Participatory virtual exhibition implementation system through NPC-based user movement recording and playback system
The NPC-based user movement recording and playback system in virtual exhibitions addresses the lack of user participation and immersion by allowing free movement, interaction, and multi-user experiences, enhancing engagement and artistic value.
Patent Information
- Application Number
- KR1020240173039
- Authority / Receiving Office
- KR · KR
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-28
- Publication Date
- 2026-11-05
- Estimated Expiration
- 2044-11-28
AI Technical Summary
Existing virtual exhibition systems lack user participation and immersion, providing only passive, one-way viewing experiences.
A participation-centered virtual exhibition system using an NPC-based user movement recording and playback system that allows users to move freely, interact with others, and record their movements for replay by NPCs, supporting multi-user interaction and real-time observation.
Enhances user engagement and creates multi-layered artistic experiences by enabling active participation and creative interactions, increasing the value and diversity of exhibition content.
Smart Images

Figure 112024131593091-PAT00001_ABST
Abstract
Description
Technology Field
[0001] The present invention relates to a participation-centered virtual exhibition implementation system through an NPC-based user movement recording and playback system. More specifically, it relates to a participation-centered virtual exhibition implementation system through an NPC-based user movement recording and playback system that records a user's movements in a virtual exhibition environment and allows other users to interact with the recorded movements by repeatedly playing them back through a Non-Player Character (NPC), thereby providing an immersive exhibition experience. Background Technology
[0002] While existing virtual exhibition systems provide a passive, viewing-centered experience, the present invention provides an immersive virtual art experience by inducing active user participation and interaction. Through this, users can leave their movements as part of the exhibition content, and other users can view them or add new movements to form a multi-layered art experience. As an example of prior art, Publication No. 10-2009-0014610 describes a game client comprising: a game control unit that generates control commands for controlling a player character in an online game; and a control processing unit that provides the generated control commands to a game server; and
[0003] An NPC conversation system in an online game, characterized by comprising: an NPC processing unit that processes at least one NPC within the online game; an NPC integrated DB that stores progress information provided to the player character by the at least one NPC; and a conversation processing unit that provides progress information regarding a quest or event being performed by the player character by processing it as the NPC's dialogue when the player character converses with an NPC unrelated to game progress. Additionally, Publication No. 10-2005-0105349 discloses an ability improvement system for an agent NPC in which a specific gamer's game style is transplanted, and a method for improving the ability.
[0004] However, existing virtual exhibition systems had a problem in that they lacked immersion because user participation was limited and they often remained at the level of one-way viewing. The problem to be solved
[0005] Accordingly, the present invention has been devised to solve the above-mentioned problems, and the present invention provides a platform that allows a user to move freely within a virtual space, actively participate in exhibitions, and interact with other users.
[0006] In addition, the system allows users to move freely within the virtual space, actively participate in the exhibition, and interact with other users. It also records users' movements in real time so that NPCs can repeat the same movements, thereby allowing traces left by users in the exhibition content to become communication with other users. Furthermore, it includes multi-user support functions that allow multiple users to connect simultaneously, observe each other's movements, and interact, thereby creating multi-layered artistic experiences among users. Through a user-centered immersive exhibition experience, users can actively participate in the virtual exhibition space and engage in creative interactions, which in turn enhances the value of the exhibition content and provides various experiential opportunities. means of solving the problem
[0007] The present invention relates to a participation-centered virtual exhibition implementation system through an NPC-based user movement recording and playback system, characterized by including a user movement recording module to record and store the user's movements in real time within a virtual exhibition environment, thereby enabling a Non-Player Character (NPC) to play back the same movements.
[0008] In addition, the above-described NPC-based user movement recording and playback system is characterized by including a multi-user support module, which provides a function allowing multiple users to access the same virtual exhibition space, observe each other's movements in real time, and interact with recorded NPC movements.
[0009] In addition, the above-described NPC-based user movement recording and playback system is characterized by including a virtual content interaction module, so that when a user interacts with specific content or objects within a virtual space, the content responds to the user's movements, thereby enabling the same interaction to occur even when the NPC repeatedly plays the same movements. Effects of the invention
[0010] The present invention allows users to move freely within a virtual space, actively participate in exhibitions, and interact with other users. It also records users' movements in real time so that NPCs can repeat the same movements, thereby allowing traces left by users in exhibition content to become communication with other users. Furthermore, it includes a multi-user support function that enables multiple users to connect simultaneously, observe each other's movements, and interact, thereby creating multi-layered artistic experiences among users. Through a user-centered immersive exhibition experience, users can actively participate in the virtual exhibition space and engage in creative interactions, which in turn enhances the value of exhibition content and provides diverse experiential opportunities, resulting in a significant effect. Brief explanation of the drawing
[0011] Figure 1 is an overall system configuration diagram showing the overall configuration of an NPC-based virtual exhibition system, including a user movement recording module, an NPC playback module, a data storage server, and an interaction structure diagram between an HMD and a tracking device. Specific details for implementing the invention
[0012] The present invention will be described in detail as follows.
[0013] The user movement recording module collects and stores user movement data in real time from the HMD and full-body tracking device. When the user performs a specific action or interacts with the artwork, it captures the corresponding movement so that the NPC can subsequently replay the corresponding movement.
[0014] The NPC Playback Module receives data from the User Motion Recording Module and applies it to the NPC, enabling the user's movements to be repeated identically. The recorded movements can be played back from various angles, allowing other users to view or interact with them.
[0015] The data storage server stores user movement records on the server for later replay and allows multiple users to access the stored movements simultaneously.
[0016] HMDs and full-body tracking devices are devices that allow users to interact with virtual exhibition content by reflecting their movements into avatars in a virtual space. The user's gaze and movements are recorded in real time and reflected in NPCs.
[0018] The operating principle and implementation process of the present invention are as follows.
[0019] Regarding user movement recording, when a user wears an HMD and a full-body tracking device and participates in a virtual exhibition, the user movement recording module collects the user's motion data and transmits it to the server in real time.
[0020] For motion data storage and processing, the server records user motion data and performs data format conversion and optimization as needed. It may include additional metadata regarding specific movements (e.g., time, location, type of motion, etc.).
[0021] Regarding NPC movement playback, when another user accesses the exhibition, the NPC playback module retrieves the previous user's movement data stored on the server and applies it to the NPC. The NPC accurately reproduces the corresponding movement and plays it repeatedly within the virtual exhibition.
[0022] Regarding user-NPC interaction, newly connected users can interact with NPCs or observe their movements.
[0024] The present invention is a participation-centered virtual exhibition implementation system that includes a user movement recording module to record and store user movements in real time within a virtual exhibition environment, enabling Non-Player Characters (NPCs) to recreate the same movements.
[0025] By including the NPC playback module, user movement data recorded by the user movement recording module is retrieved, enabling the NPC to repeatedly play the corresponding movements in the virtual exhibition environment.
[0026] It provides a feature that includes a multi-user support module, allowing multiple users to access the same virtual exhibition space, observe each other's movements in real time, and interact with recorded NPC movements.
[0027] It includes a data storage and synchronization server to store user movement data and synchronize movements among users connected to the virtual exhibition, enabling the simultaneous provision of the same NPC movements to multiple users.
[0028] By including an HMD device and a full-body tracking module, the user's field of view and full-body movements are reflected in a virtual avatar in real time, and when an NPC repeatedly plays the recorded movements, they can be implemented as the same avatar movements.
[0029] By including a virtual content interaction module, when a user interacts with specific content or objects within the virtual space, the content is configured to respond to the user's movements, so that the same interaction occurs even when an NPC repeatedly plays the same movement.
[0030] It is equipped with the capability to provide a customized exhibition experience to users by analyzing various users' movement data, including an NPC movement data analysis and personalization module, and personalizing NPC movement patterns based on this analysis.
[0031] It includes multilingual support and global accessibility modules, providing multilingual support for NPC-based motion recording and playback features tailored to diverse cultures and languages worldwide, and is configured to be easily accessible to global users.
[0033] The present invention is configured to protect all core functions of a participation-oriented virtual exhibition implementation system, such as recording and repeated playback of user movements via NPCs, real-time synchronization, multi-user support, content interaction, personalization features, and support for global accessibility.
[0035] The present invention is designed to allow traces left by a user on exhibition content to become communication with other users by recording the user's movements in real time and enabling an NPC to repeatedly play the same movements. In addition, it includes a multi-user support function that allows multiple users to connect simultaneously to observe each other's movements and interact, thereby creating a multi-layered artistic experience among users.
[0037] The components include the following major modules.
[0038] The user movement recording module records the user's full-body movements in real time, saves them, and enables them to be reflected in NPCs.
[0039] The NPC playback module enables NPCs to repeat the same movements based on recorded user movements, allowing other users to watch or interact with them.
[0040] It is designed to enable multiple users to experience the exhibition together in the same virtual space and interact with each other through a multi-user support module.
[0041] The virtual content interaction module is designed to trigger a response when a user interacts with exhibition content or objects within the virtual space, and the same interaction occurs when an NPC repeatedly plays the corresponding movement.
[0042] The system of the present invention stores and synchronizes user movement data through a data storage and synchronization server to provide the same NPC playback experience to multiple users. The movement records left by users form connections with other users, thereby making the exhibition more immersive and participation-oriented.
[0043] The present invention is configured as a user movement recording module that records the user's movements in real time, allowing an NPC character to repeatedly play back the corresponding movements.
[0044] The NPC playback module can apply recorded user movements to an NPC and play them repeatedly in a virtual space.
[0045] As a data transmission and synchronization structure between the user and the server, it is possible to transmit, receive, and synchronize data that occurs during the process where user movements are recorded on the server and an NPC plays the same movements.
[0046] The NPC movement loop playback situation shows a scenario where an NPC loops the user's movement, allowing other users to watch or interact with it.
[0047] The present invention proposes a new type of virtual exhibition platform that can be used in the fields of education, art, and entertainment through these functions. Through a user-centered immersive exhibition experience, users can actively participate and engage in creative interactions within the virtual exhibition space, thereby enhancing the value of exhibition content and providing diverse experiential opportunities.
Claims
Claim 1 In a participation-centered virtual exhibition implementation system utilizing an NPC-based user movement recording and playback system that includes a user movement recording module to record and store user movements in real time within a virtual exhibition environment, thereby enabling NPCs to replay the same movements, the system comprises: a user movement recording module that records the user's full-body movements in real time and stores them to be reflected in the NPC; an NPC playback module that enables the NPC to repeatedly replay the same movements based on the recorded user movements, thereby supporting other users to view or interact with them; a multi-user support module that enables multiple users to experience the exhibition together in the same virtual space and interact with each other; a virtual content interaction module that is configured to trigger a reaction when the user interacts with exhibition content or objects within the virtual space, so that the same interaction occurs when the NPC repeatedly replays the movements; the user movement recording module that records the user's movements in real time to enable the NPC character to subsequently replay the movements; and the NPC playback module It enables repeated playback in a virtual space by applying recorded user movements to an NPC, and as a data transmission and synchronization structure between the user and the server, it allows for data transmission and reception and synchronization that occurs during the process where user movements are recorded on the server and the NPC plays the same movements.A participation-centered virtual exhibition implementation system through an NPC-based user movement recording and playback system, characterized by an NPC movement loop playback situation that displays a scenario where an NPC loops user movements so that other users can view or interact with them, providing the same NPC playback experience to multiple users by storing and synchronizing user movement data through a data storage and synchronization server, and wherein the movement records left by the user form connections with other users, making the exhibition more immersive and participation-centered. Claim 2 delete Claim 3 delete
Citation Information
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