Virtual Billboard Ad Selection via Crowd Interest Analysis
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Solution Overview
Problem
Current advertising techniques in 3D virtual environments fail to effectively target groups of users, breaking the illusion of a shared space and reducing viral communication about advertisements, as they are tailored to individual users rather than collective interests.
Innovation Solution
A method to dynamically select and present advertisements on billboards in immersive virtual environments by identifying common interests among avatars within a specified proximity, based on their interactions with each other and the environment, using a system that includes a processor and memory to analyze user profiles and content for targeted advertising.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If advertisements are targeted to individual users based on personal information, then advertisement personalization is improved, but the effectiveness of viral communication and shared social interaction is reduced
Solution Approach 1:
The patent combines individual user profile data with crowd behavior analysis to create advertisements that serve both individual personalization needs and group viral communication goals. The system merges personal information with real-time crowd statistics to generate ads that resonate with both the individual user and their social group.
Solution Approach 2:
The system implements feedback loops by monitoring user interactions with advertisements and crowd behavior in real-time. This feedback is used to dynamically adjust advertisement content and targeting, improving both personalization accuracy and viral communication effectiveness through continuous optimization based on observed user responses.
2Measurement precision
If advertisements are selected based on individual user keywords and personal information, then targeting precision is improved, but the ability to create shared social experience is reduced
Solution Approach 1:
The patent creates advertisements that serve multiple functions simultaneously: they are precisely targeted to individual users based on their profiles while also being designed to resonate with their social groups. The same advertisement can fulfill individual interest matching and group viral communication needs through integrated personal and crowd data analysis.
Solution Approach 2:
The system dynamically adjusts advertisement content based on real-time crowd behavior and social context. Advertisements evolve from static individual-targeted messages to dynamic content that adapts to both the individual user's profile and the current social environment, creating shared experiences while maintaining precision targeting.
3Device complexity
If traditional advertising methods are used in 3D virtual environments, then implementation simplicity is maintained, but advertisement effectiveness in social contexts is reduced
Solution Approach 1:
The patent introduces an intermediary system that bridges traditional advertising methods and social context awareness. This intermediary layer processes crowd behavior data and social signals, translating complex social dynamics into actionable advertising insights without requiring complete redesign of existing advertising infrastructure.
Solution Approach 2:
The system enables advertisements to automatically adapt to social contexts through self-service mechanisms. The advertising platform autonomously collects crowd behavior data, analyzes social patterns, and adjusts ad delivery without requiring manual intervention, maintaining implementation simplicity while dramatically improving effectiveness in social virtual environments.
Data Source
AI summary
Embodiments of the invention may be used to place a targeted advertisement on a billboard (or other advertising location) in an immersive virtual environment by determining the interests of a group of users at a given location to calculate an advertisement matching the whole group. The selected advisement may be based not only on the sum of individual interests for the avatars present in the particular location, but also current interaction between the avatars. As groups of users communicate with one another within a virtual world, the substance of their communications may contribute to what advertisement is selected and presented to the avatars at the advertising location.


