Avatar Motion Data Storage for Virtual Reality Synchronization

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Solution Overview

Problem

Current virtual reality systems lack seamless integration of user motion data and spatial awareness, leading to inconsistent and immersive experiences, especially when multiple users interact within shared virtual spaces.

Innovation Solution

A method and system that utilize a head-mounted device (HMD) with sensors and cameras to track user motion and spatial orientation, allowing for synchronized movement of avatars and content playback within a 360-degree virtual space, where motion data is stored and associated with spatial positions and playback times to recreate the user's field of view and motion accurately.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If motion data is stored and associated with spatial positions and playback times for each user, then user immersion and interaction realism are improved, but device complexity and data processing requirements increase

Engineering Contradiction:
Improveinteraction realismVSAvoiddata processing complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system pre-records and stores motion data along with spatial position and playback time information during content playback. This preliminary capture of movement information allows for realistic avatar replication without requiring complex real-time processing during playback, as the data is prepared in advance

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates copies of the original user's motion data and applies it to replicate avatars. By storing and reusing recorded motion patterns associated with specific spatial positions and timestamps, the system achieves realistic interaction without continuously generating new motion data, reducing processing complexity

Inventive Principle:
Principle #26Copying

2Reliability

If multiple users interact in shared virtual space with synchronized avatars, then social immersion is improved, but system complexity and synchronization requirements increase

Engineering Contradiction:
Improvesocial immersionVSAvoidsynchronization system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system implements feedback mechanisms where each user's motion data is captured, stored with spatial and temporal markers, and used to update other users' avatars in real-time. This continuous feedback loop ensures synchronized representation of multiple users in the shared virtual space, enhancing social immersion

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system segments the virtual space into individual user perspectives, with each user having their own recorded motion data and spatial context. This segmentation allows independent processing of each user's interactions while maintaining overall system synchronization, reducing the complexity of managing multiple simultaneous interactions

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS10262461B2Information processing method and apparatus, and program for executing the information processing method on computer
Publication Date: 2019.04.16 COLOPL
  • US10262461B2 patent drawing
  • US10262461B2 patent drawing
  • US10262461B2 patent drawing

AI summary

A method includes defining a virtual space. The virtual space includes a first avatar object associated with a first user and a second avatar object associated with a second user. The method further includes playing back 360-degree content. The method further includes moving the first avatar object in response to a first input by the first user; and moving the second avatar object in response to a second input by the second user. The method further includes storing motion data for moving the second avatar object irrespective to the second input. The method further includes associating the motion data with a spatial position in the 360-degree content and a playback time. The method further includes identifying the motion data corresponding to identified spatial position and identified current playback time. The method further includes moving the second avatar object based on the identified motion data.