3D Virtual Environment Zones for Videoconference Audio Control
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Conventional videoconferencing technologies face challenges such as loss of social interaction, audio overlap issues, and performance degradation with multiple participants, leading to a less immersive experience and reduced effectiveness in creating connections.
Innovation Solution
A system that utilizes a three-dimensional virtual environment to control audio and video streams based on user positioning, enabling or disabling streams based on proximity and security settings, and implementing access control to manage user interactions and resource allocation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If all audio and video streams from multiple participants are transmitted equally in conventional videoconferencing, then all participants can hear and see everyone, but audio overlap occurs and social interaction is lost
Solution Approach 1:
The patent applies local quality by enabling or disabling audio and video streams based on the spatial proximity of users. Instead of uniform stream transmission to all participants, the system selectively transmits streams only to users within a certain distance threshold, creating localized audio-visual zones that mimic physical proximity in virtual space.
Solution Approach 2:
The patent segments the participant group into multiple zones based on spatial distance from each user. Each user has a personalized set of visible and audible participants determined by their position relative to others, dividing the global conference into local interaction zones that prevent audio overlap and enhance social realism.
2Adaptability or versatility
If numerous video streams are transmitted to all participants, then everyone can see all speakers, but system performance slows down due to bandwidth and hardware limitations
Solution Approach 1:
The system transmits video streams selectively based on spatial proximity rather than universally to all participants. Each user receives video streams only from participants within their distance threshold, reducing overall system bandwidth consumption and processing requirements while maintaining visibility for relevant speakers.
Solution Approach 2:
Instead of transmitting all possible video streams to every user (excessive action), the system transmits only the subset of streams necessary for each user based on their spatial context (partial action). This optimization reduces redundant data transmission and improves system performance without significantly impacting the user experience.
3Adaptability or versatility
If audio streams from multiple speakers are mixed equally, then all voices are heard, but private conversations become impossible and side conversations cannot occur
Solution Approach 1:
The patent creates localized audio zones where only users within a certain distance of each other can hear彼此的 audio streams. This spatial audio segmentation enables private conversations between nearby users while excluding distant participants, mimicking the acoustic properties of physical meeting spaces and restoring the ability to have side conversations.
4Adaptability or versatility
If the distance threshold for stream transmission is increased, then more participants are visible and audible, but unnecessary streams are transmitted reducing system efficiency
Solution Approach 1:
The system continuously monitors user positions and dynamically adjusts audio-video stream transmission based on real-time distance calculations. When users move closer to each other, streams are enabled; when they move apart, streams are disabled. This feedback mechanism ensures that bandwidth is consumed only when necessary for maintaining natural interaction distances.
Data Source
AI summary
Disclosed herein is a web-based videoconference system that allows for video avatars to navigate within the three-dimensional virtual environment. The system and methods provided include those for: (1) using zones in a three-dimensional virtual environment for limiting audio and video, (2) access control using zones, (3) access control of the three-dimensional virtual environment itself, and (4) controlling user connections in a three dimensional virtual environment.


