Virtual Gaming System Using Pre-recorded Clips for Gapless Playback
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Solution Overview
Problem
Conventional virtual sports games are computationally and labor-intensive, requiring significant resources for generating animated sequences, which limits their scalability for mass deployment and results in inefficient processing and memory usage.
Innovation Solution
A virtual gaming system that selects pre-recorded content from previous skill-based events, utilizing a pipeline for gapless playback by decoding frames and managing memory effectively, reducing the need for motion capture and minimizing memory requirements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If motion capture devices and processors are used to generate animated sequences for virtual sports games, then the visual quality and realism of the game can be improved, but the computational resource requirements and processing time increase significantly
Solution Approach 1:
The system pre-records real sports events and stores them in an archive database before they are needed for virtual games. By capturing and storing actual sports footage in advance, the system eliminates the need for complex real-time motion capture and animation generation, significantly reducing computational resource requirements while maintaining visual quality
Solution Approach 2:
Instead of generating new animated sequences through motion capture, the system creates virtual sports games by selecting and combining pre-recorded clips from the archive that replicate real sports events. This copying approach allows multiple virtual games to be generated from the same archive without additional computational overhead
2Adaptability or versatility
If multiple animated sequences are generated to pique user interest in virtual sports games, then user engagement improves, but memory requirements and processing capabilities must be significantly increased
Solution Approach 1:
The system divides sports events into discrete, selectable clips stored in an archive database. Each clip represents a specific moment or sequence from a real sports event, allowing the system to assemble multiple different virtual game sequences by selecting and combining various clips based on user interest without storing complete duplicate animations
Solution Approach 2:
The pre-recorded archive serves multiple functions: it provides source material for generating multiple different virtual sports games, allows replay of popular events, and enables creation of highlights packages. This single archive resource supports diverse user engagement needs without proportionally increasing memory requirements
3Manufacturing precision
If humans perform movements captured by motion capture apparatus to generate animated sequences, then the authenticity of the sports events can be improved, but the process becomes labor-intensive and time-consuming
Solution Approach 1:
The system records real sports events with actual athletes performing authentic movements and stores these recordings in an archive. By capturing authentic sports footage in advance, the system eliminates the need for actors to perform movements in motion capture studios, maintaining authenticity while dramatically increasing productivity
Solution Approach 2:
The system replaces the mechanical motion capture process (actors wearing suits, performing in controlled environments, data processing) with a direct recording and playback system that captures real sports events and replays selected segments, eliminating the intermediate mechanical capture and processing steps
4Adaptability or versatility
If conventional configurations are used to generate virtual sports games, then the system can maintain flexibility in game creation, but scalability for mass deployment is limited
Solution Approach 1:
The system enables mass deployment by copying pre-recorded clips from the archive to create multiple virtual sports games across different platforms and devices. This approach allows scalable distribution without requiring complex real-time generation capabilities at each deployment location
Solution Approach 2:
By pre-processing and archiving sports event footage in advance, the system prepares all necessary content before deployment. This preliminary preparation enables rapid scaling to mass deployment scenarios without requiring significant computational resources at each deployment point
Data Source
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AI summary
A system has a database that stores a plurality of audio/visual clips. Further, the system has a memory device that has a buffer with a threshold quantity of memory blocks. In addition, the system has a processor that receives the plurality of audio/visual clips in an ordered sequence for a virtual sports game. The processor also writes one or more frames of a first audio/visual clip to the buffer. Further, the processor allocates the threshold quantity of memory blocks such that the processing speed of writing one or more frames of a second audio/visual clip to the buffer is faster than a broadcast frame rate for broadcasting the first audio/visual clip. In addition, the processor writes the one or more frames of the second audio/visual clip to the allocated threshold quantity of memory blocks of the buffer.