Gameplay Server Processing User Sensor Data

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Solution Overview

Problem

Current online gaming systems do not effectively utilize captured user sensor data to create interactive and dynamic gameplay experiences across multiple users, limiting the potential for immersive and competitive gameplay based on real-world data.

Innovation Solution

A system and method that captures user sensor data from various devices and transmits it to a gameplay server, which generates a user interface on client computing devices to provide interactive gameplay scenarios, such as dietary, energy, health, and telematics-based challenges, allowing users to compare and compete with each other.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If user sensor data is captured and transmitted to a gameplay server, then immersive and competitive gameplay experiences are enabled, but data transmission requirements and system complexity increase

Engineering Contradiction:
Improvegameplay experience qualityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system divides the gameplay processing into multiple components: sensor capture devices collect data locally, the gameplay server processes and matches users based on sensor data, and client devices render personalized gameplay. This segmentation allows complex data processing to be distributed, reducing the burden on any single component while enabling sophisticated gameplay experiences.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The gameplay server acts as an intermediary between sensor capture devices and user computing devices. It receives sensor data from multiple users, processes this data to create matches based on real-world activity, and transmits personalized gameplay content to appropriate users. This intermediary role simplifies the overall system architecture by centralizing complex processing logic.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If sensor data from multiple users is collected and processed, then competitive gameplay scenarios are enabled, but data processing requirements and time consumption increase

Engineering Contradiction:
Improvegameplay scenario diversityVSAvoiddata processing time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system performs preliminary actions by continuously collecting and pre-processing sensor data from users during their normal activities. User profiles and activity patterns are established in advance, allowing the gameplay server to quickly match users and generate personalized gameplay scenarios without requiring extensive real-time processing when gameplay sessions begin.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system changes parameters by transforming raw sensor data into meaningful gameplay parameters. Sensor readings are converted into user profiles that capture activity patterns, preferences, and performance metrics. These transformed parameters enable rapid matching and gameplay generation, reducing processing time while maintaining scenario diversity.

Inventive Principle:
Principle #35Parameter changes

3Ease of operation

If personalized gameplay is generated based on user sensor data, then user engagement is enhanced, but computational requirements and energy consumption increase

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

Solution Approach 1:

The system applies partial action by selectively processing sensor data based on gameplay requirements. Rather than continuously analyzing all sensor inputs, the system processes only the specific data elements needed for matching and personalized content generation. This reduces computational energy consumption while maintaining high user engagement through relevant personalized gameplay experiences.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12157052B1System, method and apparatus for collecting and utilizing big data for online gameplay
Publication Date: 2024.12.03 UNITED SERVICES AUTOMOBILE ASSOCIATION (USAA)
  • US12157052B1 patent drawing
  • US12157052B1 patent drawing
  • US12157052B1 patent drawing

AI summary

A system, method and apparatus for capturing data from a plurality of users for providing online gameplay based on captured user sensor data. User sensor data is captured from a plurality of sensor capture devices relative to an associated user so as to be transmitted to a gameplay server. The gameplay server executes instructions to generate a user interface on a user's client computing device for providing gameplay on each user client portable computing device utilizing, and pertinent to, the captured sensor data.