Adaptive Virtual Environments Using User Context

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Solution Overview

Problem

Digitally created environments in media content, such as games and cinematic sequences, often appear artificial because they lack awareness of the user's context, leading to unrealistic interactions between non-player characters and the player.

Innovation Solution

Incorporating a media device with sensors and cameras that determine and utilize user context data to adjust rendered environments, allowing non-player characters to interact realistically with the user by recognizing their position and other context information.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If media content uses predetermined interactions for non-player characters, then the implementation is simple and reliable, but the interactions appear artificial and fail to reflect real user context

Engineering Contradiction:
Improveinteraction realismVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system implements feedback by continuously monitoring user context through sensors (position, orientation, light levels) and using this information to dynamically adjust non-player character interactions. This closed-loop approach allows characters to respond realistically to actual user behavior rather than following predetermined scripts, resolving the contradiction between interaction realism and system complexity by making the complexity adaptive rather than static

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent transforms static, predetermined interactions into dynamic, context-aware interactions. Non-player characters adjust their behavior in real-time based on changing user context parameters such as position, orientation, and environmental conditions. This dynamic adaptation enables realistic interactions without requiring complex pre-programming for every possible scenario, as the system evolves responses based on actual user behavior

Inventive Principle:
Principle #15Dynamics

2Loss of information

If media content incorporates extensive sensor data and real-time processing, then user context awareness improves, but processing time and computational resources increase

Engineering Contradiction:
Improveuser context awarenessVSAvoidprocessing time
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

The system performs preliminary actions by pre-establishing interaction frameworks and decision-making algorithms before user engagement. Context thresholds and response rules are predetermined, allowing real-time sensor data to be quickly evaluated against these pre-computed criteria. This approach reduces processing time during actual interaction while maintaining comprehensive context awareness

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent applies partial action by selectively processing only the most relevant context parameters for each interaction scenario rather than analyzing all available sensor data uniformly. The system identifies and processes critical context information (such as user position relative to character, light levels affecting visibility) while potentially ignoring less relevant parameters, thereby reducing processing overhead while maintaining effective context awareness

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11071907B2Adaptive rendered environments using user context
Publication Date: 2021.07.27 ADEIA MEDIA HOLDINGS INC
  • US11071907B2 patent drawing
  • US11071907B2 patent drawing
  • US11071907B2 patent drawing

AI summary

There is provided a system and method for adaptive rendered environments using user context. The method comprises determining user context data corresponding to a user of a virtual environment, altering a feature of the virtual environment using the user context data to obtain an altered feature, and rendering the altered feature of the virtual environment for display. The feature may include a non-player character in the virtual environment, such as eyesight focus of the non-player character or a physical action of the non-player character. The user context data may correspond to real world position data of a user and may be determined using a camera, for example through image recognition, or using a user device. Additionally, the virtual environment may include a cinematic, interactive game, or user generated content.