Virtual Gaming Session Transfer Between VR Devices
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Solution Overview
Problem
Existing virtual reality (VR) and augmented reality (AR) systems face limitations in allowing seamless session transfer between devices, particularly due to battery constraints, user discomfort, and the need to access more diverse gaming options, which can disrupt the gaming experience.
Innovation Solution
A system and method that enables the transfer of a virtual gaming session from one VR/AR device to another without ending the session, using a processing circuit and memory to determine trigger events, save session state data, and notify users, allowing them to continue their gaming experience on a different device.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Duration of action of stationary object
If users continue gaming sessions on a single VR device, then session continuity is maintained, but battery depletion and user discomfort occur
Solution Approach 1:
The system segments the gaming session from a single device dependency by enabling transfer between multiple devices. The session state is divided into transferable data packets that can be reconstructed on a different device, allowing the session to continue without being bound to one physical device's battery life.
Solution Approach 2:
The system introduces a communication interface and session management mechanism as an intermediary between the user and multiple devices. This intermediary handles session state transfer, device discovery, and coordination, enabling seamless transitions without requiring direct device-to-device communication or complex user intervention.
2Use of energy by moving object
If users transfer sessions between devices, then battery limitations are addressed, but session transfer complexity increases
Solution Approach 1:
The system implements self-service automation where the session management mechanism automatically detects trigger events (battery level, user input), initiates the transfer process, and coordinates device switching without requiring complex manual configuration. The system serves itself by managing the entire transfer workflow autonomously.
Solution Approach 2:
The system performs preliminary actions by pre-establishing the session state data structure and transfer protocols before actual transfers occur. Session state is continuously maintained in a transfer-ready format, and device compatibility is pre-verified, so that when a transfer is needed, the process executes immediately without complex real-time negotiations.
3Duration of action of stationary object
If VR devices are used for extended periods, then gaming immersion is maintained, but user discomfort increases
Solution Approach 1:
The system introduces dynamic adaptability by allowing the gaming session to move between different physical devices based on user needs. This creates a dynamic system where the virtual gaming environment remains consistent while the physical hardware changes, enabling users to take breaks or switch devices without breaking immersion.
4Reliability
If users are restricted to single-device sessions, then device compatibility issues are avoided, but gaming versatility is limited
Solution Approach 1:
The system achieves universality by creating a device-agnostic session management layer that works across multiple VR devices. The session state and communication interface are designed to be universally compatible, allowing the same gaming session to function on different hardware platforms without sacrificing reliability.
Data Source
AI summary
A system includes a communication interface, a processing circuit, and a memory coupled to the processing circuit. The memory includes machine readable instructions that, when executed by the processing circuit, cause the processing circuit to determine a trigger event corresponding a virtual gaming session that is provided to a user via a first mobile computing device. Based on the trigger event, the processing circuit is further caused to send, to the user via the first mobile computing device, virtual gaming session data that includes session transfer data for transferring the virtual gaming session from the first mobile computing device to a second mobile computing device. The processing circuit is further caused to transfer the virtual gaming session to the second mobile computing device without ending the virtual gaming session.


