OTT Television Immersive Content Navigation via 360-Degree Media Player

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Solution Overview

Problem

Virtual reality headsets pose safety concerns, such as risk of injury and eye strain, and are costly, limiting their adoption for immersive content consumption, while traditional TV viewing is safer and more accessible, but lacks immersive experiences.

Innovation Solution

Implementing a 360-degree media player and digital trackpad in OTT television streaming applications, allowing users to explore immersive content and advertisements on connected TVs without the need for VR headsets, using smartphones or other devices for navigation and interaction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If VR headsets are used for immersive content consumption, then immersive experience quality is improved, but safety risks and cost increase

Engineering Contradiction:
Improveimmersive experience qualityVSAvoidsafety risks
Core Design Contradiction:
ReliabilityVSObject-affected harmful factors

Solution Approach 1:

The patent uses a television screen as an intermediary device to display immersive content, allowing users to experience 360-degree media without directly wearing VR headsets. The TV acts as a mediator that delivers the immersive experience while eliminating the safety hazards associated with headset wear, such as isolation from surroundings and physical injury risks

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system creates a copy of the VR immersive experience by rendering 360-degree content on a traditional TV display. Instead of requiring users to wear headsets that directly present visual information to eyes, the patent copies the immersive content and presents it through a TV screen, achieving similar engagement without the harmful effects

Inventive Principle:
Principle #26Copying

2Reliability

If VR headsets are used for immersive content consumption, then immersive experience quality is improved, but cost increases

Engineering Contradiction:
Improveimmersive experience qualityVSAvoidcost
Core Design Contradiction:
ReliabilityVSEase of manufacture

Solution Approach 1:

The patent makes the television serve multiple functions - it acts as both a traditional 2D display and an immersive 360-degree media player. By embedding the 360-degree player within the existing TV infrastructure, the system eliminates the need for separate expensive VR headset hardware, allowing the same device to provide both standard and immersive viewing experiences

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

Solution Approach 2:

The patent leverages existing, widely-owned televisions as the platform for immersive content delivery. Rather than requiring users to purchase expensive, specialized VR headsets, the system uses the already-purchased TV that most households possess, significantly reducing the barrier to entry for immersive content consumption

Inventive Principle:
Principle #27Cheap short-living objects (Disposable)

3Object-affected harmful factors

If traditional TV viewing is used, then safety and accessibility are improved, but immersive experience quality deteriorates

Engineering Contradiction:
ImprovesafetyVSAvoidimmersive experience quality
Core Design Contradiction:
Object-affected harmful factorsVSReliability

Solution Approach 1:

The patent transforms the static TV viewing experience into a dynamic immersive one by enabling 360-degree navigation and interaction. Users can move their viewpoint around the content using remote control or mobile device gestures, creating an active exploration experience rather than passive viewing, thereby achieving immersion without compromising safety

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system adds a new dimension of interaction to traditional TV viewing by implementing 360-degree spatial navigation. Instead of being confined to a fixed camera angle, users can explore content from multiple perspectives and directions, transforming the two-dimensional screen experience into a three-dimensional immersive environment

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

Data Source

PatentUS11659250B2System and method for exploring immersive content and immersive advertisements on television
Publication Date: 2023.05.23 VUER LLC
  • US11659250B2 patent drawing
  • US11659250B2 patent drawing
  • US11659250B2 patent drawing

AI summary

A system for navigating, exploring, and controlling immersive content and immersive advertisements provided on one or more OTT television applications using connected digital media players and/or user computing devices is presented. Immersive content and immersive advertisements are content and advertisements that can be viewed in 360 degrees so as to change the point of view and view the same content or advertisement from different angles. The user is enabled to control the playback, navigation, and exploration of the 360-degree immersive content and immersive advertisements using a digital trackpad in a downloadable 360-degree media player that can be applied as a separate application integration on a user's smartphone or other device or that can be integrated into the OTT mobile application. Other connected streaming devices can also integrate the 360-degree media player to allow for 360 degree exploration and viewing of the immersive content and immersive advertisements.