AR VR Digital Content Representation for Collectible Ownership
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Solution Overview
Problem
Digital content ownership lacks the collectible and gifting aspects of physical media, with consumers preferring subscription-based rental services over purchasing electronic home video licenses, and there is no straightforward way to provide a digital 'gift with purchase' experience.
Innovation Solution
The use of augmented reality (AR) or virtual reality (VR) technologies to represent and interact with digital content entitlements, allowing users to collect, display, and engage with digital media content in immersive environments, encouraging higher margin digital ownership and content discovery through interactive experiences.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If digital content is delivered through subscription-based rental services, then user accessibility to content is improved, but content ownership value and profit margins deteriorate
Solution Approach 1:
The patent creates virtual copies of physical media collections in AR/VR environments. Users can replicate their physical media ownership experience digitally through scanned covers, artwork, and virtual shelving, allowing subscription services to offer ownership-like experiences without transferring actual content ownership, thereby preserving profit margins while maintaining user accessibility.
Solution Approach 2:
The patent transitions digital content delivery from traditional 2D interfaces to immersive 3D AR/VR environments. This dimensional shift creates new value propositions by allowing users to visualize and interact with their content collections in spatial environments, differentiating subscription offerings and enabling premium features that maintain higher profit margins.
2Productivity
If digital content ownership is implemented without physical media, then distribution efficiency is improved, but collectible and gifting aspects deteriorate
Solution Approach 1:
The patent scans and replicates physical media artifacts (covers, artwork, packaging) into digital formats that can be displayed in AR/VR environments. These virtual copies preserve the aesthetic and collectible qualities of physical media while maintaining the distribution efficiency of digital delivery, allowing digital ownership to include tangible-like elements for gifting and collection purposes.
Solution Approach 2:
The patent introduces AR/VR virtual environments as intermediaries between digital content delivery and physical media experiences. These virtual spaces serve as mediators that restore collectible and gifting aspects by providing immersive displays, virtual shelving, and interactive elements that bridge the gap between efficient digital distribution and the tactile satisfaction of physical media ownership.
3Ease of operation
If AR/VR representations are implemented for digital content entitlements, then user interaction and ownership experience are improved, but system complexity increases
Solution Approach 1:
The patent implements a unified AR/VR platform that handles multiple functions: displaying content collections, enabling user interactions, managing entitlements, and providing gifting capabilities. This multi-functional approach consolidates complexity into a single system rather than requiring separate solutions for each feature, making the increased complexity manageable and reusable across different content types and delivery models.
Solution Approach 2:
The patent enables the AR/VR system to automatically scan, import, and organize physical media artifacts into virtual collections. The system self-configures virtual shelving, arranges content displays, and manages entitlement representations without requiring manual setup, thereby reducing the operational complexity burden on users despite the underlying system sophistication.
Data Source
AI summary
Systems and methods for presenting augmented reality (AR) or virtual reality (VR) representations of digital content entitlements owned by a user are provided. An AR or VR environment is generated in which the AR or VR representations are presented to simulate a physical collection of media. The user is allowed to interact with the AR or VR representations, thereby triggering one or more actions, such as presentation of the corresponding digital content, presentation of additional, related content, presentation of an option to engage in a purchase transaction for related content or products, etc.


