Virtual Broadcasting Camera for Real-Time Multi-User Environments

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Solution Overview

Problem

Existing virtual interaction technologies lack realism, user presence, and shared space, leading to feelings of loneliness and lower productivity, while requiring expensive equipment and infrastructure.

Innovation Solution

A system and method for generating user graphical representations from live data feeds, inserting them into three-dimensional virtual environments, enabling real-time multi-user collaboration and interactions using cloud server computers and client devices, without the need for costly equipment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If expensive equipment like head-mounted displays is used, then realism and user presence are improved, but device cost and complexity increase

Engineering Contradiction:
ImproverealismVSAvoiddevice complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent creates a virtual copy of the user's environment by capturing images with a camera and generating a graphical representation that replicates the real-world space. This allows users to interact with a realistic virtual environment using standard devices rather than expensive specialized equipment.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces the mechanical/optical system of head-mounted displays with a computational approach using camera captures, graphical processing, and virtual environment rendering. This substitution allows achieving similar realism goals using software-based solutions on standard devices.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Reliability

If immersive virtual reality equipment is deployed, then user presence and interaction quality are improved, but infrastructure cost and complexity increase

Engineering Contradiction:
Improveuser presenceVSAvoidinfrastructure complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent makes the virtual environment system accessible through multiple platforms including mobile devices, tablets, and computers without requiring specialized VR infrastructure. The same system can serve different user needs across various device types, reducing overall infrastructure complexity.

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

Solution Approach 2:

The patent introduces a server as an intermediary that handles the complex tasks of receiving camera images, generating graphical representations, and managing virtual environments. This mediates between simple client devices and the complex processing requirements, allowing standard devices to participate in immersive experiences.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Device complexity

If flat two-dimensional user interfaces are used, then device cost is reduced, but realism and interaction quality deteriorate

Engineering Contradiction:
Improvedevice costVSAvoidinteraction quality
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent transitions from flat 2D interfaces to 3D virtual environments by generating graphical representations from camera captures and rendering them with depth, spatial relationships, and multiple viewing angles. This dimensional enhancement improves interaction quality while maintaining compatibility with standard devices.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

4Reliability

If virtual environments are created with high realism, then user presence is improved, but processing requirements and server complexity increase

Engineering Contradiction:
Improveuser presenceVSAvoidserver complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent divides the processing workload into segments: the server receives raw camera images and generates base graphical representations, while the client devices perform local rendering and interaction handling. This segmentation distributes complexity across the system architecture rather than concentrating it all on the server.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS12432265B2System and method for virtually broadcasting from within a virtual environment
Publication Date: 2025.09.30 TMRW GROUP IP
  • US12432265B2 patent drawing
  • US12432265B2 patent drawing
  • US12432265B2 patent drawing

AI summary

A system for virtually broadcasting from within a virtual environment, comprising a server computer system. The system implements a data exchange management module configured to manage data exchange between client devices and at least one virtual environment comprising a virtual broadcasting camera positioned within the virtual environment and configured to capture multimedia streams of a virtual multimedia streams source from within the virtual environment. The system is configured to receive live feed data captured by at least one camera from at least one client device and broadcast the multimedia streams to the client device based on data exchange management. The broadcasted multimedia streams are configured to be displayed to corresponding user graphical representations generated from a user live data feed from at least one client device. The data exchange management comprises analyzing the incoming multimedia streams and assessing the forwarding of outbound multimedia streams based on the analyzing.