Virtual Item Placement via User Interaction Aggregation
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Solution Overview
Problem
Existing systems face challenges in accurately identifying and placing virtual items within a physical environment in virtual reality and augmented reality gaming, leading to inefficient resource consumption and network bandwidth usage.
Innovation Solution
A system that aggregates user interaction data to determine the optimal physical location for virtual items within a physical environment, using initial placement algorithms and geographical information to refine locations based on user interactions and gaming preferences.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If virtual items are placed randomly or using simple algorithms in virtual reality environments, then device complexity is reduced, but measurement precision of optimal item locations deteriorates
Solution Approach 1:
The system performs preliminary actions by collecting and storing user interaction data before determining optimal item locations. User location data and interaction histories are gathered in advance through tracking mechanisms, allowing the system to analyze patterns and identify preferred locations without complex real-time computations when items need to be placed.
Solution Approach 2:
The patent introduces an intermediary data layer consisting of user interaction records and location histories. This intermediary layer mediates between simple placement algorithms and precise location identification by providing pre-processed information about user preferences, enabling accurate item placement without requiring complex direct analysis of user behavior.
2Measurement precision
If user interaction data is collected and aggregated for all users, then location identification precision is improved, but loss of information increases due to data management overhead
Solution Approach 1:
The system extracts only the essential and relevant features from user interaction data, such as location coordinates and interaction frequencies, while discarding redundant information. This extraction process maintains the precision needed for identifying preferred locations while minimizing data management overhead by focusing only on critical data elements.
Solution Approach 2:
Instead of managing all raw user interaction data, the system inverts the approach by having users implicitly provide location preferences through their interactions, and then aggregating only the necessary aggregated statistics. This inversion reduces information loss by managing processed insights rather than raw data.
3Productivity
If virtual items are placed based on aggregated user interaction data, then productivity of item placement is improved, but device complexity increases due to data aggregation requirements
Solution Approach 1:
The system merges the data collection, aggregation, and analysis functions into a unified processing pipeline. By combining these operations and leveraging existing infrastructure for data collection already present in the virtual reality system, the patent achieves efficient item placement without proportionally increasing device complexity.
Solution Approach 2:
The system employs self-service mechanisms where user interactions automatically generate the data needed for item placement decisions. User location tracking and interaction logging occur automatically without additional manual input, and the aggregation process uses this automatically generated data to improve placement efficiency without requiring complex external data management systems.
Data Source
AI summary
Described herein is a system and method for identifying locations for virtual items within a physical environment. For each of a plurality of users, information is received regarding the user's interaction with a one or more interactive virtual items presented on a map of a virtual environment that parallels at least portions of the physical environment. The information comprises the user's physical location when interacting with a particular interactive item. Each interactive virtual item has an associated physical location within the physical environment. The received information is aggregated over time to determine an associated physical location within the physical environment for the virtual item. With the virtual environment, the virtual item is placed at the determined associated physical location.


