Virtual Content Perception Alteration via Entity Attributes

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Solution Overview

Problem

Current virtual and game content systems fail to differentiate perceptions of game content based on user attributes and entity-specific interactions, leading to a uniform experience for all users, which limits the potential for a richer and more tailored interface.

Innovation Solution

A system that alters the perception of virtual or game content in a virtual space by utilizing attribute levels of entities, allowing for differential depictions of game content based on the attributes of the entities perceiving it, such as age, skill level, or other characteristics, enabling different entities to perceive the same content in distinct ways.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If uniform depiction of game content is provided to all users, then system complexity is reduced and ease of manufacture is improved, but adaptability and user experience richness deteriorate

Engineering Contradiction:
ImproveadaptabilityVSAvoidcomplexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies local quality by differentiating the depiction of game content based on specific conditions (foreground/background status, entity attribute levels) rather than applying uniform treatment to all content. The system selectively modifies visual properties such as size, color, and detail for certain game content while leaving other content unchanged, thereby achieving adaptability without requiring complete system reconfiguration.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent utilizes parameter changes by modifying visual parameters (size, color, detail level) of game content based on entity attribute levels and content characteristics. The system dynamically adjusts these parameters to create differentiated perceptions for different entities or different states of the same entity, resolving the contradiction between adaptability and complexity through controlled parameter modification rather than structural overhaul.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If differential depictions of game content are provided based on entity attributes, then adaptability and interface richness are improved, but system complexity and processing requirements increase

Engineering Contradiction:
Improveinterface richnessVSAvoidprocessing complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies segmentation by dividing game content into distinct categories (foreground content versus background content) and applying different depiction rules to each segment. The system also segments entities based on their attribute levels, creating distinct processing paths for different entity types. This segmentation approach enables differential treatment of content without requiring complete reprocessing of all game elements.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements partial action by selectively altering the depiction of only certain game content (those meeting specific criteria such as foreground status or relevance to entity attributes) while leaving other content unchanged. This approach achieves interface richness through targeted modifications rather than comprehensive changes, thereby controlling processing complexity by focusing computational resources on only the necessary portions of game content.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11872480B2System and method for altering perception of virtual content in a virtual space
Publication Date: 2024.01.16 ELECTRONIC ARTS INC
  • US11872480B2 patent drawing
  • US11872480B2 patent drawing
  • US11872480B2 patent drawing

AI summary

The disclosure relates to systems and methods for altering perception of virtual or game content in a virtual space based on one or more attribute levels. The perception of some virtual or game content may not be altered. Thus, the depiction of some content is altered while other content is not. A system may alter the depiction of game content based on attributes of an entity and/or based on which entity is to perceive the game content. The different depictions of game content may be provided to the same entity at different times and/or different perceptions of game content may be provided to different entities. Thus, a rich interface may be provided that differentially depicts game content based on attribute levels and/or the entity that is to perceive the game content.