Action Streaming Environment for Low Latency Virtual Reality
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Solution Overview
Problem
Current technologies fail to provide highly interactive video/audio services with reactive requirements and hard real-time conditions for remote gaming and virtual reality applications, as they lack adequate response time and realistic dynamic behavior, especially when using standard broadcast TV distribution concepts.
Innovation Solution
An Action Streaming Environment is established, allowing real-time user interaction through a centralized server using a broadband access network, with a control channel for user commands and quality of service management to ensure low latency and high-quality media streaming, leveraging MPEG and DVB-MHP compliance for audio/video signal handling.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If standard broadcast TV distribution concepts are used for remote gaming and virtual reality services, then device complexity at user site is reduced, but response time and interactive capability deteriorate
Solution Approach 1:
The system segments the virtual reality service into two parts: complex rendering and processing at the centralized server, and simple display and input at the user terminal. This segmentation allows the server to handle computationally intensive tasks while users receive simplified video streams, resolving the contradiction between reduced device complexity and maintained response time.
Solution Approach 2:
The patent introduces an action stream as an intermediary data structure that carries both video information and interaction commands. This intermediary enables bidirectional communication between the server and client, allowing the system to maintain low latency by processing interactions at the server level while keeping user equipment simple.
2Adaptability or versatility
If highly interactive video/audio services with real-time conditions are provided, then interactive capability is improved, but network bandwidth consumption increases
Solution Approach 1:
The system uses parameterized representations of virtual worlds instead of transmitting complete graphical data. By sending compressed state information and transformation parameters rather than full visual copies, the patent reduces network bandwidth consumption while maintaining interactive capability.
Solution Approach 2:
The patent transforms detailed graphical data into parameterized representations that describe virtual world states. This parameterization approach reduces data transmission requirements while preserving the ability to render high-quality interactive experiences at the server level.
3Device complexity
If centralized server processing is used for action streaming, then device complexity at user site is reduced, but network latency requirements become more stringent
Solution Approach 1:
The system performs preliminary processing of interaction commands at the server level before they reach the user terminal. By pre-processing and preparing response data at the centralized server, the patent reduces the critical path latency while keeping user equipment simple.
Solution Approach 2:
The action stream maintains continuous bidirectional communication between server and client, ensuring that interaction commands and visual feedback flow without interruption. This continuous action model reduces latency by eliminating processing gaps while maintaining simple user-side devices.
Data Source
AI summary
The invention relates to a method for generating an interactive virtual reality with a network service using interactive media-streaming technology comprising the steps of establishing an action stream session comprising connection handling, quality of service handling, adapting the network environment by demanding network resources and control information, establishing media-streaming path from the service to the client and a user interaction control path in the reverse direction, controlling the network with respect to required quality of service, continuously, generating and transmitting individual media streams to the client (ASC) by embedding interaction into a virtual reality, and extracting and encoding a media stream at the service using a virtual reality description compressed motion picture stream, encoding and transmitting the user's interaction to the service, as well as de-coding and playing the individual media data stream at the client side. Further it relates to a Action Streaming Service, Action Streaming Client (ASC), Action Streaming Server (ASS), Action Streaming System, Action Stream, Action Streaming Session, Action Streaming Protocol, and Computer Software Products for generating an interactive virtual reality.


