AT&T Intellectual Property I, L.P. (20240212223). ADAPTIVE SIMULATION OF CELEBRITY AND LEGACY AVATARS simplified abstract

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ADAPTIVE SIMULATION OF CELEBRITY AND LEGACY AVATARS

Organization Name

AT&T Intellectual Property I, L.P.

Inventor(s)

Rashmi Palamadai of Naperville IL (US)

Brian Novack of St. Louis MO (US)

Eric Zavesky of Austin TX (US)

ADAPTIVE SIMULATION OF CELEBRITY AND LEGACY AVATARS - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240212223 titled 'ADAPTIVE SIMULATION OF CELEBRITY AND LEGACY AVATARS

The abstract describes a device, computer-readable medium, and method for adaptive simulation of celebrity and legacy avatars in extended reality environments.

  • Acquiring user preferences for virtual interactions
  • Matching preferences to available individual avatars
  • Rendering extended reality environments for virtual interactions
  • Controlling avatars to respond dynamically to user inputs
  • Generating outputs using images, audio, or biographical data of the individual

Potential Applications: - Entertainment industry for virtual interactions with celebrities - Historical education for immersive experiences with legacy figures - Marketing and advertising for personalized brand interactions

Problems Solved: - Enhancing user engagement in extended reality environments - Providing personalized experiences based on user preferences - Creating dynamic and interactive simulations with celebrity avatars

Benefits: - Increased user immersion and satisfaction in virtual interactions - Customized experiences tailored to individual preferences - Enhanced storytelling and educational opportunities in extended reality environments

Commercial Applications: "Adaptive Simulation Technology for Virtual Celebrity Interactions: Market Potential and Implications"

Prior Art: Research into virtual reality simulations and avatar interactions in entertainment and education industries.

Frequently Updated Research: Stay updated on advancements in extended reality technologies and user experience design for virtual interactions.

Questions about Adaptive Simulation of Celebrity and Legacy Avatars in Extended Reality Environments: 1. How does this technology impact user engagement in virtual interactions? 2. What are the potential ethical considerations of using celebrity avatars in extended reality environments?


Original Abstract Submitted

a device, computer-readable medium, and method for adaptive simulation of celebrity and legacy avatars in extended reality environments is disclosed. in one example, a method performed by a processing system including at least one processor includes acquiring preferences from a user with respect to a virtual interaction, matching the preferences to an individual for whom an avatar is available, rendering an extended reality environment in which the virtual interaction will occur, rendering the avatar in the extended reality environment, receiving an input from the user, extracting a meaning from the input, and controlling the avatar to present an output that is responsive to the meaning, wherein the output is generated dynamically using at least one of: an image of the individual, an audio of the individual, or biographical data of the individual.