Multi-platform Motion Interaction System for Cross-device Gaming

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Solution Overview

Problem

Current computer gaming systems lack interoperability across different devices, limiting the ability of players to share a gaming experience unless they have compatible devices, and prior solutions often result in suboptimal interaction quality.

Innovation Solution

A multi-platform motion interactivity system that includes a motion-sensing subsystem, a display subsystem, and a logic subsystem, capable of generating a dynamically-changing 3D spatial model based on user motion and controlling a displayed scene in real-time, allowing interaction between multiple computing devices via motion and secondary inputs.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If games are developed for specific gaming platforms with device-specific compatibility, then game quality and control precision are improved, but device interoperability and user accessibility deteriorate

Engineering Contradiction:
Improvecontrol precisionVSAvoiddevice interoperability
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The patent implements a universal motion control system that works across multiple device types (set-top box, television, mobile device) using a common motion detection framework. The system detects motion inputs from various sources and translates them into standardized control signals that can operate game characters across different platforms, eliminating device-specific compatibility requirements while maintaining control precision through normalized motion processing

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

2Ease of operation

If motion detection systems are enhanced to improve interaction quality, then user engagement and control accuracy are improved, but system complexity and computational requirements deteriorate

Engineering Contradiction:
Improveinteraction qualityVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary processing layer that receives raw motion detection data from various sources, standardizes the input format, and translates motions into predefined control signals. This intermediary layer simplifies the overall system architecture by creating a uniform interface between diverse motion sources and the game control system, reducing complexity while enhancing interaction quality through consistent motion processing

Inventive Principle:
Principle #24Intermediary (Mediator)

3Measurement precision

If real-time 3D spatial modeling is implemented to enhance motion tracking accuracy, then measurement precision and responsiveness are improved, but processing time and computational energy consumption deteriorate

Engineering Contradiction:
Improvemotion tracking accuracyVSAvoidcomputational energy consumption
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent implements partial 3D spatial modeling by selectively applying complex modeling algorithms only to critical motion parameters that require high precision, while using simpler tracking methods for less critical parameters. This approach maintains measurement precision for essential controls while reducing overall computational energy consumption by avoiding excessive processing of all motion data with full 3D modeling

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS8957858B2Multi-platform motion-based computer interactions
Publication Date: 2015.02.17 MICROSOFT TECHNOLOGY LICENSING LLC
  • US8957858B2 patent drawing
  • US8957858B2 patent drawing
  • US8957858B2 patent drawing

AI summary

Systems and methods for multi-platform motion interactivity, is provided. The system includes a motion-sensing subsystem, a display subsystem including a display, a logic subsystem, and a data-holding subsystem containing instructions executable by the logic subsystem. The system configured to display a displayed scene on the display; receive a dynamically-changing motion input from the motion-sensing subsystem that is generated in response to movement of a tracked object; generate, in real time, a dynamically-changing 3D spatial model of the tracked object based on the motion input; control, based on the movement of the tracked object and using the 3D spatial model, motion within the displayed scene. The system further configured to receive, from a secondary computing system, a secondary input; and control the displayed scene in response to the secondary input to visually represent interaction between the motion input and the secondary input.