3D Virtual Venue for Synchronized Video Streaming

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Solution Overview

Problem

Current social networking and online gaming platforms are either asynchronous, limiting real-time interaction, or confined to closed systems with predefined content, lacking the ability to seamlessly integrate diverse user experiences and media sharing within a virtual social venue.

Innovation Solution

A system that creates a virtual three-dimensional social venue allowing users to share multiple video streams, connect with social networks, and instantiate media content such as videos, web pages, and widgets, while providing customizable viewing experiences and interactive advertisements, enabling real-time social interactions and content sharing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If users access social network services asynchronously on their schedule, then users can review activities and content at their convenience, but real-time interaction and shared experience among users is limited

Engineering Contradiction:
ImproveConvenience of accessing contentVSAvoidTime delay in interaction
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The patent merges asynchronous social networking with synchronous gaming experiences by combining video streaming from social networks with real-time multiplayer gaming. This creates a hybrid platform where users can watch social media content and interact with friends simultaneously in a shared virtual environment, eliminating the time delay between viewing content and interacting with others.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system provides multi-functionality by integrating multiple services into a single platform: social networking (Facebook, Twitter), video streaming, online gaming, and real-time communication. Users can access all these functions simultaneously in one virtual venue, making the system universally applicable for both social and entertainment purposes without requiring separate applications.

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

2Loss of time

If online games provide synchronous shared experience, then users can interact in real-time, but the content is predefined and restricted to members involved in the game

Engineering Contradiction:
ImproveReal-time interactionVSAvoidContent diversity
Core Design Contradiction:
Loss of timeVSAdaptability or versatility

Solution Approach 1:

The system provides multi-functionality by integrating multiple services into a single platform: social networking (Facebook, Twitter), video streaming, online gaming, and real-time communication. Users can access all these functions simultaneously in one virtual venue, making the system universally applicable for both social and entertainment purposes without requiring separate applications.

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

Solution Approach 2:

The patent introduces a virtual venue as an intermediary space that mediates between different content sources (social networks, video streams, games) and users. This virtual environment acts as a universal container that can display and interact with diverse content types dynamically, allowing any user with a network connection to access any content regardless of its original source or format.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Quantity of substance

If video streams are displayed on traditional 2D screens, then content can be viewed, but the viewing experience is static and lacks spatial immersion

Engineering Contradiction:
ImproveMedia content sharingVSAvoidViewing experience quality
Core Design Contradiction:
Quantity of substanceVSEase of operation

Solution Approach 1:

The patent transitions from traditional 2D screen display to a 3D virtual venue where video streams are projected onto volumetric displays and surrounding surfaces. Users can walk around, zoom in, and view content from multiple angles simultaneously, transforming the static viewing experience into an immersive spatial environment that maintains content sharing while dramatically improving engagement.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS9292164B2Virtual social supervenue for sharing multiple video streams
Publication Date: 2016.03.22 ONSET VI
  • US9292164B2 patent drawing
  • US9292164B2 patent drawing
  • US9292164B2 patent drawing

AI summary

A social media platform is provided for interacting in a three-dimensional platform. The platform leverages a social graph from a user's social network to enable the user to invite social networking friends to interact within a three-dimensional virtual social venue. The platform also enables users to select multiple videos to display simultaneously within the virtual social venue. User selection of a clickable advertisement within the virtual social venue causes a web browser to launch with a point-of-sale opportunity related to the advertisement.