VR Object Scanning Using Spatial Reputation Checks
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Solution Overview
Problem
Existing systems face challenges in efficiently scanning interactable objects in virtual worlds for malicious content due to the vast number of objects, limited computing resources in VR interfaces, and dynamic user interactions, making it difficult to identify and mitigate potential cyber threats.
Innovation Solution
A system comprising a VR interface and a backend system that utilizes spatial resource identifiers (SRIs) to scan interactable objects, leveraging local scanning capabilities when possible and remote backend systems for comprehensive reputation checks, including spatial reputation databases and API chain analysis to determine and block malicious objects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If comprehensive scanning of all interactable objects is performed, then cybersecurity reliability is improved, but system complexity and resource consumption increase significantly
Solution Approach 1:
The patent segments the scanning system into two distinct components: a lightweight VR interface client that performs basic local scanning, and a comprehensive backend system that performs deep reputation analysis. This segmentation allows the client to maintain low complexity while the backend handles the computationally intensive security scanning tasks.
Solution Approach 2:
The patent introduces a backend system as an intermediary between the VR interface and the interactable objects. The backend acts as a mediator that performs comprehensive reputation checks on objects, returning results to the VR interface without requiring the interface itself to perform complex analysis, thus resolving the contradiction between thorough scanning and system complexity.
2Reliability
If scanning is performed on all interactable objects regardless of user proximity, then security coverage is improved, but processing time and resource waste increase
Solution Approach 1:
The patent implements partial scanning by performing comprehensive reputation checks only on interactable objects that are within a predetermined distance of the user's viewpoint. Objects beyond this distance receive minimal or no scanning, allowing the system to focus computational resources on potentially relevant threats while ignoring distant objects that pose minimal risk.
Solution Approach 2:
The patent applies different scanning intensities based on spatial proximity to the user. Objects close to the user receive full reputation analysis, while distant objects receive reduced or no scanning. This local quality approach optimizes resource allocation by matching scanning effort to the actual security risk based on user proximity.
3Speed
If the VR interface performs all scanning operations locally, then response speed is improved, but device resource requirements become unmanageable
Solution Approach 1:
The patent divides scanning responsibilities between the VR interface client and the backend system. The client handles immediate, lightweight scanning for fast local responses, while the backend handles computationally intensive reputation analysis. This segmentation allows the client to maintain low resource consumption while still providing timely security feedback.
Solution Approach 2:
The backend system serves as an intermediary that offloads heavy scanning computations from the VR interface. The interface sends scanning requests to the backend and receives results, maintaining a responsive user experience while avoiding the need for the client device to have substantial computational resources.
Data Source
AI summary
Interactable objects of a virtual world are scanned to determine if they are malicious. A spatial resource identifier (SRI) of an interactable object is received in a virtual reality (VR) interface that is employed by a user to access the virtual world. The interactable object is scanned when it has been rendered and is in range of the user. The scanning includes querying a backend system, using the SRI, for a reputation of the interactable object when the VR interface is incapable of scanning the interactable object.


