Avatar Animation System for Cross-Game Dynamic Accessory Application

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Solution Overview

Problem

Existing avatars in gaming and virtual environments are static or have limited animation capabilities, lacking the ability to be dynamically accessorized with user or game-specific animated items that can be shared across multiple game titles and applied during gameplay.

Innovation Solution

A system and method for accessorizing avatars with animated items, using an avatar engine that applies item-specific and whole-body animations, allowing users to select and apply accessories through a user interface or during gameplay, with the ability to obtain and apply these items from various sources, including remote packages, across different game titles.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If avatars are made static or with limited animation capabilities, then system complexity is reduced, but user engagement and immersion are worsened

Engineering Contradiction:
Improveanimation system complexityVSAvoiduser engagement
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The animation system is segmented into separate animation items that can be independently selected and applied to avatars. Each animation item represents a discrete animated accessory or effect that can be toggled on or off, allowing the system to maintain simplicity while providing diverse animation options that enhance user engagement.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from static avatars to dynamic avatars by implementing a framework that allows animation items to be applied and removed during gameplay. This dynamic approach enables avatars to change their animated state based on user selection or game events, significantly improving adaptability and user engagement without requiring a completely complex animation system.

Inventive Principle:
Principle #15Dynamics

2Use of energy by moving object

If avatars have limited animation capabilities, then processing resources are conserved, but avatar expressiveness and user interaction are reduced

Engineering Contradiction:
Improveprocessing resourcesVSAvoidavatar expressiveness
Core Design Contradiction:
Use of energy by moving objectVSAdaptability or versatility

Solution Approach 1:

Instead of implementing full animation capabilities for all avatars simultaneously, the system applies animations selectively through individual animation items. This partial action approach allows processing resources to be conserved by only rendering animations that are actually selected and applied, while still providing the capability for high expressiveness when needed.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system changes the parameter of avatar animation from a fixed state to a variable state controlled by animation items. By introducing this parameter change mechanism, the system can adjust the level of animation detail and complexity based on performance requirements while maintaining the potential for high expressiveness when resources are available.

Inventive Principle:
Principle #35Parameter changes

3Ease of manufacture

If animation items are game-specific, then implementation is simpler, but versatility across different games is reduced

Engineering Contradiction:
Improveimplementation simplicityVSAvoidcross-game compatibility
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The animation item framework is designed with universal applicability across different game titles. Animation items are defined with standardized properties and application mechanisms that can be used in any game that supports the framework, allowing a single animation item to serve multiple games and enhancing cross-game compatibility while maintaining implementation simplicity through reuse.

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

4Device complexity

If accessories are only available before gameplay, then system complexity is reduced, but user flexibility and immersion during gameplay are worsened

Engineering Contradiction:
Improveaccessory management complexityVSAvoiduser flexibility
Core Design Contradiction:
Device complexityVSEase of operation

Solution Approach 1:

The accessory system transitions from a static pre-gameonly configuration to a dynamic in-game system. Animation items can be selected, applied, and removed during gameplay through user interface interactions, allowing users to flexibly adjust their avatar's appearance and animations in real-time based on game context and personal preference, significantly improving ease of operation.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS8384719B2Avatar items and animations
Publication Date: 2013.02.26 MICROSOFT TECHNOLOGY LICENSING LLC
  • US8384719B2 patent drawing
  • US8384719B2 patent drawing
  • US8384719B2 patent drawing

AI summary

Mechanisms for accessorizing avatars with animated items. Avatars may be accessorized by items that have animations that are item specific, or they may be accessorized by items that apply to the entire body of the avatars. In addition, such item accessories may apply to avatars across different game titles and they may be added during the execution of a game, whether using a user interface or the game itself (e.g. receiving accessories for achieving certain milestones in a game). Such accessories may also be obtained from remote sources as packages, and then applied locally to avatars.