Virtual Person Customization in Shared VR for Real-Time Immersion
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Solution Overview
Problem
Conventional virtual reality environments lack the ability to realistically populate virtual worlds with virtual persons that adapt to user preferences, leading to a less immersive experience for players.
Innovation Solution
A system that determines player preferences and modifies the appearance and behavior of virtual persons in real-time based on these preferences, using a processor circuit and memory to render a shared virtual environment with customizable virtual persons.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional virtual reality environments use system-controlled or AI-controlled virtual persons to populate virtual worlds, then the virtual world can be populated with virtual persons, but the experience lacks realism and immersion because the virtual persons do not adapt to user preferences
Solution Approach 1:
The patent implements dynamic customization of virtual persons by allowing system parameters (appearance, behavior, characteristics) to change based on user preferences. The virtual persons are not static but adapt dynamically to individual user choices, resolving the contradiction between adaptability and realism by making the system responsive to user input while maintaining consistent visual and behavioral characteristics.
Solution Approach 2:
The patent changes multiple parameters of virtual persons simultaneously (appearance attributes, behavior patterns, personality characteristics) based on user preferences. This comprehensive parameter adjustment allows the system to maintain realism across all modified aspects while achieving adaptability to individual users, directly addressing the contradiction between customization and consistency.
2Quantity of substance
If virtual reality environments populate unlimited digital real estate with virtual persons, then the virtual world becomes more populated, but the system complexity increases due to managing multiple virtual persons with individual preferences
Solution Approach 1:
The patent uses templates or profiles that define sets of related parameters for virtual persons. Instead of managing each parameter individually for every virtual person, the system creates copyable profiles that can be instantiated multiple times with different user preferences. This reduces complexity by allowing bulk management of virtual persons through template-based replication rather than individual configuration.
Solution Approach 2:
The patent implements a universal preference management system that handles multiple virtual persons and their associated parameters through a single integrated interface. The system can manage appearance, behavior, and characteristics across numerous virtual persons simultaneously, reducing operational complexity while supporting unlimited population of the virtual world.
3Ease of operation
If virtual persons are customized based on user preferences, then user experience and engagement improve, but the processing requirements and system resource consumption increase
Solution Approach 1:
The patent pre-defines sets of parameter options and profiles that can be selected by users without requiring real-time generation or complex calculations. By preparing customization options in advance, the system reduces processing requirements during actual user interaction while still providing extensive customization capabilities that enhance user experience and engagement.
Data Source
AI summary
A real-time environmental model of a shared virtual environment (SVE) including a plurality of virtual persons and a plurality of virtual gaming devices is provided. Display data corresponding to the SVE is transmitted to a first player device worn by a first player, the display data including user display data that causes a display device in the first player device to render a portion of the SVE based on a virtual orientation of the first player device and a virtual location of the first player in the SVE. A player preference associated with the first player is determined. Based on the player preference, one of an appearance and a behavior of a first virtual person of the plurality of virtual persons in the SVE being displayed by the first player device is modified.


