Virtual Reality Entertainment System with Holographic Avatars

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Solution Overview

Problem

Current entertainment systems fail to provide immersive experiences that allow users to interactively engage with remote events, such as live sporting events or games, as passive viewers or participants, lacking integration between video games and television programs.

Innovation Solution

A virtual reality entertainment system that employs a presentation system and virtual reality generation component to create immersive experiences by presenting virtual guests as holographic avatars, allowing users to interact with them in real-time through multiple communication interfaces, tracking body movements, and providing dynamic scenario transformations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If virtual reality generation component creates immersive experiences with holographic avatars, then user sense of presence and interaction is enhanced, but device complexity increases

Engineering Contradiction:
Improvesense of presenceVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent creates virtual copies (holographic avatars) of remote guests that can be displayed locally. Instead of requiring users to be physically present with guests, the system generates realistic visual copies through virtual reality technology, achieving presence enhancement without requiring complex physical infrastructure.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The virtual reality generation component acts as an intermediary between remote guests and local users. It translates remote video feeds into immersive holographic representations, mediating the interaction and enabling presence without direct physical connection.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If multiple communication interfaces are used for real-time interaction, then interaction capability is enhanced, but device complexity increases

Engineering Contradiction:
Improveinteraction capabilityVSAvoidcommunication interface complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system integrates multiple communication interfaces (video, audio, data exchange) into a unified virtual reality platform. The virtual guest system can handle various interaction types through a single integrated architecture, allowing the same system to support different communication modes without requiring separate dedicated systems for each interface.

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

3Ease of operation

If body motion tracking system is implemented, then virtual presence control is enhanced, but device complexity increases

Engineering Contradiction:
Improvevirtual presence controlVSAvoidtracking system complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The body motion tracking system enables guests to control their own virtual avatars autonomously. The tracking hardware automatically captures movement data and translates it into avatar animations without requiring manual control inputs, making the system easy to operate while distributing the control complexity across multiple independent tracking components.

Inventive Principle:
Principle #25Self-service

4Adaptability or versatility

If dynamic scenario transformations are applied, then entertainment versatility is enhanced, but processing power requirements increase

Engineering Contradiction:
Improveentertainment versatilityVSAvoidprocessing power
Core Design Contradiction:
Adaptability or versatilityVSPower

Solution Approach 1:

The system dynamically transforms virtual scenarios based on user preferences and event types. Rather than pre-rendering all possible scenarios, the virtual reality generation component adapts and transforms visual content in real-time, allowing versatile entertainment experiences while optimizing processing power through dynamic rather than static scene generation.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS8012023B2Virtual entertainment
Publication Date: 2011.09.06 MICROSOFT TECHNOLOGY LICENSING LLC
  • US8012023B2 patent drawing
  • US8012023B2 patent drawing
  • US8012023B2 patent drawing

AI summary

Systems and methods that provide for a virtual reality entertainment system that supplies immersive entertainment and creates a sensation for a user similar to having guests in a remote location to be physically present as virtual guests. Such virtual reality entertainment system can supply a graphic and/or audio; wherein interconnected computers, video and audio processing devices, supply a live interaction between a user and a guest(s). Although guests are only present virtually (e.g., electronically present with other objects/user within the environment) such virtual invitation enables a user and guests to concurrently experience the entertainment together (e.g., a live sporting event, spectator game). In a related aspect, the subject innovation can implement holographic avatars, and a plurality of communication interfaces, to imitate (and/or transform) a relationship between the user and the virtual guests/surrounding environment.