Virtual Race Environment Replication for Real-Time Avatar Competition

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Users are unable to virtually participate and compete in live or historical sporting events, such as racing events, despite advancements in virtual reality gaming and online interaction.

Innovation Solution

A computer-implemented system and method that generates a multi-dimensional virtual environment replicating a physical racing event, allowing users to control an avatar and compete against actual participants using data feeds from live, pre-recorded, or historical events, with adjustable environmental conditions and equipment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If users view racing events through traditional 2D displays or basic online interaction, then device complexity and bandwidth requirements are reduced, but user immersion and virtual participation capability are limited

Engineering Contradiction:
Improvevirtual participation capabilityVSAvoidVR hardware requirements
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent transitions from traditional 2D display to 3D virtual reality environment, enabling users to immerse themselves in the racing event from multiple angles and perspectives. The system renders realistic 3D representations of race tracks, vehicles, and environments, allowing users to experience the event as if physically present while competing against actual participants in a multi-dimensional space.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Reliability

If the virtual environment closely replicates the physical racing event in real-time, then user immersion and competition authenticity are improved, but data processing requirements and system complexity increase

Engineering Contradiction:
Improveevent replication accuracyVSAvoiddata processing system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent creates virtual copies of the physical racing event by receiving real-time data feeds from actual races and rendering 3D representations that replicate the event environment, track conditions, and participant positions. The system processes data from multiple sources including satellite tracking, telemetry, and broadcast feeds to generate accurate virtual replicas that users can interact with in real-time or near real-time.

Inventive Principle:
Principle #26Copying

3Ease of operation

If users control avatars to navigate the race path in real-time, then user engagement and interactive participation are improved, but response time requirements and system latency increase

Engineering Contradiction:
Improveuser control capabilityVSAvoidsystem latency
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The patent implements real-time feedback loops where user inputs from controllers or motion tracking devices are processed to control avatar movement and actions in the virtual environment. The system continuously monitors user commands, translates them into corresponding avatar actions, and updates the virtual display in real-time, creating an interactive experience where users can steer vehicles, change gears, and respond to race conditions with minimal latency.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12528021B2System and method for facilitating virtual participation in a racing event
Publication Date: 2026.01.20 SAGE ENTERTAINMENT PTY LTD
  • US12528021B2 patent drawing
  • US12528021B2 patent drawing
  • US12528021B2 patent drawing

AI summary

A computer-implemented method for facilitating one or more users virtually participating in a racing event, the method including: receiving, by one or more processors, a data feed from the event; processing, by the one or more processors, the data feed to generate a multi-dimensional virtual environment which substantially replicates the physical environment of the event, the multi-dimensional virtual environment including: virtualized representations of each participant in the event, wherein each of the virtualized representations of the participants is adapted to move inside the multi-dimensional virtual environment according to physical movements of the corresponding participant during the event, and one or more avatars corresponding with the one or more users, communicating, by the one or more processors, with computer hardware associated with the one or more users to: enable a display associated with the computer hardware to present, from a viewpoint associated with the user's avatar, the multi-dimensional virtual environment to the user, including the virtualized representations and any movement of the virtualized representations, thereby enabling the user to visualise the racing event as time passes, and enable, based on user instructions, the user's avatar to navigate the race path, thereby enabling the user to participate in the racing event and compete against the participants.