Virtual Environment Display Switching via Skin Series Matching
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current virtual environment display systems in applications like multiplayer online battle arena games are limited in scene switching, relying on fixed scenes and lacking diversity, which can lead to a mismatch between virtual objects and environment elements.
Innovation Solution
A method where virtual environment elements are switched based on the skins worn by virtual objects, using a correspondence between skin series and environment elements, allowing multiple scene types to be triggered by meeting specific skin ownership thresholds or series matches.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If scene switching is based on fixed real-world dates, then the implementation is simple, but the scene type diversity is limited
Solution Approach 1:
The patent changes the switching parameter from fixed real-world dates to dynamic skin ownership quantities. By monitoring how many skins players own and whether they belong to the same skin series, the system dynamically triggers scene switching. This resolves the contradiction by making the switching mechanism adaptable to player behavior while maintaining implementation simplicity through quantitative thresholds.
Solution Approach 2:
The system implements feedback by continuously monitoring skin ownership status and using it to trigger environment element switching. When the quantity of owned skins reaches a threshold or matches a specific skin series, the feedback loop activates the scene change. This creates an adaptive system that responds to player actions while keeping the switching logic straightforward.
2Adaptability or versatility
If multiple scene types are enabled through skin-based switching, then the virtual environment diversity improves, but the system complexity increases
Solution Approach 1:
The patent uses parameter changes by establishing quantitative thresholds for skin ownership. When the number of owned skins reaches a preset threshold or matches a specific skin series pattern, the system automatically triggers environment element switching. This approach enables diverse virtual environments while maintaining simple switching logic based on clear numerical criteria.
Solution Approach 2:
The patent segments the skin collection into different series and categorizes environment elements into multiple types. By dividing skins into series (e.g., festive series, character series) and linking each series to specific environment element types, the system manages complexity through structured segmentation while providing rich environmental diversity.
3Adaptability or versatility
If environment elements are switched based on skin ownership, then the matching degree between virtual objects and environment improves, but the detection and measurement difficulty increases
Solution Approach 1:
The system uses feedback mechanisms to automatically detect and verify skin ownership. The terminal device continuously monitors the player's skin collection, compares it against predefined skin series, and triggers environment switching when conditions are met. This automated feedback loop improves matching accuracy while keeping verification simple through algorithmic comparison.
Solution Approach 2:
The patent uses copying by creating a virtual representation of skin ownership data that can be easily compared and measured. Instead of complex physical verification, the system copies skin metadata and compares it against stored skin series definitions, making detection and measurement straightforward through data matching.
Data Source
AI summary
A virtual environment display method and apparatus, for human-machine interaction, which displays a first interface including object display pages of virtual objects belonging to a first group and object display pages of virtual objects in a second group, at least one virtual object having a skin on a corresponding object display page; switches, in response to skins that are owned by the virtual objects in the same group and that belong to the same skin series meeting a trigger condition, a specified environment element in a virtual environment to a virtual environment element corresponding to the skin series, the virtual environment for the virtual objects belonging to the first group and the virtual objects belonging to the second group to perform a movement; and displays a second interface including a picture acquired from the virtual environment, the virtual environment including the virtual environment element corresponding to the skin series.


