Virtual Scene Terrain Switching for Diverse Teleport Interaction

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Solution Overview

Problem

Existing virtual scene designs, particularly in games, suffer from low efficiency of human-computer interaction and wastage of hardware resources due to the use of fixed maps or terrains, leading to a monotonous interaction process.

Innovation Solution

Implementing a method where a virtual object is teleported from a first virtual space to a second virtual space with a different terrain, and upon returning to the first space, the terrain in the second space changes, allowing dynamic terrain variation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of energy

If fixed maps or terrains are used in virtual scenes, then resource consumption is reduced, but interaction diversity and human-computer interaction efficiency deteriorate

Engineering Contradiction:
Improvehardware resource consumptionVSAvoidinteraction diversity
Core Design Contradiction:
Loss of energyVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic terrain switching in the virtual scene. When a player exits a dungeon, the terrain is dynamically changed to a new map upon re-entry. This dynamic adjustment maintains resource efficiency by reusing existing map assets while significantly improving interaction diversity and player engagement through varied exploration experiences.

Inventive Principle:
Principle #15Dynamics

2Ease of manufacture

If fixed terrains are used in virtual scenes, then design and implementation costs are reduced, but human-computer interaction efficiency deteriorates

Engineering Contradiction:
Improveterrain design costVSAvoidhuman-computer interaction efficiency
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

The patent employs periodic terrain changes triggered by player actions (exiting and re-entering dungeons). The terrain switches between different predefined maps in a periodic manner, maintaining low design costs by reusing existing assets while significantly improving interaction efficiency through varied and engaging gameplay experiences.

Inventive Principle:
Principle #19Periodic action

3Productivity

If the same terrain is reused in virtual scenes, then hardware resource utilization is improved, but interaction process monotony increases

Engineering Contradiction:
Improvehardware resource utilizationVSAvoidplayer engagement time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system dynamically switches between different terrain maps based on player progression. When players complete a dungeon and re-enter, the terrain changes to a new map, maintaining high hardware resource utilization by reusing predefined assets while preventing player boredom and extending engagement time through continuous variety.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250363762A1Method and apparatus for interaction in virtual scene, electronic device, computer-readable storage medium, and computer program product
Publication Date: 2025.11.27 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250363762A1 patent drawing
  • US20250363762A1 patent drawing
  • US20250363762A1 patent drawing

AI summary

This application provides a method for interaction in a virtual scene performed by a computer device. The method includes: displaying, at a first location in a second virtual space, a virtual object teleported from a first virtual space to the second virtual space, wherein the first location is different from a location of an exit of the first terrain; teleporting the virtual object back to the first virtual space when the virtual object moves from the first location to the exit of the first terrain; changing a terrain in the second virtual space from the first terrain to a second terrain when the virtual object is teleported from the first virtual space to the second virtual space again; and displaying the virtual object at a second location in the second terrain, the second location being different from a location of an exit of the second terrain.