US20250218123
2025-07-03
Physics
G06T19/00
The patent application describes a system designed to enhance virtual reality interactions by generating a virtual reality replicant persona. This system uses a computer with at least one processor and memory device to create a digital avatar that replicates an individual's mannerisms, appearance, personality, historical information, and conversational traits. The aim is to facilitate virtual interactions with multiple users simultaneously, especially in the context of the metaverse, where such interactions are in high demand.
Key components of the system include local or remote processors, transceivers, servers, sensors, memory units, and wearable technology such as smart glasses and VR headsets. The processor is programmed to receive data from various sources about an individual and generate a replicant persona. This persona can engage in conversations and update its responses based on these interactions. The system's architecture supports the creation of a dynamic and interactive virtual environment.
The replicant persona system operates by receiving user data, generating an avatar that embodies this data, and placing the avatar within a virtual reality environment. Users can then interact with this avatar as if it were the real individual. The system allows for continuous updates to the avatar's behavior and dialogue based on ongoing interactions, ensuring a realistic and engaging experience for users.
The method involves using a replicant persona server equipped with necessary processing capabilities to manage data flow and interaction processes. Steps include storing the replicant persona data, processing user interaction requests, generating avatars accordingly, and facilitating immersive interactions in a virtual setting. This methodology ensures that multiple users can simultaneously engage with avatars in real-time.
The described system offers significant advantages for enhancing user experiences in virtual reality environments. By enabling simultaneous interactions with highly realistic avatars of individuals or celebrities, the system addresses limitations of availability and scalability in virtual engagements. This technology has potential applications across entertainment, education, customer service, and other industries where interactive virtual experiences are valuable.