Virtual Object Movement Control via Dynamic Parameter Adjustment
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Solution Overview
Problem
Existing information processing systems for virtual spaces, which rely on physics engines for realistic object movement, lack the flexibility to create varied expressions of object motion, particularly in scenarios where objects need to move against the laws of physics, such as altering mass or stopping swings quickly.
Innovation Solution
A program that allows for dynamic changes in object movement within a virtual space by adjusting parameters like mass, inertia, velocity, and angular velocity based on user input, using first and second change determination instructions and value changing instructions to simulate desired movements, enabling more expressive and realistic object interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a physics engine is used to simulate object movement according to the laws of physics, then the realism of object movement is improved, but the flexibility to create varied expressions of object motion is reduced
Solution Approach 1:
The patent applies dynamics by making the physics simulation parameters adjustable and adaptive. The system allows dynamic modification of physical quantities (mass, inertia moment, velocity, angular velocity) during object movement, enabling the same physics engine to produce varied expressions of motion by changing parameters in response to user operations or game state conditions.
Solution Approach 2:
The patent implements parameter changes by modifying physical quantity parameters of objects during simulation. The system changes parameters such as mass, inertia moment, velocity, and angular velocity based on user operations or predetermined conditions, allowing the physics engine to generate different movement expressions while maintaining physical realism.
2Adaptability or versatility
If parameter values are flexibly adjusted to create varied object expressions, then the variety of object expressions is improved, but the processing load increases
Solution Approach 1:
The patent applies partial action by selectively adjusting parameters only when necessary based on predetermined conditions or user operations. Rather than continuously modifying all parameters, the system changes parameters partially - only for specific objects, specific parameters, or specific conditions - thereby reducing unnecessary processing while maintaining variety in object expressions.
Solution Approach 2:
The system implements self-service by automatically determining when and how to change parameters based on predetermined conditions and user operations. The physics simulation system autonomously decides which parameters to modify based on the current state and required expressions, reducing the need for manual intervention and optimizing processing efficiency.
3Measurement precision
If objects move according to the laws of classical mechanics, then the physical accuracy is improved, but the ability to express desired movements quickly is reduced
Solution Approach 1:
The patent applies preliminary anti-action by preemptively adjusting physical parameters to counteract unwanted movements. When a user operation indicates a desired movement direction, the system changes parameters (such as mass distribution or inertia moment) in advance to prevent deviations from the desired path, allowing objects to follow intended trajectories more quickly while maintaining physical accuracy.
Solution Approach 2:
The system implements preliminary action by preparing and adjusting physical parameters before the main movement occurs. Based on predetermined conditions or user operations, the system pre-modifies parameters such as mass, inertia moment, or friction coefficients to optimize the subsequent movement, enabling faster achievement of desired movements while preserving physical realism.
Data Source
AI summary
An object placement managing unit changes at least one of a position and a direction of a virtual object based on a value of a parameter associated with a physical quantity that is an attribute of the virtual object. The object placement managing unit determines a first change, which corresponds to a user's operation, in a first physical quantity of the virtual object. The object placement managing unit determines a second change in a second physical quantity. The second change corresponds to and is different from the first change. The object placement managing unit changes a value of a parameter based on the first change and the second change. The object placement managing unit changes, after the value of the parameter is changed, at least one of the position and the direction of the virtual object based on the changed value of the parameter.


