Virtual Reality Resolution Layering for Lower Data Transmission
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Solution Overview
Problem
Existing educational systems lack the ability to effectively create, execute, and update immersive learning experiences that integrate real-world environments with virtual reality and augmented reality, limiting the engagement and comprehension of learners.
Innovation Solution
A computing system that includes an environment sensor module, experience creation module, and learning assets database, which generates and executes learning experiences by combining real-world sensor data with modeled environment information and instructor input to create interactive virtual reality environments for education and training.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If a single high-resolution virtual reality environment is created, then visual quality is improved, but data transmission time and bandwidth consumption increase
Solution Approach 1:
The patent divides the virtual reality environment into multiple resolution versions (e.g., first resolution, second resolution, third resolution). Each version is segmented by quality level, allowing the system to transmit only the necessary resolution version to the user's device, thereby reducing data transmission time while maintaining visual quality where needed.
Solution Approach 2:
The system changes the resolution parameter of the virtual reality environment based on transmission requirements and user device capabilities. By generating multiple versions with different resolution parameters, the system optimizes the balance between visual quality and data transmission efficiency, allowing high-resolution content to be delivered only when necessary.
2Adaptability or versatility
If multiple resolution versions of virtual reality environments are generated and stored, then data access flexibility is improved, but storage space requirements increase
Solution Approach 1:
The patent applies local quality by storing multiple resolution versions of virtual reality environments in different storage locations or categories. High-resolution versions are stored for critical or frequently accessed content, while lower-resolution versions are stored for less critical content. This allows the system to access appropriate resolution versions based on specific needs without uniformly increasing storage requirements for all content.
3Productivity
If virtual reality environments are updated in real-time, then learner engagement is improved, but processing power requirements increase
Solution Approach 1:
The system implements periodic updates of virtual reality environments rather than continuous real-time updates. Lesson packages are updated at scheduled intervals or upon completion of specific learning modules, allowing the system to maintain learner engagement through fresh content while reducing the continuous processing power requirements compared to constant real-time updates.
Data Source
AI summary
A method executed by a computing entity includes generating a virtual reality environment utilizing a group of object representations by identifying a set of common illustrative assets and rendering the assets utilizing a first level of resolution to produce a set of common illustrative assets video frames. The method further includes selecting a subset of the set of common illustrative assets video frames to produce a common portion of video frames and rendering another representation of sets of object representations utilizing the first level of resolution to produce remaining portions of the video frames. The method further includes linking the common portion and the remaining portions to produce a first level of resolution of the virtual reality environment. The method further includes generating a second level of resolution of the virtual reality environment based on a priority asset of the set of common illustrative assets.


