Shared Virtual Gaming Environment With View-Based Immersion Rendering
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Solution Overview
Problem
Existing virtual gaming environments lack immersive and realistic interactions among real-world players, failing to provide consistent and enjoyable experiences.
Innovation Solution
Implementing a shared virtual gaming environment (SVE) using VR, AR, and MR technologies, combined with haptic devices, to create a fully immersive 3D space for simultaneous user interactions, allowing players to engage in social activities and gambling while projecting their real-life appearance and providing sensory feedback.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a shared virtual environment with multiple players is created, then social interaction and immersion are improved, but system complexity and computational requirements increase
Solution Approach 1:
The system divides the virtual environment into discrete renderable regions or sectors that are processed and transmitted to individual player devices. Each player receives only the portion of the virtual environment relevant to their current view and interaction needs, reducing overall system complexity while maintaining rich social interactions.
Solution Approach 2:
The patent transitions from traditional 2D screen-based gaming to immersive 3D virtual environments using VR/AR/MR technologies. This dimensional expansion enables natural social interactions through spatial positioning, body orientation, and proximity-based communications, fundamentally enhancing adaptability for multiplayer engagement.
2Reliability
If real-time environmental models with multiple virtual persons are transmitted to player devices, then immersion and realism are improved, but data transmission requirements and processing load increase
Solution Approach 1:
The system optimizes data transmission by sending only the specific portions of the virtual environment that are locally relevant to each player's current position, orientation, and field of view. Rather than transmitting complete environmental models to all players, each device receives customized data subsets, reducing overall data volume while maintaining immersion consistency.
Solution Approach 2:
The patent implements selective rendering and transmission of virtual environment elements based on player relevance. Only virtual persons and objects within certain proximity thresholds or interaction zones are fully rendered and transmitted, while distant or irrelevant elements are omitted or simplified, reducing data transmission requirements.
Data Source
AI summary
A processor circuit of a wearable gaming device receives display data corresponding to a real-time environmental model of a shared virtual environment (SVE) including a plurality of virtual persons and a plurality of virtual gaming devices, the display data including user display data that causes a display device to render a portion of the SVE based on a virtual orientation of the gaming device and a virtual location of a respective player of a plurality of players in the SVE, the portion of the SVE for the player comprising a virtual representation of another player of the plurality of players in the SVE. The processor circuit receives user input from the player for a virtual wagering game in the SVE and, based on a winning result for the virtual wagering game, provides a game award to the first player.


