Virtual World Sound Prompting With 3D Azimuth Indicators
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Solution Overview
Problem
The limited display area of mini-maps in virtual worlds makes it difficult for users to quickly and accurately determine the position of sound sources in the virtual environment, hindering effective interaction and competition in games.
Innovation Solution
A method and apparatus that display a visual screen with compass information and azimuth scales, along with a sound indicator that indicates both horizontal and vertical azimuths of sound sources using visual effects, eliminating the need for loud-speaking sounds or headphones.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If sound icons are displayed on the mini-map control to indicate sound sources, then sound source information can be provided, but the limited display area prevents specific position indication and reduces information effectiveness
Solution Approach 1:
The patent transitions from 2D mini-map sound icons to a 3D spatial representation system. The sound indicator projects sound source positions onto the visual screen using azimuth and elevation angles, creating a three-dimensional spatial audio map that overlays the game view. This dimensional transformation allows precise position indication without consuming mini-map display area.
Solution Approach 2:
The patent introduces a sound indicator as an intermediary element between the sound source and the user. This indicator uses visual cues (color, brightness, size) to represent sound source characteristics and position, mediating the information transfer from the game environment to the user's perception without requiring direct visual access to the mini-map.
2Measurement precision
If sound icons are used to prompt sound sources, then basic sound information can be conveyed, but users cannot quickly and accurately determine the specific position of sound sources
Solution Approach 1:
The sound indicator incorporates vertical dimension (elevation angle) in addition to horizontal azimuth, creating a three-dimensional position representation. This allows users to quickly and accurately determine both the direction and height of sound sources, significantly improving position accuracy and reducing identification time compared to 2D mini-map icons.
Solution Approach 2:
The sound indicator uses color and brightness variations to encode different sound source characteristics and positions. Different colors represent different sound types or distance ranges, while brightness indicates intensity or proximity, enabling rapid visual processing and accurate position determination without time-consuming analysis.
3Loss of information
If traditional sound icons are displayed on the mini-map, then sound source types can be indicated, but effective spatial information is limited and not advantageous for competitive gameplay
Solution Approach 1:
By projecting sound source positions into three-dimensional space using azimuth and elevation angles, the system provides complete spatial information (direction, distance, height) that enhances situational awareness. This comprehensive spatial data enables faster and more accurate response to sound sources, directly improving game character response efficiency in competitive scenarios.
Solution Approach 2:
The sound indicator proactively displays spatial information about sound sources before users need to react. By continuously updating the visual representation of sound source positions and characteristics, the system prepares users with relevant spatial data in advance, enabling quicker decision-making and response actions during competitive gameplay.
Data Source
AI summary
A virtual world sound-prompting method, apparatus, device, and a storage medium, and belongs to the field of human-computer interaction. The method includes: displaying a visual screen of a first virtual character, the virtual screen displaying compass information comprising an azimuth scale sequence, and an azimuth scale in the azimuth scale sequence indicating a horizontal azimuth that the first virtual character faces in a virtual world. controlling the first virtual character to perform an action in the virtual world, and displaying a first sound indicator based on a first azimuth scale in the azimuth scale sequence based a first sound source located in surroundings of the first virtual character during the action of the first virtual character in the virtual world, the first sound indicator indicating a horizontal azimuth and a vertical azimuth corresponding to the first sound source.


