Avatar Navigation Mesh UI for Intuitive Metaverse Movement
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing methods for controlling avatar movement in virtual spaces are tedious and monotonous, especially in large-scale metaverse environments, and are limited by the need for visual sensors on mobile devices, restricting accessibility and freedom of movement.
Innovation Solution
A user interface is generated with an overhead view, navigation mesh map, and local environment map, allowing intuitive and immersive control of avatars through virtual cameras and pathfinding algorithms, enabling users to navigate and interact with avatars in a metaverse space while operators can control limb movements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a 3D keyboard or virtual keyboard is used to control avatar movement, then users can control avatar movement in the virtual space, but the control becomes tedious and monotonous, especially in large-scale metaverse spaces
Solution Approach 1:
The system automatically generates navigation paths and controls avatar movement without requiring continuous user input. The avatar autonomously navigates from the starting point to the selected destination on the mini-map, eliminating the need for users to repeatedly press keys or click buttons.
Solution Approach 2:
The navigation path is planned in advance before the avatar begins movement. Users only need to select the destination on the mini-map, and the system pre-calculates the optimal path, allowing the avatar to automatically follow the planned route without real-time control input.
2Adaptability or versatility
If limb animation driving method is used to control avatar movement, then high freedom of avatar movement is achieved, but visual sensors are required on mobile terminals which limits accessibility
Solution Approach 1:
The patent extracts the camera functionality from the mobile terminal hardware and implements it as a virtual camera within the metaverse application. This eliminates the dependency on built-in visual sensors while maintaining the ability to capture and process video feeds for avatar control.
Solution Approach 2:
The system supports multiple input methods including video feed from any camera source, manual control, and automatic navigation. This multi-functional approach allows users to choose the most convenient control method regardless of their device capabilities, enhancing accessibility across different mobile terminals.
3Adaptability or versatility
If limb animation driving method is used, then real-person-driven avatar movement is achieved, but operators cannot limit some limb movements of the avatar
Solution Approach 1:
The system applies different levels of control freedom to different parts of the avatar. While the navigation system automatically controls the avatar's position and orientation along the path, operators retain manual control over specific limb movements and actions, allowing selective limitation of movements where needed.
Solution Approach 2:
The control system dynamically switches between automatic navigation mode and manual control mode. During automatic navigation, the avatar's movement is constrained to the planned path, but operators can intervene to adjust limb movements or change the navigation target, providing flexible control adaptability.
4Ease of operation
If a mini-map with navigation mesh is generated, then intuitive and immersive avatar control is enabled, but computational resources are required for voxelizing and processing the virtual space
Solution Approach 1:
The virtual space is divided into a navigation mesh consisting of walkable and non-walkable regions. This segmentation allows the pathfinding algorithm to efficiently calculate routes by considering only relevant regions, reducing computational complexity compared to processing the entire virtual space in detail.
Solution Approach 2:
The system generates a simplified mini-map representation that shows only essential navigation information (walkable areas, obstacles, and avatar position) rather than rendering the complete high-fidelity virtual space. This partial representation provides sufficient navigation guidance while consuming fewer computational resources.
Data Source
AI summary
The present application provides a method for generating a user interface and a method for controlling avatar movement through a user interface. An overhead view, a navigation mesh map and a local environment map that are generated and a main view constitute the user interface. Controlling avatars through the user interface allows users to control the avatars intuitively and immersively while allowing operators to control the freedom of limb movements of the avatars.


