Virtual World Service Avatar Simulation for Social Interaction

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Solution Overview

Problem

Individuals, particularly those shy or introverted, face difficulties in initiating social interactions in virtual worlds, leading to missed opportunities for online social interactivity and community engagement.

Innovation Solution

A system and method where a virtual world service temporarily controls avatars to simulate social actions like greetings, enhancing the perception of a friendly community, encouraging users to engage in conversations without them realizing the simulation, thereby facilitating social interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If users with shy or introverted disposition attempt to initiate social interactions in virtual worlds, then they can establish online friendships and social relations, but they experience psychological barriers and lack of courage that prevent them from taking the first step

Engineering Contradiction:
Improveease of initiating social interactionVSAvoidpsychological complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system introduces an intermediary mechanism that automatically generates and sends introduction messages on behalf of shy users. The service acts as a mediator between the user and other players, handling the socially difficult task of initiating contact without requiring the user to directly confront their social anxiety.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system performs preliminary actions by automatically crafting and sending introduction messages before the user would normally need to do so themselves. This advance action removes the immediate psychological barrier and allows the social interaction to begin without the user experiencing the daunting moment of initiation.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If the system automatically initiates social interactions on behalf of users, then socialization is enhanced and community engagement increases, but the authenticity of user-initiated interactions may be compromised

Engineering Contradiction:
Improvesocial interaction rateVSAvoidauthenticity of interaction
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system is configured to automatically send introduction messages without requiring continuous user intervention. Once the user expresses interest in socializing, the system handles the entire interaction initiation process autonomously, from crafting the message to sending it and even responding to replies, thereby maintaining high interaction rates while preserving user agency in the decision to socialize.

Inventive Principle:
Principle #25Self-service

3Ease of operation

If the system provides comprehensive social assistance to shy users, then online friendships are established more easily, but the system complexity and resources required increase

Engineering Contradiction:
Improveease of establishing friendshipsVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system uses template-based message generation that creates copies of pre-crafted introduction messages tailored to different contexts. Rather than requiring complex real-time generation of unique social interactions, the system replicates proven effective introduction patterns, significantly reducing system complexity while maintaining ease of friendship establishment.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS9987563B2System and method for enhancing socialization in virtual worlds
Publication Date: 2018.06.05 DISNEY ENTERPRISES INC
  • US9987563B2 patent drawing
  • US9987563B2 patent drawing
  • US9987563B2 patent drawing

AI summary

There is provided a system and method for inducing a reply from a first client connected to a virtual world to facilitate a social interaction using a second client connected to the virtual world. There is provided a method for inducing a reply from a first client connected to a virtual world to facilitate a social interaction using a second client connected to the virtual world, the method comprising locating, in the virtual world, an avatar of the second client in a proximity of an avatar of the first client, executing a social action using the avatar of the second client such that the social action is observable by the first client but not observable by the second client, receiving the reply from the first client in response to the social action, and rendering the reply from first client using the avatar of the first client.