Location-Based Game Force Field Collision Detection

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Solution Overview

Problem

Existing location-based online games for mobile devices lack immersive real-world interactions and effective in-game advertising mechanisms, failing to leverage real-world locations and player interactions effectively.

Innovation Solution

A location-based online game system that assigns a force field to each player based on their score, calculates colliding forces among players and virtual environments, and incorporates terrain building and in-game advertising through PVP and PVE modes, using GPS data and 3D game spaces to create dynamic game environments and integrate real-world interactions with advertising opportunities.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If location-based online games use basic 2D game spaces without dynamic generation, then device complexity is reduced, but player engagement and immersion are insufficient

Engineering Contradiction:
Improveplayer engagementVSAvoidgame space generation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic 3D game space generation that adapts to real-world player locations and movements. The game environment transforms from static 2D to dynamic 3D spaces that are continuously regenerated based on GPS data and player interactions, enhancing immersion while managing complexity through on-the-fly generation rather than pre-rendered environments

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent transitions from traditional 2D game spaces to 3D virtual environments that map onto real-world locations. This dimensional enhancement creates more immersive experiences by adding depth and spatial realism, allowing players to interact with virtual objects in three-dimensional space while maintaining connection to physical locations

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

2Adaptability or versatility

If location-based online games lack force field mechanics and collision detection, then device complexity is reduced, but real-world interaction immersion is insufficient

Engineering Contradiction:
Improvereal-world interaction immersionVSAvoidphysics calculation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates virtual force fields that replicate real-world physical interaction concepts. Players' physical proximity and movements in the real world are copied into the virtual environment through force field mechanics, where virtual objects and players exert attractive or repulsive forces based on their spatial relationships, providing intuitive real-world-like interactions

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces complex continuous physics simulations with discrete collision detection and force field calculations. Instead of implementing full physics engines, the system uses simplified collision detectors that trigger events when players enter force field zones, substituting continuous mechanical calculations with event-driven interactions that are computationally efficient

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Productivity

If location-based online games do not integrate in-game advertising, then player experience quality is improved, but revenue streams are insufficient

Engineering Contradiction:
Improverevenue streamVSAvoidplayer experience quality
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent places advertising content locally within the game environment at specific virtual locations rather than using intrusive full-screen ads. Virtual advertising objects are positioned in the 3D game space where they can be naturally encountered during gameplay, making advertising integrated into the experience rather than separate from it

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent uses virtual advertising objects as intermediaries between players and commercial content. These virtual ads serve as mediators that provide information about products or services within the game context, allowing players to encounter advertising content through natural game interactions rather than forced interruptions

Inventive Principle:
Principle #24Intermediary (Mediator)

4Adaptability or versatility

If location-based online games use simple terrain generation, then device complexity is reduced, but game environment diversity and player engagement are insufficient

Engineering Contradiction:
Improvegame environment diversityVSAvoidterrain generation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent pre-establishes terrain metadata templates and building block definitions that can be rapidly assembled during gameplay. Rather than generating complex terrain from scratch in real-time, the system prepares terrain components in advance and combines them based on player location and game context, reducing real-time computational complexity while maintaining diversity

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent dynamically adjusts terrain generation parameters such as elevation, vegetation density, and water features based on player location, game progress, and environmental context. By changing these parameters on-the-fly, the system creates diverse game environments without requiring completely different terrain models for each scenario

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9630107B2Location-based online games for mobile devices and in-game advertising
Publication Date: 2017.04.25 OH HYUNG GYU
  • US9630107B2 patent drawing
  • US9630107B2 patent drawing
  • US9630107B2 patent drawing

AI summary

Providing a location-based online game for a plurality of mobile devices, including: assigning a force field around a player corresponding to each mobile device of the plurality of mobile devices, wherein a radius of the force field is proportional to a score or experience point of the player in the online game; determining a location of said each mobile device; calculating colliding forces among the plurality of mobile devices and virtual environment created in the online game; providing a forum to enable a battle among the plurality of mobile devices and the virtual environment which are calculated as being in the colliding forces and sampling metadata including water, highway, road, grass, forest, business area and residential area to generate the online game.