AR/VR Focus Control for Adaptive 3D Character Interaction
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Solution Overview
Problem
Existing 3D environments in virtual reality and online multiplayer games lack dynamic and engaging interactions between non-player characters and players, limiting user experience and enjoyment.
Innovation Solution
Implement a computer-implemented method to control 3D object or character parameters based on events in asynchronous games, feedback from multiple users, or current state variables, using a processor to simulate dynamic interactions and enhance the 3D environment.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If non-player characters use traditional scripted or AI-driven behaviors, then the implementation is straightforward with predefined rules, but the interactions lack dynamic responsiveness and user engagement
Solution Approach 1:
The patent implements a feedback mechanism where non-player characters observe player actions and adjust their behavior parameters accordingly. The system collects data on player behaviors, processes this information through a control system, and modifies non-player character parameters (such as aggression levels, friendship levels, or activity choices) to create dynamic, responsive interactions that adapt to player actions in real-time
Solution Approach 2:
The patent transforms static, predefined non-player character behaviors into dynamic systems that continuously adapt. By using functions that modify behavior parameters based on player actions and game state variables, non-player characters exhibit flexible, evolving behaviors that respond to changing conditions rather than following rigid scripts
2Productivity
If the 3D environment uses static and predictable interactions, then the system is easier to manage and compute, but user engagement and enjoyment are limited
Solution Approach 1:
The patent pre-establishes behavior parameter ranges and modification functions for non-player characters, allowing the system to quickly generate appropriate responses without complex real-time calculations. By preparing the framework of possible behaviors and their modification rules in advance, the system achieves both simplicity and dynamic responsiveness
Solution Approach 2:
The patent modifies non-player character behavior by adjusting parameters such as aggression levels, friendship levels, and activity preferences based on player actions. These parameter changes are driven by functions that process player behavior data and translate it into meaningful behavioral adjustments, creating engaging and unpredictable interactions
Data Source
AI summary
A sensor coupled to an AR/VR headset detects an eye convergence distance. A processor adjusts a focus distance for a virtual camera that determines rendering of a three-dimensional (3D) object for a display device of the headset, based on at least one of the eye convergence distance or a directed focus of attention for the at least one of the VR content or the AR content.


