Virtual Venue Architecture for Immersive Social Interaction

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Solution Overview

Problem

Current virtual reality systems lack immersive and interactive social experiences for users, failing to effectively replicate real-world environments and social interactions within virtual spaces.

Innovation Solution

A virtual reality system that generates a customizable, three-dimensional virtual venue for events, allowing users to interact with each other through avatars, with features like virtual stores, dynamic ads, and optimized field of view, using processing systems to integrate camera and microphone inputs for a realistic experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If virtual reality systems use basic 360-degree viewing, then users can view media content, but the social interaction and immersion experience remains limited

Engineering Contradiction:
Improvesocial interaction capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system segments the virtual environment into distinct functional zones including a central event space, peripheral vendor booths, and social interaction areas. Each zone serves specific purposes and can be independently configured, allowing complex social experiences to be built from modular components rather than requiring monolithic system redesign

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The virtual venue is designed as a multi-functional space that simultaneously supports event viewing, social interaction, virtual commerce through vendor booths, and adaptive configuration for different event types. The same infrastructure serves multiple purposes, reducing the need for separate systems while enhancing social capabilities

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

2Reliability

If virtual reality systems replicate detailed real-world environments, then immersion is enhanced, but processing requirements and system complexity increase

Engineering Contradiction:
Improverealism of virtual environmentVSAvoidprocessing system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system applies different levels of environmental detail strategically - the central event space receives high-fidelity replication for maximum immersion, while peripheral areas use simplified models. This localized quality approach maintains realism where needed without uniformly increasing complexity across the entire virtual environment

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Rather than attempting to replicate every detail of real-world environments, the system selectively reproduces only the essential elements needed for the specific event and social interaction context, achieving sufficient realism without the prohibitive processing requirements of complete replication

Inventive Principle:
Principle #16Partial or excessive action

3Productivity

If virtual venues include multiple interactive features like virtual stores and ads, then user engagement increases, but device complexity and computational load increase

Engineering Contradiction:
Improveuser engagement levelVSAvoidvirtual venue complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The virtual venue features dynamically configured vendor booths and advertising elements that can be adjusted in real-time based on user presence, event type, and engagement metrics. This dynamic configuration allows the system to optimize engagement while managing complexity through adaptive rather than static design

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system incorporates automated vendor booths and interactive elements that operate autonomously, providing services and content without requiring constant system intervention or complex centralized control, thereby reducing operational complexity while maintaining high user engagement

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS11593872B2Immersive virtual entertainment system
Publication Date: 2023.02.28 AT&T INTELLECTUAL PROPERTY I L P
  • US11593872B2 patent drawing
  • US11593872B2 patent drawing
  • US11593872B2 patent drawing

AI summary

Aspects of the subject disclosure may include, for example, a method that includes generating a virtual venue for the virtual reality space, wherein the generating the virtual venue including replicating an architecture of a venue associated with the event and generating a plurality of virtual stores for the virtual venue, wherein each virtual store is associated with each participant of the plurality of participants, accessing a plurality of cameras and a plurality of microphones associated with the event, generating the virtual reality space based on the plurality of participants, the virtual venue, the plurality of microphones, and the plurality of cameras, generating a plurality of images for each participant of the plurality of participants according to each profile for each participant of the plurality of participants to participate in the event, and presenting the virtual reality space to user equipment in a virtual reality format. Other embodiments are disclosed.