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A DEVICE FOR INTELLIGENT VIRTUAL PARK WITHAR/VR AND AI INTEGRATION

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A DEVICE FOR INTELLIGENT VIRTUAL PARK WITHAR/VR AND AI INTEGRATION

ORDINARY APPLICATION

Published

date

Filed on 18 November 2024

Abstract

ABSTRACT A DEVICE FOR INTELLIGENT VIRTUAL PARK WITHAR/VR AND AI INTEGRATION The present invention discloses a Virtual Park experience that leverages the latest advancements in AR, VR and AI to create an immersive, interactive digital environment. The Virtual Park replicates the beauty and serenity of a natural park, providing users with the ability to explore, interact with and customize their surroundings in real-time. It is developed using Blender for 3D modeling and Unity for environment integration, the project features high-quality visual and audio elements, dynamic weather conditions, seasonal changes, and realistic interactions. Users can integrate the park through various input methods, such as joystick, treadmills, or motion controllers, ensuring a lifelike experience. The integration of AI allows for adaptive personalization, with the environment responding to user behavior, preferences, and emotional states. Additionally, multi-user functionality enables real-time interaction with other participants, facilitating social engagement. It also includes educational elements, offering the history of the park’s features. It aims to overcome the limitations of physical parks. The result is a cutting-edge digital experience that blends technology with nature, creating a versatile platform for recreation, education, and environmental awareness. Fig 1

Patent Information

Application ID202441088975
Invention FieldCOMPUTER SCIENCE
Date of Application18/11/2024
Publication Number47/2024

Inventors

NameAddressCountryNationality
R. P. UVAJANANISTUDENT, K.RAMAKRISHNAN COLLEGE OF ENGINEERING, SAMAYAPURAM, TRICHY-621112, TAMIL NADU, INDIAIndiaIndia
Mr.T. JOHN PETERASSISTANT PROFESSOR, K.RAMAKRISHNAN COLLEGE OF ENGINEERING, SAMAYAPURAM, TRICHY-621112, TAMIL NADU, INDIAIndiaIndia
Mr. K. S. GURUPRAKASHASSISTANT PROFESSOR, K.RAMAKRISHNAN COLLEGE OF ENGINEERING, SAMAYAPURAM, TRICHY-621112, TAMIL NADU, INDIAIndiaIndia

Applicants

NameAddressCountryNationality
K.RAMAKRISHNAN COLLEGE OF ENGINEERINGThe Principal, K.Ramakrishnan College of Engineering, NH-45, Samayapuram, Trichy, Tamil Nadu, India- 621112IndiaIndia

Specification

Description:FORM 2

THE PATENTS ACT, 1970
(39 of 1970)
&
THE PATENTS RULES, 2003

COMPLETE SPECIFICATION
(See Section 10; rule 13)

TITLE OF THE INVENTION
A DEVICE FOR INTELLIGENT VIRTUAL PARK WITHAR/VR AND AI INTEGRATION

APPLICANT
K.RAMAKRISHNAN COLLEGE OF ENGINEERING
NH-45, Samayapuram,
Trichy, Tamilnadu, India- 621112


The following specification particularly describes the invention and the manner in which it is to be performed.
A DEVICE FOR INTELLIGENT VIRTUAL PARK WITHAR/VR AND AI INTEGRATION
TECHNICAL FIELD
The present invention relates to the field of Augmented Reality and Virtual Reality with AI Integration. More specifically, the present invention related to AR/VR with AI integration is designed to create a more interactive and responsive virtual environment.
BACKGROUND
A park is a designated area of land that is maintained and managed for public use, typically for recreation, relaxation, and enjoyment of natural surroundings. Parks serve both as conservation areas to protect natural habitats and as recreational spaces for people. They balance environmental preservation with providing areas for public enjoyment. Parks may not be fully accessible to people with disabilities. Certain parks may not be as appealing during certain seasons, like winter, when trees are bare, and flowers are not in bloom, limiting the experience.
Some parks, especially in urban areas, can be perceived as unsafe due to crime or poor lighting, deterring people from visiting, especially at night. Littering and pollution can degrade the natural beauty of parks, making them less pleasant to visit and harming local wildlife. People with allergies, particularly to pollen, might avoid parks during certain seasons, reducing their ability to enjoy the outdoors. Parks can sometimes be overwhelming for individuals with sensory sensitivities, especially during events or peak times.
Existing projects have created virtual nature experiences where users can explore digital representations of natural environments. These tours use a combination of 360-degree video, panoramic photography, and sometimes AR to provide a more interactive experience. Certain national parks and museums have developed virtual tours that allow users to explore famous sites from their homes. Physical parks may not be fully accessible to individuals with disabilities or those who have mobility issues. Rough terrain, long distances, and lack of accessible facilities can make it difficult for everyone to enjoy the park.
Popular parks can become overcrowded, leading to a diminished experience for visitors. Overcrowding can cause noise, long wait times for attractions, and difficulty finding quiet or private spaces. In real parks, interacting with wildlife can be unpredictable and sometimes dangerous. Feeding animals or getting too close can lead to safety issues for both visitors and the animals.
Thus, there is a need to introduce a Virtual Park with AI integrated which allows the users with better experience of the park. It allows the users to customize their own park as they needed and make it more flexible. The present invention will overcome the aforementioned problems, limitations and disadvantages in an effective manner.
OBJECT OF THE INVENTION
The primary object of the project is to create an immersive, interactive, and accessible digital environment that replicates the experience of visiting a real park.
It aims to provide users with a realistic and enjoyable simulation of natural world, enhanced with advanced technologies like AR/VR, and AI.
It offers a versatile platform for social interaction, recreation, education and environmental awareness.
It supports smooth interaction of user with virtual park and customizable options are also available.
SUMMARY
The Virtual Park project is an innovative endeavor that leverages AR/VR and AI technologies to create an immersive, interactive park experience. Users can explore a meticulously crafted virtual environment. A key aspect of the Virtual Park is its focus on user interaction. Users can navigate through the park and allowing them to explore the environment. AI integration plays a significant role in enhancing the experience. AI is used to analyse user emotions and adapt the environment accordingly, making the experience more personalized.
Users can interact with virtual animals and engage with other characters in the park. This combination of AR, VR and AI technologies makes the Virtual Park project a groundbreaking endeavour, providing a realistic and dynamic natural experience in a virtual setting. Additionally, it is designed to be customizable, offering users the ability to change the appearance of the environment, such as altering the colour or variety of trees and flowers, ore even adjusting the time of day or weather conditions within the park.
This project supports multi-user interaction, where multiple users can interact with each other, enhancing the social aspect of the experience. The special features in this project are AI-driven Adaptive environment, Interactive Animal Behaviour, Customization and Personalization, Multi-User Interaction with Social Features, Physical Interaction with Advanced Physics Engine, Full Immersive Navigation, Educational and Informative Content and Climatic as well as Seasonal Changes according to the user requirement. Also, it analyses the user's mood and adjust the environment according which makes more interactive.
Designed to be accessible to all users, regardless of physical ability or location, the virtual park provides an inclusive experience.
Features such as customizable controls, VR/AR compatibility, and options for seated or standing navigation ensure that everyone can enjoy the park. Users can enjoy nature without impacting physical environments, reducing the carbon footprint and preserving natural habitats. The park includes navigation aids such as a compass, map, and customizable paths. Users can easily move through the park, explore different areas, and even teleport to specific locations within the park. Overall, the user experiences an interactive with realistic features compared to existing virtual park implementations.
BRIEF DESCRIPTION OF THE DRAWINGS
The other objects, features and advantages will occur to those skilled in the art from the following description of the preferred embodiment and the accompanying drawings in which:
Fig 1 illustrates the isometric view of the AR/VR headsets integrating AI, according to an embodiment of the present invention.
Although the specific features of the present invention are shown in some drawings and not in others. This is done for convenience only as 5 each feature may be combined with any or all of the other features in accordance with the present invention.
DETAILED DESCRIPTION
The Virtual Park project aims to create a fully immersive, interactive and digital environment that replicates the experience of visiting a natural park. By using advanced technologies like 3D modeling, game development engines, AI, and AR/VR, the project offers users the opportunity to explore, interact with, and customize their environment in ways that surpass the limitations of physical parks.
The project is designed to be accessible across multiple platforms, providing a versatile experience for social interaction, recreation, education and environmental awareness. The project operates as an interactive 3D environment that can access through VR headsets, AR glasses, or standard screens. Once inside, users can navigate the park, interact with various natural elements, and communicate with other users in real-time.
The environment is dynamic, responding to user inputs and adapting to preferences. Creating the 3D model of the entire park using blender software (A free and open-source 3D computer graphics software tool set for creating visual effects, 3D-models). Importing it in the Unity platform and creating the entire model with functionalities. Integrating AI in AR/VR plays a major part.
The initial setup allows users to customize their avatars, select control preferences (e.g., joystick, treadmill for movement), and adjust environmental settings like weather or time of day. Dynamic lighting, weather effects, and seasonal changes add to the immersion.
Users navigate the park using their chosen control method. They can explore different areas, including gardens, lakes, forests, and wildlife zones. Interactive elements are scattered throughout the park. Users can feed animals, pick flowers, sit on benches, or play with virtual objects.
Customization is also added. Users can customize their own environment. They can change the color of trees, select different types of flowers, and modify the landscape by adding or removing elements. AI adapts to these changes, ensuring the environment remains coherent and immersive.
Users can meet and interact with others in the park. They can chat via text or voice, collaborate on activities, or simply explore together. The networking system ensures that all users see the same environment, with real-time updates reflecting any changes made by participants.
Users can also learn the features and history of the park if they needed. Users can learn about the different species of plants and animals in the park. High-quality 3D models and realistic textures create a visually stunning park environment. Information is accessible through interactive markers or voice-activated queries. Historical data, environmental facts, and conservation messages are integrated into the experience to enhance learning.
The AI monitors user behavior, mood, and preferences to adapt the park environment. For example, if a user prefers a calm atmosphere, the AI might reduce the number of active animals or change the weather to a serene setting. AI also controls the behavior of animals, making them responsive to user interactions in a realistic manner.
For users with treadmills or motion-based input devices, real-world movement is translated into the virtual environment, allowing them to physically walk or run through the park. For seated users, options like movable sofas simulate movement, making the experience of the user enriched and accessible to those who prefer less physical activity. It is also provided with map to navigate the park.
Integration of motion-based input devices like treadmills or VR treadmills to simulate walking or running. Seated users can experience movement through VR-compatible movable seats or controllers. The virtual park promotes sustainability by reducing the need for physical park visits, conserving resources, and spreading environmental messages.
Technologies used to create this project includes Blender, Unity, Artificial Intelligence (AI), Augmented Reality (AR) and Virtual Reality (VR), Networking and Cloud Services, audio Systems, Physical and interaction Engines, User Interface (UI) and Experience (UX) Design.
Blender is used for creating detailed 3Dmodels of the park's natural elements, including trees, flowers, water bodies, and animals. Animation tools within Blender bring these models to life, enabling movement and interaction. Unity's physics engine is employed to simulate real-world interactions, such as walking, object collision, and environmental effects.
AI- algorithms analyze user behavior, mood, and preferences to personalize the environment. AI controls the behavior of animals and other interactive elements, making them responsive and lifelike. The project is compatible with VR headsets (e.g., Oculus) and AR devices (e.g., Microsoft HoloLens), providing immersive experiences.
AR cameras enhance the interaction by blending real-world elements with the virtual park. Cloud-based services manage user data, multiplayer interactions, and real-time synchronization. Networking ensures that all users experience the same environment, with updates reflected instantly.
, Claims:CLAIMS
We Claim,
1. A Virtual Park System for immersive adventures, comprising:
a headset assembly with augmented reality (AR) and virtual reality (VR) capabilities, configured to provide a real-time 3D experience to the user, wherein the headset is adjustable and ergonomically designed for prolonged use;
a sensor-equipped suit worn by the user, comprising motion sensors, haptic feedback devices, and temperature-adjusting elements, allowing the user to physically experience temperature changes, motion sensations, and vibrations corresponding to the virtual park environment;
an AI-guided interaction software for generating adaptive challenges, interactive characters, and personalized adventures in response to user behaviour, preferences, and real-time sensor data collected from the suit and headset;
a Gesture recognition sensors embedded within gloves or handheld devices, allowing users to interact with virtual elements, enabling touch-based actions such as pushing, pulling, and holding objects within the virtual park; and,
a central control interface, accessible through a mobile application or desktop dashboard, allowing park operators to monitor user activity, adjust environment settings, and update AI-based challenges and experiences based on real-time data.
2. The virtual park system as claimed in claim 1, wherein the headset assembly is equipped with real-time eye-tracking sensors configured to allow user actions based on eye movement, enhancing hands-free interaction with virtual park elements.
3. The virtual park system as claimed in claim 1, wherein the AI-guided interaction software includes a behavioural analysis module that adapts the difficulty, pace, and theme of the adventure based on user expressions, body language, and physiological responses.
4. The virtual park system as claimed in claim 1, wherein the sensor-equipped suit provides temperature and tactile feedback that aligns with the virtual environment, allowing users to experience weather simulations, object textures, and dynamic force feedback corresponding to their actions.
5. The virtual park system as claimed in claim 1, wherein the gesture recognition sensors (14) operate in sync with the central control interface to enable multi-user interaction, allowing multiple users to interact within the same virtual park experience or collaboratively solve challenges in the virtual space.

Documents

NameDate
202441088975-COMPLETE SPECIFICATION [18-11-2024(online)].pdf18/11/2024
202441088975-DRAWINGS [18-11-2024(online)].pdf18/11/2024
202441088975-EDUCATIONAL INSTITUTION(S) [18-11-2024(online)].pdf18/11/2024
202441088975-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [18-11-2024(online)].pdf18/11/2024
202441088975-FORM 1 [18-11-2024(online)].pdf18/11/2024
202441088975-FORM FOR SMALL ENTITY(FORM-28) [18-11-2024(online)].pdf18/11/2024
202441088975-FORM-9 [18-11-2024(online)].pdf18/11/2024
202441088975-POWER OF AUTHORITY [18-11-2024(online)].pdf18/11/2024
202441088975-REQUEST FOR EARLY PUBLICATION(FORM-9) [18-11-2024(online)].pdf18/11/2024

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