Virtual Player Replication Across Shared VR Environments

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Solution Overview

Problem

Conventional virtual reality environments lack the ability to populate virtual worlds with a sufficient number of realistic virtual persons, leading to a less immersive experience for users.

Innovation Solution

A system and method for creating a real-time environmental model of shared virtual environments (SVEs) that include multiple virtual persons and gaming devices, allowing a virtual person associated with a player to be displayed across multiple SVEs, synchronized with the player's orientation and location, using VR/AR devices and a central controller to coordinate the generation and rendering of virtual images.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If conventional virtual worlds use artificial intelligence-controlled virtual persons to populate virtual environments, then the system complexity is reduced, but the realism and immersion experience for players deteriorates

Engineering Contradiction:
Improvesystem complexityVSAvoidrealism experience
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The system creates virtual copies of real players that appear in multiple shared virtual environments simultaneously. Each virtual person is a replicated representation of an actual player, allowing the same player to populate multiple SVEs with realistic human presence without requiring multiple actual users or complex AI systems.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

A single real player's virtual representation serves multiple functions across different shared virtual environments. The virtual person associated with a player can simultaneously exist in multiple SVEs, performing the function of populating each environment with realistic human presence, thereby reducing system complexity while maintaining realism.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Reliability

If multiple shared virtual environments are populated with sufficient realistic virtual persons, then the immersion experience is improved, but the quantity of computational resources and system complexity increases

Engineering Contradiction:
Improveimmersion experienceVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system merges the player representation across multiple environments by allowing a single virtual person to simultaneously exist in multiple shared virtual environments. This consolidation approach populates multiple SVEs with realistic virtual persons without requiring separate computational resources for each environment, thereby improving immersion while controlling system complexity.

Inventive Principle:
Principle #5Merging (Combining)

3Quantity of substance

If a virtual person is displayed across multiple shared virtual environments, then the apparent number of players increases and realism is enhanced, but the synchronization complexity and processing requirements increase

Engineering Contradiction:
Improveapparent number of playersVSAvoidsynchronization complexity
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The system creates and transmits display data representing virtual persons to multiple player devices simultaneously. Each player device receives and renders the virtual person representations, creating the appearance of multiple players across different environments without requiring complex real-time synchronization of actual player actions across all environments.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS20250371937A1Display of a virtual player in multiple virtual reality environments
Publication Date: 2025.12.04 INTERNATIONAL GAME TECHNOLOGY INC
  • US20250371937A1 patent drawing
  • US20250371937A1 patent drawing
  • US20250371937A1 patent drawing

AI summary

A real-time environmental model of a plurality of shared virtual environments (SVEs) is provides, each SVE including a plurality of virtual persons and a plurality of virtual gaming devices. First display data corresponding to a first SVE is transmitted to a first player device, including user display data to render a portion of the first SVE based on a virtual orientation of the first player device and a virtual location of the first player in the first SVE. Second display data corresponding to a second SVE is transmitted to a second player device, including user display data that causes a display device in the second player device to render a portion of the second SVE, including a virtual person associated with the first player, based on a virtual orientation of the second player device and a virtual location of the second player in the second SVE.