36. For each of these assets, the primary digital asset may function as a canvas or base layer on which the sub-assets 30 operate or are displayed. In other words, in this example, without the primary digital asset to modify or decorate, these sub-assets may have little or no functional utility. Furthermore, as will be discussed later, the NFT 18 may also include lease tokens / sub-assets 38 that may be used when transferring the right to use the primary digital asset to a third party 40 for a limited period.
[0021] Therefore, to summarize briefly, a primary digital asset is any item, avatar, avatar "skin," apparel product, footwear product, weapon, sports equipment, or other digitally represented asset within a video game environment or virtual world (in Figure 1, the primary digital asset is a basketball jersey 16). While a primary digital asset may exist within a virtual world, its unique existence can be individually protected on a distributed blockchain ledger in the form of an NFT 18. This NFT 18 can then be associated with a digital wallet that belongs to or is accessible by the asset owner.
[0022] During the lifecycle or existence of a primary digital asset, it can undergo various "upgrades," such as functional upgrades, cosmetic changes, dynamic overlays, and advertising markers. Each "upgrade" can be represented individually as its own distinct asset and can also be protected on a distributed blockchain ledger as an NFT. In some embodiments, when these tokenized upgrades are "applied" to the primary digital asset, the NFTs of the sub-assets / upgrades may be referenced within the primary digital asset's NFT (for example, via a pointer to the sub-asset NFT). In this way, when the primary digital asset is imported into a video game / virtual world, the import operation can also acquire all associated sub-assets. By constructing the architecture in this manner, each sub-asset or upgrade may have its own unique properties, allowing it to be loaded into the primary digital asset without permanently altering the underlying primary digital asset itself. Similarly, upgrades are bound to their own ownership and can be transferred / assigned separately from the primary digital asset.
[0023] Referring again to Architecture 10 shown in Figure 1, in the context of a basketball video game, “upgrades” that could be applied to a jersey with an NFT lining could include, for example, advertising logos / signs (advertising assets 32) that can be overlaid on the jersey, decorations, accessories, visual effects, and performance enhancements (feature assets 34) that alter the appearance, feel, and / or performance of the jersey and / or the underlying avatar, and conditional features (conditional assets 36) that cause visual or performance changes based on either the occurrence of an external event or a probabilistic result.
[0024] Continuing with the example of a basketball jersey shown in Figure 1, in this embodiment, the advertising asset 32 may include a logo 50 that is affixed to the outer visual surface of the jersey 16 (i.e., within the game 12). In one embodiment, the position and size of the logo 50 on the jersey 16 may be specified by the jersey's creator 26 (i.e., to maintain some control over the appearance and feel of the final product) in a primary asset NFT 18. For example, the NFT 18 may include a first advertising token container representing a primary logo displayed in a large shape in the center of the jersey 16, and a second advertising token container representing a secondary logo displayed in a relatively small shape on the sleeve, shoulder, or other inconspicuous location. Each container may operate to receive a corresponding advertising token representing the contractual right to display the advertisement defined by the container. In this embodiment, the advertising token may include a pointer to a graphics file (or an advertising server that can dynamically assign advertising logos).
[0025] In some embodiments, the logo 50 may simply be a component of a broader advertising / sponsorship contract that can be represented by the advertising token / asset 32. More specifically, the possession / ownership of the advertising asset 32 may represent the rights and obligations under a more traditional sports sponsorship contract. Upon agreeing to the terms and scope, ownership of the token may be transferred to the user's wallet or account and may be referenced or included by the primary NFT 18. In some embodiments, such terms may include the display of an amount owed by the user for the display of the logo (and / or a mechanism to facilitate automatic transfer) and / or the specified terms of the contract. Further, in some embodiments, the token may include a mechanism to automatically remit a portion of the contract amount to the primary digital asset creator and / or game host. In this sense, the advertising asset 32 may include a smart contract that automatically remits payment from the advertiser or advertising marketplace 51 to the user's account following a certain level of exposure or number of impressions. In the context of an open virtual world or online streaming of a gamer's play, the number of impressions may exceed 1 of n, as was common in previous eras. After contract conclusion, the token can expire, be burned, destroyed, or deactivated in some other way without penalty.
[0026] Continuing with the basketball jersey example, in some embodiments, the feature asset 34 may be a visual overlay or feature modification that enhances how the jersey looks, how it appears, or how it affects the avatar / player 14's actions. Examples of features that may be used with the jersey asset include temporary color schemes, fire overlays 52, power overlays, overlaid chains, specific glows or shines, and / or various ambient features such as dust clouds, bats, and giant hornets. In some further embodiments, the feature asset 34 may include auxiliary features such as jetpacks®, rockets, and armor, or other features that may have properties that affect performance (e.g., higher jumps, faster running, greater force when initiating contact with an opponent). It should be understood that this list of possible features is illustrative and should not be strictly limited.
[0027] In one embodiment, Feature Asset 34 may include separate tokenized digital collectibles that, when owned by a user and / or referenced by a Primary Asset NFT, can modify the functionality or performance of a primary digital asset, an avatar, and even the surrounding virtual environment as perceived by others in the environment. For example, in one embodiment, Feature Asset 34 may include a tokenized visual representation of a U.S. patent issued in connection with a specific consumer product, such as basketball shoes. When a user owns this token, when the user's player / avatar wears similar shoes, they may be given unique capabilities, skins, color schemes, and / or performance characteristics. Similarly, owning an NFT patent image related to, for example, digital advertising and / or virtual environment architecture (e.g., this application) may grant the owner / possessor the right to give control of their own capabilities or environment for a limited or predefined period.
[0028] In one embodiment, a method of providing an incentive to the creator of a technology may include creating an NFT digital collectible that represents an issued patent in the name of the patent inventor. This NFT digital patent certificate has a product in the real physical world to which the patent number represented by the NFT digital patent certificate is (directly or virtually) marked (i.e., marked within the meaning of 35 USC 287), and specific virtual reality or metaverse attributes may be included as feature assets 32 of any product within the metaverse. This NFT digital patent certificate is fully transferable in subsequent value transfers (sales or leases) with a mechanism for transferring a percentage of the copyright to the original owner / inventor.
[0029] The NFT patent image is one embodiment of a great collector's item that can provide unique powers (e.g., power-ups, invincibility, unlimited ammunition / weapons / strength / speed, etc.) to the holder. However, in other embodiments, similar functional advantages may also be obtained with NFT trading cards of collectibles (e.g., if a user is playing as a star player in a console-based digital lottery game, the NFT of the lottery player may provide a power-up). Using digital collectibles as feature assets 34 can provide a new metaverse level of utility to NFT collectibles. Otherwise, the NFT collectible is collected only for its unparalleled beauty, rarity, or origin.
[0030] Since the feature assets 34 are explicitly tokenized and transferable, in some embodiments, feature assets can be resold on the digital market. Tokens representing feature assets may include, for example, pointers to identify the source location of graphics files, representations of timing attributes or dynamic functions of the feature itself, and / or representations of how the feature may affect the avatar's behavior or capability metrics. In some embodiments, tokens may further have performance degradation based on time or use. Thus, the capabilities granted to the primary asset / avatar may degrade or decrease over time or use. For this reason, in models where users attempt to monetize by leasing feature assets, users may be required to understand the lifespan or performance degradation of the assets and balance it with the benefits they receive (i.e., similar to rental cars, a new car may cost more to rent than a worn-out car with high mileage that is 12 years old). This performance degradation can further enhance the collector market by reducing the available inventory over time.
[0031] As mentioned above, conditional assets 36 may be similar to feature assets 34 but may have some element that is triggered or activated by an external event or probability (note that although they are called conditional assets here, it is more appropriate to consider them as “conditional and / or probabilistic” assets). An example of a conditional asset 36 might be an accessory pack that changes the color of a jersey 16 when a particular basketball player in the real world scores a certain number of points in a league game, is selected for the All-Star team, wins a league championship, or is inducted into the Hall of Fame. In another example, a jersey may be skinned or marked with a specific symbol when a user achieves a certain number of gamer points across multiple games / platforms, or achieves a particular regional, national, or global player rank. In either case, the trigger originates from a source outside the direct game environment 12. For example, in one embodiment, an automated smart contract or condition evaluation logic 60 may receive input from a data repository, internet search, trusted source, blockchain oracle 62, game 12, and / or some other third-party reference. The smart contract / logic 60 may evaluate one or more predetermined conditions, and if the appropriate conditions are met, the contract / logic 60 may initiate changes to the sub-asset token (or its visual representation) to reflect changes in appearance or performance.
[0032] In some embodiments, conditional events may include users crossing specific geofence boundaries (in the real or virtual world). For example, a user's primary digital asset might be a T-shirt that is perceptible on the user's body when viewed using augmented reality glasses / devices. Upon purchasing a concert ticket, the user may receive a conditional asset feature pack containing a digital lighting effect that can be applied to the T-shirt. However, as a condition for the lighting effect, the user must be physically inside the concert venue (i.e., they must cross the geofence boundary and enter the activation zone within a given time). Leaving this zone may disable the effect. Note that in this example, the feature asset may be received after a verified retail transaction, similar to that described in U.S. Patent Application Publication 2020 / 0184041 incorporated by the above reference.
[0033] In some cases, conditional assets 34 may involve some element of probabilistic chance rather than solely depending on the occurrence of a binary external event. More specifically, such probabilistic assets may include assets where, upon purchase / receipt, there is a probabilistic chance of various forms (e.g., a 60% chance of the first form / color, a 30% chance of the second form / color, a 9% chance of the third form / color, and a 1% chance of the fourth form / color), but where the visual appearance or functional benefits are uncertain. When some trigger event occurs, a random number generator or other probabilistic selection routine may determine the form of the result for the sub-asset. Examples of triggering events may include conditional external events, game-related events, the user receiving a token, or the user (or the user's avatar) crossing a predefined geofence boundary. Continuing with the concert T-shirt example, upon entering the venue, some users may receive a temporary lighting effect, while others may receive a concert T-shirt skin / applique that persists after the concert or even outside the geofence. In some embodiments, once a form is selected, it can be written to a token to achieve persistence.
[0034] U.S. Patent Application Publication 2020 / 0184041 discusses the use of genetic modifiers for digital assets, but the feature sub-assets and conditional sub-assets disclosed to date may be considered non-genetic modifiers. These sub-assets can effectively overlap the primary asset without making any core or permanent changes to the primary asset itself. Even if the added layer completely masks a portion of the primary asset (for example, by overlaying or overskinning a new color scheme onto the primary asset), discarding the feature sub-asset / token simply removes the mask, returning the primary asset's appearance to its original state.
[0035] The architecture 10 shown in Figure 1 may provide users with greater control and flexibility in how to make the most of their digital assets within a virtual or mixed reality environment. Since each sub-asset is fully transferable, current technology can also create or expand a market for unused and / or used sub-assets. In some embodiments, as described above, each token can be lent to a third party for an agreed-upon period. Such features allow users to generate revenue streams by leasing unused assets or sub-assets on the digital market. Examples of unused assets may include specific color schemes and / or redundant features of apparel or footwear products (for example, if a user has three separate jetpacks® for a jersey, each with different appearances and functional advantages). Furthermore, this leasing feature may give rise to new businesses within the virtual world, such as a jetpack® rental company (i.e., a company acquires multiple jetpack® feature assets 34 and rents / leases them to end users for a predetermined period to fly around the virtual world).
[0036] Similar to the digital marketplace for features, in some embodiments, this architecture may include a digital marketplace for advertising 64. In doing so, companies with logos 50 each generate multiple NFTs, each containing a reference to a specific logo file. In some embodiments, in addition to simply providing a logo, companies may also indicate how much they are willing to pay or provide restrictions on use (geographic, target audience, game, etc.). Once released to the marketplace, users can enter the marketplace and agree to a specific “sponsor” that will wear the logo on a primary asset for a predetermined time or impression. Once a logo is selected, the generated tokens are given to the user, and the user may begin receiving payment for displaying the logo 50. Furthermore, in some embodiments, the creator of the primary asset may receive a commission for providing a vehicle that supports the logo. Similarly, a game host may receive a commission for providing an environment in which the logo is visible.
[0037] In some embodiments, this advertising model could create a sports marketing game within the game. More specifically, users would want to maximize potential revenue streams by selecting logos from the marketplace that offer the greatest potential for revenue. In one configuration, the marketplace could dynamically adjust prices based on constraints set by companies, each company's target market, the total supply of available advertising, the total demand for advertising, and the user's scope of influence. For example, companies would be willing to pay a higher price for placements to individuals within their target demographic / audience / region (physical world) than for placements to individuals outside that target demographic / audience / region. In other words, a local restaurant chain would likely find it less expensive to advertise in a distant country than to advertise in its local market.
[0038] In some embodiments, users may be assigned an impact assessment that could influence advertising costs within the market. More specifically, users with a larger impact may demand higher advertising rates than users with a relatively smaller impact. The impact assessment may reflect either or both in-game and out-of-game impact / visibility. Factors considered within the game may include, for example, game rankings, game points, tournament rankings, and team or class rankings. Similarly, out-of-game factors may include performance or rankings across multiple games or platforms, the number of followers on one or more social media accounts, and the amount of recently created / streamed content (and associated views / endorsements). Thus, just like professional athletes, the more successful a gamer is in games and the more followers they attract outside of games, the more advertisers will be willing to pay to display logos associated with that individual.
[0039] While the aforementioned disclosure was made within the context of a basketball video game, it is equally applicable to environmental advertising in virtual reality or mixed reality digital environments. More specifically, the primary asset may not be a basketball jersey, but rather a billboard or other digital signage. Just as advertising prices are set based on the influence of basketball players, advertising on billboards can also be set based on the influence of the billboard. This can be measured, for example, in terms of the number of impressions or views the advertisement is expected to receive over a given period.
[0040] In some embodiments, the virtual environment in which the advertisement is hosted may include an application layer that allows any tokenized asset to poll for the quantity and nature of other tokenized assets within a given neighborhood. In some embodiments, one possible conditional feature may include a visual change or video display when a tokenized asset of a particular value or scarcity is within a given neighborhood of the primary asset. In one embodiment, where the primary asset is an advertisement on an advertising board, proximity to a particular tokenized asset, or at least a tokenized asset having some predetermined scarcity score, may unlock a virtual storefront or virtual experience that disables the displayed advertisement.
[0041] In yet another example, this technology could be used in connection with digital artwork or collectibles. For example, a digital collectible might include conditional sub-asset tokens that change their static or dynamic appearance based on the occurrence of external events. For instance, an NFT-based image of a greenscape might include a conditional sub-asset that inserts a dynamic image of a blooming corpse flower whenever a known corpse flower actually blooms (i.e., understanding that real-world corpse flowers rarely bloom and are often documented events). In this example, the conditional corpse flower sub-asset could be tokenized and generated in predetermined quantities by its creator. The primary art owner could then acquire the corpse flower sub-asset and incorporate it into art they already own. Similarly, a creator could create a sub-asset of a spaceship flying towards or past the moon, and this sub-asset could be inserted into other digital collectibles. For example, it could be triggered when the price of shares of a company of particular interest rises above a predetermined amount or percentage.
[0042] It should be understood that the aforementioned technologies can be implemented in various forms. While NFT technology is consistently referred to, this technology can be implemented through one or more public blockchains, private blockchains, and / or incorporate one or more sidechains, smart contracts, databases, etc.
[0043] In some embodiments, aspects of this disclosure may be implemented through computer executable instruction programs, such as program modules, which are commonly referred to as software applications or application programs, executed by any of the controllers or variations of controllers described herein. Software may include, in non-limiting examples, routines, programs, objects, components, and data structures that perform specific tasks or implement specific data types. Software may form interfaces that allow the computer to respond according to input sources. Software may also, in conjunction with other code segments, initiate various tasks in response to received data, along with the source of the incoming data. Software may be stored in any of various memory media, such as CD-ROMs, magnetic disks, bubble memory, and semiconductor memory (e.g., various types of RAM or ROM).
[0044] Furthermore, aspects of this disclosure can be implemented in a variety of computer systems and computer network configurations, including multiprocessor systems, microprocessor-based or programmable consumer electronics, minicomputers, and mainframe computers. This disclosure can also be implemented in a distributed computing environment where tasks are performed, for example, by remote processing units linked via a communication network. In a distributed computing environment, program modules can reside on both local and remote computer storage media, including memory storage devices. Thus, aspects of this disclosure can be implemented in connection with various hardware, software, or combinations thereof in a computer system or other processing system.
[0045] Any method described herein may include machine-readable instructions executed by (a) a processor, (b) a controller, and / or (c) any other suitable processing device. Any algorithm, software, control logic, protocol, or method disclosed herein may be embodied as software stored on a tangible medium such as flash memory, CD-ROM, floppy disk, hard drive, digital versatile disk (DVD), or other memory device. Alternatively, the entire algorithm, control logic, protocol, method, and / or part thereof may be executed by a device other than a controller and / or embodied in firmware or dedicated hardware in an available manner (e.g., implemented by application-specific integrated circuits (ASICs), programmable logic devices (PLDs), field-programmable logic devices (FPLDs), discrete logic, etc.). Furthermore, while specific algorithms are described with reference to the flowcharts provided herein, many other methods for implementing exemplary machine-readable instructions can be used instead.
[0046] Aspects of this disclosure will be described in detail with reference to the illustrated embodiments. However, those skilled in the art will recognize that many modifications can be made without departing from the scope of this disclosure. This disclosure is not limited to the exact structures and compositions disclosed herein. Any modifications, changes, and variations evident from the foregoing description are within the scope of the disclosure as defined by the appended claims. Furthermore, the concepts of the present invention expressly include any and all combinations and subcombinations of the elements and features described herein.
[0047] Further aspects of this technology are provided in the following clauses and should be read in consideration of the foregoing disclosures.
[0048] Article 1 A method for displaying a multilayer digital asset in a digital environment, comprising: retrieving data associated with a first primary non-fungible cryptographic token (NFT) from a digital blockchain ledger, including core asset information including a first pointer that identifies a first retrieval location of a first digital graphics file representing a primary digital asset, and a reference to a second sub-asset NFT that includes a second pointer that identifies a second retrieval location of a second digital graphics file; retrieving the first digital graphics file via the first retrieval location; retrieving data associated with the second sub-asset NFT, including the second pointer, from the digital blockchain ledger; retrieving the second digital graphics file via the second retrieval location; overlaying an image from the second digital graphics file onto the primary digital asset to form the multilayer digital asset; and displaying the multilayer digital asset in a digital environment.
[0049] Article 2 The method according to Clause 1, wherein the second sub-asset NFT is an advertising asset, and the image from the second digital graphics file includes an advertising logo or mark.
[0050] Article 3 The second acquisition location is the method described in Clause 2, including markets with multiple advertising logos or signs.
[0051] Article 4 Displaying the multilayer digital asset includes displaying the multilayer digital asset in combination with a character avatar, the character avatar being controlled by a user within the digital environment, as described in any of Clauses 2 to 3.
[0052] Article 5 The method of Clause 4, wherein the second NFT further includes a self-executing contract, the self-executing contract including digital software code that, when executed, automatically transfers a certain amount to an account associated with the user, following the display of the multi-layer digital asset in the digital environment.
[0053] Article 6 The amount is as defined in the digital software code of the self-executing contract, as described in Clause 5.
[0054] Article 7 The method according to Clause 6, wherein the character avatar includes multiple attributes, and the amount is in part a function of at least one of the multiple attributes.
[0055] Article 8 The method according to any one of the clauses 5 to 7, wherein the amount is a first amount, the core asset information of the first NFT further includes identification information of the creator of the primary digital asset, and the digital software code, when executed, automatically transfers a second amount to an account associated with the creator of the primary digital asset.
[0056] Article 9 The method according to any of clauses 5 to 7, wherein the aforementioned amount is a first amount, and when the digital software code is executed, it automatically transfers a second amount to an account associated with the creator of the digital environment.
[0057] Clause 10 The method according to any one of the clauses 4 to 9, wherein the primary digital asset is an apparel or footwear product that is designed to be worn by the character avatar.
[0058] Article 11 The primary digital asset is a sports jersey, as described in Clause 10.
[0059] Article 12 The method of any of the claims 1 to 11, wherein overlaying the image from the second digital graphics file onto the primary digital asset includes completely masking a portion of the primary digital asset in order to change the color of the primary digital asset.
[0060] Article 13 The second sub-asset NFT is a feature asset, and the image from the second digital graphics file includes a partially transparent overlay. The method of any of the claims 1 to 12, wherein overlaying the image from the second digital graphics file onto the primary digital asset includes overlaying the primary digital asset with a partially transparent overlay such that the primary digital asset is at least partially visible through the overlay.
[0061] Article 14 The method according to Clause 13, wherein the partially transparent overlay includes at least one of flames, electricity, or a dust cloud.
[0062] Article 15 The method according to any one of the claims 1 to 14, wherein displaying the multilayer digital asset includes displaying the multilayer digital asset in combination with a character avatar, the character avatar being controlled by a user within the digital environment, the character avatar further including a plurality of character attributes that behave in such a way as to influence how the character avatar behaves or performs within the digital environment, the second sub-asset NFT being a feature asset and including data having at least one performance attribute, and the method further includes modifying at least one of the plurality of character attributes according to at least one performance attribute of the second sub-asset NFT.
[0063] Article 16 The method according to Clause 15, wherein changing at least one of the aforementioned multiple character attributes is to decrease as a function of the time or usage of the second sub-asset NFT within the digital environment.
[0064] Article 17 The method according to any one of the clauses 15 to 16, wherein the second sub-asset NFT includes a third pointer that identifies a third acquisition location of a third digital graphics file, and the method further includes acquiring the third digital graphics file from the third acquisition location and displaying an image from the third digital graphics file within the digital environment.
[0065] Article 18 The method according to Clause 17, wherein the image from the third digital graphics file includes an image of a trading card or patent.
[0066] Article 19 The method according to any one of the clauses 1 to 18, further comprising receiving a notification from an external source that an event has occurred, wherein the display of the multi-layer digital asset is performed only after the notification that the event has occurred has been received.
[0067] Article 20 The method according to Clause 19, wherein the event is an event or occurrence that takes place outside the digital environment.
[0068] Article 21 The method described in Clause 20, wherein the aforementioned event is a real-world event or occurrence.
[0069] Article 22 The aforementioned external source is a blockchain oracle, as described in Clause 21.
[0070] Article 23 The aforementioned event is the user crossing a geofence boundary, as described in any of the methods in clauses 19-22.
[0071] Article 24 The method according to any one of the clauses 1 to 23, wherein the second NFT is held in a first digital wallet or account, and the method further includes transferring or making a request to transfer the second NFT to the second digital wallet or account, adding or making a request to add instructions for the transfer of the second NFT to the data of the first NFT, and removing the image from the multilayer digital asset.
[0072] Article 25 The digital environment is an augmented reality or mixed reality environment, as described in any of Clauses 1 to 24.
Claims
1. A method for dynamically modifying multi-layered digital assets in a digital environment, The computer processor retrieves data associated with primary non-fungible tokens (NFTs) representing primary digital assets from the digital blockchain ledger. The processor performs the steps of obtaining data related to sub-asset NFTs from the digital blockchain ledger, The aforementioned processor performs the steps of monitoring the user's location, The processor determines that the user has crossed a predefined geofence boundary; The process includes the steps of modifying the primary digital asset by incorporating visual elements from a sub-asset NFT in response to the processor determining that the user has crossed the predefined geofence boundary, The processor performs the steps of displaying the modified primary digital asset within the digital environment, Methods that include...
2. The aforementioned digital environment is an augmented reality environment. The method according to claim 1.
3. The aforementioned digital environment is a virtual reality environment. The method according to claim 1.
4. The primary digital asset is a virtual apparel product or device related to the user or the user's avatar in the digital environment. The method according to claim 1.
5. The aforementioned sub-asset NFT represents an advertising label. The method according to claim 1.
6. The aforementioned sub-asset NFT represents the visual effect applied to the primary digital asset. The method according to claim 1.
7. The aforementioned visual effect includes a partially transparent overlay. The method according to claim 6.
8. The aforementioned predefined geofence boundaries correspond to real-world locations. The method according to claim 1.
9. The aforementioned predefined geofence boundary corresponds to a virtual location within the digital environment. The method according to claim 1.
10. The above method further, The processor performs the steps of monitoring the user's location relative to the predefined geofence boundary, The processor performs the steps of restoring the primary digital asset to its original state when the user crosses the predefined geofence boundary and leaves the geofenced area, The method according to claim 1, including the method described in claim 1.
11. The step of modifying the primary digital asset includes, the step of modifying the performance characteristics of the primary digital asset within the digital environment, The method according to claim 1.
12. The above method further, The processor includes the step of receiving verification from the blockchain oracle that the user has crossed the predefined geofence boundary, The method according to claim 1.
13. The sub-asset NFT is selected from the market of available sub-asset NFTs based on the user's location. The method according to claim 1.
14. A method for dynamically modifying multi-layered digital assets in a digital environment, The computer processor retrieves data associated with primary non-fungible tokens (NFTs) representing primary digital assets from the digital blockchain ledger. The processor performs the steps of obtaining data related to multiple sub-asset NFTs from the digital blockchain ledger, The processor performs the steps of receiving user location data, The processor determines, based on the location data, that the user has crossed a predefined geofence boundary. The processor selects a sub-asset NFT from the plurality of sub-asset NFTs based on the characteristics of the predefined geofence boundary and / or the characteristics of the user. The process includes the steps of modifying the primary digital asset by incorporating visual elements from a sub-asset NFT in response to the processor determining that the user has crossed the predefined geofence boundary, The processor performs the steps of displaying the modified primary digital asset within the digital environment, Methods that include...
15. The above method further, The processor receives the updated location data of the user, The processor determines, based on the updated location data, that the user has left the predefined geofence boundary. The process includes the step of restoring the primary digital asset to its original state in response to the processor determining that the user has moved out of the predefined geofence boundary, The step of selecting the aforementioned sub-asset NFT is: A step of analyzing metadata related to each of the aforementioned multiple sub-asset NFTs, The steps include comparing the metadata with the geofence boundary or predefined criteria related to the user, Based on the above comparison, the step of selecting the sub-asset NFT, The method according to claim 14, including the method described in claim 14.
16. The aforementioned digital environment is an augmented reality environment, and The step of displaying the modified primary digital asset is: A step of receiving real-world image data from a device associated with the user, The steps include combining the modified primary digital asset with the real-world image data, generating augmented reality display data, and A step of transmitting the augmented reality display data to the device associated with the user, The method according to claim 14, including the method described in claim 14.