Personalized VR Profile for Simplified User Interaction

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Solution Overview

Problem

Current virtual reality systems present barriers to entry for new players due to the complexity and variety of in-game actions and controllers, making it difficult, frustrating, and time-consuming for them to navigate new or unfamiliar game titles, especially for those with disabilities.

Innovation Solution

A virtual reality profile is stored for each user, specifying custom instructions associated with cues that modify virtual display elements, allowing for personalized controls and communications within virtual environments. This profile is monitored during interactive sessions, and when specific cues are detected, the virtual environment is modified accordingly, streamlining user interactions and enhancing the gaming experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional VR controllers with multiple input combinations are used, then in-game actions can be performed, but the device complexity and difficulty of operation increase for new players

Engineering Contradiction:
Improveease of operationVSAvoidcontroller complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system performs preliminary action by automatically detecting player intent through monitoring in-game actions and communications, then proactively presenting relevant information or controls before the player needs them, eliminating the need for players to manually navigate complex controller input combinations

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system introduces an intermediary AI assistant that mediates between the player and the complex VR environment, translating player intentions into appropriate actions or providing contextual information, thereby simplifying the interaction without reducing the underlying system complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

2Loss of information

If comprehensive in-game information is provided to players, then gameplay completeness is improved, but the information overload increases and frustrates players

Engineering Contradiction:
Improveinformation completenessVSAvoidease of operation
Core Design Contradiction:
Loss of informationVSEase of operation

Solution Approach 1:

The system applies local quality by providing information selectively based on the player's current context, needs, and skill level - different players receive different information at different times and in different formats, ensuring information completeness without overwhelming any individual player

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system implements feedback by continuously monitoring player actions and communications, then adjusting the type, amount, and timing of information provided based on player responses, creating a dynamic information delivery system that adapts to player needs in real-time

Inventive Principle:
Principle #23Feedback

3Loss of information

If detailed instructions are provided for navigation, then player understanding is improved, but the time required to learn the game increases

Engineering Contradiction:
Improveplayer understandingVSAvoidlearning time
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

The system uses periodic action by providing information in timed intervals or triggered by specific events during gameplay, rather than presenting all instructions at once, allowing players to learn and process information progressively without interrupting the game flow excessively

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS11992756B2Personalized VR controls and communications
Publication Date: 2024.05.28 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11992756B2 patent drawing
  • US11992756B2 patent drawing
  • US11992756B2 patent drawing

AI summary

Systems and methods for personalized controls and communications in virtual environments are provided. A virtual reality (VR) profile may be stored in memory for a user. Such VR profile may specify a cue associated with custom instructions executable to modify one or more virtual display elements. An interactive session associated with a virtual environment in which the user is participating via a user device may be monitored based on the VR profile stored for the user. The cue specified by the VR profile may be detected as being present in the monitored communication session. The virtual elements may be modified within a presentation of the virtual environment provided to the user device in accordance with the executable instructions associated with the cue specified by the VR profile of the user.