Virtual Environment Participant Relocation For Immersive Video Conferencing
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Solution Overview
Problem
Current video communication platforms lack effective methods for providing immersive and interactive virtual environments for users, limiting the engagement and collaboration capabilities during video conferences and virtual meetings.
Innovation Solution
The system integrates a processing engine connected to client devices and a video communication platform, enabling virtual environment interactivity through digital representation generation, video extraction, and virtual whiteboard functionality, allowing users to interact and move within a 3D or AR environment, with features like selective location movement and free movement capabilities.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If video communication platforms use traditional 2D video conferencing interfaces, then the system complexity remains low and ease of operation is maintained, but user engagement and immersion are limited
Solution Approach 1:
The patent transitions from traditional 2D video conferencing to a 3D virtual environment, adding spatial depth and immersion. Users are represented by digital avatars in a three-dimensional space, allowing for more engaging and versatile interactions while maintaining manageable system complexity through modular architecture.
Solution Approach 2:
The system creates digital representations (avatars) of video conference participants, copying their visual appearance and allowing them to interact within the virtual environment. This copying approach enables enhanced engagement without requiring complex tracking of actual physical movements.
2Ease of operation
If the system provides free movement capabilities in virtual environment, then user interaction and collaboration improve, but computational requirements and system complexity increase
Solution Approach 1:
The system implements dynamic movement capabilities where digital avatars can move freely within the virtual environment based on user input. The avatars respond to commands such as walking, turning, and positioning themselves in 3D space, enabling natural interaction while the system dynamically adjusts to user actions.
Solution Approach 2:
The digital avatar serves as an intermediary between the user and the virtual environment. Instead of directly manipulating complex environmental parameters, users control their avatar's movements and actions, simplifying interaction while the system handles the computational complexity of rendering and physics.
3Productivity
If digital representations are relocated in real-time within virtual environment, then collaboration and engagement enhance, but processing requirements and energy consumption increase
Solution Approach 1:
The system pre-renders and caches digital avatar representations and virtual environment elements before they are needed. When users move or relocate avatars, the system uses pre-prepared assets and predicts movement paths to reduce real-time processing requirements, enabling smooth collaboration with lower energy consumption.
Data Source
AI summary
Digital representations of participants are displayed in a virtual environment. The participants include augmented or virtual reality (AR/VR) participants and traditional video conference participants. An input is received from a traditional video conference participant via an interactive interface presented on a device associated with the traditional video conference participant. The input indicates a new virtual location within the virtual environment. The virtual environment is updated to reflect the new virtual location of the digital representation of the traditional video conference participant based on the input. A two-dimensional video stream is generated from the perspective of the new virtual location and transmitted to the device associated with the traditional video conference participant.


