VR/AR Presentation Unit for Synchronized Multiuser Interaction

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current VR/AR systems are primarily designed for individual experiences and lack the capability to provide seamless collective experiences for multiple users, particularly in training applications, leading to disruptive and clunky interactions.

Innovation Solution

A presentation unit with a processor, memory, and networking apparatus that supports a processor and memory, enabling communication across a network with VR/AR terminals, and includes software for ensuring synchronized presentation and interactive feedback among multiple users.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If current VR/AR systems are used for individual experiences, then device complexity is reduced, but the capability to provide seamless collective experiences for multiple users is lost

Engineering Contradiction:
Improvecapability to provide collective experiencesVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces a server as an intermediary component that coordinates communication between multiple VR/AR devices. The server manages user connections, synchronizes content delivery, and facilitates interactions without requiring complex peer-to-peer protocols in each device, thus enabling collective experiences while controlling device complexity.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The VR/AR device is designed with multi-functional capabilities that allow it to operate both as an individual experience device and as part of a collective experience system. The device can switch between standalone mode and networked mode, providing versatility while maintaining a relatively simple base architecture.

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

2Ease of operation

If VR/AR systems are designed for seamless collective experiences, then user interaction quality improves, but device complexity increases

Engineering Contradiction:
Improveseamlessness of interactionVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The server acts as a mediator that handles the complexity of coordinating multiple users, managing synchronization, and processing interactions. This allows the VR/AR devices to maintain simple interfaces for users while achieving seamless collective experiences through the backend intermediary system.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system implements feedback mechanisms where the server continuously monitors user states, content delivery status, and interaction quality. Based on this feedback, the server dynamically adjusts content synchronization and interaction protocols to maintain seamlessness without requiring complex local decision-making in each device.

Inventive Principle:
Principle #23Feedback

3Reliability

If presentation content is delivered to all users simultaneously, then synchronization is improved, but network bandwidth consumption increases

Engineering Contradiction:
Improvecontent synchronizationVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system performs preliminary actions by pre-loading and caching presentation content on the server before the actual presentation begins. This allows for rapid simultaneous distribution to all users during the presentation without requiring excessive real-time bandwidth, as the bulk of data transfer occurs in advance.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses differential updates where only changed or updated portions of content are transmitted to users after the initial full content delivery. This partial action approach maintains synchronization reliability while significantly reducing ongoing network bandwidth consumption during the presentation.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12461587B2Virtual and augmented reality units, systems and methods
Publication Date: 2025.11.04 VRTUOSO LTD
  • US12461587B2 patent drawing
  • US12461587B2 patent drawing
  • US12461587B2 patent drawing

AI summary

A presentation system (1000) comprises a computer (1), a presentation unit (10) and a plurality of VR/AR terminals (100) for use by respective users (U). The presentation unit (10) comprises a case (11), a PCB (12) accommodated within said case (11) supporting a processor (13) operatively coupled to a memory (14). Networking apparatus (15) allows communication between the computer (1), the presentation unit (10) and the VR/AR terminals (100). Presentation software is stored in the memory (14) and ensures that, if required, a predetermined presentation (200) comprising interactive information (202) is transmitted to the VR/AR terminals (100). The presentation software (20) includes communication software (22) that causes the processor (13): (a) to receive from the computer (1) and transmit to the VR/AR terminals (100) commands that cause the VR/AR terminals (100) to output elements (203) of said interactive information (202) that guide the users (U) through the presentation (200) while the presentation (200) is presented to them; and, (b) to receive from the VR/AR terminals (100) and transmit to the computer (1) interactive feedback (204) generated by the users (U) during the presentation (200).