Avatar Teleport Controller Radius Constraint

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Solution Overview

Problem

In online or network-hosted video games, VR players using head-mounted displays and three-axis controllers gain travel advantages over non-VR players, leading to potential disorientation and unfair gameplay.

Innovation Solution

Implementing a control scheme where VR players can teleport only to positions within a radius that non-VR players can reach at a pre-programmed rate, using an expanding visible region to restrict teleportation and ensure a fair playing field, by using a game server to manage movement and display both avatars' progressions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If VR players use teleportation to move avatars, then travel time is reduced and movement efficiency is improved, but VR players gain unfair travel advantages over non-VR players

Engineering Contradiction:
Improvetravel speedVSAvoidfairness
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent applies parameter changes by dynamically adjusting the teleportation radius based on the non-VR player's travel capability. The system calculates the maximum distance a non-VR player can travel at their maximum speed within a time threshold, and uses this calculated parameter as the constraint for VR teleportation. This transforms the teleportation function from unlimited range to a controlled parameter range, ensuring fairness while maintaining the speed advantage.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent implements equipotentiality by equalizing the travel opportunities between VR and non-VR players. By constraining the teleportation radius to match the maximum distance non-VR players can cover in the same time frame, the system creates a level playing field where both player types have equivalent access to destination areas, eliminating the unfair advantage VR players would otherwise have.

Inventive Principle:
Principle #12Equipotentiality

2Productivity

If VR players teleport to distant positions, then movement efficiency is improved, but VR players experience disorientation and motion sickness

Engineering Contradiction:
Improvemovement efficiencyVSAvoidmotion sickness
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The patent applies parameter changes by limiting the teleportation radius to a maximum value that corresponds to the distance non-VR players can traverse at their maximum speed within a defined time window. This parameter constraint ensures that even though VR players can teleport, the maximum distance they can travel is capped at a level that prevents disorientation and motion sickness, while still providing significant movement efficiency benefits compared to walking.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If the teleportation radius is constrained to match non-VR player travel distance, then fairness is improved, but VR player movement flexibility is reduced

Engineering Contradiction:
ImprovefairnessVSAvoidmovement flexibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamics by making the teleportation radius adaptive rather than fixed. The system continuously calculates the maximum allowed teleportation distance based on real-time factors including the non-VR player's maximum speed, the time threshold for fair comparison, and the current game state. This dynamic adjustment allows the constraint to adapt to different gameplay scenarios, maintaining fairness while preserving movement flexibility within the fair play boundaries.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10252164B2Avatar teleport controller
Publication Date: 2019.04.09 ROBLOX CORP
  • US10252164B2 patent drawing
  • US10252164B2 patent drawing
  • US10252164B2 patent drawing

AI summary

A game system has a server managing a game to a first platform comprising a head-mounted display (HMD) and a three-axis controller, where a movement of a first avatar is made by marking a position to move and teleporting the to the marked position, and managing the same game to a second platform comprising a pointer device and a display screen, where movement of a second avatar is by the pointer device at a pre-programmed rate. Procession of the game is displayed in the HMD from viewpoint of the first avatar, and in the display of the second platform from viewpoint of the second avatar, both avatars being displayed in both displays, and wherein the game server, executing the SW, constrains teleportation at the first platform only to positions within a radius that the second avatar is enabled to attain in a single continuous move at the pre-programmed rate.