The present invention relates to multi-user virtual environment systems and methods.
Multi-user online virtual environment systems are online systems where users at different physical locations are able to use individual client devices to join a digital space hosted by a server. Users are able to interact with the virtual environment by sending requests from the client devices to the server, and the server responds by providing services according to the requests. With the development of virtual reality technologies, modern virtual environment systems are capable of rendering three dimensional graphics through a first person viewpoint, thereby providing a more immersive user experience.
In the meantime, the extra layer of immersion offered by virtual environment systems could be a double edged sword. In the case of cyber bullying or harassment, the visual stimuli induced by virtual reality makes it easier for the user to invest in and portray himself/herself as the avatar in the virtual world and hence could significantly amplify feelings caused by any cyber violation, compared to a system in two dimensional graphics.
Current approaches to handling online bullying and harassment in virtual environment systems include providing reporting mechanisms for the victims to make a complaint against any committed assaults. A typical example of this would be a recording system for the user to record the scene of bad behaviour as evidence. Nevertheless, the conventional arrangements tend to suffer from one or more of a multiplicity of drawbacks:
Firstly, the reporting mechanisms are reactive measures and hence less effective in preventing cyber toxicity from happening.
Secondly, the victim may experience panic upon the assault and may not be able to activate the recording system in time.
The present invention seeks to mitigate or alleviate some or all of the above-mentioned problems.
Various aspects and features of the present invention are defined in the appended claims and within the text of the accompanying description.
In a first aspect, a method for protecting personal space in a multi-user virtual environment is provided in accordance with claim 1.
In another aspect, a system for protecting personal space in a multi-user virtual environment is provided in accordance with claim 14.
A more complete appreciation of the disclosure and many of the attendant advantages thereof will be readily obtained as the same becomes better understood by reference to the following detailed description when considered in connection with the accompanying drawings, wherein:
Systems and methods for protecting personal space in multi-user virtual environment are disclosed. In the following description, a number of specific details are presented in order to provide a thorough understanding of the embodiments of the present invention. It will be apparent, however, to a person skilled in the art that these specific details need not be employed to practice the present invention. Conversely, specific details known to the person skilled in the art are omitted for the purposes of clarity where appropriate.
Embodiments of the present description are applicable to a multi-user virtual environment system involving a computer server or videogame server, a computer client or videogame console, a development kit for such a system, or a multi-user computer system using dedicated hardware or a computer and suitable controllers. In the present application terms such as ‘personal space’, ‘personal zone’, ‘safety zone’, ‘safety bubble’ may be used interchangeably except where indicated otherwise.
For the purposes of explanation and referring now to the drawings, wherein like reference numerals designate identical or corresponding parts throughout the several views,
According to embodiments of the present application, the multi-user virtual environment system 100 allows users to operate an avatar in a virtual environment under a personal space which protects a given target user from abuse or harassment induced by peer users. The virtual environment may be a social virtual environment in which multiple users participate a social event, or a game virtual environment in which multiple players play an online game. The target user may experience bullying or harassment within the virtual environment, especially in virtual reality. In order to alleviate episodes of harassment, a personal space such as in the form of safety bubble may be implemented. In essence, the personal space enforces boundaries between the avatar of the target user and the peer users' avatars, such that rules and requirements are enforced within the boundaries to protect the target user.
According to embodiments of the present application, a personal safety bubble in a virtual environment defaults to a hemispheric volume of space surrounding the user's avatar which fulfils some interaction requirements, either predefined or customizable. The requirements may restrict access to the user's personal space by other peer users' avatars and/or virtual objects. For example, other peer users may not be allowed to enter the personal space, or only friends may be allowed. The target user may also be notified when his/her personal space is collided with. Additionally, the personal space may specifically activate only when other avatars approach a user above a threshold speed. In the case of a virtual object, the ability to cross the personal space boundary may depend on the object's characteristics, such as size, speed of movement, whether it is producing loud sounds or whether it is considered offensive or threatening. Further details of the effects of the personal space will be described with reference to
According to embodiments of the present application, algorithms based on machine learning may be used to determine whether a peer user's avatar or a virtual object should be allowed inside the personal space, for example by analysing the text message or speech of the peer user and looking for disrespectful or violent language. Similarly, the characteristics of the object (size, material, what it is normally used for, speed at which it is moving and direction of movement, and so on) can be analysed to identify threatening objects based on the ways the user interacts with them. In some embodiments, rule-based algorithms may be used to determine the activation of the personal space.
In some embodiments, the personal space does not need to be static, but can be dynamic depending on certain elements, for example the inferred level of stress/discomfort of the user based on biometric data such as detected heart rate, breath rate, or blood pressure of the user. In some embodiments, the size and dimensions of personal space may also depend on the user's specified preferences or behaviours exhibited in previous social interactions. For example, if a user is always reducing the size of their bubble to interact with other users, an algorithm based on machine learning model can learn this and adapt to the user's behaviour. Further details of the various algorithms controlling the size and activation of the personal space will be described with reference to
According to embodiments of the present application, the dimensions of the personal space may increase with the number of friendly users present at the same location in the virtual environment, such that a larger personal space is created for a large crowd of avatars to avoid feeling overwhelmed.
Referring to
The virtual environment server 110 further generates feedbacks on the output device 130, such as a virtual reality head set, to the target user based on his/her interaction with avatar of peer users and virtual objects, including visual feedback such as video streams of the virtual environment based on the user's perspective; audio feedback such as instructions, background music, voice of peer users, audio tracks and sound effects of the virtual environment; and haptic feedback effects such as vibration on the input device 140.
Referring to the virtual environment system 100 in
The central processing unit 121 executes program codes loaded from the local storage 124, in order to run client applications for the target user to communicate with the virtual environment server 110, such as sending requests and receiving services in relation to the virtual environment. The central processing unit 121 may further provide an interface for the user to interact with the virtual environment. In addition, the client device 120 may store and load user save data and user settings in the local storage 122. Alternatively or in addition, the user save data and user settings may be stored in remote storage 112 at the virtual environment server 110. User operations performed on the input device 140, such as virtual reality controllers, are converted to electrical signals which are subsequently received at the peripheral device interface 124. Other feedback data such as voice input and biometric data may be respectively collected from a built-in microphone of a virtual reality headset and the biometric measurement device 150 via the peripheral device interface 124. The central processing unit 121 processes the input signals and feedback data acquired by the peripheral device interface 124 and transmits them to the virtual environment server 110 based on predetermined communication protocols.
According to embodiments of the present application, the image processing unit 123 may render 2D or 3D computer graphics for the virtual environment generated by the virtual environment server 110. The image processing unit 123 subsequently generates video signals for the computer graphics and transmits the video signals to the output device 130, such as a display integrated in a virtual reality headset.
Additionally, the audio processing unit 125 receives voice and audio data from the virtual environment server 110, then decompresses and decodes the data into audio signals for playback at the output device 130, such as a speaker system integrated with a virtual reality headset.
According to embodiments of the present application, the virtual environment server 110 generates a personal space around the user's avatar in the virtual environment, with the dimensions of the personal space determined by a personal space model 111. The personal space model 111 factors in input parameters such as relationship score with the peer user, behaviour score of the peer user, message text or speech delivered by the peer user, or stress biometrics of the target user. Based on rule-based algorithms or machine learning algorithms, the personal space model 111 outputs a desirable size of the personal space and restrictions to be imposed by the personal space, in order to protect the target user from bullying and harassment. Further details of the personal space model 111 will be described with reference to
The entertainment device also comprises RAM 240, and may either have separate RAM for each of the CPU and GPU, or shared RAM as in the PS5. The or each RAM can be physically separate, or integrated as part of an SoC as in the PS5. Further storage is provided by a disk 250, either as an external or internal hard drive, or as an external solid state drive, or an internal solid state drive as in the PS5.
The entertainment device may transmit or receive data via one or more data ports 260, such as a USB port, Ethernet® port, WiFi® port, Bluetooth® port or similar, as appropriate. It may also optionally receive data via an optical drive 270.
Interaction with the system is typically provided using one or more handheld controllers 280, such as the DualSense® controller in the case of the PS5, or virtual reality controllers 140.
Audio/visual outputs from the entertainment device are typically provided through one or more A/V ports 290, or through one or more of the wired or wireless data ports 260.
Where components are not integrated, they may be connected as appropriate either by a dedicated data link or via a bus 210.
An example of a device for displaying images output by the entertainment system is a head mounted display ‘HMD’ 130, worn by a user.
Such an entertainment device may be used as a client device 120 in a multi-user virtual environment system 100 for two or more users to interact with each other in a virtual environment under the protection offered by personal safety zones. It will be appreciated that this is a non-limiting example and that as noted previously herein other examples of a game client may include a phone or smart television.
In the event that other peer users' avatars are present in the virtual environment, the user relationship module 320 maintains a relationship score for each peer user, representing different levels of relationship between the target user and the relevant peer user. For example, the relationship score may be rated on a 1-to-10 scale with 1 denoting the most hostile relationship and 10 denoting the most intimate relationship. The relationship score may be given by the user, and may be modified by the user relationship module 320 according to the social interaction between the target user and the peer user as their relationship in the virtual environment develops. For instance, the user relationship module 320 may increase the relationship score when a positive social interaction happens between the target user and the peer user, and vice versa. The relationship score may be stored as part of the user data in the local storage 122 or remote storage 112. The user relationship module 320 may retrieve the relationship score from the local storage 122 or remote storage 112 when the target user encounters the corresponding peer user in the virtual environment in future. Optionally relationship scores may be persistent between sessions for other users identified as friends of the user, and/or for other users who the user has blocked, reported, or otherwise indicated as being unwelcome. Meanwhile similarly optionally relationship scores for other users may be a per-session score initialised as neutral, or a score also based on commonalities between their user profiles and those of the user (e.g. age, gender, declared interests, game-play history and the like).
The personal space model 330 contains algorithms that determines the dimensions of the personal space based on the relationship score with respect to a particular peer user obtained from the user relationship module 320. According to embodiments of the present application, the personal space may be a hemispheric volume of space surrounding the target user and the personal space model 330 may determine the radius of the hemisphere. In some embodiments, the personal space may be a cylindrical volume of space around the target user and the personal space model 330 may determine the radius and height of the cylinder. The dimensions of personal spaces may vary between peer users since their relationship scores with the target user may not be the same. In some embodiments, the personal space model 330 may take into account of additional factors, such as the status of the target user. For example, if the target user is focusing on a particular task in the virtual environment such as watching a movie, he/she may change the status from available to busy, and the personal space model 330 may increase the dimensions of the personal space to avoid disturbance from peer avatars in proximity. Further details of the various algorithms controlling the dimensions of the personal space will be described with reference to
Once the dimensions of the personal space have been determined by the algorithms of the personal space model 330, the personal space generating module 340 creates a personal space surrounding the target user based on the determined dimensions. When a peer user's avatar crosses the boundary of the personal space, it will be detected by the trespasser detecting module 350 and the rule enforcing module 360 will apply rules or requirements to the peer user to restrict his/her interaction with the target user. The rules applied to the peer user whose avatar enters the personal space may include: restricting movements of the peer user, silencing a chat of the peer user, disabling an action of the peer user, and nullifying an effect of the peer user's action such as using a virtual object.
The arrangement according to embodiments of the present application is beneficial by providing multiple levels of personal spaces in the virtual environment based on relationship types which resemble proxemics, or personal space, in real life experience.
On the other hand, personal space 420 has a larger radius R2 and allows peer users of friendly relationship to enter, such as peer user B in
For strangers such as peer user C and peer user D in
According to embodiments of the present applications, the optionally restrictive rules of a personal space will only be activated when a peer user's avatar or a virtual object move above a threshold speed.
Although
When peer user B's avatar 403 crosses the boundary of the personal space 410, the avatar will not be allowed to approach further and a message box 510 may be automatically displayed in the graphical user interface of the target user P. The message box 510 may contain a portrait 512 of peer user B's avatar 403 and a text message 511 alerting the target user P that peer user B's avatar 403 is trying to enter personal space 410, while of the target user P does not allow him to do so. The text message 511 may also request permission from the target user P to allow peer user B's avatar 403 to enter personal space 410. The message box 510 additionally displays instructions 513, 514 for the target user P to allow or reject the request from peer user B. In some embodiments, the instructions 513, 514 may be related to pressing different buttons on the virtual reality controller.
The example scenario in
In this case, when peer user B's avatar 403 crosses the boundary of the intimate personal space 410, the graphical user interface of peer user B may automatically display a message box 610. The message box 610 may contain a portrait 612 of peer user P's avatar 401 and a text message 611 notifying peer user B that he/she is not allowed to enter the personal space 410 of target user P. The text message 611 may further prompt peer user B to request target user P's permission for entering the intimate personal space 410. The message box 610 may additionally display instructions 613, 614 for the target user B to allow or refuse to make the request. According to embodiments of the present application, the instructions 613, 614 may be related to pressing different buttons on the virtual reality controller. In some embodiments, message box 610 only pops up when peer user B confirms to seek approval for entering the personal space.
In the example scenario illustrated by
Since peer user F has a positive relationship with user P but a negative relationship with user A, a subtracting set operation may be performed on the personal spaces 410, 710. As a result, the avatar 801 of peer user F is allowed to access the non-overlapping region 711 which is part of user A's personal space 410. Nonetheless, the avatar of peer user E is not allowed to enter the overlapping region 713 and non-overlapping 712 which altogether form the personal space 710 of user A. The dynamics of the subtracting set operations for personal spaces of multiple users in vicinity is also based on Fritz Heider's balance theory.
The user relationship level may be determined based on the relationship score maintained by the user relationship module 320, as previously described with reference to
In the meantime, the first column of the table in
The table in
According to embodiments of the present application, the personal space model may apply a different set of rules under different modes or status of the target user. For example, the rules illustrated in
As noted elsewhere herein, whilst a multilevel relationship model may be used, optionally simpler models may be used. At the most basic, a ‘do not disturb’ model may exclude everyone from a personal zone, either physically or with respect to audio/visual communication. At a next level a binary relationship may be implemented, so that the target user can admit peer users, or define a class of admissible users (e.g. on a friends list, and/or having predefined properties such as an age range similar to their own, or peers planning to play the same game).
Once the training has been completed, the virtual environment server 110 can utilize the neural network 1100 in the personal space model 330 for automatically calculating the size of the personal space and rules to be applied to a peer user situated in the personal space.
According to embodiments of the present application, the weights of the neural network 1100 obtained by training on the small sample dataset may be used as a starting point, the neural network 1100 is incrementally trained and updated over time through online learning on the basis of observations on the target user's behaviour, such as his/her choices of controlling the personal space with respect to various circumstances in the virtual environment. For example, if the target user tends to reduce the size of their personal space to interact with other peer users, the machine learning model can learn the tendency and determine the dimensions of personal space which adapts to the target user's behaviour.
At step 1202, the avatar creating module 310 creates an avatar for the target user in the virtual environment maintained by the virtual environment server 110. The avatar may be created based on the target user's input regarding the avatar's appearance, clothing and inventories which may be stored as user data in the local storage 122 or remote storage 112.
At step 1203, the virtual environment server 110 discovers any other peer users' avatars that are in the vicinity of the target user's avatar in the virtual environment. In some embodiments, the detection of peer users' avatars may cover all peer users currently logged in to the virtual environment server 110. In some embodiments, the detection may cover a certain district or area in the virtual environment where the target user's avatar is currently located.
At step 1204, the user relationship module 320 determines and maintains, for at least a subset of peer users discovered by the virtual environment server 110, a relationship score representing different levels of relationship between the peer user and the target user. For example, the relationship score may be rated on a 1-to-10 scale with 1 denoting the most hostile relationship and 10 denoting the most intimate relationship. The relationship score may be determined for all existing peer users when the target user enters the virtual environment (or when a new peer user enters the virtual environment) or may be determined when a peer user first approaches a potential personal zone boundary of the target user, and/or a same predetermined region of the virtual environment.
At step 1205, the personal space model 330 determines, with respect to each of the discovered peer users, the size or dimensions of a personal space around the target user's avatar based on factors including the relationship score determined by the user relationship module 320 in association with that peer user. Other factors that may be considered when determining the size and dimensions of the personal space include: virtual environment event data, stress biometrics of target user, and behaviour score of peer user. According to embodiments of the present application, the biometric measurement device 150 monitors the target user's stress level based on biometric measurements such as heart rate, breath rate, or blood pressure. Data related to the measured stress level is transmitted to the virtual environment server 110 and the personal space model 330 may increase the dimensions of the personal space when the measured stress level increases.
According to embodiments of the present application, the virtual environment server 110 further detects negative social interactions performed on the target user by the peer user, in which case the personal space model 330 may increase the dimensions of the personal space, and escalate the restriction of the peer user's interactions with the target user. In some embodiments, the personal space model 330 may be implemented by rule-based algorithms as described previously with reference to
At step 1206, the trespasser detecting module 350 monitors for any peer user's avatar crossing the boundary of the target user's personal space. In the event that a peer user's avatar approaches the boundary of the personal space, the process then moves to step 1207 where the rule enforcing module 360 apply rules or requirements to the peer user to restrict his/her interactions with the target user. According to embodiments of the present application, the rules applied to the peer user whose avatar enters the personal space may include: restricting movements of the peer user, silencing a chat of the peer user, disabling an action of the peer user, and nullifying an effect of the peer user's action such as using a virtual object. Alternatively, the virtual environment server may activate the personal space and apply the restrictive rules only when a peer user's avatar approaches the target user within a predetermined distance above a threshold speed.
According to embodiments of the present application, the virtual environment server 110 checks whether a personal space serves to block a path in the virtual environment (e.g. an exit), in which case the rule enforcing module 360 may allow peer users to pass through the personal space. Although the rule enforcing module 360 does not restrict movements of peer users in the personal space, those peer users without sufficiently high relationship level will not be allowed to perform other interactions with the target user. For instance, a stranger peer user's avatar may cross the boundaries of the personal space of the target user's avatar who is standing next to an exit of a room, but he/she may not be allowed to chat with the target user.
Alternatively, any effect of the interactions performed by those peer users without sufficiently high relationship level when they pass through the personal space will be nullified. For instance, a stranger peer user's avatar may cross the boundaries of the personal space of the target user's avatar who is standing next to an exit of a room, but a cheering action performed by him/her will not be visible to the target user.
Alternatively, those peer users without sufficiently high relationship level will be faded out of view of the target user when they are passing through the personal space. This prevents griefing with a personal space whilst also still protecting a user who is innocently (if thoughtlessly or ineptly) blocking a route.
Hence more generally, optionally a personal space may not be used to forcibly move or block peer users within the environment, or if so then only for the target user's local representation of them rather than the peer user's own position within the environment (e.g. so that the peer seems to move away for the target user, or fade from view, or not emote, but in fact can stay close or move past, remain visible and emote within their own representation of the space).
It will be appreciated that whilst the above techniques may be applied to peer users as they approach a target user, optionally they may not be applied or may be differently applied when the target user approaches a peer user. Hence for example referring back to
Optionally a friend-of-a-friend rule may be used, so that in the scenario of
According to embodiments of the present invention, the trespasser detecting module 350 may optionally notify the peer user when it detects the peer user's avatar crossing the boundary of the personal space of the target user. Alternatively and in addition, the trespasser detecting module 350 may optionally prompt the target user to allow the peer user's avatar to enter the personal space.
It will be appreciated that the above methods may be carried out on conventional hardware suitably adapted as applicable by software instruction (e.g. virtual environment server 110 and client device 120) or by the inclusion or substitution of dedicated hardware.
Thus the required adaptation to existing parts of a conventional equivalent device may be implemented in the form of a computer program product comprising processor implementable instructions stored on a non-transitory machine-readable medium such as a floppy disk, optical disk, hard disk, solid state disk, PROM, RAM, flash memory or any combination of these or other storage media, or realised in hardware as an ASIC (application specific integrated circuit) or an FPGA (field programmable gate array) or other configurable circuit suitable to use in adapting the conventional equivalent device. Separately, such a computer program may be transmitted via data signals on a network such as an Ethernet, a wireless network, the Internet, or any combination of these or other networks.
Hence in a summary embodiment of the present description, a multi-user virtual environment system comprises the following.
Firstly, an avatar creating module (e.g.: avatar creating module 310) is configured (for example by suitable software instruction) to generate an avatar for a target user in the multi-user virtual environment, as described elsewhere herein.
Secondly, a user relationship module (e.g.: user relationship module 320) is configured (for example by suitable software instruction) to determine a relationship score between the target user and a peer user, as described elsewhere herein.
Thirdly, a personal space generating module (e.g.: personal space generating module 340) is configured (for example by suitable software instruction) to create a personal space around the avatar of the target user, as described elsewhere herein. In particular, a personal space model (e.g.: personal space model 330) is configured to compute the dimensions of the personal space based on the relationship score with the peer user, as described elsewhere herein.
Fourthly, a trespasser detecting module (e.g.: trespasser detecting module 350) is configured (for example by suitable software instruction) to detect the peer user's avatar crossing the boundary of the personal space, as described elsewhere herein.
Fifthly, a rule enforcing module (e.g.: rule enforcing module 360) is configured (for example by suitable software instruction) to apply rules to the peer user to restrict the interactions between the peer user and the target user, as described elsewhere herein.
It will be apparent to a person skilled in the art that variations in the above system corresponding to the various embodiments of the method as described and claimed herein are considered within the scope of the present invention, including but not limited to that:
In an instance of the summary embodiment, the method comprises the step of: monitoring the target user's stress level based on biometric measurements; and increasing the dimensions of the personal space when the stress level increases, as described elsewhere herein;
In an instance of the summary embodiment, the method comprises the step of: detecting negative social interactions performed by the peer user; increasing the dimensions of the personal space; and escalating the restriction of the peer user's interactions with the target user, as described elsewhere herein;
In an instance of the summary embodiment, the method comprises the step of: detecting threatening objects crossing the boundary of the personal space; and restricting movement and effects of the threatening objects, as described elsewhere herein;
In an instance of the summary embodiment, the method comprises the step of aggregating personal spaces of a first target user and a second target user, when both the first and second target users have a friendly relationship score with the peer user, so that the peer user can access the intersection of the personal spaces, as described elsewhere herein;
In an instance of the summary embodiment, the method comprises the step of subtracting personal spaces of two target users, when one of the target users has a hostile relationship score with the peer user, so that the peer user cannot access the intersection of the personal spaces, as described elsewhere herein;
In an instance of the summary embodiment, the dimensions of the personal space is computed using a machine learning algorithm trained by the target user's historical data comprising the instructions of the target user to control the dimensions of the personal space under various situations, as described elsewhere herein;
In an instance of the summary embodiment, the method comprises the step of activating the personal space when a peer user's avatar approaches the target user within a predetermined distance above a threshold speed, as described elsewhere herein; and
In an instance of the summary embodiment, the method comprises the step of: increasing the relationship score when a positive social interaction happens between the target user and the peer user; and reducing the relationship score when a negative social interaction happens between the target user and the peer user, as described elsewhere herein.
The foregoing discussion discloses and describes merely exemplary embodiments of the present invention. As will be understood by those skilled in the art, the present invention may be embodied in other specific forms without departing from the spirit or essential characteristics thereof. Accordingly, the disclosure of the present invention is intended to be illustrative, but not limiting of the scope of the invention, as well as other claims. The disclosure, including any readily discernible variants of the teachings herein, defines, in part, the scope of the foregoing claim terminology such that no inventive subject matter is dedicated to the public.
Number | Date | Country | Kind |
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2213137.9 | Sep 2022 | GB | national |