Virtual Character Streaming Control for Real-Time User Participation
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Solution Overview
Problem
Existing technologies lack effective methods to encourage continuous user engagement in content participation, particularly in live streaming and gaming environments.
Innovation Solution
A system and method that integrates user terminals, a server, and a distribution terminal to facilitate real-time interaction and engagement by allowing users to assist game progress and participate in live streaming through movement instruction data, enhancing user involvement and continuity.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If a live stream is distributed by a character without user interaction mechanisms, then the content can be delivered, but user continuous engagement cannot be encouraged
Solution Approach 1:
The patent implements nested interaction layers where users can participate at multiple levels: basic live streaming viewing, game assistance participation, and movement instruction data submission. Each layer is nested within the broader system, allowing users to engage at their preferred depth without requiring full system complexity activation.
Solution Approach 2:
The system segments user engagement into distinct functional modules: live stream distribution, game progress assistance, and movement instruction submission. This segmentation allows the system to maintain complexity only where needed while keeping other parts simple, resolving the contradiction between engagement continuity and system complexity.
2Adaptability or versatility
If multiple interaction modes are integrated into the live stream system, then user engagement can be enhanced, but system complexity increases
Solution Approach 1:
The character-based live stream system is designed to perform multiple functions: distributing live streams, receiving game assistance, and processing movement instructions. This multi-functionality is achieved through a universal character entity that can handle different interaction types without requiring separate specialized systems for each function.
Solution Approach 2:
The character serves as an intermediary entity that mediates between the live stream distributor and various user interaction modes. Users interact with the character rather than directly with the complex backend systems, simplifying the user interface while maintaining versatile interaction capabilities.
3Productivity
If real-time interaction features are added to encourage participation, then user involvement increases, but processing requirements and system complexity increase
Solution Approach 1:
The system implements partial real-time processing by prioritizing certain interaction types over others. Movement instruction data and game assistance are processed in real-time when needed, while other interactions can be batched or delayed, reducing overall processing power requirements while maintaining user participation incentives.
Data Source
AI summary
In a first part, a video in a virtual space where a plurality of types of objects including a character object which moves is arranged is displayed based on first data common among a plurality of computers. In a second part, a video including the character object is displayed based on second data. The second data is data including information for causing the character object to speak for a speech which is transmitted from outside to any one or more computers including a first computer used by a first user, and whose content of the speech is different from that of data transmitted to a second computer used by a second user. A specific object displayed in the first part has a variable display manner. A display manner of the specific object displayed in the second part is a display manner which is varied in the first part.


