Multi-User Virtual Environment Interaction Synchronization

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Solution Overview

Problem

In multi-user virtual environments, existing technologies face challenges in synchronizing user interactions and experiences across different users due to varying delays in data transmission, leading to inconsistencies in rendering and interaction within the virtual environment.

Innovation Solution

An apparatus and method that receive interaction data and metadata to modify the rendering and interaction of virtual objects and users within the environment, compensating for differing delays by adjusting object positions, movement speeds, and adding obstacles, ensuring a synchronized experience across all users.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If standard rendering and interaction methods are used in multi-user virtual environments, then implementation is simple, but synchronization of user interactions and experiences deteriorates due to varying data transmission delays

Engineering Contradiction:
Improvesynchronization of user interactionsVSAvoidcomplexity of rendering control system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system performs preliminary actions by sending metadata instructions to user devices before interaction data is transmitted. This allows user devices to pre-configure rendering parameters and interaction settings, so that when interaction data arrives (even with delays), the rendering can be synchronized without complex real-time coordination. The metadata is processed in advance to establish a foundation for synchronized rendering across all users.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Metadata acts as an intermediary between the central server and user devices for rendering control. Instead of directly managing complex synchronization of interaction data across all users, the system uses metadata as a mediator that carries rendering instructions and parameters. This intermediary layer simplifies the control architecture by separating rendering control from interaction data transmission, allowing each to be optimized independently.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If metadata instructions are used to modify rendering and interaction dynamically, then synchronization accuracy improves, but data processing complexity increases

Engineering Contradiction:
Improveprecision of interaction synchronizationVSAvoidcomplexity of data processing
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system achieves precise synchronization by dynamically changing rendering parameters through metadata instructions. Instead of using a fixed rendering approach, the metadata contains specific parameters (such as timing offsets, scaling factors, positioning adjustments) that are modified based on each user's device characteristics and network conditions. This allows precise control over rendering timing and appearance without requiring complex real-time processing of raw interaction data.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

Processing complexity is reduced by performing preliminary configuration through metadata before interaction data arrives. The metadata instructions pre-establish rendering parameters, timing schedules, and interaction settings, so that when interaction data is received, the device can simply apply pre-determined transformations rather than performing complex real-time calculations. This shifts processing burden from real-time to offline/pre-processing phase.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If object positions and interaction parameters are adjusted to compensate for delays, then user experience consistency improves, but rendering computation increases

Engineering Contradiction:
Improveconsistency of user experienceVSAvoidcomputation energy for rendering
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The system compensates for transmission delays and device variations by changing rendering parameters specified in metadata instructions. These parameters include timing offsets, position adjustments, and interaction thresholds that are optimized for each user's specific conditions. By adjusting parameters rather than re-rendering entire scenes, the system maintains experience consistency while minimizing computational overhead compared to full scene re-processing.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

Instead of uniformly processing all rendering data for all users, the system applies local quality adjustments through metadata instructions tailored to each user's specific needs and conditions. Each user receives customized rendering parameters that address their particular delay patterns and device characteristics, rather than applying blanket processing to all users. This localized approach reduces overall computational burden while maintaining individualized experience quality.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS12145058B2Interaction in a multi-user environment
Publication Date: 2024.11.19 NOKIA TECHNOLOGIES OY
  • US12145058B2 patent drawing
  • US12145058B2 patent drawing
  • US12145058B2 patent drawing

AI summary

An apparatus, method and computer program are described comprising: receiving first interaction data at a first user in a multi-user virtual environment, wherein the multi-user virtual environment comprises a plurality of users including the first user; receiving metadata relating to the first interaction data at the first user; and rendering a first object to the first user in accordance with the first interaction data and the metadata, wherein the metadata includes instructions for selectively modifying one or more of the rendering of the first object and an interaction of the first user with the virtual environment.