View-Driven Frameless Media Consumption via Spherical Projection

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional media, such as movies and television, are limited by their framing, which disrupts the immersive experience and storytelling, as users are unable to fully engage with the world created by the media due to the confines of a screen.

Innovation Solution

Techniques and apparatuses enable view-driven consumption of frameless media by allowing users to orient a mobile device within the media environment, presenting a 360-degree or panoramic view, and seamlessly integrating storyline and non-storyline elements based on user orientation, using sensors and processing to maintain engagement without losing track of the narrative.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional framed media is used, then media can be presented within a defined boundary, but user immersion and engagement with the media world is limited

Engineering Contradiction:
Improveuser immersionVSAvoidframe structure
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent removes the traditional frame boundary from media presentation by using a spherical projection surface that extends infinitely in all directions. This extraction of the frame concept allows users to view 360-degree panoramic content without visual boundaries, thereby improving immersion while eliminating the frame structure that previously constrained the viewing experience.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The invention transitions from two-dimensional flat screen media to three-dimensional spherical media. By projecting content onto a sphere that can be viewed from any angle, the system creates an immersive environment where users can explore the media world in all directions, fundamentally changing the dimensional landscape of media consumption.

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

2Ease of operation

If larger screens are used to reduce frame perception, then immersion is improved, but media cannot be practically displayed in most situations

Engineering Contradiction:
Improveimmersive experienceVSAvoiddisplay practicality
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

Instead of increasing screen size in the traditional two-dimensional plane, the patent utilizes three-dimensional spherical projection. This allows the media to envelop the viewer completely, providing an immersive experience that would require impractically large flat screens while maintaining portability and adaptability to various viewing environments.

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

Solution Approach 2:

The invention employs a spherical projection surface that curves around the viewer, creating a 360-degree immersive experience. This spherical geometry allows the media to fill the entire field of view without requiring a single large flat screen, thereby achieving immersion while maintaining practical display capabilities in diverse settings.

Inventive Principle:
Principle #14Spheroidality (Curvature)

3Ease of operation

If users can freely explore 360-degree media environment, then immersion and freedom of view are improved, but user may lose track of storyline narrative

Engineering Contradiction:
Improveexploration freedomVSAvoidstoryline engagement
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The system incorporates sensors to detect user orientation and viewing direction, providing feedback about which portions of the spherical media are currently visible. This feedback mechanism works with the storyline manager to intelligently control content presentation, ensuring that narrative elements remain prominent while allowing users to freely explore the 360-degree environment without losing track of the storyline.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent introduces a storyline manager as an intermediary between the user's exploration actions and the media content. This intermediary coordinates the relationship between free exploration and narrative progression, using sensor feedback to dynamically manage which storyline elements are emphasized while allowing users to navigate the spherical environment at their own pace.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Ease of operation

If 360-degree panoramic media is presented, then frameless viewing and immersion are achieved, but device complexity and processing requirements increase

Engineering Contradiction:
Improveframeless viewingVSAvoidsensor and processing system
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system uses the mobile device's existing sensors (such as accelerometers and gyroscopes) to detect user orientation, allowing the device to serve itself by utilizing already-present hardware rather than requiring additional specialized sensors. This self-service approach reduces overall device complexity while still enabling frameless 360-degree viewing capabilities.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent leverages the multi-functionality of standard mobile device sensors to serve the dual purpose of device orientation detection and user experience enhancement. By making existing sensors work harder to provide both navigation data and immersion control, the system achieves frameless viewing without proportionally increasing device complexity or requiring separate dedicated hardware systems.

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

Data Source

PatentUS9779480B2View-driven consumption of frameless media
Publication Date: 2017.10.03 GOOGLE LLC
  • US9779480B2 patent drawing
  • US9779480B2 patent drawing
  • US9779480B2 patent drawing

AI summary

This document describes techniques and apparatuses enabling view-driven consumption of frameless media. These techniques and apparatuses provide frameless media and enable a user to engage with the frameless media by orienting a viewing device within the world created by that frameless media. This orienting by the user drives what the user sees in this world and when the user sees it.