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

VSEngineering 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

Engineering Contradiction:
Improvedynamic responsiveness of non-player charactersVSAvoidcomplexity of control system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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

Inventive Principle:
Principle #23Feedback

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

Inventive Principle:
Principle #15Dynamics

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

Engineering Contradiction:
Improveuser engagement and interaction qualityVSAvoidcomplexity of environment control
Core Design Contradiction:
ProductivityVSDevice complexity

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

Inventive Principle:
Principle #10Preliminary action

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

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12478875B2Social and procedural effects for computer-generated environments
Publication Date: 2025.11.25 WARNER BROS ENTERTAINMENT INC
  • US12478875B2 patent drawing
  • US12478875B2 patent drawing
  • US12478875B2 patent drawing

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.