Multi-User VR Cluster Synchronization via Segmentation

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Solution Overview

Problem

Multi-user virtual reality environments face challenges such as communication delays and synchronization issues across varying hardware platforms, leading to unrealistic simulations and increased complexity for content creators.

Innovation Solution

A cluster computing system with a master server and client architecture that uses motion tracking cameras and infrared markers to synchronize user actions and scenes in real-time across different hardware devices, minimizing programmatic effort and latency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a multi-user virtual reality environment is implemented across distributed hardware platforms, then users can socialize and interact in a shared virtual world, but communication delays and synchronization issues occur leading to unrealistic simulations

Engineering Contradiction:
Improvemulti-user interaction capabilityVSAvoidsynchronization accuracy
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system segments the virtual reality environment into discrete updateable elements (user positions, object states, scene configurations) that can be independently tracked and synchronized. Each user's actions are broken down into specific events that are transmitted and replicated across the network, allowing partial updates rather than complete scene resynchronization, thereby reducing latency while maintaining reliability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system implements feedback mechanisms where user actions are immediately acknowledged by the local system and then propagated to other users with timestamped confirmation. This feedback loop allows the system to detect and compensate for synchronization drift by comparing expected states with actual received states, adjusting timing parameters dynamically to maintain realistic simulation despite network variations.

Inventive Principle:
Principle #23Feedback

2Reliability

If real-time synchronization of user actions is achieved across networked devices, then multi-user interaction becomes realistic, but communication delays and latency increase

Engineering Contradiction:
Improveaction synchronizationVSAvoidcommunication latency
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system performs preliminary actions by pre-calculating and buffering user action data locally before transmission is required. User inputs are captured and prepared in advance with predictive timing information, so when network transmission occurs, the data is already formatted and ready for immediate processing by remote systems, reducing the effective perceived latency while maintaining synchronization accuracy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements periodic action by updating the virtual environment at fixed time intervals rather than continuously. User actions are queued and applied at these periodic update cycles, which smooths out network jitter and ensures that all users receive synchronized updates at predictable intervals, reducing the impact of variable communication delays on overall synchronization.

Inventive Principle:
Principle #19Periodic action

3Reliability

If a centralized master server manages all rendering and synchronization, then synchronization accuracy improves, but system complexity and computational requirements increase

Engineering Contradiction:
Improvesynchronization accuracyVSAvoidsystem architecture complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system extracts critical synchronization functions from the centralized master server and implements them locally in each user's client system. Specifically, time-stamping, event queuing, and basic state validation are performed locally, while the master server focuses only on authoritative state resolution and conflict arbitration. This distribution reduces the master server's computational burden and simplifies the overall architecture by eliminating unnecessary centralized processing steps.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Each client system performs self-service by autonomously managing its own action buffering, local rendering adjustments, and synchronization state tracking. The systems independently handle timing compensation and basic conflict resolution using pre-established rules, reducing the need for complex centralized coordination while maintaining synchronization accuracy through autonomous local decision-making.

Inventive Principle:
Principle #25Self-service

4Measurement precision

If motion tracking cameras and infrared markers are used for precise user positioning, then virtual presence realism improves, but hardware requirements and system cost increase

Engineering Contradiction:
Improveuser position accuracyVSAvoidhardware requirements
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system implements multi-functionality by using the motion tracking infrastructure not only for precise position measurement but also for user identification, gesture recognition, and interaction validation. The same cameras and markers serve multiple purposes in the virtual environment, reducing the need for separate specialized hardware systems and lowering overall system complexity while maintaining high measurement precision for positioning.

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

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

The system provides a lifelike, immersive multi-user virtual reality experience with reduced latency and simplified content creation by managing synchronization and rendering of user actions and scenes across diverse hardware, ensuring timely and accurate rendering of user actions and scenes.

Implementation Method 1

uses motion tracking cameras and infrared markers to synchronize user actions and scenes in real-time

Methodology Applied
Scientific EffectInfrared detection: Infrared Radiation

Data Source

PatentUS10269089B2Multi-user virtual reality processing
Publication Date: 2019.04.23 WORLDVIZ INC
  • US10269089B2 patent drawing
  • US10269089B2 patent drawing
  • US10269089B2 patent drawing

AI summary

A multi-user virtual reality and/or augmented reality cluster system enabling the projection and tracking of users in a simulated environment is described. The disclosed cluster system enables both timely user action display in the first person and a timely view of a user's action by other participants of the simulation. The cluster system integrates motion capture cameras, distributed computing, and tracking devices to provide a simulation which seems lifelike to all participants and observers.