Dynamic Focal Point Objects for Virtual Universe Load Distribution

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Solution Overview

Problem

Virtual universe systems face performance issues due to high loads on server computers when a large number of avatars converge near designated focal point objects, leading to decreased system performance and user satisfaction.

Innovation Solution

Dynamic spawning of auxiliary focal point objects within the virtual universe based on avatar density and server load conditions, which helps distribute the load and improve performance by reducing the proximity-based information transmission burden on servers and client devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a large number of avatars converge near designated focal point objects, then information transmission and user interaction are enhanced, but server load increases leading to decreased system performance

Engineering Contradiction:
Improveinformation transmission efficiencyVSAvoidsystem performance
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent divides the virtual universe into multiple regions with designated focal point objects. When avatars converge in a region, auxiliary focal point objects are dynamically spawned to segment the information transmission load across multiple points rather than a single focal point, reducing the burden on any one server handling that region.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system dynamically spawns auxiliary focal point objects based on real-time avatar density and server load conditions. This dynamic adjustment allows the system to adapt to changing conditions, maintaining optimal performance by adding transmission points only when and where needed, rather than using a static configuration.

Inventive Principle:
Principle #15Dynamics

2Reliability

If auxiliary focal point objects are dynamically spawned, then server load is reduced and performance is improved, but system complexity increases

Engineering Contradiction:
Improvesystem performanceVSAvoidsystem architecture
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system employs automated monitoring and decision-making algorithms that detect avatar density and server load conditions, then automatically spawn or remove auxiliary focal point objects without manual intervention. This self-service approach manages the increased complexity through automation rather than manual system administration.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system changes operational parameters (avatar density thresholds, server load thresholds) to control the spawning behavior of auxiliary focal point objects. By adjusting these parameters, the system can balance performance improvement against complexity management, spawning auxiliary objects only when conditions warrant the added complexity.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If proximity-based information transmission is used, then user interaction quality is enhanced, but energy consumption increases

Engineering Contradiction:
Improveuser interaction qualityVSAvoidserver energy consumption
Core Design Contradiction:
Ease of operationVSUse of energy by moving object

Solution Approach 1:

The patent implements proximity-based information transmission where auxiliary focal point objects transmit information only to avatars within their local proximity zones rather than broadcasting to all avatars in the virtual universe. This local quality approach maintains high interaction quality for nearby users while significantly reducing overall energy consumption by limiting transmission scope.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS9299080B2Dynamic spawning of focal point objects within a virtual universe system
Publication Date: 2016.03.29 ACTIVISION PUBLISHING INC
  • US9299080B2 patent drawing
  • US9299080B2 patent drawing
  • US9299080B2 patent drawing

AI summary

In various embodiments, the number of virtual universe avatars within a predetermined proximity from a designated first object in a virtual universe is determined. A condition that affects a load on a server computer supporting the designated first object in the virtual universe is determined. A second object is dynamically spawned within the virtual universe in response to determining that the number of virtual universe avatars within the predetermined proximity from the designated first object is greater than a first predetermined threshold and that the determined condition on the server computer is greater than a second predetermined threshold. The second object is associated with transmissions of information within the virtual universe.