Resituating Avatars in Virtual Environments
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Solution Overview
Problem
Conventional videoconferencing technologies lack the social interaction and spatial awareness of in-person meetings, leading to difficulties in seeing and hearing all participants, private conversations, and creating social connections, especially as the number of participants increases.
Innovation Solution
A computer-implemented method for resituating virtual cameras and avatars in a 3D virtual environment, allowing users to control their avatars' positions and orientations around a central point, enabling better interaction and spatial awareness among participants.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional videoconferencing technologies are used, then participants can communicate remotely, but the sense of place and spatial awareness is lost
Solution Approach 1:
The patent transitions from conventional two-dimensional video conferencing to a three-dimensional virtual environment where avatars are positioned in spatial relationships. This dimensional change restores sense of place by enabling participants to see each other's relative positions, gestures, and surroundings, thereby recreating the spatial awareness inherent in physical meetings while maintaining remote communication capability.
2Quantity of substance
If the number of participants increases, then more people can join the conference, but the ability to see and hear all participants deteriorates
Solution Approach 1:
The patent segments the virtual conference space into distinct zones or areas where participants can be positioned. This spatial segmentation allows the system to manage visibility by enabling users to focus on specific regions or groups of participants, similar to how physical conference rooms use different seating arrangements and zones to manage attention and interaction among numerous participants.
Solution Approach 2:
By moving from a flat, two-dimensional layout to a three-dimensional virtual space, the patent enables participants to be distributed in multiple depth layers and spatial directions. This three-dimensional arrangement allows more participants to be simultaneously visible without overwhelming any single user, as participants can be positioned at different distances and angles from each other.
3Productivity
If multiple people speak at the same time in virtual conferences, then more dialogue can occur, but private conversations become impossible as audio streams are mixed equally
Solution Approach 1:
The patent implements local quality by creating distinct audio zones or spatial audio regions in the virtual environment. Participants can be positioned in different spatial locations, and the audio system can selectively transmit sound from specific directions or zones to specific users. This enables private conversations between nearby virtual participants while others in different zones can simultaneously speak without interference, as each user hears audio relevant to their local spatial position.
4Adaptability or versatility
If avatars are used in virtual environments, then participants can navigate and interact in 3D space, but social interaction is limited compared to in-person meetings
Solution Approach 1:
The patent uses avatars as three-dimensional copies or representations of participants in the virtual environment. These avatars replicate human physical forms, allowing users to see detailed facial expressions, body language, and gestures just as in person. By copying the visual and spatial characteristics of real humans, the avatars enable rich social interaction including eye contact, proxemics, and non-verbal communication, thereby maintaining the quality of social connection while enabling spatial navigation and virtual presence.
Data Source
AI summary
Disclosed herein are aspects for resituating avatars in a virtual environment. An aspect begins by rendering the virtual environment, including a first avatar and a second avatar. The virtual environment is rendered on a first device, belonging to a first user, and from a perspective of a first virtual camera controlled by the first user. The first avatar represents the first user at a location of the first virtual camera. The second user views the virtual environment from a perspective of a second virtual camera at a location of the second avatar. The aspect then provides several operations from the perspective of the first virtual camera. First, the aspect continues by determining a new location for a perceived avatar relative to the first avatar. The perceived avatar corresponds to the second avatar. Then, the aspect concludes by resituating the perceived avatar to the new location.


