Gesture-Controlled Audio Adventure With LLM Story Generation

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Solution Overview

Problem

Existing interactive adventure systems lack innovation in use scenarios and fail to provide immersive experiences.

Innovation Solution

An interactive adventure application that uses a user computing device to receive gestures and responsively output audio descriptions, leveraging a large language model (LLM) to generate stories or maps on the fly, allowing users to control a virtual persona through directional joystick movements, incorporating sensory experiences and a look-around feature.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If conventional interactive adventure systems are used, then the system structure is simple, but the user experience becomes dull and lacks immersion

Engineering Contradiction:
Improveuser interaction qualityVSAvoidsystem structure
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent replaces traditional text-based or visual interface interactions with audio-based immersive storytelling. The system substitutes conventional UI elements with spatial audio cues, directional sound effects, and voice-guided navigation, allowing users to experience adventures through auditory sensations rather than mechanical button presses or screen interactions.

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

Solution Approach 2:

The system dynamically changes audio parameters such as sound direction, volume, pitch, and spatial positioning based on user choices and narrative progression. By modifying these acoustic parameters in real-time, the system creates immersive experiences without requiring complex visual displays or physical interfaces.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If pre-stored event structures are used, then the system is easier to implement, but the adventure experience lacks dynamism and personalization

Engineering Contradiction:
Improvestory generation flexibilityVSAvoidcontent creation process
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system performs preliminary generation of audio narratives, sound effect libraries, and event structure templates before actual user interaction. By pre-processing and storing structured audio content and narrative frameworks, the system enables rapid adaptation to user choices during gameplay without requiring complex real-time generation capabilities.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The event structure transitions from static pre-stored content to dynamic adaptive storytelling. The system adjusts narrative pathways, audio cues, and story outcomes based on user decisions, creating a flexible experience that feels personalized while building upon pre-prepared narrative frameworks.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If LLM generates responses on the fly for each directional movement, then the adventure experience is highly adaptive, but the processing time and computational resources increase

Engineering Contradiction:
Improveresponse adaptabilityVSAvoidprocessing delay
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system pre-generates possible narrative responses, audio descriptions, and event outcomes for anticipated user directions and choices. By preparing these responses in advance and storing them in structured formats, the system minimizes real-time processing requirements while maintaining high adaptability to user actions.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system generates and pre-processes more narrative content and audio descriptions than immediately needed, creating a buffer of pre-prepared responses. This excessive preliminary generation ensures that during actual gameplay, the system can quickly retrieve and deliver appropriate responses without computational delays.

Inventive Principle:
Principle #16Partial or excessive action

4Ease of operation

If audio descriptions are provided for every directional movement, then the immersion is enhanced, but the information processing load increases

Engineering Contradiction:
Improveimmersion qualityVSAvoidaudio data volume
Core Design Contradiction:
Ease of operationVSQuantity of substance

Solution Approach 1:

The system provides detailed audio descriptions and narrative content selectively based on the significance of each directional movement or user choice. Rather than uniformly describing every possible action, the system focuses audio processing on critical narrative moments and meaningful user interactions, reducing overall data volume while maintaining immersion quality.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system generates comprehensive audio descriptions for key narrative events and uses these to create condensed summaries or selective playback for less critical movements. By preparing excessive detailed content beforehand and then selectively delivering appropriate portions during gameplay, the system manages information load while preserving immersion.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20250355501A1Gesture-Controlled Interactive Audio Adventure Application
Publication Date: 2025.11.20 SAGASWIPE LLC
  • US20250355501A1 patent drawing
  • US20250355501A1 patent drawing
  • US20250355501A1 patent drawing

AI summary

An interactive and immersive adventure application instantiated on a user computing device is configured to receive gestures and responsively output audio descriptions. The adventure application may have pre-stored stories, maps, or virtual environments and generate stories, maps, or virtual environments on the fly using some artificial intelligence engine, such as an LLM (large language model) or a hybrid approach. The stories or maps may generally be referred to as an event structure. The adventure application can interoperate with a remote service that generates or receives the event structures, and the local adventure application can receive the event structures from the remote service. Alternatively, the user computing device's adventure application may have its own stories pre-downloaded or generated by a local LLM.