Reactive AR Card Game Collision Detection

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing augmented reality card game technologies struggle to dynamically process animation data in response to changes in capability variables during a card battle game, leading to limited game situation presentations and increased load on mobile devices, making them unsuitable for card battle games.

Innovation Solution

A method and device for a reactive augmented reality card game that processes data by checking collisions between virtual objects, using a collider and lay to detect interactions, fetch and execute animations based on capability variables, and dynamically update game situations in real-time, reducing the load on mobile devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If conventional augmented reality card game technology is used to recognize markers and synthesize virtual objects, then basic AR functionality is achieved, but the system cannot dynamically process animation data in response to changes in capability variables during card battle games

Engineering Contradiction:
Improvedynamic processing capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system performs preliminary actions by pre-defining colliders and lays for each virtual object before the card battle game begins. These collision detection elements are set up in advance based on the virtual object's location and size, enabling the system to quickly detect interactions during gameplay without complex real-time calculations. This preliminary setup allows the system to dynamically respond to capability variable changes while maintaining manageable complexity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The invention segments the interaction detection mechanism into distinct components: colliders (defining interaction regions) and lays (defining interaction lines). By dividing the detection system into these separate elements, the patent enables flexible and dynamic processing of animation data based on capability variables without requiring the entire system to become more complex. Each segment can be independently configured and processed.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If the system defines new markers based on relative locations between printed markers to implement interactions, then interaction functionality is achieved, but the number of markers that must be recognized increases significantly

Engineering Contradiction:
Improveinteraction capabilityVSAvoidnumber of markers
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The invention extracts the interaction detection logic from the marker recognition process. Instead of creating new markers based on relative locations, the system extracts collision detection functionality into separate colliders and lays that work with existing markers. This separation allows interaction functionality to be achieved without increasing the number of markers that must be recognized and processed.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent introduces colliders and lays as intermediary elements between markers and virtual objects. These intermediaries handle the interaction detection without requiring additional markers, thus maintaining a manageable number of recognizable elements while still enabling complex interactions based on relative positions and capabilities.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If conventional AR systems recognize multiple markers and define new markers based on relative locations, then interaction between virtual objects is achieved, but the load on mobile devices increases significantly

Engineering Contradiction:
Improveinteraction functionalityVSAvoidmobile device load
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The system performs preliminary setup of colliders and lays before gameplay, storing their configuration data. During the card battle game, the system only needs to check whether virtual objects collide based on pre-defined parameters rather than performing complex real-time marker analysis. This preliminary action significantly reduces the processing load and energy consumption during actual gameplay while maintaining full interaction functionality.

Inventive Principle:
Principle #10Preliminary action

4Adaptability or versatility

If the system sets game situations by assigning animations based on new markers, then animation playback is achieved, but the system cannot set or reset capability variables according to game progress

Engineering Contradiction:
Improvegame situation controlVSAvoidanimation processing complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The invention implements dynamic capability variable adjustment by linking animation execution to real-time capability variable changes during card battle games. When virtual objects collide, the system dynamically processes animation data based on current capability variables (such as striking power and physical strength), allowing capability variables to be set or reset according to game progress. This dynamic approach enables flexible game situation control without requiring complex pre-defined animation sequences for every possible scenario.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10532271B2Data processing method for reactive augmented reality card game and reactive augmented reality card game play device, by checking collision between virtual objects
Publication Date: 2020.01.14 OH CHOL WHAN
  • US10532271B2 patent drawing
  • US10532271B2 patent drawing
  • US10532271B2 patent drawing

AI summary

The present invention relates to a data processing method for a reactive augmented reality card game and a reactive augmented reality card game play device and, more particularly, to a data processing method for a reactive augmented reality card game and a reactive augmented reality card game play device, by checking collision between virtual objects, in which preconfigured animation data is processed and reproduced by checking collision between virtual objects.