IP Library Granted Patent US 8,949,717
Granted Patent B2
US 8,949,717 · App. 13/297,218 · Granted Feb 3, 2015

Method of controlling avatars

Inventors: Yehonatan Rafael Maor (Tel Aviv, IL); Ofer Rundstein (Tel Aviv, IL); Meishar Meiri (Tel Aviv, IL); Gad Mordechi Maor (Tel Aviv, IL); Adam Rakib (Tel Aviv, IL); Yossi Sadoun (Tel Aviv, IL)
G06T11/60G06T19/20G06F3/04815G06Q10/101G06Q50/01G06T2219/2004
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Quick Facts
Patent No.
US 8,949,717
App. No.
13/297,218
Granted
Feb 3, 2015
Kind
B2
Abstract

A method of controlling the position and orientation of user controlled computer generated avatars in computer generated virtual world in a manner that tends to bias the user controlled avatar positions and orientations in a way that sends useful non-verbal social cues to outside observers. These non-verbal cues can include cues such as “this conversation is open to outside participants” and “this conversation is private”. The methods can also convey “stage presence” to that can somewhat bias the position and orientation of the user controlled avatars in a manner that takes the viewpoint of an outside observer into account. These effects can be modulated up or down as desired, and may be further modulated by the degree of social connections or past history of virtual world interactions between various users.

Claims (96)

1. An automated method for arranging the positions of a plurality of avatars during a virtual conversation that is visualized in a three or 2½ dimensional space computer graphical user interface by an outside observer, each said avatar having a front face, said method comprising:

using at least one computer processor to automatically determine the location of said plurality of avatars relative to each other and relative to the location of one or marks in the vicinity of said plurality of avatars;

said marks being designated regions or points in said avatar's virtual world;

wherein said marks are embedded in objects in said virtual world, wherein said objects comprise one or more objects selected from the group consisting of furniture couches, chairs, corners of the room, edges of the room, selected regions near plants, selected regions near counters, tops of counters, tops of tables, and selected regions near doorways;

each said marks imparting a preferred avatar orientation to avatars standing or sitting above said marks, thereby producing marked avatars;

for said plurality of marked avatars that are positioned above said marks, then using said at least one computer processor to automatically position said marked avatars in said preferred avatar orientation;

for those plurality of unmarked avatars that are not positioned above said marks, then using said at least one computer processor to generate a convex hull based on the location of all marked and unmarked avatars as well as the preferred avatar orientations of said marked avatars, such that the preferred avatar orientations of said marked avatars generally face the interior of said convex hull; and

using said at least one computer processor to automatically position said unmarked avatars along the perimeter of said convex hull;

wherein said at least one computer processor is further configured to understand the user generated signal that avatars may leave a conversation by clicking on a region of the virtual space that is outside of a predetermined maximum distance from the perimeter of said convex hull.

2. The method of claim 1 , wherein said outside observer has a viewpoint that is projected, by said at least one computer processor to a projected observer viewpoint location in the X, Y plane of said three or 2½ dimensional space; and

after automatically positioning said unmarked avatars along the perimeter of said convex hull, then using said at least one computer processor to automatically assign said unmarked avatars a preferred avatar orientation that is facing an orientation that is on a point on a line segment between the center of said convex hull and said projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space.

3. The method of claim 2 , wherein the displacement of said point on said line segment away from said center of said convex hull and towards said projected observer viewpoint is determined by said computer processor at least in part by the Probability To Interact between said outside observer and said members controlling said marked and unmarked avatars.

4. The method of claim 1 , wherein said outside observer has a viewpoint that is projected, by said at least one computer processor, to a projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space;

using said at least one computer processor to automatically position said unmarked avatars along the perimeter of said convex hull;

using said at least one computer processor to automatically determine the center of said convex hull, and automatically determine a line segment between said center of said convex hull and said projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space; and

using said at least one computer processor to automatically distribute said unmarked avatars along the perimeter of said convex hull in a manner that biases the distribution of said unmarked avatars away from said line segment.

5. The method of claim 4 , wherein the magnitude of said bias is determined at least in part by the Probability To Interact between said observer and the members controlling said marked and unmarked avatars.

6. The method of claim 1 , wherein said convex hull designates the conversation area, and a new user may direct his or her joining avatar to join an ongoing conversation by clicking within the region bounded by said ongoing conversation convex hull, and wherein when said joining avatar joins said ongoing conversation, said joining avatar is either automatically repositioned, using said at least one computer processor, to the existing perimeter of said ongoing conversation convex hull, or the convex hull of said ongoing conversation is recalculated, using said at least one computer processor, to incorporate the position of said joining avatar, and said joining avatar is automatically repositioned to the perimeter of said recalculated convex hull using said at least one computer processor.

7. The method of claim 1 , wherein said outside observer has a viewpoint that is projected, by said at least one computer processor, to a projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space;

using said at least one computer processor to automatically determine the center location of said marked and unmarked avatars;

using said at least one computer processor to automatically determine a line segment between said center location and said projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space;

using said at least one computer processor to automatically determine a missing observer avatar point on said line segment;

and using said missing observer avatar point on said line segment, and said at least one computer processor to automatically construct a convex hull based on the location of all marked and unmarked avatars and the missing observer avatar point on said line segment.

8. The method of claim 7 , wherein said missing observer avatar point on said line segment is automatically displaced away from the end point of said line segment representing the center location of said marked and unmarked avatars;

wherein said displacement varies as a function of the average distance between the avatars in said virtual conversation, and a user or system set observer displacement variable;

and wherein said displacement is also automatically determined at least in part by the Probability To Interact between said observer and the members controlling said marked and unmarked avatars.

9. An automated method for arranging the positions of a plurality of avatars during a virtual conversation, that is visualized in a three or 2½ dimensional space computer graphical user interface by an outside observer with a viewpoint that is projected by at least one computer processor, to a projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space, each said avatar having a front face, said method comprising:

using at least one computer processor to automatically determine the location of said plurality of avatars relative to each other and relative to the location of one or marks in the vicinity of said plurality of avatars;

said marks being designated regions or points in said avatar's virtual world;

said marks imparting a preferred avatar orientation to avatars standing or sitting above said marks, thereby producing marked avatars;

for said plurality of marked avatars that are positioned above said marks, then using said at least one computer processor to automatically position said marked avatars in said preferred avatar orientation;

for those plurality of unmarked avatars that are not positioned above said marks, then using said at least one computer processor to generate a convex hull based on the location of all marked and unmarked avatars as well as the preferred avatar orientations of said marked avatars, such that the preferred avatar orientations of said marked avatars generally face the interior of said convex hull;

using said at least one computer processor to automatically position said unmarked avatars along the perimeter of said convex hull, and assign said unmarked avatars a preferred avatar orientation that is facing an orientation that is on a point on a line segment between the center of said convex hull and said projected observer viewpoint location; and

using said at least one computer processor to automatically distribute said unmarked avatars along the perimeter of said convex hull in a manner that biases the position of the unmarked avatars away from said line segment.

10. The method of claim 9 , wherein said marks are embedded in furniture or other regions in said virtual world.

11. The method of claim 10 , wherein said furniture or other regions comprises couches, chairs, corners of the room, edges of the room, selected regions near plants, selected regions near counters, tops of counters, tops of tables, and selected regions near doorways.

12. The method of claim 9 , wherein said at least one computer processor uses said convex hull to designate the conversation area, and a new user may instruct said at least one computer processor to direct his or her joining avatar to join an ongoing conversation by clicking within the region bounded by said ongoing conversation convex hull, and wherein when said joining avatar joins said ongoing conversation, said joining avatar is either automatically repositioned by said at least one computer processor to the existing perimeter of said ongoing conversation convex hull, or the convex hull of said ongoing conversation is automatically recalculated by said at least one computer processor to incorporate the position of said joining avatar, and said joining avatar is automatically repositioned to the perimeter of said recalculated convex hull.

13. The method of claim 9 , wherein avatars not participating in said conversation who are positioned within said convex hull are automatically directed by said at least one computer processor, to walk outside of the perimeter of said convex hull.

14. The method of claim 9 , wherein the maximum area of said convex hull or maximum distance across any two points on the perimeter may not exceed a preset maximum area or maximum distance setting.

15. The method of claim 9 , wherein the relative position of said point on said line segment between the center of said convex hull and said projected observer viewpoint location is automatically moved by said at least one computer processor closer toward said center of said convex hull as said plurality of avatars increase, and is automatically moved by said at least one computer processor closer towards said projected observer viewpoint location as said plurality of avatars decrease.

16. The method of claim 9 , wherein generating said convex hull is done by said at least one computer processor automatically computing the smallest convex shape that contains all avatars, and as necessary repositioning the position of unmarked avatars that are inside the perimeter of said smallest convex shape to the perimeter of said smallest convex shape.

17. The method of claim 9 ;

using said at least one computer processor to automatically determine the center location of said marked and unmarked avatars;

using said at least one computer processor to automatically determine a line segment between said center location and said projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space;

using said at least one computer processor to automatically determine a missing observer avatar point on said line segment;

wherein the displacement of said missing observer avatar point on said line segment away from the end point of said line segment representing the center location of said marked and unmarked avatars varies as a function of the average distance between the avatars in said virtual conversation and a user or system set observer displacement variable;

and also using said missing observer avatar point on said line segment to automatically construct said convex hull.

18. An automated method for arranging the positions of a plurality of avatars during a virtual conversation that is visualized in a three or 2½ dimensional space computer graphical user interface by an outside observer, each said avatar having a front face, said method comprising:

using at least one computer processor to automatically determine the location of said plurality of avatars relative to each other and relative to the location of one or marks in the vicinity of said plurality of avatars;

said marks being designated regions or points in said avatar's virtual world;

wherein said marks are embedded in objects in said virtual world, wherein said objects comprise one or more objects selected from the group consisting of furniture couches, chairs, corners of the room, edges of the room, selected regions near plants, selected regions near counters, tops of counters, tops of tables, and selected regions near doorways;

each said marks imparting a preferred avatar orientation to avatars standing or sitting above said marks, thereby producing marked avatars;

for said plurality of marked avatars that are positioned above said marks, then using said at least one computer processor to automatically position said marked avatars in said preferred avatar orientation;

for those plurality of unmarked avatars that are not positioned above said marks, then using said at least one computer processor to generate a convex hull based on the location of all marked and unmarked avatars as well as the preferred avatar orientations of said marked avatars, such that the preferred avatar orientations of said marked avatars generally face the interior of said convex hull;

using said at least one computer processor to automatically position said unmarked avatars along the perimeter of said convex hull; and

wherein avatars not participating in said conversation who are positioned within said convex hull are automatically directed by said at least one computer processor, to walk outside of the perimeter of said convex hull.

19. An automated method for arranging the positions of a plurality of avatars during a virtual conversation that is visualized in a three or 2½ dimensional space computer graphical user interface by an outside observer, each said avatar having a front face, said method comprising:

using at least one computer processor to automatically determine the location of said plurality of avatars relative to each other and relative to the location of one or marks in the vicinity of said plurality of avatars;

said marks being designated regions or points in said avatar's virtual world;

each said marks imparting a preferred avatar orientation to avatars standing or sitting above said marks, thereby producing marked avatars;

for said plurality of marked avatars that are positioned above said marks, then using said at least one computer processor to automatically position said marked avatars in said preferred avatar orientation;

for those plurality of unmarked avatars that are not positioned above said marks, then using said at least one computer processor to generate a convex hull based on the location of all marked and unmarked avatars as well as the preferred avatar orientations of said marked avatars, such that the preferred avatar orientations of said marked avatars generally face the interior of said convex hull; and

using said at least one computer processor to automatically position said unmarked avatars along the perimeter of said convex hull;

wherein said outside observer has a viewpoint that is projected, by said at least one computer processor to a projected observer viewpoint location in the X, Y plane of said three or 2½ dimensional space; and

after automatically positioning said unmarked avatars along the perimeter of said convex hull, then using said at least one computer processor to automatically assign said unmarked avatars a preferred avatar orientation that is facing an orientation that is on a point on a line segment between the center of said convex hull and said projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space.

20. An automated method for arranging the positions of a plurality of avatars during a virtual conversation that is visualized in a three or 2½ dimensional space computer graphical user interface by an outside observer, each said avatar having a front face, said method comprising:

using at least one computer processor to automatically determine the location of said plurality of avatars relative to each other and relative to the location of one or marks in the vicinity of said plurality of avatars;

said marks being designated regions or points in said avatar's virtual world;

each said marks imparting a preferred avatar orientation to avatars standing or sitting above said marks, thereby producing marked avatars;

for said plurality of marked avatars that are positioned above said marks, then using said at least one computer processor to automatically position said marked avatars in said preferred avatar orientation;

for those plurality of unmarked avatars that are not positioned above said marks, then using said at least one computer processor to generate a convex hull based on the location of all marked and unmarked avatars as well as the preferred avatar orientations of said marked avatars, such that the preferred avatar orientations of said marked avatars generally face the interior of said convex hull; and

using said at least one computer processor to automatically position said unmarked avatars along the perimeter of said convex hull;

wherein said outside observer has a viewpoint that is projected, by said at least one computer processor, to a projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space;

using said at least one computer processor to automatically position said unmarked avatars along the perimeter of said convex hull;

using said at least one computer processor to automatically determine the center of said convex hull, and automatically determine a line segment between said center of said convex hull and said projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space; and

using said at least one computer processor to automatically distribute said unmarked avatars along the perimeter of said convex hull in a manner that biases the distribution of said unmarked avatars away from said line segment.

21. An automated method for arranging the positions of a plurality of avatars during a virtual conversation that is visualized in a three or 2½ dimensional space computer graphical user interface by an outside observer, each said avatar having a front face, said method comprising:

using at least one computer processor to automatically determine the location of said plurality of avatars relative to each other and relative to the location of one or marks in the vicinity of said plurality of avatars;

said marks being designated regions or points in said avatar's virtual world;

each said marks imparting a preferred avatar orientation to avatars standing or sitting above said marks, thereby producing marked avatars;

for said plurality of marked avatars that are positioned above said marks, then using said at least one computer processor to automatically position said marked avatars in said preferred avatar orientation;

for those plurality of unmarked avatars that are not positioned above said marks, then using said at least one computer processor to generate a convex hull based on the location of all marked and unmarked avatars as well as the preferred avatar orientations of said marked avatars, such that the preferred avatar orientations of said marked avatars generally face the interior of said convex hull; and

using said at least one computer processor to automatically position said unmarked avatars along the perimeter of said convex hull;

wherein said convex hull designates the conversation area, and a new user may direct his or her joining avatar to join an ongoing conversation by clicking within the region bounded by said ongoing conversation convex hull, and wherein when said joining avatar joins said ongoing conversation, said joining avatar is either automatically repositioned, using said at least one computer processor, to the existing perimeter of said ongoing conversation convex hull, or the convex hull of said ongoing conversation is recalculated, using said at least one computer processor, to incorporate the position of said joining avatar, and said joining avatar is automatically repositioned to the perimeter of said recalculated convex hull using said at least one computer processor.

22. An automated method for arranging the positions of a plurality of avatars during a virtual conversation that is visualized in a three or 2½ dimensional space computer graphical user interface by an outside observer, each said avatar having a front face, said method comprising:

using at least one computer processor to automatically determine the location of said plurality of avatars relative to each other and relative to the location of one or marks in the vicinity of said plurality of avatars;

said marks being designated regions or points in said avatar's virtual world;

each said marks imparting a preferred avatar orientation to avatars standing or sitting above said marks, thereby producing marked avatars;

for said plurality of marked avatars that are positioned above said marks, then using said at least one computer processor to automatically position said marked avatars in said preferred avatar orientation;

for those plurality of unmarked avatars that are not positioned above said marks, then using said at least one computer processor to generate a convex hull based on the location of all marked and unmarked avatars as well as the preferred avatar orientations of said marked avatars, such that the preferred avatar orientations of said marked avatars generally face the interior of said convex hull; and

using said at least one computer processor to automatically position said unmarked avatars along the perimeter of said convex hull;

wherein said outside observer has a viewpoint that is projected, by said at least one computer processor, to a projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space;

using said at least one computer processor to automatically determine the center location of said marked and unmarked avatars;

using said at least one computer processor to automatically determine a line segment between said center location and said projected observer viewpoint location in the X,Y plane of said three or 2½ dimensional space;

using said at least one computer processor to automatically determine a missing observer avatar point on said line segment;

and using said missing observer avatar point on said line segment, and said at least one computer processor to automatically construct a convex hull based on the location of all marked and unmarked avatars and the missing observer avatar point on said line segment.

Assignments (12)
RELEASE OF SECURITY INTEREST Recorded Jul 8, 2026
From: JPMORGAN CHASE BANK, N.A.
To: PLAYSTUDIOS US LLC
Reel/Frame 075208/0046 →
SECURITY INTEREST Recorded Jul 8, 2021
From: PLAYSTUDIOS US LLC
To: JPMORGAN CHASE BANK, N.A.
Reel/Frame 056795/0717 →
CHANGE OF NAME Recorded Jul 7, 2021
From: PLAYSTUDIOS, INC.
To: PLAYSTUDIOS US, INC.
Reel/Frame 056783/0722 →
RELEASE OF SECURITY INTEREST Recorded Jul 6, 2021
From: SILICON VALLEY BANK
To: PLAYSTUDIOS US, LLC
Reel/Frame 056769/0034 →
MERGER Recorded Jul 6, 2021
From: PLAYSTUDIOS US, INC.
To: PLAYSTUDIOS US, LLC
Reel/Frame 056760/0960 →
SECURITY INTEREST Recorded Mar 30, 2020
From: PLAYSTUDIOS, INC.
To: SILICON VALLEY BANK
Reel/Frame 052256/0066 →
RELEASE OF SECURITY INTEREST Recorded Dec 10, 2019
From: VENTURE LENDING & LEASING VII, INC.; VENTURE LENDING & LEASING VIII, INC.
To: PLAYSTUDIOS, INC.
Reel/Frame 051237/0697 →
CORRECTIVE ASSIGNMENT TO CORRECT THE ASSIGNEE PREVIOUSLY RECORDED AT REEL: 047069 FRAME: 0718. ASSIGNOR(S) HEREBY CONFIRMS THE ASSIGNMENT. Recorded Oct 5, 2018
From: SCENE 53 (ISRAEL) LTD
To: PLAYSTUDIOS, INC.
Reel/Frame 047760/0698 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 4, 2018
From: SCENE 53 (ISRAEL) LTD
To: PLAYSTUDIOS INTERNATIONAL ISRAEL LTD.
Reel/Frame 047069/0718 →
SECURITY INTEREST Recorded Oct 25, 2016
From: PLAYSTUDIOS, INC.
To: VENTURE LENDING & LEASING VII, INC.; VENTURE LENDING & LEASING VIII, INC.
Reel/Frame 040478/0844 →
CORRECTIVE ASSIGNMENT TO CORRECT THE ASSIGNEE NAME PREVIOUSLY RECORDED ON REEL 027653 FRAME 0560. ASSIGNOR(S) HEREBY CONFIRMS THE ASSIGNMENT. Recorded Jun 14, 2016
From: MAOR, YEHONATAN RAFAEL; MEIRI, MEISHAR; MAOR, GAD MORDECHI; SADOUN, YOSSI; RAKIB, ADAM; RUNDSTEIN, OFER
To: SCENE 53 (ISRAEL) LTD.
Reel/Frame 038940/0241 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 4, 2012
From: MAOR, YEHONATAN RAFAEL; SADOUN, YOSSI; MEIRI, MEISHAR; MAOR, GAD MORDECHI; RAKIB, ADAM; RUNDSTEIN, OFER
To: SCENE 53 INC.
Reel/Frame 027653/0560 →
Continuity (4)
Continuation In Part 13275113 · Oct 17, 2011
Continuation In Part 13275186 · Oct 17, 2011
Provisional Application 61394151 · Oct 18, 2010
Related Publication 20120131478A1 · May 24, 2012