Virtual Universe Content Perceptibility Scoring

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Solution Overview

Problem

In virtual universes, the perception of content is hindered by obstructions and audiovisual effects, which reduces the effectiveness of content presentation to users, as virtual objects and lighting can obscure visibility and audio effects can interfere with audio emissions.

Innovation Solution

A system calculates a perceptibility score by comparing images with and without obstructions and visual effects using cube maps, determining visibility and audibility scores to assess the effectiveness of content presentation and selecting optimal target objects for content placement based on these scores.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If virtual objects and lighting effects are added to create immersive environments, then the realism and engagement of the virtual universe is improved, but the visibility and audibility of content is reduced

Engineering Contradiction:
Improveimmersive environment qualityVSAvoidcontent perceptibility
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The system applies different quality levels to different regions of the virtual universe. Content display areas are optimized for maximum visibility and audibility by reducing obstructions and minimizing audiovisual effects in those specific zones, while other areas maintain full immersive elements. This local optimization ensures that content perception is enhanced without compromising the overall immersive quality of the virtual environment.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system introduces perceptibility scores as an intermediary metric that mediates between immersive environment quality and content perceptibility. By calculating and using these scores, the system can objectively evaluate and balance the trade-off between adding immersive elements and maintaining content visibility, allowing for data-driven decisions about where and how to place content in the virtual universe.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If content is placed in high-traffic areas of the virtual universe, then the potential reach and engagement of content is improved, but the effectiveness is reduced due to obstructions and competing audiovisual effects

Engineering Contradiction:
Improvecontent reachVSAvoidcontent effectiveness
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system performs preliminary evaluation of potential content placement locations by calculating perceptibility scores before content is actually placed. This advance assessment identifies high-traffic areas that also maintain good visibility and audibility, allowing content to be placed in locations that are guaranteed to be effective rather than simply placing content anywhere with high traffic potential.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses perceptibility scores as feedback to evaluate and optimize content placement decisions. By continuously calculating and analyzing these scores for different locations and conditions, the system can identify patterns and make informed decisions about where content will be most effective, balancing reach with actual perceptibility and engagement potential.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20250005730A1Measuring Perceptibility Of Content In A Virtual Universe
Publication Date: 2025.01.02 ORACLE INT CORP
  • US20250005730A1 patent drawing
  • US20250005730A1 patent drawing
  • US20250005730A1 patent drawing

AI summary

Techniques for determining perceptibility of content displayed within virtual universes are disclosed. Operations include calculating a cube map of a scene in the virtual universe at a location with a view of a target object. Using the cube map, first and second visibility scores are computed for the target object. A perceptibility score for the target object is determined by combining the first and second visibility scores. Computing the visibility scores includes generating an image representing the scene in a face of the cube map including obstructions and visual effects. The operations further include generating another image representing the scene in the face of the cube map without including the obstructions and visual effects. Additionally, the operations include determining the visibility score by comparing the two images.