Multi-view Display Quest System with Beamlet Direction Control
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Solution Overview
Problem
Existing multi-view display systems fail to effectively support independent and simultaneous quest experiences for multiple players in various environments, such as theme parks and entertainment venues, due to limitations in directing customized content to specific viewing zones without overwhelming or confusing participants.
Innovation Solution
A multi-view display quest system that utilizes MV pixels emitting beamlets in different directions, controlled by a system controller which receives attributes of quest players and viewing zones to project customized images using a mapping between viewing zone and beamlet coordinate systems, allowing for distinct content to be displayed to each player based on their attributes and location.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a multi-view display system displays customized content to multiple players simultaneously, then player engagement and individualized experience are improved, but system complexity and difficulty of directing content to specific viewing zones increase
Solution Approach 1:
The display system segments the viewing area into multiple distinct viewing zones, each associated with specific quest content. The MV pixels are divided into multiple beamlets that can be independently controlled to direct content to specific zones, enabling individualized experiences without requiring separate displays for each player.
Solution Approach 2:
The system transitions from traditional 2D display coordinates to a 3D viewing zone coordinate system, adding spatial depth as a dimension. This allows content to be directed to specific locations in space around the display, enabling players at different positions to receive customized quest content simultaneously.
2Productivity
If multiple quest players pursue independent quests simultaneously using the same display, then player engagement is improved, but content delivery precision to specific viewing zones deteriorates
Solution Approach 1:
The system incorporates sensors to detect player presence and position in real-time, providing feedback to the control system. This feedback loop allows the system to dynamically adjust which beamlets are activated and direct content to the correct viewing zones, maintaining precision even when multiple players are actively pursuing quests simultaneously.
Solution Approach 2:
The system dynamically adjusts content delivery based on real-time player positions and movements. The beamlet activation patterns change dynamically to track players as they move between viewing zones, ensuring that each player receives the correct quest content at the appropriate moment without interference from other players.
3Reliability
If the display system directs specific content to each player based on location, then quest mystery and challenge are maintained, but device complexity and control signaling requirements increase
Solution Approach 1:
The MV pixel structure serves multiple functions: it acts as both the display medium and the directional content delivery mechanism. The same pixel array that displays images also directs specific content to specific viewing zones through beamlet control, eliminating the need for separate routing hardware and reducing overall system complexity.
Solution Approach 2:
The system creates virtual copies of quest content tailored to each viewing zone and player position. Instead of requiring separate physical content delivery systems for each player, the display generates multiple customized versions of quest content simultaneously, with each version directed to the appropriate spatial zone, maintaining quest integrity while simplifying the physical infrastructure.
Data Source
AI summary
A multi-view display quest system includes a multi-view (MV) display including one or more MV pixels, wherein each MV pixel is configured to emit beamlets in different directions in a beamlet coordinate system; an input node configured to receive a first attribute of a first quest player or of a first viewing zone and, optionally, a second attribute of a second quest player or of a second viewing zone; and a system controller. The system controller defines the first and second viewing zones relative to the MV display in a viewing zone coordinate system, determines a mapping that translates between the viewing zone coordinate system and the beamlet coordinate system, associates first and second quest related contents with the first and second viewing zones based at least on the first and second attributes, and controls the MV display to project first and second images generated from the first and second quest related contents to the first and second quest players at the first and second viewing zones, respectively.


