Sign In to Follow Application
View All Documents & Correspondence

Deepfake Enabled Dynamic Avatar Adaptation In The Metaverse

Abstract: The present disclosure provides a system for the real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, comprising: a computing device equipped with one or more sensors, configured to capture facial expressions of a user and transmit the captured facial expressions to a server; a server in communication with said computing device, configured to receive and analyze the captured facial expressions to ascertain an emotional state of the user using machine learning algorithms, employ deepfake technology to generate a virtual representation of the user that exhibits facial features and expressions corresponding to the ascertained emotional state, dynamically update the virtual representation of the user in response to continuous inputs received from the computing device regarding the user's facial expressions and emotional state, and adapt the behavior and appearance of the virtual representation within the virtual environment based on context analysis and a predefined user profile comprising historical interaction data and user preferences; and display the generated and adapted virtual representation at the computing device. Fig. 1 Drawings / FIG. 1 / FIG. 2 / FIG. 3 / FIG. 4

Get Free WhatsApp Updates!
Notices, Deadlines & Correspondence

Patent Information

Application #
Filing Date
26 April 2024
Publication Number
32/2024
Publication Type
INA
Invention Field
COMPUTER SCIENCE
Status
Email
Parent Application

Applicants

MARWADI UNIVERSITY
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA
MS. RESHMA SUNIL
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA
MS. PARITA MER
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA

Inventors

1. MS. RESHMA SUNIL
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA
2. MS. PARITA MER
MARWADI UNIVERSITY, RAJKOT- MORBI HIGHWAY, AT GAURIDAD, RAJKOT – 360003, GUJARAT, INDIA

Specification

Description:.

DEEPFAKE ENABLED DYNAMIC AVATAR ADAPTATION IN THE METAVERSE

Field of the Invention

Generally, the present disclosure relates to virtual environments. Particularly, the present disclosure relates to the real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment.
Background
The background description includes information that may be useful in understanding the present invention. It is not an admission that any of the information provided herein is prior art or relevant to the presently claimed invention, or that any publication specifically or implicitly referenced is prior art.
Virtual environments and augmented reality (AR) technologies have seen significant advancements, enabling immersive and interactive experiences. These technologies utilize complex algorithms and hardware to create and manipulate virtual elements in real-time. Among the various applications, the creation of virtual avatars using deepfake technology represents a crucial development. Deepfake technology leverages artificial intelligence to create hyper-realistic images and videos that mimic real human appearances and emotions.
The generation of virtual avatars involves the capture and analysis of a user's facial expressions to produce a corresponding virtual representation. Traditionally, this process has been conducted using basic graphic rendering and animation techniques. However, such methods often lack the ability to accurately reflect subtle human emotions and changes dynamically. This limitation affects the realism and personalization of user experiences in virtual environments. Moreover, the integration of user preferences and historical interaction data in the generation and adaptation of these avatars has been minimal, leading to less engaging and static interactions.
Furthermore, the real-time adaptation of these avatars in response to ongoing user inputs presents additional challenges. Conventional systems struggle with latency issues and the computational demands of updating avatars in real-time based on continuous emotional and contextual changes. Additionally, these systems often fail to effectively utilize context analysis to adjust the behavior and appearance of avatars, limiting the adaptability and responsiveness of the technology.
In light of the above discussion, there exists an urgent need for solutions that overcome the problems associated with conventional systems and/or techniques for the real-time generation and dynamic adaptation of personalized virtual avatars in virtual environments.

Summary
The following presents a simplified summary of various aspects of this disclosure in order to provide a basic understanding of such aspects. This summary is not an extensive overview of all contemplated aspects, and is intended to neither identify key or critical elements nor delineate the scope of such aspects. Its purpose is to present some concepts of this disclosure in a simplified form as a prelude to the more detailed description that is presented later.
The following paragraphs provide additional support for the claims of the subject application.
In an aspect, the present disclosure aims to provide a system for the real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment. Said system includes a computing device equipped with one or more sensors, configured to capture facial expressions of a user and transmit these expressions to a server. The server, in communication with the computing device, is configured to receive and analyze these facial expressions using machine learning algorithms to ascertain an emotional state of the user. Deepfake technology is employed to generate a virtual representation of the user that exhibits facial features and expressions corresponding to the ascertained emotional state. Furthermore, the virtual representation is dynamically updated in response to continuous inputs from the computing device regarding the user's facial expressions and emotional state. The server also adapts the behavior and appearance of the virtual representation within the virtual environment based on context analysis and a predefined user profile that includes historical interaction data and user preferences. The generated and adapted virtual representation is then displayed on the computing device.
In an embodiment, the computing device is further configured to receive real-time context data from the virtual environment. This configuration provides a situational basis for the adaptation of the virtual representation, enhancing the user's interaction within the virtual environment by aligning the virtual representation with real-time changes and user responses.
In an embodiment, the computing device is also configured to transmit feedback to the server. Said feedback includes data on the user's interactions within the virtual environment and any detected changes in the virtual environment context, allowing for a refined adaptation of the virtual representation to the evolving virtual context.
In an embodiment, the computing device implements updates from the server. These updates direct the adjustment of the virtual representation's appearance and behavior in response to the analysis of the user's facial expressions and the context within the virtual environment, ensuring that the virtual representation remains aligned with the user's current emotional state and the environmental dynamics.
In an embodiment, the server is configured to create a feedback loop with the computing device. This configuration ensures that the virtual representation is a responsive embodiment of the user's emotional states and interactions within the virtual environment, providing an immersive and personalized virtual experience.
In an embodiment, the computing device and server collaboratively work to enhance the user experience by ensuring that the virtual representation adapts in real-time to the emotional cues of the user and the dynamic elements within the virtual environment. This collaboration results in a more engaging and realistic interaction within the virtual setting.
In an embodiment, the computing device is configured to process and differentiate various types of real-time context data. This capability allows the device to provide comprehensive context-aware adaptations to the server for the virtual representation, enhancing the responsiveness and relevance of the virtual avatar to the user's current situation within the environment.
In an embodiment, the feedback transmitted by the computing device to the server includes quantitative metrics on the user's engagement levels within the virtual environment. These metrics allow for a data-driven approach to modifying the virtual representation, ensuring that the user's level of engagement is continuously optimized.
In an embodiment, the updates implemented by the computing device include graphical modifications to the virtual representation's appearance. These modifications reflect changes in the user's emotional state or the virtual environment, providing a visual feedback mechanism that aligns with the user's interactive experiences.
In a final aspect, the present disclosure provides a method for real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment. This method employs the system as outlined, including steps such as capturing facial expressions in real-time, transmitting these to a server, and employing deepfake technology to create and adapt a virtual representation of the user. The method ensures that the avatar dynamically reflects the user's emotional states and interactions within a virtual environment, providing a continuously updated and contextually aware virtual presence.

Brief Description of the Drawings

The features and advantages of the present disclosure would be more clearly understood from the following description taken in conjunction with the accompanying drawings in which:
FIG. 1 illustrates a system for the real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, in accordance with the embodiments of the present disclosure.
FIG. 2 illustrates a method for real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, in accordance with the embodiments of the present disclosure.
FIG. 3 illustrates a working sequence diagram for real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, in accordance with the embodiments of the present disclosure.
FIG. 4 illustrates a flow diagram for real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, in accordance with the embodiments of the present disclosure.
Detailed Description
In the following detailed description of the invention, reference is made to the accompanying drawings that form a part hereof, and in which is shown, by way of illustration, specific embodiments in which the invention may be practiced. In the drawings, like numerals describe substantially similar components throughout the several views. These embodiments are described in sufficient detail to claim those skilled in the art to practice the invention. Other embodiments may be utilized and structural, logical, and electrical changes may be made without departing from the scope of the present invention. The following detailed description is, therefore, not to be taken in a limiting sense, and the scope of the present invention is defined only by the appended claims and equivalents thereof.
The use of the terms “a” and “an” and “the” and “at least one” and similar referents in the context of describing the invention (especially in the context of the following claims) are to be construed to cover both the singular and the plural, unless otherwise indicated herein or clearly contradicted by context. The use of the term “at least one” followed by a list of one or more items (for example, “at least one of A and B”) is to be construed to mean one item selected from the listed items (A or B) or any combination of two or more of the listed items (A and B), unless otherwise indicated herein or clearly contradicted by context. The terms “comprising,” “having,” “including,” and “containing” are to be construed as open-ended terms (i.e., meaning “including, but not limited to,”) unless otherwise noted. Recitation of ranges of values herein are merely intended to serve as a shorthand method of referring individually to each separate value falling within the range, unless otherwise indicated herein, and each separate value is incorporated into the specification as if it were individually recited herein. All methods described herein can be performed in any suitable order unless otherwise indicated herein or otherwise clearly contradicted by context. The use of any and all examples, or exemplary language (e.g., “such as”) provided herein, is intended merely to better illuminate the invention and does not pose a limitation on the scope of the invention unless otherwise claimed. No language in the specification should be construed as indicating any non-claimed element as essential to the practice of the invention.
Pursuant to the "Detailed Description" section herein, whenever an element is explicitly associated with a specific numeral for the first time, such association shall be deemed consistent and applicable throughout the entirety of the "Detailed Description" section, unless otherwise expressly stated or contradicted by the context.
FIG. 1 illustrates a system (100) for the real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, in accordance with the embodiments of the present disclosure. This system comprises primarily of a computing device 102 and a server 104, which interact to dynamically create and modify a virtual avatar that mirrors the user's facial expressions and emotions in real-time. The computing device 102, integral to this process, is equipped with advanced sensors designed to capture detailed facial expressions of the user. These may include cameras capable of high-resolution imaging, infrared sensors for capturing subtle temperature changes associated with different emotional states, and other biometric sensors that help in detailed and precise data collection. The data captured by these sensors is essential as it forms the foundation upon which the user's virtual representation is built and continuously updated.
Once the facial expressions are captured, the computing device 102 transmits this data to the server 104. The server plays a crucial role in processing this incoming data. It employs sophisticated machine learning algorithms that analyze the captured facial expressions to accurately ascertain the emotional state of the user. This analysis is pivotal as it directly influences how the virtual avatar is represented within the virtual environment. The algorithms used for this purpose are trained on large datasets to ensure they can accurately interpret a wide range of human emotions from mere facial expressions. This capability of understanding and processing human emotions computationally is what allows the system to create deeply personalized user interactions within the virtual environment.
Employing deepfake technology, the server 104 generates a virtual representation of the user that is remarkably lifelike. This virtual avatar not only looks like the user but also imitates the user's current emotional state as interpreted from the analyzed data. The deepfake technology utilized here is advanced enough to handle real-time data, allowing the avatar to change expressions and emotions fluidly, mirroring the user's actual movements and emotional shifts. This is a significant improvement over older static or less responsive avatars used in prior virtual systems. The realism and immediate response of the avatar greatly enhance the user's sense of presence and immersion within the virtual environment, making interactions feel more natural and engaging.
In addition to generating the avatar, the server 104 is also responsible for updating the avatar's expressions and interactions dynamically. This updating is done in real-time, based on continuous inputs from the computing device 102 regarding the user's changing facial expressions and emotional states. The dynamic nature of this update process ensures that the virtual avatar remains in sync with the user's real-world expressions at all times, thereby maintaining a consistent and seamless virtual presence. This feature is particularly important in environments where real-time interaction and feedback are crucial, such as in virtual meetings, therapeutic settings, or complex social simulations within the virtual realm.
Moreover, the server 104 adapts the behavior and appearance of the virtual avatar not only based on real-time data but also by analyzing the context of the virtual environment and utilizing a predefined user profile. This profile includes historical interaction data and individual preferences, which guide how the avatar should behave and appear in different situations. For example, if the user prefers a more assertive avatar in business settings but a more empathetic one in social settings, the server adjusts the avatar's behavior accordingly. This context analysis and adaptation make the virtual experience highly personalized and relevant to the user, enhancing the utility and enjoyment of the virtual environment.
Finally, the user interacts with this sophisticated system through the display on the computing device 102, where the adapted and updated virtual representation is rendered. The display technology is capable of high-resolution and high-refresh-rate outputs, necessary to convey the subtle nuances of the avatar's expressions and interactions seamlessly. This high-quality display is crucial as it forms the final link in the chain of interactions, delivering the crafted virtual experience directly to the user. Through this system, the virtual environments become spaces of enhanced interaction and personalization, driven by sophisticated technology that bridges the gap between real and virtual realms effectively.
In an embodiment, the computing device 102 is further configured to receive real-time context data from the virtual environment to provide a situational basis for the adaptation of the virtual representation. Such configuration allows the computing device 102 to gather environmental cues and other situational data that influence how the virtual representation should behave or appear in specific contexts. The real-time context data can include information about the virtual environment such as the location, the presence of other avatars, or ongoing virtual events, which assists in making the virtual avatar more responsive to its surroundings, thereby enhancing the user's immersion in the virtual environment.
In another embodiment, the computing device 102 is further configured to transmit feedback to the server 104, with the feedback comprising data on the user's interactions within the virtual environment and any detected changes in the virtual environment context. The transmission of feedback is crucial for maintaining the accuracy and relevance of the virtual representation. The feedback allows the server 104 to refine the avatar's responses based on actual user experiences and environmental changes, facilitating a more tailored and dynamic interaction between the user and the virtual environment.
In a further embodiment, the computing device 102 is further configured to implement updates from the server 104, with the updates directing the adjustment of the virtual representation's appearance and behavior in response to the analysis of the user's facial expressions and the context within the virtual environment. Such updates ensure that the virtual representation remains aligned with the user's current emotional state and the evolving dynamics of the virtual setting, thereby maintaining a coherent and relatable virtual presence.
In an additional embodiment, the server 104 is further configured to create a feedback loop with the computing device 102 to ensure the virtual representation is a responsive embodiment of the user's emotional states and interactions within the virtual environment. The feedback loop facilitates a continuous exchange of information between the server 104 and the computing device 102, enabling the system to swiftly adjust the avatar based on real-time data, thus maintaining a high level of user engagement and interaction fidelity.
In yet another embodiment, the computing device 102 and the server 104 collaboratively work to enhance the user experience by ensuring the virtual representation adapts in real-time to the emotional cues of the user and the dynamic elements within the virtual environment. This collaboration is facilitated through the continuous monitoring and processing of emotional and environmental inputs, which are used to adjust the avatar in ways that are both meaningful and impactful to the user experience.
In a different embodiment, the computing device 102 is further configured to process and differentiate various types of real-time context data to provide comprehensive context-aware adaptations to the server 104 for the virtual representation. Such processing capability allows the computing device 102 to analyze a broad spectrum of data from the environment, distinguishing between different types of contextual information to deliver more precise and situationally appropriate adaptations.
In another embodiment related to the feedback mechanism, the feedback transmitted by the computing device 102 to the server 104 includes quantitative metrics on the user's engagement levels within the virtual environment. Such quantitative metrics provide objective data that help the server 104 to evaluate the effectiveness of the virtual representation and its interactions, facilitating improvements and adjustments in the avatar's design and functionality based on user engagement.
Lastly, in a specific embodiment concerning updates, the updates implemented by the computing device 102 include graphical modifications to the virtual representation’s appearance, reflecting changes in the user's emotional state or the virtual environment. Such graphical modifications are vital for keeping the avatar visually and emotionally aligned with the user, enhancing the authenticity and relatability of the virtual interaction.
FIG. 2 illustrates a method for real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, in accordance with the embodiments of the present disclosure. At step 202, facial expressions of the user are captured in real-time using sensors on the computing device (102). This involves precise detection and recording of minute facial movements to ensure accurate emotional analysis. At step 204, the captured data is then transmitted from the computing device (102) to a server (104). This process involves secure and efficient data transfer protocols to ensure no loss of information integrity. At step 206, upon arrival at the server (104), the facial expressions are analyzed using advanced machine learning algorithms. This analysis aims to accurately ascertain the current emotional state of the user from the facial data. At step 208, based on the emotional analysis, a virtual representation of the user is generated using deepfake technology on the server (104). This avatar mimics the user’s facial features and expressions that correspond to the detected emotional state. At step 210, the virtual representation is dynamically updated in real-time on the server (104). It continuously adapts to new inputs of changing facial expressions and emotional states from the computing device (102), keeping the avatar synchronized with the user. At step 212, the avatar’s behavior and appearance are further adapted within the virtual environment based on a context analysis and a predefined user profile stored on the server (104). This profile contains historical interaction data and user preferences to enhance personalization. At step 214, the fully generated and adapted virtual representation is then displayed on the computing device (102) within the virtual environment, providing a seamless virtual presence that is responsive to the user’s real-time emotional shifts.
FIG. 3 illustrates a working sequence diagram for real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, in accordance with the embodiments of the present disclosure. The sequence diagram outlines a comprehensive process for real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment. Initially, a user's facial expressions are captured in real-time by the Facial Expression Tracking module, which are then analyzed by the Emotion Recognition module to determine the user's emotional state. Utilizing this information, the Deepfake Avatar Generation module creates an avatar that exhibits facial features corresponding to the user's emotions. This avatar is dynamically updated by the Avatar Adaptation module in response to ongoing changes in the user's expressions, ensuring that the avatar's reactions are synchronous with the user's actual emotions. In parallel, the Personalized Interaction module utilizes a predefined user profile—comprising historical interaction data and user preferences—to tailor the avatar's interactions within the virtual environment, making the experience unique to the individual. The Contextual Updates component fetches the latest environmental context, leading to adjustments in the user interface and the avatar's behavior to maintain relevance within the virtual setting. The avatar is continuously regenerated to reflect the user's evolving expressions and the changing context. This sophisticated loop ensures that the avatar remains an accurate and responsive virtual counterpart. The final avatar, embodying real-time emotional states, personalized interactions, and contextual relevance, is then displayed to the user, culminating in an immersive and personalized user experience within the virtual environment.
FIG. 4 illustrates a flow diagram for real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, in accordance with the embodiments of the present disclosure. The process initiates with the tracking of facial expressions which is essential for accurately capturing the nuances of the user's emotions. Subsequent to the tracking, emotion recognition is conducted where the data obtained from the facial expressions are analyzed to discern the user's current emotional state. Following the recognition of emotions, a deepfake avatar generation takes place, employing sophisticated algorithms to create a virtual representation that not only resembles the user but also mimics the recognized emotional expressions. The created avatar is then subject to adaptation to ensure that it corresponds appropriately to the user's changing expressions and interactions within the virtual environment. This avatar adaptation is critical to maintaining the continuity and realism of the user experience. Once the avatar has been suitably adapted, it operates within the virtual environment, which is continually refined through contextual updates. These updates are based on the interaction of the avatar with the environment, ensuring that the avatar remains relevant and interactive in various scenarios. Finally, the cycle completes with personalized interaction, where the avatar interacts with the virtual environment or other avatars in a manner that reflects the user's individual characteristics and preferences. This last step enhances the user experience, making it more immersive and tailored to the user's personal attributes, thus concluding the sequence with the potential for the process to recommence in response to new user inputs or changes in the environment.
Example embodiments herein have been described above with reference to block diagrams and flowchart illustrations of methods and apparatuses. It will be understood that each block of the block diagrams and flowchart illustrations, and combinations of blocks in the block diagrams and flowchart illustrations, respectively, can be implemented by various means including hardware, software, firmware, and a combination thereof. For example, in one embodiment, each block of the block diagrams and flowchart illustrations, and combinations of blocks in the block diagrams and flowchart illustrations can be implemented by computer program instructions. These computer program instructions may be loaded onto a general purpose computer, special purpose computer, or other programmable data processing apparatus to produce a machine, such that the instructions which execute on the computer or other programmable data processing apparatus create means for implementing the functions specified in the flowchart block or blocks.
Throughout the present disclosure, the term ‘processing means’ or ‘microprocessor’ or ‘processor’ or ‘processors’ includes, but is not limited to, a general purpose processor (such as, for example, a complex instruction set computing (CISC) microprocessor, a reduced instruction set computing (RISC) microprocessor, a very long instruction word (VLIW) microprocessor, a microprocessor implementing other types of instruction sets, or a microprocessor implementing a combination of types of instruction sets) or a specialized processor (such as, for example, an application specific integrated circuit (ASIC), a field programmable gate array (FPGA), a digital signal processor (DSP), or a network processor).
The term “non-transitory storage device” or “storage” or “memory,” as used herein relates to a random access memory, read only memory and variants thereof, in which a computer can store data or software for any duration.
Operations in accordance with a variety of aspects of the disclosure is described above would not have to be performed in the precise order described. Rather, various steps can be handled in reverse order or simultaneously or not at all.
While several implementations have been described and illustrated herein, a variety of other means and/or structures for performing the function and/or obtaining the results and/or one or more of the advantages described herein may be utilized, and each of such variations and/or modifications is deemed to be within the scope of the implementations described herein. More generally, all parameters, dimensions, materials, and configurations described herein are meant to be exemplary and that the actual parameters, dimensions, materials, and/or configurations will depend upon the specific application or applications for which the teachings is/are used. Those skilled in the art will recognize, or be able to ascertain using no more than routine experimentation, many equivalents to the specific implementations described herein. It is, therefore, to be understood that the foregoing implementations are presented by way of example only and that, within the scope of the appended claims and equivalents thereto, implementations may be practiced otherwise than as specifically described and claimed. Implementations of the present disclosure are directed to each individual feature, system, article, material, kit, and/or method described herein. In addition, any combination of two or more such features, systems, articles, materials, kits, and/or methods, if such features, systems, articles, materials, kits, and/or methods are not mutually inconsistent, is included within the scope of the present disclosure.

Claims

I/We claim:

A system (100) for the real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, the system (100) comprising:
a computing device (102) equipped with one or more sensors, said computing device configured to capture facial expressions of a user and transmit the captured facial expressions to a server;
a server (104) in communication with said computing device (102), said server (104) configured to:
receive and analyze the captured facial expressions to ascertain an emotional state of the user using machine learning algorithms;
employ deepfake technology to generate a virtual representation of the user that exhibits facial features and expressions corresponding to the ascertained emotional state;
dynamically update the virtual representation of the user in response to continuous inputs received from the computing device regarding the user's facial expressions and emotional state; and
adapt the behavior and appearance of the virtual representation within the virtual environment based on context analysis and a predefined user profile comprising historical interaction data and user preferences; and
display the generated and adapted virtual representation at the computing device (102).
The system (100) of claim 1, wherein said computing device (102) is further configured to receive real-time context data from the virtual environment to provide a situational basis for the adaptation of the virtual representation.
The system (100) of claim 1, wherein said computing device (102) is further configured to transmit feedback to said server (104), said feedback comprising data on the user's interactions within the virtual environment and any detected changes in the virtual environment context.
The system (100) of claim 1, wherein said computing device (102) is further configured to implement updates from said server (104), said updates directing the adjustment of the virtual representation's appearance and behavior in response to the analysis of the user's facial expressions and the context within the virtual environment.
The system (100) of claim 1, where said server (104) is further configured to create a feedback loop with said computing device (102) to ensure the virtual representation is a responsive embodiment of the user's emotional states and interactions within the virtual environment.
The system (100) of claim 1, wherein said computing device (102) and server (104) collaboratively work to enhance the user experience by ensuring the virtual representation adapts in real-time to the emotional cues of the user and the dynamic elements within the virtual environment.
The system (100) of claim 1, wherein said computing device (102) is further configured to process and differentiate various types of real-time context data to provide comprehensive context-aware adaptations to said server (104) for the virtual representation.
The system (100) of claim 3, wherein said feedback transmitted by said computing device (102) to said server (104) includes quantitative metrics on the user's engagement levels within the virtual environment.
The system (100) of claim 4, wherein said updates implemented by said computing device (102) include graphical modifications to the virtual representation’s appearance, reflecting changes in the user's emotional state or the virtual environment.
A method for real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, using a system (100) as recited in claim 1, the method comprising the steps of:
capturing facial expressions of a user in real-time via one or more sensors on a computing device (102);
transmitting the captured facial expressions from said computing device (102) to a server (104);
receiving and analyzing the transmitted facial expressions on said server (104) to ascertain an emotional state of the user using machine learning algorithms;
generating a virtual representation of the user with deepfake technology on said server (104), wherein the virtual representation exhibits facial features and expressions corresponding to the ascertained emotional state;
dynamically updating the virtual representation of the user on said server (104) in response to continuous inputs received from said computing device (102) regarding changes in the user's facial expressions and emotional state;
adapting the behavior and appearance of the virtual representation within the virtual environment based on context analysis and a predefined user profile on said server (104), wherein the predefined user profile comprises historical interaction data and user preferences;
displaying the generated and adapted virtual representation on said computing device (102) within the virtual environment.

DEEPFAKE ENABLED DYNAMIC AVATAR ADAPTATION IN THE METAVERSE

The present disclosure provides a system for the real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, comprising: a computing device equipped with one or more sensors, configured to capture facial expressions of a user and transmit the captured facial expressions to a server; a server in communication with said computing device, configured to receive and analyze the captured facial expressions to ascertain an emotional state of the user using machine learning algorithms, employ deepfake technology to generate a virtual representation of the user that exhibits facial features and expressions corresponding to the ascertained emotional state, dynamically update the virtual representation of the user in response to continuous inputs received from the computing device regarding the user's facial expressions and emotional state, and adapt the behavior and appearance of the virtual representation within the virtual environment based on context analysis and a predefined user profile comprising historical interaction data and user preferences; and display the generated and adapted virtual representation at the computing device.
Fig. 1

Drawings

/
FIG. 1
/
FIG. 2
/
FIG. 3
/
FIG. 4
, Claims:I/We claim:

A system (100) for the real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, the system (100) comprising:
a computing device (102) equipped with one or more sensors, said computing device configured to capture facial expressions of a user and transmit the captured facial expressions to a server;
a server (104) in communication with said computing device (102), said server (104) configured to:
receive and analyze the captured facial expressions to ascertain an emotional state of the user using machine learning algorithms;
employ deepfake technology to generate a virtual representation of the user that exhibits facial features and expressions corresponding to the ascertained emotional state;
dynamically update the virtual representation of the user in response to continuous inputs received from the computing device regarding the user's facial expressions and emotional state; and
adapt the behavior and appearance of the virtual representation within the virtual environment based on context analysis and a predefined user profile comprising historical interaction data and user preferences; and
display the generated and adapted virtual representation at the computing device (102).
The system (100) of claim 1, wherein said computing device (102) is further configured to receive real-time context data from the virtual environment to provide a situational basis for the adaptation of the virtual representation.
The system (100) of claim 1, wherein said computing device (102) is further configured to transmit feedback to said server (104), said feedback comprising data on the user's interactions within the virtual environment and any detected changes in the virtual environment context.
The system (100) of claim 1, wherein said computing device (102) is further configured to implement updates from said server (104), said updates directing the adjustment of the virtual representation's appearance and behavior in response to the analysis of the user's facial expressions and the context within the virtual environment.
The system (100) of claim 1, where said server (104) is further configured to create a feedback loop with said computing device (102) to ensure the virtual representation is a responsive embodiment of the user's emotional states and interactions within the virtual environment.
The system (100) of claim 1, wherein said computing device (102) and server (104) collaboratively work to enhance the user experience by ensuring the virtual representation adapts in real-time to the emotional cues of the user and the dynamic elements within the virtual environment.
The system (100) of claim 1, wherein said computing device (102) is further configured to process and differentiate various types of real-time context data to provide comprehensive context-aware adaptations to said server (104) for the virtual representation.
The system (100) of claim 3, wherein said feedback transmitted by said computing device (102) to said server (104) includes quantitative metrics on the user's engagement levels within the virtual environment.
The system (100) of claim 4, wherein said updates implemented by said computing device (102) include graphical modifications to the virtual representation’s appearance, reflecting changes in the user's emotional state or the virtual environment.
A method for real-time generation and adaptation of a user-specific deepfake avatar within a virtual environment, using a system (100) as recited in claim 1, the method comprising the steps of:
capturing facial expressions of a user in real-time via one or more sensors on a computing device (102);
transmitting the captured facial expressions from said computing device (102) to a server (104);
receiving and analyzing the transmitted facial expressions on said server (104) to ascertain an emotional state of the user using machine learning algorithms;
generating a virtual representation of the user with deepfake technology on said server (104), wherein the virtual representation exhibits facial features and expressions corresponding to the ascertained emotional state;
dynamically updating the virtual representation of the user on said server (104) in response to continuous inputs received from said computing device (102) regarding changes in the user's facial expressions and emotional state;
adapting the behavior and appearance of the virtual representation within the virtual environment based on context analysis and a predefined user profile on said server (104), wherein the predefined user profile comprises historical interaction data and user preferences;
displaying the generated and adapted virtual representation on said computing device (102) within the virtual environment.

DEEPFAKE ENABLED DYNAMIC AVATAR ADAPTATION IN THE METAVERSE

Documents

Application Documents

# Name Date
1 202421033175-OTHERS [26-04-2024(online)].pdf 2024-04-26
2 202421033175-FORM FOR SMALL ENTITY(FORM-28) [26-04-2024(online)].pdf 2024-04-26
3 202421033175-FORM 1 [26-04-2024(online)].pdf 2024-04-26
4 202421033175-EVIDENCE FOR REGISTRATION UNDER SSI(FORM-28) [26-04-2024(online)].pdf 2024-04-26
5 202421033175-EDUCATIONAL INSTITUTION(S) [26-04-2024(online)].pdf 2024-04-26
6 202421033175-DRAWINGS [26-04-2024(online)].pdf 2024-04-26
7 202421033175-DECLARATION OF INVENTORSHIP (FORM 5) [26-04-2024(online)].pdf 2024-04-26
8 202421033175-COMPLETE SPECIFICATION [26-04-2024(online)].pdf 2024-04-26
9 202421033175-FORM-9 [07-05-2024(online)].pdf 2024-05-07
10 202421033175-FORM 18 [08-05-2024(online)].pdf 2024-05-08
11 202421033175-FORM-26 [12-05-2024(online)].pdf 2024-05-12
12 202421033175-FORM 3 [13-06-2024(online)].pdf 2024-06-13
13 202421033175-RELEVANT DOCUMENTS [17-04-2025(online)].pdf 2025-04-17
14 202421033175-POA [17-04-2025(online)].pdf 2025-04-17
15 202421033175-FORM 13 [17-04-2025(online)].pdf 2025-04-17
16 202421033175-FER.pdf 2025-06-30

Search Strategy

1 202421033175_SearchStrategyNew_E_search_strategyE_25-06-2025.pdf