Adaptive AR Gaming Environment with Real-Time Feature Detection

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Solution Overview

Problem

Existing augmented reality systems face challenges in adapting virtual gaming environments to changing real-world environments and maintaining consistent game difficulty across different locations without pre-defined points of reference, as they struggle to dynamically generate and balance virtual objects based on environmental features.

Innovation Solution

The technology generates and adapts virtual gaming environments by identifying environmental features in real-time using head-mounted display devices, allowing virtual objects to be spawned and scaled based on the location and type of features, enabling a shared playspace for multiple users across different real-world environments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If virtual objects are dynamically generated based on environmental features, then adaptability of the gaming environment is improved, but device complexity increases

Engineering Contradiction:
Improveadaptability of gaming environmentVSAvoidcomplexity of virtual object generation system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system automatically identifies environmental features and generates virtual objects without requiring pre-defined markers or manual configuration. The AR device performs self-service by autonomously adapting the gaming environment to the detected real-world features, resolving the contradiction between adaptability and complexity through automation.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system dynamically adjusts game parameters such as virtual object properties, difficulty levels, and environmental features based on real-time detection. By changing parameters rather than restructuring the entire system, the patent achieves high adaptability while managing complexity through parameter-based control.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If the system adapts virtual objects in real-time based on environmental changes, then user engagement is improved, but processing time and energy consumption increase

Engineering Contradiction:
Improvereal-time environment adaptationVSAvoidenergy consumption of AR device
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The system performs environmental feature detection and virtual object adaptation at periodic intervals rather than continuously. This periodic action maintains real-time adaptability for user engagement while reducing energy consumption by allowing brief processing cycles separated by low-power states.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system focuses on detecting and adapting only the most relevant environmental features rather than processing all possible data. By performing partial action on key features, the patent achieves effective real-time adaptation while minimizing energy consumption associated with comprehensive environmental scanning.

Inventive Principle:
Principle #16Partial or excessive action

3Stability of the object's composition

If the system maintains consistent game difficulty across different locations, then user experience consistency is improved, but the complexity of balancing virtual objects increases

Engineering Contradiction:
Improveconsistency of game difficultyVSAvoidcomplexity of difficulty balancing system
Core Design Contradiction:
Stability of the object's compositionVSDevice complexity

Solution Approach 1:

The system uses feedback loops to monitor game difficulty metrics and automatically adjust virtual object properties. By implementing feedback-based balancing, the patent maintains consistent user experience across different locations while managing complexity through automated closed-loop control rather than manual configuration.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system maintains difficulty consistency by dynamically changing parameters of virtual objects such as health points, attack power, and spawn rates based on environmental context. This parameter-based approach achieves stable user experience across diverse locations while keeping the balancing system manageable through focused parameter adjustment.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10062213B2Augmented reality spaces with adaptive rules
Publication Date: 2018.08.28 MICROSOFT TECHNOLOGY LICENSING LLC
  • US10062213B2 patent drawing
  • US10062213B2 patent drawing
  • US10062213B2 patent drawing

AI summary

A system for generating a virtual gaming environment based on features identified within a real-world environment, and adapting the virtual gaming environment over time as the features identified within the real-world environment change is described. Utilizing the technology described, a person wearing a head-mounted display device (HMD) may walk around a real-world environment and play a virtual game that is adapted to that real-world environment. For example, the HMD may identify environmental features within a real-world environment such as five grassy areas and two cars, and then spawn virtual monsters based on the location and type of the environmental features identified. The location and type of the environmental features identified may vary depending on the particular real-world environment in which the HMD exists and therefore each virtual game may look different depending on the particular real-world environment.