VR Gamification for Unused Smart Automation Functions

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Solution Overview

Problem

Automation systems struggle to utilize additional functionalities of automation devices that have not been encountered or considered by users, as they rely on historical data or explicit programming, limiting their ability to respond to new scenarios.

Innovation Solution

A computer-implemented method using virtual reality to analyze automation devices, identify unused functionalities, present gamification scenarios to users, and monitor interactions to learn user preferences proactively, enabling the automation control device to adopt new functionalities before real-life encounters.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If automation systems rely on historical data or explicit programming, then they can operate reliably based on proven patterns, but they cannot respond to new scenarios or unused functionalities

Engineering Contradiction:
Improveability to respond to new scenariosVSAvoidoperation based on proven patterns
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system performs preliminary actions by exposing users to gamification scenarios in a virtual environment before real-life encounters occur. This allows the automation control device to learn user preferences for unused functionalities in advance, so that when new scenarios arise in reality, the system can respond adaptively while maintaining reliability through pre-learned patterns

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If automation systems only utilize functionalities users have encountered, then they maintain simplicity and ease of operation, but they fail to leverage the full capabilities of connected devices

Engineering Contradiction:
Improveutilization of device capabilitiesVSAvoidsystem simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system introduces gamification scenarios as an intermediary between the user and the automation devices. These scenarios present unused functionalities in an engaging, game-like context that simplifies user interaction and decision-making. Users learn about and provide feedback on device capabilities through this intermediary layer, making the exploration of full device capabilities easy and intuitive rather than complex

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If the system proactively learns user preferences through virtual reality, then it can enable unused functionalities, but it requires complex virtual reality integration and user interaction monitoring

Engineering Contradiction:
Improveproactive learning capabilityVSAvoidvirtual reality integration
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system creates virtual copies of automation devices and their functionalities within gamification scenarios presented in the virtual reality environment. Instead of directly integrating complex VR hardware, the system replicates device behaviors and interfaces in the virtual space, allowing users to interact with and provide feedback on functionalities in a simplified digital representation that mirrors the actual devices

Inventive Principle:
Principle #26Copying

Data Source

PatentUS11308697B2Virtual reality based selective automation adoption
Publication Date: 2022.04.19 INTERNATIONAL BUSINESS MACHINE CORPORATION
  • US11308697B2 patent drawing
  • US11308697B2 patent drawing
  • US11308697B2 patent drawing

AI summary

One example of a computer-implemented method comprises analyzing data received from an automation control device to identify a plurality of automation devices communicatively coupled to the automation control device; determining a functionality of at least one of the plurality of automation devices not utilized by the user; presenting a gamification scenario associated with the determined functionality to a user in a virtual reality environment; monitoring interaction of the user with the gamification scenario; and enabling use of the determined functionality based on the monitored interaction of the user with the gamification scenario.