Proxemic management in virtualized environments
View Patent ↗Computer-implemented defined proxemics to manage interpersonal encounters between users in virtual reality (VR) environments. A VR environment is initiated having a VR space in which a user, represented by an avatar, socializes amongst other users respectively represented as other avatars within the VR space. An impenetrable space barrier, having a size defined by predefined criteria, is created to enclose the avatar during movement within the VR space. The size of the impenetrable space barrier, with respect to an allowed interpersonal proximity between the avatar and each specific avatar of the other avatars, is dynamically adjusted during the movement within the VR space according to the predefined criteria and extrapolated data associated with the avatar and the other avatars.
1 . A computer-implemented method for using defined proxemics to manage interpersonal encounters between users in virtual reality (VR) environments, the computer-implemented method comprising:
initiating, by one or more processors, a VR environment having a VR space in which a user, represented by an avatar, socializes amongst other users respectively represented as other avatars within the VR space;
creating, by the one or more processors, an impenetrable space barrier, having a size defined by predefined criteria, enclosing the avatar during movement within the VR space;
dynamically adjusting, by the one or more processors, the size of the impenetrable space barrier, with respect to an allowed interpersonal proximity between the avatar and each specific avatar of the other avatars, during the movement within the VR space according to the predefined criteria and extrapolated data associated with the avatar and the other avatars;
preventing any other griefer users to enter said impenetrable space no matter any data content or any amount of time the avatar spends with each specific avatar; and
dynamically adjusting further comprises shrinking the size of the impenetrable space barrier of the avatar with respect to a first avatar of the other avatars while maintaining an initial size of the impenetrable space barrier of the avatar with respect to a second of the other avatars, according to the predefined criteria and the extrapolated data.
2 . The computer-implemented method of claim 1 , wherein the impenetrable space barrier is spherical, having an initial circumference defined by the predefined criteria.
3 . The computer-implemented method of claim 1 , wherein an initial size of the impenetrable space barrier is defined by the predefined criteria according to extrapolated data from public spaces of physical world scenarios virtually represented in the VR space.
4 . The computer-implemented method of claim 1 , wherein the predefined criteria further comprises at least one of a number of meetings between the avatar and each specific avatar of the other avatars, and an amount of time the avatar spends with each specific avatar of the other avatars.
5 . The computer-implemented method of claim 1 , wherein the predefined criteria is contextually-based and dynamically changing with respect to at least one of a type of the VR space, pre-established relationships between the user and the other users, and feedback from the user and the other users.
6 . The computer-implemented method of claim 1 , wherein the impenetrable space barrier represents at least one of a plurality of proxemic zones being scenario-based or temporally-based.
7 . A system for using defined proxemics to manage interpersonal encounters between users in virtual reality (VR) environments, comprising:
one or more processors; and
one or more memory storing instructions executed by the one or more processors, the executed instructions causing the one or more processors to:
initiate a VR environment having a VR space in which a user, represented by an avatar, socializes amongst other users respectively represented as other avatars within the VR space; create an impenetrable space barrier, having a size defined by predefined criteria, enclosing the avatar during movement within the VR space; and
dynamically adjust the size of the impenetrable space barrier, with respect to an allowed interpersonal proximity between the avatar and each specific avatar of the other avatars, during the movement within the VR space according to the predefined criteria and extrapolated data associated with the avatar and the other avatars;
preventing any other griefer users to enter said impenetrable space no matter any data content or any amount of time the avatar spends with each specific avatar; and
and
dynamically adjusting further comprises shrinking the size of the impenetrable space barrier of the avatar with respect to a first avatar of the other avatars while maintaining an initial size of the impenetrable space barrier of the avatar with respect to a second of the other avatars, according to the predefined criteria and the extrapolated data.
8 . The system of claim 7 , wherein the impenetrable space barrier is spherical, having an initial circumference defined by the predefined criteria.
9 . The system of claim 7 , wherein an initial size of the impenetrable space barrier is defined by the predefined criteria according to extrapolated data from public spaces of physical world scenarios virtually represented in the VR space.
10 . The system of claim 7 , wherein the predefined criteria further comprises at least one of a number of meetings between the avatar and each specific avatar of the other avatars, and an amount of time the avatar spends with each specific avatar of the other avatars.
11 . The system of claim 7 , wherein the predefined criteria is contextually-based and dynamically changing with respect to at least one of a type of the VR space, pre-established relationships between the user and the other users, and feedback from the user and the other users.
12 . The system of claim 7 , wherein the impenetrable space barrier represents at least one of a plurality of proxemic zones being scenario-based or temporally-based.
13 . A computer program product for using defined proxemics to manage interpersonal encounters between users in virtual reality (VR) environments, the computer program product comprising:
one or more non-transitory computer readable storage media, and program instructions collectively stored on the one or more non-transitory computer readable storage media, the program instructions comprising:
program instructions to initiate, by one or more processors, a VR environment having a VR space in which a user, represented by an avatar, socializes amongst other users respectively represented as other avatars within the VR space;
program instructions to create, by the one or more processors, an impenetrable space barrier, having a size defined by predefined criteria, enclosing the avatar during movement within the VR space; and
program instructions to dynamically adjust, by the one or more processors, the size of the impenetrable space barrier, with respect to an allowed interpersonal proximity between the avatar and each specific avatar of the other avatars, during the movement within the VR space according to the predefined criteria and extrapolated data associated with the avatar and the other avatars;
program instructions to prevent any other griefer users to enter said impenetrable space no matter any data content or any amount of time the avatar spends with each specific avatar; and
and
program instructions to dynamically adjust further comprises shrinking the size of the impenetrable space barrier of the avatar with respect to a first avatar of the other avatars while maintaining an initial size of the impenetrable space barrier of the avatar with respect to a second of the other avatars, according to the predefined criteria and the extrapolated data.
14 . The computer program product of claim 13 , wherein:
the impenetrable space barrier is spherical, having an initial circumference defined by the predefined criteria; and
an initial size of the impenetrable space barrier is defined by the predefined criteria according to extrapolated data from public spaces of physical world scenarios virtually represented in the VR space.
15 . The computer program product of claim 13 , wherein the predefined criteria further comprises at least one of a number of meetings between the avatar and each specific avatar of the other avatars, and an amount of time the avatar spends with each specific avatar of the other avatars.
16 . The computer program product of claim 13 , wherein the predefined criteria is contextually-based and dynamically changing with respect to at least one of a type of the VR space, pre-established relationships between the user and the other users, and feedback from the user and the other users.
17 . The computer program product of claim 13 , wherein the impenetrable space barrier represents at least one of a plurality of proxemic zones being scenario-based or temporally-based.