Virtual World Media Synchronization and Avatar Interaction

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Solution Overview

Problem

Current virtual reality systems lack immersive and interactive methods for presenting media content in a shared virtual environment, limiting user engagement and social interaction.

Innovation Solution

A system that constructs a virtual world with 3D models and avatars, allowing users to interact and share media content in real-time, using a server to manage avatars' locations, orientations, and media playback within the virtual environment, enabling synchronized viewing and communication among users.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If traditional media presentation methods are used in virtual reality environments, then device complexity is reduced, but user immersion and engagement deteriorate

Engineering Contradiction:
Improvesystem complexityVSAvoiduser engagement
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent transitions from traditional 2D media presentation to 3D immersive environments. Media content is rendered within virtual three-dimensional spaces, allowing users to experience content from multiple angles and perspectives, fundamentally changing the dimensionality of media consumption and significantly enhancing user engagement.

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

Solution Approach 2:

The patent introduces virtual environments and avatars as intermediaries between users and media content. Instead of direct media playback on screens, content is delivered through virtual spaces populated by avatar representations, creating a more immersive and engaging intermediary layer that enhances user experience.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Device complexity

If individual media consumption is implemented, then device complexity is reduced, but social interaction capability deteriorates

Engineering Contradiction:
Improvesystem complexityVSAvoidsocial interaction
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent merges media consumption with social interaction by placing multiple users and their avatar representations within shared virtual environments. Users can simultaneously consume media content and interact with each other through their avatars, combining previously separate functions into an integrated experience.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The virtual environment serves multiple functions simultaneously: it acts as a media player, a social platform, and an immersive experience space. The system provides media consumption, user interaction, avatar control, and environmental exploration all within a single unified platform, enhancing versatility.

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

3Device complexity

If static media presentation is used, then device complexity is reduced, but user immersion deteriorates

Engineering Contradiction:
Improvesystem complexityVSAvoidimmersion
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent transforms static media presentation into dynamic immersive experiences. Virtual environments respond to user actions, avatars can move and interact, and media content is delivered through moving images and sounds within three-dimensional spaces, creating a dynamic rather than static experience that significantly enhances immersion.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10062208B2Systems and methods to provide interactive virtual environments
Publication Date: 2018.08.28 CINEMOI NORTH AMERICA LLC
  • US10062208B2 patent drawing
  • US10062208B2 patent drawing
  • US10062208B2 patent drawing

AI summary

An interactive virtual world having virtual display devices and avatars. Scenes in the virtual world as seen by the eyes of the avatars are presented on the user devices controlling the avatars. Media contents are played in the virtual display devices presented on the user devices, as if the media contents were virtually played in the virtual world and observed by the avatars. Real time communication channels are provided among the user devices to facilitate voice communications during the sharing of the experiences of viewing the media content in a close proximity setting in the virtual world using user devices that are remote to each other in real world.