Avatar Synchronization in Virtual Reality Communication
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current virtual reality communication systems face challenges in synchronizing the timing of avatar object control and sound output based on line-of-sight data and sound data from multiple users, leading to potential delays and a disjointed user experience.
Innovation Solution
A method that involves defining a virtual space associated with a head-mounted device (HMD) connected to a computer, receiving line-of-sight data and sound data from another user's HMD, and synchronizing the timing of controlling the avatar object and outputting sound to ensure simultaneous display and audio feedback.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If line-of-sight data and sound data are received from multiple users in a virtual reality communication system, then the completeness of communication information is improved, but the synchronization timing between avatar control and sound output deteriorates due to data transmission delays and processing time differences
Solution Approach 1:
The system performs preliminary actions by receiving and preprocessing both line-of-sight data and sound data before synchronization is needed. By preparing the data in advance and buffering it appropriately, the system can then synchronize the avatar control and sound output without delays during actual communication, thus maintaining information completeness while resolving timing issues.
Solution Approach 2:
The system introduces a synchronization mechanism as an intermediary component that mediates between the separately received line-of-sight data and sound data. This intermediary synchronizes the timing of both data streams before processing, ensuring that avatar control and sound output are coordinated without losing communication information or introducing delays.
2Reliability
If the system processes and synchronizes multiple data streams (line-of-sight data and sound data) from different users, then the quality of virtual reality interaction is improved, but the system complexity increases due to timing coordination requirements
Solution Approach 1:
The system merges the processing of line-of-sight data and sound data into a unified synchronization framework. By combining these separate data streams into a single coordinated processing pipeline, the system improves interaction quality while managing complexity through integration rather than separate handling of each data type.
Solution Approach 2:
The synchronization mechanism is designed as a universal component that handles multiple types of data streams (line-of-sight data, sound data) from multiple users through a single coordinated system. This multi-functional approach improves reliability by treating all data types uniformly while avoiding the complexity of separate specialized processing systems.
Data Source
AI summary
A method includes defining a virtual space associated with a first user. The virtual space is associated with a first head-mounted device (HMD). The virtual space includes an avatar object associated with a second user. The method includes receiving line-of-sight data on the second user, wherein the second user is associated with a second HMD. The method includes receiving sound data that is based on utterance of the second user at a timing different from that of the line-of-sight data. The method includes synchronizing a timing of controlling the avatar object in accordance with the line-of-sight data and a timing of outputting sound that is based on the sound data from the first HMD. The method includes controlling the avatar object in accordance with the line-of-sight data based on the synchronized timing. The method includes outputting the sound that is based on the synchronized timing.


