Augmenting Ghost Data with User Feedback for Asynchronous Gameplay
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Solution Overview
Problem
Existing asynchronous gameplay technologies fail to provide a personal and engaging experience, as ghost data lacks user-specific information, making gameplay impersonal and lacking the sense of competition or collaboration with other players.
Innovation Solution
A system and method that augments ghost data with user-provided information such as metadata, text, images, audio, video, olfactory feedback, and haptic feedback, allowing for enhanced ghost expressions during subsequent game performances, which include visualization of the initial performance along with user-provided sensory feedback, thereby enriching the user experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If ghost data is used for asynchronous gameplay, then multiple players can play over a network, but the gameplay becomes impersonal and lacks user-specific information
Solution Approach 1:
The ghost data is segmented into multiple components: basic performance data, user-provided information (comments, reactions), and contextual metadata. This segmentation allows selective transmission and processing of different data types, preserving user-specific information while maintaining asynchronous gameplay functionality.
Solution Approach 2:
Users provide information and context about their ghost performances in advance, before other players encounter them. This preliminary action enriches the ghost data with personal touches, comments, and reactions that make the asynchronous experience more engaging and less impersonal.
2Ease of operation
If ghost data is augmented with user-provided information, then user experience is enhanced, but data processing and storage complexity increases
Solution Approach 1:
The system uses a universal data structure that can accommodate multiple types of user-provided information (text comments, reactions, metadata) within a single ghost data framework. This multi-functional approach allows the same data structure to handle various information types without requiring separate processing pipelines for each type.
Solution Approach 2:
The server acts as an intermediary that manages the complexity of augmented ghost data. It receives, validates, stores, and transmits user-provided information, shielding client devices from the complexity of data processing while enabling rich user experiences through enhanced ghost expressions.
3Loss of information
If user-provided information is included in ghost expressions, then gameplay becomes more personal, but network bandwidth and storage requirements increase
Solution Approach 1:
User-provided information is selectively applied to specific segments or moments in the ghost performance rather than uniformly across the entire dataset. This local quality approach allows personalization at key moments while keeping overall data volume manageable.
Solution Approach 2:
The system uses lightweight data formats and compressed representations for user-provided information. Temporary or less critical user information can be discarded or overwritten, allowing the system to maintain personalization without permanently storing large volumes of data.
Data Source
AI summary
Ghost expressions with user-provided information may be provided in asynchronous gameplay. According to some implementations, ghost data associated with a first performance by a first user of a first task in a game may be obtained. The ghost data may be configured to allow generation of a ghost expression in the game corresponding to the first performance of the first task in the game by the first user. User-provided information associated with the first performance of the first task in the game may be obtained. The ghost data may be augmented with the user-provided information to obtain augmented ghost data. The augmented ghost data may be provided to effectuate presentation in the game of the ghost expression and at least some of the user-provided information via a client computing platform associated with the first user or a second user of the game.


