Shared In-Vehicle Virtual Events Using Position-Based Trigger Regions

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Solution Overview

Problem

Existing systems for presenting virtual environments to users in different vehicles do not fully utilize positioning information and ignore user-generated events and interactions, limiting the dynamic and interactive aspects of the experience.

Innovation Solution

A method and system that allow users in different vehicles to create and share dynamic virtual events linked to specific trigger regions in the real-world environment, using interactive user devices and a server unit to manage and display these events.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If vehicles meet each other to transfer the current state of the gaming environment, then the virtual environment can be shared between users in different vehicles, but the system complexity increases and requires predefined game states

Engineering Contradiction:
Improveshared virtual environmentVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

A server acts as an intermediary between vehicles to manage virtual environment state transfer. Instead of requiring direct peer-to-peer communication between vehicles, the server coordinates the exchange of gaming environment data, simplifying the interaction model and reducing system complexity while enabling shared virtual experiences across multiple vehicles

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The virtual environment system is designed to support multiple game states and scenarios through a unified platform. Rather than requiring separate predefined game configurations for each vehicle pair, the system provides a universal framework that can accommodate various gaming environments and dynamically adapt to different vehicle combinations and user preferences

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

2Reliability

If pre-programmed virtual events are used in the gaming environment, then the virtual content can be controlled and managed, but user creativity and dynamic interaction are limited

Engineering Contradiction:
Improvevirtual content controlVSAvoiduser-generated content
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system transitions from static pre-programmed virtual events to dynamic user-generated content. Users can create, modify, and share custom virtual events and game states while the system maintains reliability through server-side validation and coordination. This dynamic approach allows virtual content to evolve based on user creativity while preserving system control through structured event management and state synchronization protocols

Inventive Principle:
Principle #15Dynamics

3Ease of manufacture

If fixed VR content is visualized for a fixed driving route, then the implementation is simple, but the positioning information potential is not fully exploited

Engineering Contradiction:
Improveimplementation simplicityVSAvoidpositioning information utilization
Core Design Contradiction:
Ease of manufactureVSAdaptability or versatility

Solution Approach 1:

The system performs preliminary setup of virtual environments and game states on the server side before vehicles enter specific trigger regions. This preliminary configuration enables simple client-side implementation while fully utilizing real-time positioning information, as the heavy computational work of environment generation and state management is already prepared and can be dynamically activated based on vehicle location and context

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP4304886B1Method and system for presenting a shared virtual environment to users residing in different vehicles, and server unit, user device, and vehicle
Publication Date: 2025.06.04 CARIAD SE
  • EP4304886B1 patent drawingFigure 1
  • EP4304886B1 patent drawingFigure 2

AI summary

The invention is concerned with a method for presenting a shared virtual environment (16) to several users (45) residing in different vehicles (12) while the respective vehicle (12) is driving in a real-world environment (18). In at least one of the vehicles (12) a respective interactive user device (13) of that vehicle (12) receives definition data (47) from the respective user (45) residing in that vehicle (12), wherein the definition data (47) describe a new virtual event (20) for the virtual environment (16), and a position sensor of the vehicle (12) generates position data (34) of the vehicle (12) while the user (45) generates the definition data (47), wherein the position data (34) describe a current position of the vehicle (12) in the real-world environment (18). A stationary server unit (11 ) receives the definition data (47) and the corresponding position data (34) and generates corresponding event data (30) of a new virtual event (20), wherein in dependence on the position data (34) a trigger region (19) is defined that defines where in the real-world environment (18) the virtual event (20) shall be triggered for the users (45) in their respective vehicle.