Interactive Objects Powered by External EM Radiation

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Solution Overview

Problem

Interactive objects in immersive environments, such as amusement parks, often lack the capability to generate variable special effects independently of user input and internal power sources, limiting their interactivity and immersion due to reliance on external devices and battery power.

Innovation Solution

Passively powered interactive objects that harness optical or electromagnetic energy from external sources to activate on-board special effects, eliminating the need for visible power buttons or internal power supplies, and allowing controlled power delivery to specific objects within an environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If handheld devices are used to interact with immersive environments, then user interactivity is improved, but the device size and power capacity are limited

Engineering Contradiction:
Improveuser interactivityVSAvoiddevice size
Core Design Contradiction:
Ease of operationVSVolume of moving object

Solution Approach 1:

The patent extracts the power source and control system from the handheld device, placing them in the immersive environment infrastructure. This allows the handheld device to be small and simple while still enabling complex interactions through external power and effect generation.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent introduces an intermediary system consisting of external transmitters and receivers that mediate between the user's handheld device and the immersive environment. This intermediary infrastructure handles the complex power and control functions, allowing the handheld device to remain simple.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If internal power supplies and effect components are added to handheld devices, then effect generation capability is improved, but device complexity and power capacity are worsened

Engineering Contradiction:
Improveeffect generation capabilityVSAvoidinternal components
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent extracts effect generation components from the handheld device and places them in the immersive environment. This allows unlimited effect capabilities without adding complexity to the handheld device, as all effects are generated externally and synchronized with user input.

Inventive Principle:
Principle #2Taking out (Extraction)

3Ease of operation

If battery power is used in handheld devices, then portability is improved, but maintenance requirements and user burden are worsened

Engineering Contradiction:
ImproveportabilityVSAvoidbattery maintenance
Core Design Contradiction:
Ease of operationVSEase of repair

Solution Approach 1:

The patent implements a self-service power system where the immersive environment automatically provides power to interactive objects through wireless energy transfer. This eliminates the need for users to manage batteries, as the system self-regulates power delivery based on object location and interaction needs.

Inventive Principle:
Principle #25Self-service

4Device complexity

If passive objects are used in immersive environments, then device simplicity is improved, but interactivity and immersion are worsened

Engineering Contradiction:
Improveobject simplicityVSAvoidinteractivity
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent transforms static passive objects into dynamic interactive objects through wireless power transfer and external control systems. Objects can transition between passive and active states based on user interaction, maintaining simplicity when inactive while enabling rich interactivity when activated.

Inventive Principle:
Principle #15Dynamics

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enhances user immersion by enabling interactive objects to generate variable special effects independently, supporting a deeper engagement with the themed environment without the need for battery maintenance, and allowing users of varying abilities to participate freely.

Implementation Method 1

uses power harvesting to facilitate interactive effects

Methodology Applied
Scientific EffectPower harvesting: Electromagnetic Induction

Data Source

PatentEP4135866B1Interactive object systems and methods
Publication Date: 2024.11.27 UNIVERSAL CITY STUDIOS LLC
  • EP4135866B1 patent drawingFigure 1
  • EP4135866B1 patent drawingFigure 2
  • EP4135866B1 patent drawingFigure 3~4

AI summary

An interactive object system includes an interactive object and a source of electromagnetic radiation, e.g., an external source. A power harvesting device of the interactive object receives and harvests power from the electromagnetic radiation to power a special effect system of the interactive object. In an embodiment, the interactive object includes a retroreflective material that reflects electromagnetic radiation, which may be of a same or different wavelength as the electromagnetic radiation from which power is harvested. The interactive object system detects the reflected electromagnetic radiation, which may be used to trigger one or more additional actions related to the interactive object.