VR Avatar Interactivity Control for Realistic Shared Gaming
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Solution Overview
Problem
Existing virtual reality gaming environments lack realistic interaction with virtual persons, particularly in casino settings, necessitating improved sensory interactivity parameters for enhanced user experience.
Innovation Solution
A system and method that dynamically assign live dealers or software bots to virtual table games based on player status, using a VR device or computer to control dealer avatars, and adjust sensory interactivity parameters such as visibility, audibility, and tangibility of player avatars based on player status.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If virtual persons are added to provide realistic interaction, then user engagement is improved, but system complexity increases
Solution Approach 1:
The system segments virtual persons into different types (live dealers and software bots) based on player status and interaction requirements. This allows the system to manage complexity by dividing the virtual person population into manageable categories with different levels of interactivity and computational resources required.
Solution Approach 2:
The system dynamically assigns virtual persons to gaming tables based on real-time player status, table occupancy, and operational requirements. Virtual persons can be dynamically added, removed, or reassigned during operation, allowing the system to adapt complexity levels based on actual usage patterns rather than maintaining maximum complexity continuously.
2Adaptability or versatility
If sensory interactivity parameters are modified to enhance realism, then user experience is improved, but processing requirements increase
Solution Approach 1:
The system applies different sensory interactivity parameters to different virtual persons based on their type and player status. Not all virtual persons require the same level of visual, auditory, and haptic feedback. The system locally optimizes parameters for each virtual person interaction, reducing overall processing requirements while maintaining high user experience where needed.
Solution Approach 2:
The system modifies sensory interactivity parameters (visibility, audibility, tangibility) dynamically based on player status and interaction context. Parameters such as avatar visibility, sound quality, and haptic feedback intensity are adjusted in real-time to match the current gaming scenario, optimizing processing efficiency by applying high-fidelity parameters only when necessary.
Data Source
AI summary
A processor circuit provides a real-time environmental model of a shared virtual environment (SVE) comprising a plurality of virtual persons in a virtual gaming environment. Display data corresponding to the SVE to a first player device worn by a first player is transmitted, including user display data that causes a display device in the first player device to render a portion of the SVE from a point of view (POV) of the first player based on a virtual orientation of the first player device and a virtual location of the first player in the SVE. Based on a determined player status of the second player, a sensory interactivity parameter of the second player is modified to modify at least one of a visibility, an audibility, and a tangibility a second player avatar associated with the second player in the SVE in the POV of the first player.


