Interactive Objects for Real-Time Network Communication
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Solution Overview
Problem
Existing network communication systems, such as instant messaging, lack the ability for real-time interactions using static objects, and senders lose control over delivered content once it is sent, limiting dynamic engagement between users.
Innovation Solution
Implementing a network system with a server and client devices that enable the creation and delivery of interactive objects, which can trigger events for real-time interactions and include instructions for loading and executing widgets, with a coordinating module that manages these interactions and collects data for analysis.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If static objects are used for network communication, then simplicity and ease of delivery are maintained, but real-time interaction capability is lost
Solution Approach 1:
The patent transforms static messages into dynamic interactive objects that can respond to user actions in real-time. The interactive object includes event-triggering mechanisms that enable bidirectional communication between sender and receiver, allowing the object to change state and respond to user inputs dynamically rather than remaining static.
Solution Approach 2:
The interactive object maintains its own state and can autonomously respond to events without requiring continuous sender intervention. The object includes its own event-triggering mechanisms and state management, allowing it to serve itself by automatically responding to user actions and maintaining interaction context.
2Ease of manufacture
If senders lose control over delivered content, then delivery simplicity is maintained, but dynamic engagement capability is reduced
Solution Approach 1:
The sender configures event-triggering mechanisms and initial state before delivery. The interactive object is pre-programmed with specific responses to particular events, allowing the sender to pre-determine engagement scenarios without needing to maintain continuous control during the interaction.
Solution Approach 2:
The interactive object incorporates feedback mechanisms that respond to user actions and send status information back to the sender. This feedback loop enables dynamic engagement by allowing the sender to adjust based on receiver responses while maintaining delivery simplicity through automated state management.
3Adaptability or versatility
If interactive objects with event-triggering mechanisms are implemented, then real-time interaction capability is improved, but system complexity increases
Solution Approach 1:
The event-triggering mechanisms and state management are nested within the interactive object itself rather than requiring separate complex systems. The object contains its own event handlers, state variables, and response logic, allowing real-time interaction capabilities to be embedded within the object structure rather than adding external complexity.
4Adaptability or versatility
If interactive objects maintain state and enable ongoing interactions, then engagement quality is improved, but object lifecycle management complexity increases
Solution Approach 1:
The interactive object manages its own state lifecycle automatically. The object includes built-in mechanisms for tracking its own state changes, managing event triggers, and handling its own removal when interaction is complete, eliminating the need for complex external lifecycle management systems.
Data Source
AI summary
A server and a number of client devices are connected via a network. Interactive objects are initiated in one of the client devices and delivered to any number of other client devices over the network. Real-time interactions between the object sender and the object receiver(s) can then be engaged using event-triggering mechanisms built into the client devices and applied onto the objects, and be coordinated by a coordinating module in the server. The interactive objects may carry instructions for event-triggered loading, activating and execution of functional widgets, such as workflows or collaborations, stored in the same server or elsewhere on the network. Once loaded in a client device, a widget needs not to be reloaded upon further use. Furthermore, the coordinating module may be linked to a machine-learning module in the same server or elsewhere on the network.


