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

VSEngineering 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

Engineering Contradiction:
Improveuser engagement continuityVSAvoidsystem complexity
Core Design Contradiction:
ProductivityVSDevice complexity

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.

Inventive Principle:
Principle #7Nested doll (Nesting)

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.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If multiple interaction modes are integrated into the live stream system, then user engagement can be enhanced, but system complexity increases

Engineering Contradiction:
Improveinteraction mode versatilityVSAvoidsystem architecture complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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.

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

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.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If real-time interaction features are added to encourage participation, then user involvement increases, but processing requirements and system complexity increase

Engineering Contradiction:
Improveuser participation rateVSAvoidprocessing power requirement
Core Design Contradiction:
ProductivityVSPower

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.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12555340B2Storage medium, method, and information processing apparatus
Publication Date: 2026.02.17 COLOPL
  • US12555340B2 patent drawing
  • US12555340B2 patent drawing
  • US12555340B2 patent drawing

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.