Interactive Virtual Broadcasts With Low-Latency User Customization

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Solution Overview

Problem

Existing live media streaming systems suffer from delays, inflexibility, high setup costs, and limitations in user interactivity due to inflexible platforms, inefficient content generation, and inability to deliver customized metadata, leading to challenges in low-latency broadcasting and monetization.

Innovation Solution

A system for generating and distributing low-latency interactive addressable virtual content that dynamically generates customized live broadcasts from a single feed, allowing real-time user interaction and flexible content customization, using a cloud-based server to process and render 3D models with minimal latency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If conventional media streaming systems are used, then content can be transmitted to consumers, but significant delays occur between the event and when consumers watch it

Engineering Contradiction:
Improvetransmission speedVSAvoidbroadcast delay
Core Design Contradiction:
SpeedVSLoss of time

Solution Approach 1:

The patent uses virtual reality avatars as copies of physical presenters and participants. These avatars replicate human movements, expressions, and interactions in real-time within a virtual environment, eliminating the need for physical studios and enabling immediate digital transmission without traditional broadcast delays

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system replaces traditional mechanical broadcast infrastructure (cameras, switches, signal processing equipment) with digital virtual production technology. Virtual avatars and environments are generated through software rendering, replacing the entire mechanical media transmission pipeline and enabling real-time digital distribution

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

2Manufacturing precision

If professional physical studios with LED panels and expensive infrastructure are used, then high-quality broadcasts can be produced, but setup and production costs become prohibitively expensive

Engineering Contradiction:
Improvebroadcast qualityVSAvoidproduction cost
Core Design Contradiction:
Manufacturing precisionVSEase of manufacture

Solution Approach 1:

Instead of building expensive physical studios with LED panels and complex infrastructure, the patent creates virtual copies of studio environments using computer-generated imagery. These virtual sets can be rendered at any quality level without requiring physical construction, dramatically reducing setup and production costs while maintaining broadcast quality

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system changes the fundamental parameters of production from physical to digital. Rather than investing in costly physical infrastructure, the patent uses software-based virtual production where environments, sets, and visual effects are generated through digital rendering, transforming the cost structure from capital-intensive to software-intensive

Inventive Principle:
Principle #35Parameter changes

3Productivity

If conventional virtual streaming platforms are used, then content can be distributed, but the platforms are inflexible and complicated to operate requiring manual compilation of multiple pipelines

Engineering Contradiction:
Improvecontent distribution capabilityVSAvoidplatform complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent merges multiple separate content pipelines (video, graphics, commentary, metadata) into a single integrated virtual production environment. All content elements are combined within one virtual set where they can be automatically synchronized and distributed together, eliminating the complexity of manually compiling separate pipelines

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The virtual production platform serves multiple functions simultaneously: it acts as the broadcast studio, content distribution system, data management hub, and viewer interaction interface all in one integrated system. This multi-functional approach replaces the need for separate specialized systems and simplifies operation

Inventive Principle:
Principle #6Universality (Multi-functionality)

4Adaptability or versatility

If conventional broadcasting systems are used, then content can be transmitted to multiple devices, but metadata about the content cannot be effectively delivered to users

Engineering Contradiction:
Improvemulti-device compatibilityVSAvoidmetadata delivery
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The patent introduces virtual avatars and interactive elements as intermediaries between the broadcast content and viewers. These avatars carry embedded metadata and can respond to viewer inputs, creating a two-way communication channel that delivers rich information about the content directly to users across different devices

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system adds a new dimensional layer of interactive metadata delivery through virtual reality interfaces. Instead of relying solely on traditional broadcast channels, the patent creates an immersive virtual environment where information is presented spatially and interactively, enabling comprehensive data delivery that adapts to different viewing contexts and devices

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS20250342653A1Creating and distributing interactive addressable virtual content
Publication Date: 2025.11.06 LIVE CGI INC
  • US20250342653A1 patent drawing
  • US20250342653A1 patent drawing
  • US20250342653A1 patent drawing

AI summary

Systems and methods create and distribute addressable virtual content with interactivity. The virtual content may depict a live event and may be customized for each individual user based on dynamic characteristics (e.g., habits, preferences, etc.) of the user that are captured during user interaction with the virtual content. The virtual content is generated with low latency between the actual event and the live content that allows the user to interactively participate in actions related to the live event. The virtual content may represent a studio with multiple display screens that each show different live content (of the same or different live events), and may also include graphic displays that include related data such as statistics corresponding to the live event, athletes at the event, and so on. The content of the display screens and graphics may be automatically selected based on the dynamic characteristics of the user.