Dynamic Navigation Assist Indications in Virtual Environments

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Solution Overview

Problem

Existing navigation assists in virtual interactive environments, such as video games, often fail to provide sufficient or optimal information for all players, as they may not be usable or accessible due to visual limitations or mismatches between player abilities and their environment.

Innovation Solution

A system that dynamically provides real-time auditory, visual, or haptic assist indications based on user-configurable settings and game data, generating and outputting these indications during gameplay to supplement navigation assists, ensuring they are accessible and usable for all players.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If visual navigation assists are provided in virtual interactive environments, then players receive guidance information to help navigate, but players with visual limitations or certain abilities cannot adequately consume or use this assistance

Engineering Contradiction:
Improvenavigation information deliveryVSAvoidaccessibility for players with different abilities
Core Design Contradiction:
Loss of informationVSAdaptability or versatility

Solution Approach 1:

The system dynamically adapts navigation assistance delivery based on real-time detection of player abilities and preferences. It transitions from static visual-only cues to dynamic multi-modal delivery (visual, auditory, haptic) that adjusts to each player's characteristics, ensuring accessibility across different ability levels while maintaining effective navigation information delivery

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system adds alternative sensory dimensions beyond visual cues. By incorporating auditory signals (spatial audio, voice guidance) and haptic feedback (controller vibrations, resistance), it creates additional dimensional channels for navigation information delivery, allowing players with visual limitations to access guidance through other senses

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If multiple types of navigation assists are provided to accommodate different player abilities, then accessibility is improved, but the system complexity increases

Engineering Contradiction:
Improveaccessibility for players with different abilitiesVSAvoidsystem configuration complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system performs self-configuration by automatically detecting player abilities and preferences through input device capabilities and player actions. It autonomously selects appropriate navigation assistance modalities without requiring manual setup, reducing system complexity while maintaining high adaptability across different player types

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system designs a universal navigation assistance framework that can deliver guidance through multiple modalities (visual, auditory, haptic) using a single integrated architecture. This multi-functional approach allows one system to serve all player types without requiring separate configurations for each ability level, simplifying overall system complexity

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Adaptability or versatility

If real-time assist indications are provided during gameplay, then navigation accessibility is enhanced, but computational resources and processing time are consumed

Engineering Contradiction:
Improvereal-time adaptability to player needsVSAvoidcomputational energy consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The system performs preliminary detection of player abilities and preferences before gameplay begins or before navigation assistance is needed. By pre-configuring appropriate assistance modalities based on detected capabilities, it reduces real-time computational overhead while maintaining high adaptability to player needs during actual gameplay

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system applies different levels of assistance intensity and modality based on local game context and specific player needs. Rather than uniformly applying all assistance types throughout the game, it selectively activates appropriate modalities (visual, auditory, haptic) based on current gameplay situation and player characteristics, optimizing computational energy consumption

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20240325902A1Dynamic indications of navigation assist in virtual interactive environments
Publication Date: 2024.10.03 ELECTRONIC ARTS INC
  • US20240325902A1 patent drawing
  • US20240325902A1 patent drawing
  • US20240325902A1 patent drawing

AI summary

Systems and methods are presented herein from providing assist indication in an interactive virtual environment. Game data of a game session of a virtual interactive environment is received. Based in part on the game data, a navigation assist used in the game session is identified. An assist indication to render is determined based on the game data and the navigation assist. The assist indication is configured for rendering during runtime. The assist indication is rendered in the virtual interactive environment of the game session.