AR/VR Content Authoring With 3D Asset Reuse and User Analytics

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

The high cost and complexity of creating content for augmented reality (AR) and virtual reality (VR) devices, along with the lack of efficient user-interaction data analysis, hinder their widespread adoption across various industries.

Innovation Solution

A system comprising authoring software with a repository of assets, scenario authoring tools, and modules for creating and publishing AR/VR content, allowing non-programmers to interact with high-fidelity virtual objects and analyze user data for improved user experience and interaction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If traditional content creation methods are used for AR/VR devices, then content can be created with existing tools, but the cost and complexity of creation are high and require extensive programming skills

Engineering Contradiction:
Improveease of content creationVSAvoidcomplexity of content creation
Core Design Contradiction:
Ease of manufactureVSDevice complexity

Solution Approach 1:

The patent applies copying by creating virtual copies of physical objects through 3D scanning and digital modeling. The system captures geometric data from physical objects and creates accurate virtual representations that can be used in AR/VR environments, eliminating the need for manual modeling and reducing content creation complexity

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces traditional mechanical content creation processes (manual 3D modeling, programming) with automated computational systems. The system automatically processes scanned geometric data, generates mesh models, and creates interactive content without requiring extensive programming skills, thus reducing both cost and complexity

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Adaptability or versatility

If extensive programming skills are required for content creation, then content can be highly customized, but the time consumption and skill barrier increase significantly

Engineering Contradiction:
Improvecustomization capabilityVSAvoidtime for content creation
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent implements self-service by enabling non-programmers to create AR/VR content through intuitive tools. The system allows users to import scanned objects, configure parameters through graphical interfaces, and automatically generates interactive content without requiring programming knowledge, dramatically reducing both time and skill requirements

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent segments the content creation process into distinct modular steps: object scanning, geometric processing, mesh generation, and scene assembly. Each step can be performed independently with automated processing, allowing users to focus on high-level design decisions rather than low-level implementation details, thus reducing time consumption while maintaining customization

Inventive Principle:
Principle #1Segmentation

3Reliability

If AR/VR content is created for specific devices, then optimization for those devices is achieved, but the content cannot be translated or published across different devices

Engineering Contradiction:
Improvedevice-specific optimizationVSAvoidcross-device compatibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent applies universality by creating a device-agnostic content format based on standardized geometric data structures. The system generates content using universal coordinate systems and data formats that can be rendered across different AR/VR devices, enabling cross-device compatibility while maintaining optimization through adaptive rendering techniques

Inventive Principle:
Principle #6Universality (Multi-functionality)

4Productivity

If user-interaction data is not analyzed, then system performance is maintained, but troubleshooting and personalization opportunities are lost

Engineering Contradiction:
Improvesystem performanceVSAvoiduser-interaction data
Core Design Contradiction:
ProductivityVSLoss of information

Solution Approach 1:

The patent implements feedback by systematically collecting and analyzing user interaction data from AR/VR sessions. The system tracks user actions, eye movements, and interaction patterns to provide insights for troubleshooting technical issues and personalizing content delivery, transforming raw data into actionable information without compromising system performance

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20260051133A1Augmented reality and virtual reality systems
Publication Date: 2026.02.19 SIMINSIGHTS INC
  • US20260051133A1 patent drawing
  • US20260051133A1 patent drawing
  • US20260051133A1 patent drawing

AI summary

Provided herein are embodiments of a system for representing, persisting, authoring and publishing immersive reality simulations. The system may include an authoring software, wherein the authoring software may include an AR or VR virtual objects and scenario authoring tool, a published AR or VR experience, a data pipeline module. and a dashboard module. The system may be used for creating educational and training content for AR and VR environments.