IPTV Avatar Synchronization via Bidirectional Network Segmentation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current multimedia distribution networks face challenges in providing a seamless social interactive television experience across different locations, particularly in mixed signal networks which require multiple tuners for simultaneous channel playback and lack the bidirectional communication necessary for real-time avatar representation.

Innovation Solution

The implementation of an IPTV network with bidirectional communication capabilities allows for the presentation of a virtual environment with avatars by capturing and processing animation data from viewers, including facial expressions and laughter, and transmitting this data over the provider network to synchronize avatars across different viewing areas.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a virtual environment with avatars is presented during multimedia program playback, then social interaction capability is improved, but device complexity increases due to requiring multiple tuners and bidirectional communication infrastructure

Engineering Contradiction:
Improvesocial interaction capabilityVSAvoiddevice complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system segments the functionality by separating the virtual environment presentation from the multimedia program playback. The provider network handles avatar data transmission while set-top boxes handle local avatar rendering and program playback independently, dividing the complex system into manageable functional segments that reduce overall device complexity requirements

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The set-top box is designed with multi-functionality to serve both traditional multimedia playback and the new virtual environment presentation. By making the set-top box universal, the system avoids requiring separate dedicated devices for avatar presentation, thereby reducing the need for additional tuners and minimizing device complexity while maintaining social interaction capabilities

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

2Object-affected harmful factors

If avatars are displayed within a perimeter outside the viewing window, then interference with multimedia content is reduced, but the area available for virtual environment display is limited

Engineering Contradiction:
Improveinterference with multimedia contentVSAvoiddisplay area for virtual environment
Core Design Contradiction:
Object-affected harmful factorsVSArea of stationary object

Solution Approach 1:

The system transitions from a single-dimensional display approach to a multi-dimensional layout by positioning the virtual environment in the angular/peripheral dimension outside the main viewing window. This spatial reorganization allows both the multimedia content and virtual environment to coexist without interference, effectively utilizing the display area through dimensional expansion rather than simple area increase

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

Data Source

PatentUS8818054B2Avatars in social interactive television
Publication Date: 2014.08.26 AT&T INTELLECTUAL PROPERTY I L P
  • US8818054B2 patent drawing
  • US8818054B2 patent drawing
  • US8818054B2 patent drawing

AI summary

Virtual environments are presented on displays along with multimedia programs to permit viewers to participate in a social interactive television environment. The virtual environments include avatars that are created and maintained in part using continually updated animation data that may be captured from cameras that monitor viewing areas in a plurality of sites. User input from the viewers may be processed in determining which viewers are presented in instances of the virtual environment. Continually updating the animation data results in avatars accurately depicting a viewer's facial expressions and other characteristics. Presence data may be collected and used to determine when to capture background images from a viewing area that may later be subtracted during the capture of animation data. Speech recognition technology may be employed to provide callouts within a virtual environment.