Virtual Space Mapping for Variable Activity Regions

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Solution Overview

Problem

Electronic game systems often fail to accommodate users with varying mobility levels or preferences, as they require uniform physical activity to engage with interactive games, limiting personalized participation and adaptability to different physical environments.

Innovation Solution

The implementation of virtual space mapping technology, which allows users to define a variable activity region in physical space through calibration inputs from a positioning device, enabling the mapping of physical movements to corresponding virtual positions within an interactive game, using a scale factor to ensure personalized and adaptable gameplay experiences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If uniform physical activity requirements are imposed for interactive games, then game operation consistency is maintained, but user participation accessibility deteriorates for users with varying mobility levels

Engineering Contradiction:
Improvegame operation consistencyVSAvoiduser participation accessibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic calibration that allows the activity region boundaries to be adjusted based on individual user capabilities. The system transitions from static uniform requirements to dynamic adaptive boundaries by detecting user position at calibration points and adjusting the mapping scale accordingly, enabling users with varying mobility to participate while maintaining consistent game operation through the virtual space mapping mechanism.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the parameter of activity region size and shape through calibration procedures. By detecting user positions at multiple calibration points and calculating appropriate scale factors, the system adapts the physical activity region parameters to match individual user capabilities, thereby maintaining game operation consistency while improving accessibility for users with different mobility levels.

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If fixed activity region boundaries are used in physical space, then game region mapping is simplified, but adaptability to different user environments and mobility levels deteriorates

Engineering Contradiction:
Improvemapping process complexityVSAvoidenvironmental adaptability
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent implements a calibration procedure as preliminary action that establishes the mapping between physical and virtual spaces before gameplay begins. The system detects user positions at multiple calibration points, calculates scale factors, and defines activity region boundaries in advance, thereby simplifying the mapping process during actual gameplay while enabling adaptability to different user environments and mobility levels.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system performs self-calibration by automatically detecting user positions at calibration points and computing the appropriate mapping parameters without requiring manual configuration. This self-service approach simplifies the mapping process while adapting to individual user environments, eliminating the need for complex manual setup procedures.

Inventive Principle:
Principle #25Self-service

3Measurement precision

If scale factor calibration is performed using multiple waypoints, then mapping accuracy between physical and virtual space is improved, but calibration time and process complexity increase

Engineering Contradiction:
Improvespace mapping accuracyVSAvoidcalibration time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent implements an efficient calibration process that uses multiple waypoints to achieve accurate mapping but allows the calibration to be completed quickly through automated position detection and computation. The system skips manual measurement steps by automatically detecting user positions at calibration points and rapidly computing scale factors, thereby maintaining high mapping accuracy while minimizing calibration time.

Inventive Principle:
Principle #21Skipping (Rushing through)

Data Source

PatentUS9399167B2Virtual space mapping of a variable activity region
Publication Date: 2016.07.26 MICROSOFT TECHNOLOGY LICENSING LLC
  • US9399167B2 patent drawing
  • US9399167B2 patent drawing
  • US9399167B2 patent drawing

AI summary

An electronic game system and a method of its operation are provided for virtual space mapping of a variable activity region in physical space. A calibration input may be received from a positioning device of a game controller that indicates waypoints that define an activity region in physical space. A scale factor may be identified between the activity region and an interactive game region in virtual space based on the calibration input. Positioning information may be received from the positioning device that indicates a position of the positioning device within the activity region. The position of the positioning device within the activity region may be mapped to a corresponding virtual position within the interactive game region based on the scale factor.