Virtual Space Object Management via Viewpoint-Dependent Inventory Placement

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Solution Overview

Problem

Existing methods for interacting with objects in a virtual space, such as in computer games, lack a user-friendly interface for acquiring and managing objects as personal belongings, making it difficult for users to seamlessly incorporate and utilize these objects within the virtual environment.

Innovation Solution

A program and information processing device that includes a spatial image rendering section, an operation receiving section, and an object control section, which allows users to render spatial images, receive housing operations, and control the placement of acquired objects within the virtual space based on the viewpoint position and direction, enabling intuitive object acquisition and management.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a traditional user interface is used for object acquisition in virtual space, then the system structure remains simple, but the ease of operation deteriorates due to lack of intuitive object management

Engineering Contradiction:
Improveease of operationVSAvoiddevice complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent introduces an inventory interface as an intermediary between the user and virtual objects. When a user acquires an object, it is first placed in an inventory (intermediary storage) rather than directly in the virtual space. The inventory serves as a buffer that manages object acquisition, storage, and distribution to appropriate locations, thereby improving ease of operation while maintaining manageable system complexity through modular design.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent extracts the object management function from the main game loop and isolates it in a separate inventory system. By taking out the complex object acquisition and management logic from the core gameplay, the system improves operational ease for users while containing complexity in a dedicated, manageable module that can be independently optimized.

Inventive Principle:
Principle #2Taking out (Extraction)

2Loss of information

If objects are immediately placed in virtual space upon acquisition, then the device complexity remains low, but the visual clarity deteriorates due to potential clutter and disorganization

Engineering Contradiction:
Improvevisual clarityVSAvoiddevice complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The patent segments the virtual space into distinct functional zones: acquisition zones where objects can be picked up, inventory zones for temporary storage and management, and destination zones where objects are ultimately placed. This segmentation prevents visual clutter by organizing objects spatially and functionally, maintaining visual clarity while managing system complexity through structured zone-based control.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The inventory acts as an intermediary buffer between object acquisition and final placement in virtual space. Objects are first stored in the inventory interface where they can be organized and managed without cluttering the main virtual environment. This intermediary layer preserves visual clarity by separating acquisition activities from display areas, while the modular inventory system keeps device complexity manageable.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If a comprehensive object management system is implemented, then the adaptability improves for various object types, but the device complexity increases due to additional control mechanisms

Engineering Contradiction:
ImproveadaptabilityVSAvoiddevice complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a universal inventory interface that can handle multiple types of virtual objects (items, equipment, materials, etc.) through a single standardized system. The inventory structure uses common data fields and operations that work across different object categories, providing high adaptability for various object types while avoiding the complexity of separate management systems for each object class.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The patent uses parameter-based object management where objects are defined by adjustable parameters (type, quantity, position, etc.) rather than rigid structured data. This allows the same inventory system to adapt to different object types by changing parameters rather than changing the underlying system structure, thereby improving versatility while keeping device complexity low through parameterized flexibility.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11086505B2Program, information processing device, and control method for the same
Publication Date: 2021.08.10 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11086505B2 patent drawing
  • US11086505B2 patent drawing
  • US11086505B2 patent drawing

AI summary

Disclosed herein is a program for controlling an information processing device that receives an operation on an object to be possessed disposed in a virtual space from a user, the program causing the information processing device to execute rendering a spatial image that depicts an aspect of an interior of the virtual space on a basis of a position and a direction of a given viewpoint, receiving a housing operation of adding the object to be possessed to user's personal belongings from the user, and controlling so as to dispose a list of personal belongings to which the object to be possessed has been added at a position in the virtual space determined depending on the position and the direction of the viewpoint at a time of receiving the housing operation.