Virtual Group Laughing Experience via Real-Time Reaction Aggregation

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Solution Overview

Problem

Virtual experiences lack the depth of collective emotional engagement seen in physical group settings, such as shared laughter or reactions to stand-up comedy, due to the absence of real-time social cues and collective feedback.

Innovation Solution

A smartphone app and server system that collects and transmits real-time emotional reactions, like laughter patterns, between users, providing an aggregate laugh indicator to simulate a group emotional experience by showcasing the reactions of others, thereby influencing and enhancing individual user reactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If users consume content individually through remote devices, then accessibility and convenience are improved, but emotional engagement and collective experience deteriorate

Engineering Contradiction:
ImproveaccessibilityVSAvoidemotional engagement
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The system implements real-time feedback loops where users' emotional reactions (laughter, applause) are captured, aggregated, and immediately fed back to other users viewing the same content. This creates a continuous cycle of social reinforcement that simulates the collective emotional experience of physical group settings, thereby maintaining emotional engagement while preserving remote accessibility.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent introduces a server as an intermediary that collects, processes, and distributes aggregated emotional reaction data between remote users. This intermediary enables indirect social interaction by mediating the transmission of emotional cues, allowing users to experience collective emotions without direct physical presence, thus resolving the contradiction between remote convenience and emotional connection.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If real-time reaction data is collected and transmitted between users, then collective emotional experience is improved, but system complexity and data processing requirements worsen

Engineering Contradiction:
Improvecollective emotional experienceVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system segments the complex task of collecting and processing emotional reactions by distributing functionality across multiple components: individual user devices capture local reactions, a central server aggregates data from multiple users, and the system processes reactions in real-time segments. This segmentation reduces the complexity burden on any single component while enabling comprehensive collective emotional tracking.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent uses simplified digital representations (copies) of emotional reactions rather than processing complex raw data. Instead of analyzing full audio-visual reactions, the system captures key emotional indicators and transmits condensed data representations, reducing processing complexity while preserving the essential emotional information needed for collective experience simulation.

Inventive Principle:
Principle #26Copying

3Reliability

If aggregate reaction indicators are provided to users, then emotional authenticity and group experience are improved, but information processing and transmission load worsen

Engineering Contradiction:
Improveemotional authenticityVSAvoiddata transmission load
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system applies partial action by selectively transmitting only the most significant aggregated emotional indicators to users, rather than processing and transmitting all raw reaction data from every user. This partial transmission approach maintains emotional authenticity by conveying key collective emotions while reducing overall data transmission load and energy consumption.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11416128B2Virtual group laughing experience
Publication Date: 2022.08.16 ANGEL STUDIOS INC
  • US11416128B2 patent drawing
  • US11416128B2 patent drawing
  • US11416128B2 patent drawing

AI summary

A collective virtual emotional experience, e.g., laughing in reaction to stand-up comedy, results is accomplished by providing stand-up comedy content through a first remote device, e.g., a smart phone, to a first content consumer; collecting, through the smart phone, the first content consumer's reaction to a segment of the stand-up comedy content; providing the same stand-up comedy content through a second remote device, e.g., a smart phone, to a second content consumer who is remote relative to the first content consumer; and, when providing the segment to the second content consumer, apprising the second content consumer of the first content consumer's reaction to the segment.