Auxiliary Client Interaction Pages for Live Broadcast Participation
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Solution Overview
Problem
Existing online real-time interaction entertainment products lack intuitive interaction forms, limiting audience participation and engagement in live broadcasts.
Innovation Solution
Implementing interaction pages on auxiliary devices for audience clients, allowing users to perform operations which are then reflected on the main client device, enhancing participation through direct user interaction.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If traditional text-based interaction forms are used in live broadcasts, then system complexity is kept simple, but user engagement and participation depth are limited
Solution Approach 1:
The system divides the interaction process into distinct segments: auxiliary clients handle game operations while main clients handle content display. This segmentation allows complex interaction capabilities to be added without overwhelming the main broadcast system, resolving the contradiction between interaction diversity and system complexity
Solution Approach 2:
Auxiliary clients serve as intermediary devices between users and the main broadcast system. These intermediaries handle the complexity of game operations and interactions, allowing the main client to remain relatively simple while still providing diverse interaction forms through the auxiliary devices
2Ease of operation
If auxiliary interaction devices are deployed for audience participation, then user engagement and participation level increase, but device complexity and system resource requirements increase
Solution Approach 1:
The system segments functionality between auxiliary clients (game operations) and main clients (content consumption). This allows users to participate actively through simple auxiliary devices without requiring them to manage complex systems, while still achieving high participation levels
Solution Approach 2:
The auxiliary clients are designed to be multi-functional, handling various game operations and interactions through a unified interface. This universality allows the system to support diverse interaction types without proportionally increasing device complexity, as the same auxiliary client framework handles multiple interaction scenarios
Data Source
AI summary
Method, apparatus, device, storage-medium for real-time information interaction are provided. The method includes: determining a first auxiliary client in an application group corresponding to a main client; sending a first presentation message to the first auxiliary client, the first presentation message is used to present a first interaction page on a first auxiliary device corresponding to the first auxiliary client; receiving a first operation result of the first auxiliary client on the first interaction page; sending a second presentation message to the main client, the second presentation message is used to present the first operation result on a main device corresponding to the main client; sending a third presentation message to the main client, the third presentation message is used to present a second interaction page on the main device; receiving a second operation result of the main client on the second interaction page.


