Interactive Virtual Streaming with Bi-directional Action Capture
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current internet-based video streaming systems lack the ability for simultaneous video viewing and collaborative interaction, as they require separate processes for video streaming and user collaboration, leading to latency issues, especially in wide-area networks, and are not optimized for spontaneous user collaboration or low-latency applications.
Innovation Solution
The implementation of bi-directional streaming that captures user actions and sensor data, integrating them with the original interactive virtual experience for efficient sharing, using a client-server architecture and adaptive streaming technologies to support rich media types and low-latency applications, allowing for seamless interaction and collaboration in virtual or mixed reality environments.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If separate parallel processes are used for video streaming and user collaboration, then video streaming can be maintained, but collaboration latency increases and user interaction is limited
Solution Approach 1:
The patent merges video streaming and user collaboration into a single integrated process. The server combines video data packets with collaboration data packets, allowing users to simultaneously view video and interact without switching between separate processes. This integration eliminates the need for separate parallel communication channels, reducing collaboration latency while maintaining video streaming stability.
Solution Approach 2:
The server is designed to handle multiple functions simultaneously: it streams video content, processes user collaboration data, validates commands, and sends integrated responses all through a single communication channel. This multi-functionality allows the system to maintain reliable video streaming while enabling low-latency collaboration within the same process framework.
2Stability of the object's composition
If server validation is required for every user command in 3D virtual environments, then consistency is maintained, but processing speed and responsiveness decrease
Solution Approach 1:
The server performs preliminary validation by establishing user permissions and command authority levels before processing specific actions. Once a user is authorized for certain operations, subsequent commands within that scope are processed more quickly without requiring full re-validation. This preliminary action maintains consistency while improving processing speed for routine operations.
Solution Approach 2:
The system applies validation selectively rather than uniformly to all commands. Critical commands that affect virtual world consistency receive full server validation, while less critical commands are processed with reduced validation overhead. This partial validation approach maintains necessary consistency for important elements while improving overall command processing speed.
3Measurement precision
If full validation and processing is performed for each user command, then accuracy is maintained, but bandwidth and CPU resources are consumed
Solution Approach 1:
The system performs partial validation by validating only the critical aspects of each command rather than进行全面 verification. The server checks essential elements like user authority and command format, while skipping redundant validation steps for commands that are clearly within expected parameters. This reduces bandwidth and CPU consumption while maintaining sufficient accuracy for proper command execution.
Solution Approach 2:
The system dynamically adjusts validation depth based on command parameters and user context. For high-stakes commands affecting multiple users or critical virtual world elements, full validation is performed. For routine commands, reduced validation is applied. This parameter-based approach optimizes the balance between execution accuracy and resource consumption.
Data Source
AI summary
A method for streaming interactive media between clients includes streaming a first series of packets from a server to a first client. The packets include data, instructions and timestamps for executing the instructions. At least one of the instructions requests capture of client-based events. A second series of packets is received from the first client device. The second series of packets includes one or more captured client-based events generated in response to the instructions requesting capture of one or more client-based events. The second series of packets further includes one or more timestamps associated with each of the client-based events. The first series of packets is merged with the second series of packets based on the time-stamps included with the first and second series of packets to form a merged series of packets. The merged series of packets are streamed to a second client device.


