3D Avatar Emote Rendering for Non-Verbal Communication

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Solution Overview

Problem

Conventional videoconferencing and massively multiplayer online games lack the social interaction and experiential aspects of in-person communication, particularly in terms of non-verbal cues like facial expressions and body language, which are essential for creating relationships and connections.

Innovation Solution

A method for videoconferencing in a three-dimensional virtual environment where a video stream from a user's camera is mapped onto a three-dimensional avatar, allowing emotes to be attached and rendered from a virtual camera perspective, enabling enhanced non-verbal communication through graphical or video images that can include animations, sounds, and interactions within a virtual space.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If videoconferencing is conducted using conventional two-dimensional interfaces, then technical implementation is simple, but social interaction and non-verbal communication are lost

Engineering Contradiction:
Improvenon-verbal communicationVSAvoidsystem complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The patent transitions from conventional two-dimensional video interfaces to a three-dimensional virtual environment where users interact through avatars. This dimensional change enables rich non-verbal communication through avatar animations, emotes, and spatial positioning while maintaining technical feasibility through standardized 3D rendering pipelines and network protocols.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Loss of information

If facial expressions are used for nonverbal communication, then social connection is enhanced, but it is hard to discern them from a distance or from behind

Engineering Contradiction:
Improvefacial expression visibilityVSAvoidexpression detection difficulty
Core Design Contradiction:
Loss of informationVSDifficulty of detecting and measuring

Solution Approach 1:

The patent introduces avatars as intermediaries that represent users in the virtual environment. These avatars can display emotes and animations that clearly convey non-verbal cues regardless of the user's physical orientation or distance from other participants, solving the problem of obscured facial expressions in conventional videoconferencing.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Loss of information

If videoconferencing provides real-time communication, then information transmission is efficient, but experiential aspects of in-person meeting are lost

Engineering Contradiction:
Improveexperiential aspectVSAvoidvirtual environment complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The patent merges the efficiency of real-time videoconferencing with the experiential aspects of in-person meetings by combining live video streams, audio communication, and immersive 3D virtual environment elements into a unified system that preserves both real-time interaction and social presence.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS20240372970A1Emotes for non-verbal communication in a videoconference system
Publication Date: 2024.11.07 KATMAI TECH INC
  • US20240372970A1 patent drawing
  • US20240372970A1 patent drawing
  • US20240372970A1 patent drawing

AI summary

A method is disclosed for videoconferencing in a three-dimensional virtual environment. In the method, a video stream captured from a camera on a first device of a first user and a specification of an emote are received. The specification is input by the first user through the first device. Then, the video stream is mapped onto a three-dimensional model of an avatar. From a perspective of a virtual camera of a second user, the three-dimensional virtual environment is rendered for display to the second user through a second device. This rendering includes the mapped three-dimensional model of the avatar, and the emote attached to the three-dimensional model of the avatar, where the emote emits sound played by the second device.