Virtual Token Mediator for Anonymous Avatar Messaging Timing

Solution Overview

Problem

Existing technologies face challenges in effectively linking online user avatar activity to real-world message communication and delivery, particularly in terms of timing and relevance of promotional messaging.

Innovation Solution

A computer-implemented method and system that links a user's virtual interaction data with a service or product to a virtual token, determines consent for anonymous linking of the virtual avatar to the real-world computing device via TSP scrubbing, and uses CRFT analysis to determine the optimal timing for delivering promotional messaging based on user interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If user virtual interaction data is linked to real-world computing devices for targeted messaging, then advertising effectiveness is improved, but user privacy and anonymity are compromised

Engineering Contradiction:
Core Design Contradiction:
ProductivityVSLoss of information

Solution Approach 1:

The patent introduces virtual tokens as an intermediary that bridges virtual avatar interactions and real-world user identification. The virtual token serves as a mediator that enables targeted advertising without directly exposing user identity, allowing the system to link virtual behavior to real-world devices through an anonymous intermediary layer.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system segments the user identification process into multiple independent components: virtual avatar identity, virtual token, and real-world device identification. This segmentation allows each component to be handled separately, enabling targeted advertising while maintaining anonymity by never fully connecting the segments in a way that compromises user privacy.

Inventive Principle:
Principle #1Segmentation

2Measurement precision

If virtual avatar interactions are monitored and linked to real-world devices, then message timing accuracy is improved, but system complexity increases

Engineering Contradiction:
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system performs preliminary actions by pre-linking virtual avatars to virtual tokens and pre-establishing CRFT metrics before actual advertising campaigns. This preliminary setup allows for accurate message timing without adding complexity during real-time advertising operations, as the matching and timing parameters are predetermined.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses CRFT (Competitive Recency Frequency Time) metrics to dynamically change timing parameters based on virtual interaction patterns. By adjusting message delivery timing based on recency, frequency, and time parameters derived from avatar behavior, the system achieves precise timing without requiring complex real-time analysis during message delivery.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If anonymous linking between virtual avatars and real-world devices is implemented, then user consent and privacy compliance are improved, but data matching reliability decreases

Engineering Contradiction:
Core Design Contradiction:
ReliabilityVSMeasurement precision

Solution Approach 1:

The system implements feedback mechanisms where CRFT metrics are continuously updated based on virtual interaction data, and matching accuracy is improved through iterative refinement. The feedback loop allows the system to learn from matching results and improve data matching reliability while maintaining anonymous linking and user consent requirements.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20250193007A1Leveraging user's virtual interactions to influence preferred message communication timing
Publication Date: 2025.06.12
  • US20250193007A1 patent drawing
  • US20250193007A1 patent drawing
  • US20250193007A1 patent drawing

AI summary

A computer-implemented method may include linking a user's virtual interaction data with a service or product to a virtual token; determining that the virtual token is associated with a user that provided consent to link a virtual avatar to a user's real-world computing device anonymously via TSP scrubbing; linking the virtual avatar to the user's real-world computing device anonymously; determining competitive recency, frequency, and time analysis (CRFT) based on the user's virtual interaction data with the service or product via the virtual avatar; determining, based on the CRFT metrics, a match between the virtual token and the service or product; and communicating to an entity associated with the service or product of a determination of the match between the virtual token and the service or product based on the CRFT metrics.