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
Engineering 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
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.
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.
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
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.
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.
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
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.
Data Source
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.


