SAMSUNG ELECTRONICS CO., LTD. (20240291941). ELECTRONIC DEVICE, METHOD, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIA FOR DISPLAYING MEDIA CONTENT BASED ON USER'S LOCATION simplified abstract

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ELECTRONIC DEVICE, METHOD, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIA FOR DISPLAYING MEDIA CONTENT BASED ON USER'S LOCATION

Organization Name

SAMSUNG ELECTRONICS CO., LTD.

Inventor(s)

Juyeon Lee of Suwon-si (KR)

Hyunjoo Kang of Suwon-si (KR)

Hyojin Kim of Suwon-si (KR)

Yeeun Choi of Suwon-si (KR)

Hoon Han of Suwon-si (KR)

Jiwoong Hwang of Suwon-si (KR)

ELECTRONIC DEVICE, METHOD, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIA FOR DISPLAYING MEDIA CONTENT BASED ON USER'S LOCATION - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240291941 titled 'ELECTRONIC DEVICE, METHOD, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIA FOR DISPLAYING MEDIA CONTENT BASED ON USER'S LOCATION

The abstract describes an electronic device with an actuator, sensor, projection assembly, processor, and memory storing instructions for playing media content and identifying external objects within it.

  • The electronic device emits light representing the media content towards an external object based on sensor data when the object is nearby.
  • This innovation enhances interconnectivity between real and virtual objects, potentially through a metaverse service.
  • The device may utilize 5G and/or 6G networks for providing the metaverse service.
    • Potential Applications:**

This technology could be used in augmented reality applications, interactive advertising, gaming, and immersive experiences.

    • Problems Solved:**

This technology allows for seamless integration of virtual and real-world objects, enhancing user engagement and interaction.

    • Benefits:**

Enhanced user experience, improved interactivity, innovative marketing opportunities, and potential for new forms of entertainment.

    • Commercial Applications:**

Title: "Enhanced Augmented Reality Experiences for Marketing and Entertainment" This technology could be utilized in marketing campaigns, entertainment venues, theme parks, and interactive installations to create engaging and immersive experiences for users.

    • Prior Art:**

Researchers and developers in the fields of augmented reality, mixed reality, and interactive media may have explored similar concepts involving the integration of real and virtual objects.

    • Frequently Updated Research:**

Researchers may be exploring advancements in sensor technology, projection systems, and network capabilities to further enhance the interconnectivity between real and virtual worlds.

    • Questions about the Technology:**

1. How does this technology impact the future of interactive media experiences? 2. What are the potential privacy implications of using this technology in public spaces?

By integrating advanced sensor technology, projection systems, and network capabilities, this electronic device enhances the user experience by seamlessly blending virtual and real-world elements.


Original Abstract Submitted

in an electronic device according to an embodiment, the electronic device may include: an actuator configured to move the electronic device, a sensor, a projection assembly including light emitting circuitry, at least one processor, and a memory storing instructions. the instructions, when executed by one or more of the at least one processor, cause the electronic device to, in response to an input for playing a media content stored in the memory, identify an external object included in the media content. the instructions, when executed by one or more of the at least one processor, cause the electronic device to, in a first state in which an external object adjacent to the electronic device is identified, emit a light representing the media content, facing a direction adjacent to the external object, by controlling the projection assembly, based on data of the sensor. the present disclosure relates to a metaverse service for enhancing interconnectivity between a real object and a virtual object. for example, the metaverse service may be provided through a network based on fifth generation (5g) and/or sixth generation (6g).