Location-Based Game Object Control via Density-Adaptive Virtual Blocks
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Solution Overview
Problem
Location-based games face challenges in balancing real world and virtual world information, leading to uneven user engagement and event occurrence due to varying information density in different areas, resulting in an unoptimized gaming experience.
Innovation Solution
An object control system that detects user location and orientation, generates virtual objects to match real map information density, and superimposes them on the real map, optimizing the display of virtual objects along the user's route to create a balanced gaming experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If virtual objects are superimposed on real map information in a uniform way, then the implementation is simple, but the information density becomes unbalanced causing too much or too little information to be displayed in different areas
Solution Approach 1:
The patent applies local quality by adjusting the display parameters of virtual objects according to the specific characteristics of different real-world locations. The system divides the map into multiple areas and sets different display rules for each area based on its information density, ensuring that virtual objects are displayed appropriately in high-density areas while maintaining visibility in low-density areas.
Solution Approach 2:
The patent implements dynamics by making the virtual object display parameters adjustable and adaptable. The system dynamically modifies the size, shape, and position of virtual objects based on real-time location information and the characteristics of the current area, allowing the display to transition from a static uniform approach to a dynamic location-aware approach.
2Device complexity
If the game combines virtual world and real world elements uniformly, then the game development is straightforward, but user operations and event occurrence become uneven across different locations
Solution Approach 1:
The patent addresses user engagement stability by implementing location-specific game elements. Different areas of the real world are assigned different virtual objects, event types, and game mechanics based on their characteristics. This ensures that users experience appropriate game content regardless of their location, preventing situations where events are too frequent in some areas and too rare in others.
Solution Approach 2:
The patent applies parameter changes by adjusting various game parameters such as event occurrence probability, virtual object size, and interaction frequency based on location characteristics. The system modifies these parameters dynamically to ensure balanced user engagement across different geographic areas, transforming the game from a one-size-fits-all approach to a location-optimized experience.
3Illumination intensity
If virtual objects are made larger to improve visibility, then the virtual world information becomes more prominent, but the real map information density becomes unbalanced
Solution Approach 1:
The patent resolves this contradiction by applying different visibility enhancement strategies to different areas. In low-information-density areas, virtual objects are displayed larger to ensure visibility. In high-information-density areas, the system uses alternative methods such as color differentiation, animation, or selective highlighting to maintain visibility without disrupting the information density balance.
Solution Approach 2:
The patent uses composite display methods by combining multiple visualization techniques. Instead of relying solely on increasing virtual object size, the system combines size adjustment with other methods such as color coding, transparency control, and positional optimization to achieve both visibility and information density balance simultaneously.
Data Source
AI summary
An object control system in a location-based game, in which a character in a virtual world is linked with and moved along with a movement of a user in a real world, is provided with: a location information acquiring unit which detects a current location and displacement in the real world of the user; a virtual display data generating unit which selects a boundary line on real map information so as to be an area and a shape according to the current location of the user in the real world and information density on the real map information corresponding to the current location, and generates a virtual fantasy block that partially covers the real map; and a synthesis processing unit which superimposes and displays the fantasy block generated by the virtual display data generating unit on the real map information.


