3D Authoring Scene Interface for Seamless Immersion

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional authoring systems for creating 3D scenes are ergonomically challenging and time-consuming due to the need for authors to switch between 2D and 3D interfaces, requiring extensive knowledge and expertise, and have limited workspace and menu functionality.

Innovation Solution

A process that allows authors to create playable scenes within a seamless 3D authoring environment, enabling permanent immersion between the 3D authoring and experience scenes, with an infinite 3D space for tool placement and object organization, using a portal effect to facilitate seamless transitions and unlimited workspace.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If authors use conventional 2D user interface for creating 3D scenes, then they can access standard menu bars and toolbars, but they need to switch between 2D and 3D interfaces which is time-consuming and not ergonomic

Engineering Contradiction:
Improveergonomics of authoring interfaceVSAvoidtime to switch between interfaces
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The patent merges the 2D user interface elements (menu bars, toolbars) directly into the 3D authoring scene by representing them as 3D objects. This allows authors to access authoring functions while remaining immersed in the 3D environment, eliminating the need to switch between separate 2D and 3D interfaces.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent transitions from a traditional 2D interface paradigm to a 3D interface paradigm by rendering menu bars and toolbars as three-dimensional objects within the 3D scene. This dimensional transformation allows the interface to exist natively in the 3D space where authors are already working.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Area of stationary object

If authors use conventional 2D user interface with limited workspace, then they can have standard menu bars and toolbars, but the workspace size is limited and requires navigation through complex menus

Engineering Contradiction:
Improveworkspace areaVSAvoidcomplexity of menu navigation
Core Design Contradiction:
Area of stationary objectVSDevice complexity

Solution Approach 1:

The patent expands the limited 2D workspace into an unlimited 3D workspace by utilizing the third dimension. Authors can place tools and objects anywhere in the 3D space, eliminating the boundaries of traditional 2D screens and reducing the need for complex menu navigation through spatial arrangement.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Productivity

If authors need extensive knowledge and training to use conventional authoring systems, then they can create playable scenes, but the creation process becomes slow and difficult

Engineering Contradiction:
Improvespeed of scene creationVSAvoidease of use for authors
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The patent enables authors to directly manipulate 3D objects representing interface elements within the scene itself. This self-service approach allows authors to configure and position tools and objects intuitively in 3D space without requiring extensive training on complex 2D menu systems.

Inventive Principle:
Principle #25Self-service

Data Source

PatentEP2469474B1Creation of a playable scene with an authoring system
Publication Date: 2020.02.12 DASSAULT SYSTEMES SA
  • EP2469474B1 patent drawingFigure 1
  • EP2469474B1 patent drawingFigure 2~3
  • EP2469474B1 patent drawingFigure 4~5

AI summary

The invention is directed to a process for creating a playable scene with an authoring system, the process comprising the steps of: - displaying (100, 110, 120) a three-dimensional authoring scene comprising representations of objects displayed thereon, one of the representations of objects being a three-dimensional experience scene; - displacing (230), upon user action, some of the representations of objects displayed in the authoring scene to the experience scene; - organizing (260), upon user action, the displaced representations of objects in the experience scene.