Virtual Object Bonding With Projected Position Guidance

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Solution Overview

Problem

Existing game systems face challenges in increasing usability when generating an object composed of multiple virtual objects, as users struggle to effectively bond and assemble these objects in a virtual space.

Innovation Solution

An information processing system that allows users to select and bond virtual objects by indicating specific positions, adjust orientations, and manage collisions, using projected images, shadows, and preferential bonding portions to facilitate intuitive assembly.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If users manually bond virtual objects by specifying positions and orientations, then bonding precision is improved, but operation complexity increases

Engineering Contradiction:
Improvebonding precisionVSAvoidoperation complexity
Core Design Contradiction:
Manufacturing precisionVSEase of operation

Solution Approach 1:

The system performs preliminary actions by automatically calculating optimal bonding positions and orientations between virtual objects before the user completes the bonding operation. The processor computes collision information, projected images, and shadow data in advance, preparing bonding candidates and suggesting optimal bonding configurations, thereby reducing the manual effort required while maintaining high bonding precision

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system introduces an intermediary mechanism through projected images and collision information that mediate between the user's bonding intent and the actual bonding execution. These visual aids serve as intermediaries to guide users in positioning objects correctly, reducing operation complexity while ensuring precise bonding outcomes

Inventive Principle:
Principle #24Intermediary (Mediator)

2Manufacturing precision

If the system provides detailed collision information and projected images to improve assembly accuracy, then bonding precision is improved, but information processing load increases

Engineering Contradiction:
Improveassembly accuracyVSAvoidprocessing load
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The system applies partial action by selectively providing collision information and projected images only when virtual objects are in proximity or when bonding operations are initiated. Rather than continuously computing all possible interactions, the processor calculates collision data and generates projected images on-demand based on user actions and object positions, reducing overall processing load while maintaining high assembly accuracy when needed

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system implements local quality by focusing computational resources on specific regions and aspects relevant to bonding operations. Collision information is generated only for objects in close proximity, and projected images are rendered only for bonding candidate areas. This localized processing approach minimizes overall computational load while ensuring high precision where it matters most for assembly accuracy

Inventive Principle:
Principle #3Local quality

3Adaptability or versatility

If the system allows free movement of virtual objects before bonding, then operational flexibility is improved, but maintaining bonding positions becomes difficult

Engineering Contradiction:
Improvemovement flexibilityVSAvoidbonding position stability
Core Design Contradiction:
Adaptability or versatilityVSStability of the object's composition

Solution Approach 1:

The system implements feedback mechanisms by continuously providing collision information and visual indicators that show users how virtual objects will bond when placed in specific positions. During free movement, the system monitors object positions and provides real-time feedback through projected images and collision data, allowing users to maintain bonding positions intuitively while preserving movement flexibility. The feedback loop helps users understand the relationship between object positions and bonding outcomes

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12440766B2Information processing system for bonding objects in a game space
Publication Date: 2025.10.14 NINTENDO CO LTD
  • US12440766B2 patent drawing
  • US12440766B2 patent drawing
  • US12440766B2 patent drawing

AI summary

An example of an information processing system selects a first object among a plurality of virtual objects by a selection operation of a user and generates a bonding object indicating respective bonding positions on the selected first object and a second object among the plurality of virtual objects. In accordance with a bonding instruction from the user, the first object and the second object are bonded to each other at the respective bonding positions.