Abstract: SYSTEM AND METHOD FOR AN INTERACTIVE, IMMERSIVE AND INTEGRATED GAMIFIED MEDIA PRESENTATION Accordingly, embodiments herein disclose a system (100) and method (400) for generating an interactive and immersive media presentation enriched with gamified elements. The system (400) comprises one or more processors (101) and memory (102) that store instructions to configure the system's (100) functionality. The system (100) includes a video module (110) that manages video content selection based on user preferences and game performance, and a user preference module (109) that tracks decisions to personalize the narrative experience. A gaming module (103) offers engaging games tailored to the storyline, while a simulator module (108) provides immersive simulations for exploring virtual environments. An integration module (107) ensures communication among all components, promoting a cohesive user experience, and a communication module (104) enables collaboration among users to tackle narrative challenges and enhance community engagement. A user module (105) with sufficient processing power and a display panel (106) capabilities allows for the execution of interactive features. FIGURE 1 and 2
DESC:SYSTEM AND METHOD FOR AN INTERACTIVE, IMMERSIVE AND INTEGRATED GAMIFIED MEDIA PRESENTATION
FIELD OF THE INVENTION
[0001] The present disclosure relates to a system and method for generating an interactive and immersive media presentation with gamified elements. More particularly, the system and method enable users to make decisions that influence narrative progression and enhance user participation and experience by seamlessly incorporating non-linear storylines, virtual environments, and gameplay elements.
BACKGROUND OF THE INVENTION
[0002] Generally, interactive, immersive, and engaging entertainment fundamentally transforms traditional experiences by placing audiences at the center of the action. Utilizing advanced technologies such as virtual reality, augmented reality, and interactive storytelling, participants can explore dynamic worlds, make choices that influence outcomes, and forge deeper connections with characters and narratives. This participatory approach captivates attention while fostering a sense of agency and emotional investment, enabling individuals to become active contributors rather than passive observers. Whether in gaming, live performances, or interactive installations, this new wave of entertainment encourages audiences to immerse themselves fully, creating memorable experiences that resonate long after the event concludes.
[0003] In recent years, the integration of gaming elements into non-gaming contexts has surged in popularity, leading to the emergence of gamification. This approach aims to enhance user engagement and motivation by incorporating game-like features such as points, and rewards into traditional media presentations. Existing gamification applications across educational platforms, marketing strategies, and content delivery systems have demonstrated their potential to capture attention and foster interaction. However, despite their successes, these methods also exhibit significant drawbacks.
[0004] Various interactive media approaches have emerged to boost user engagement. Video games have long showcased the power of interactivity through gameplay mechanics that immerse players in captivating worlds. Yet, many of these experiences remain siloed, focusing primarily on entertainment while failing to effectively integrate informational content. Additionally, existing interactive platforms often suffer from fragmentation, with content scattered across various devices and applications, leading to a disjointed user experience. As users navigate between platforms, they may feel overwhelmed, resulting in diminished satisfaction and engagement.
[0005] The rapid evolution of technology has transformed how media is created, consumed, and interacted with. Traditional media formats like television, film, and print offer rich storytelling experiences but often lack interactivity, leading audiences to adopt passive roles. This passivity can contribute to shortened attention spans and reduced information retention, especially among younger audiences who are increasingly accustomed to interactive digital experiences. In traditional media often relies on passive learning techniques, such as lectures and rote memorization, which can disengage students.
[0006] While some platforms have introduced gamified elements, they frequently fall short of providing meaningful feedback or a cohesive learning experience. Many games prioritize entertainment over knowledgeable value, resulting in superficial content delivery. Similarly, marketing campaigns that utilize gamification often focus on incentivizing participation rather than fostering genuine connections with audiences, leading to short-term engagement without cultivating lasting loyalty or brand affinity.
[0007] Moreover, existing gamified media presentations often adopt a one-size-fits-all approach, lacking personalization and adaptability. This can lead to frustration for some users and boredom for others, undermining the intended benefits of gamification. Additionally, the technical infrastructure required for effective gamification can be complex and costly, presenting challenges for smaller organizations or educators with limited resources.
[0008] Another significant drawback of current gamified methods is the potential overemphasis on competition and extrinsic rewards. While competition can stimulate engagement, it may also discourage collaboration and create a high-pressure environment that alienates some users. The focus on earning points or badges can detract from intrinsic motivation, resulting in superficial participation rather than meaningful interaction with the content. Furthermore, many gamified systems neglect to incorporate social elements that foster community building, limiting users’ opportunities to connect with peers and share their experiences.
[0009] The rise of technologies such as virtual reality (VR) and augmented reality (AR) has introduced new avenues for engagement, but these often come with significant drawbacks. High development costs, technical complexity, and the need for specialized equipment can limit their accessibility. Many VR and AR experiences prioritize visual immersion while overlooking narrative depth and user agency, leading to technologically impressive but emotionally disconnected experiences.
[0010] Therefore, there is a need to overcome the limitations of existing art. Thus, to address these challenges, the proposed invention of a system and method for an interactive, immersive, and integrated gamified media presentation aims to bridge the gaps in existing media forms. The present system seeks to blend engaging media with adaptive learning techniques, allowing for personalized experiences that cater to individual user needs. By emphasizing meaningful feedback and collaboration, the proposed invention aspires to foster a deeper connection with content while maintaining the excitement that gamification can offer.
[0011] Further, the present invention envisions that users interact with media more engagingly, developing a lasting appreciation for the content presented. By addressing the limitations of current methodologies, the proposed system holds the potential to revolutionize how gamified media is experienced, leading to richer, more impactful interactions across various fields, including knowledge and marketing. Ultimately, the proposed system aims to redefine the landscape of media presentation by enhancing audience engagement and creating more immersive connections with content.
[0012] Thus, it is desired to address the above-mentioned disadvantages or other shortcomings of existing solutions, ultimately offering a promising and innovative alternative.
OBJECTIVE OF THE INVENTION
[0013] The present invention has been developed in response to the present state of the art, and in particular, in response to the problems and needs in the art that have not yet been fully solved by currently available techniques and processes.
[0014] Accordingly, the present invention pertains to a system and method for creating an interactive and immersive media presentation featuring gamified elements. Specifically, the system and method allow users to make decisions that affect the progression of the narrative, enhancing their participation and overall experience by seamlessly integrating non-linear storylines, virtual environments, and gameplay elements.
[0015] The principal objective of the embodiments herein is to enable interactive and gamified experiences on portable devices like smartphones and tablets without requiring additional equipment.
[0016] Another objective of the embodiments herein is to integrate a range of Artificial Intelligence (AI) tools to enhance the user experience through dynamic and scalable content.
[0017] Another objective of the embodiments herein is to introduce Artificial Intelligence (AI) -driven features, including Non-Playable Characters (NPCs) and adaptive storylines, ensuring that no two outcomes are the same. This is achieved by increasing the efficiency and cost-effectiveness of content production and developing technological features through the integration of Artificial Intelligence (AI) tools.
[0018] Another objective of the embodiments herein is to provide engaging and immersive storytelling experiences that go beyond traditional linear narratives by incorporating complex decision-making processes.
[0019] Another objective of the embodiments herein that integrate immersive elements such as virtual environments, integrated chats, and simulated technology into the storytelling experience to boost user engagement.
[0020] Another objective of the embodiments herein is to adapt interactive and gamified elements allowing users to learn new concepts, practice problem-solving skills, and engagingly explore virtual environments.
[0021] Another objective of the embodiments herein is to adapt the platform for a variety of applications across entertainment, and marketing, to create a wide range of interactive and gamified experiences.
[0022] Another objective of the embodiments herein is to track user preferences to tailor content and enhance endurance.
[0023] Another objective of the embodiments herein is to offer a unique and immersive entertainment experience, enhancing the overall value proposition for users.
[0024] Another objective of the embodiments herein is to utilize data to monitor behavior and refine content recommendations.
[0025] Another objective of the embodiments herein is to facilitate sharing and collaboration among users to enrich the experience.
[0026] Another objective of the embodiments herein is to maintain fluidity in user interactions for a coherent narrative journey.
[0027] Another objective of the embodiments herein is to adjust difficulty and pacing based on user performance to sustain engagement.
[0028] Another objective of the embodiments herein is to allow users to make impactful choices that shape the narrative.
[0029] How the foregoing objects are achieved will be clear from the following brief description. In this context, it is clarified that the description provided is non-limiting and is only by way of explanation. Other objects and advantages of the invention will become apparent as the foregoing description proceeds, taken together with the accompanying drawings and the appended claims.
SUMMARY OF THE INVENTION
[0030] The following presents a simplified summary to provide a basic understanding of some aspects of the disclosed invention. This summary is not an extensive overview, and it is not intended to identify key/critical elements or to delineate the scope thereof. Its sole purpose is to present some concepts in a simplified form as a prelude to the more detailed description that is presented later.
[0031] Accordingly, the present invention provides a system for generating an interactive and immersive media presentation with gamified elements that enhance user experience. The system includes one or more processors paired with a memory that stores instructions, enabling the creation of an engaging interactive environment. A video module manages the selection and displays of video content tailored to a set of predetermined preferences and user performance in related games. To personalize the narrative experience, a user preference module tracks individual decisions and preferences, adapting the storyline and interactions accordingly. Meanwhile, a gaming module introduces relevant games that offer varying levels of engagement, enhancing user involvement and challenge. A simulator module provides immersive simulations and tools for exploring virtual environments, allowing dynamic interactions with narrative elements. An integration module ensures seamless communication among system components, delivering a coherent user experience. Additionally, a communication module fosters user interaction and collaboration, allowing users to solve narrative challenges together and encouraging community engagement within the platform. Additionally, a user module, equipped with a display panel and adequate processing power, enables access to the system for executing interactive features and media playback.
[0032] In accordance with an embodiment of the present invention includes the user preference module that incorporates analytics to personalize content recommendations based on user behavior and preferences. Additionally, the gaming module dynamically adjusts game difficulty levels according to user performance, ensuring optimal engagement. The simulator module features a virtual reality (VR) simulator for immersive experiences, an augmented reality (AR) simulator for integrating digital elements into real-world environments, a physics-based simulator for realistic interactions, and an interactive story simulator that supports branching narratives tailored to user preferences. The video module is equipped with a video processor that manages and renders video content, enabling seamless transitions between narrative segments, while the user preference module employs a selection processor to analyze user choices and preferences in real-time. The levels of engagement are categorized into basic, intermediate, advanced, and expert levels.
[0033] In accordance with an embodiment of the present invention, the basic level introduces the storyline and main characters through a brief video, presenting simple decisions and branching paths, whereas the intermediate level engages users more deeply by allowing choices that influence character roles and actions, leading to moderate branching storylines. The advanced level presents complex decision points that significantly alter the narrative and interactions with multiple characters, facilitating deeper plot development. The expert level challenges users with high-stakes choices that result in major plot twists and multiple endings, significantly increasing narrative complexity. The gaming module is also equipped with a gaming processor to adjust engagement levels based on user performance, while the integration module, utilizing a general-purpose processor, ensures coherent communication to enhance overall system responsiveness and user engagement. Furthermore, the simulator module includes a special-purpose processor for real-time rendering of immersive simulations and a microprocessor to facilitate user interactions within virtual environments, enriching the user experience. The communication module supports social features, enabling users to share their narrative experiences and outcomes on external platforms, thereby enhancing community interaction and engagement.
[0034] Accordingly, a method for generating an interactive and immersive media presentation with gamified elements. Firstly, users select a preferred storyline from a set of predetermined options available on a user interface module. This is followed by introducing a brief overview video of the chosen preferences, setting the stage for the experience. Users are then enabled to make decisions that influence the narrative progression through interactive elements, with decision points allowing them to select roles and actions that enhance participation. The storyline is structured to branch based on these user-selected preferences, generating different plot developments and multiple possible endings, thus creating an immersive experience driven by user choices. At specific points in the story, interactive games of varying levels of engagement are incorporated to further enhance user involvement, seamlessly integrating the gameplay into the narrative context. Users can navigate virtual environments relevant to the storyline, interact with objects, and uncover clues while utilizing integrated chat and tools to deepen their engagement with the narrative and characters. Finally, the method facilitates user interaction with simulated tools to analyze evidence or communicate with characters, contributing to story objectives and fostering a realistic and engaging experience.
[0035] In accordance with an aspect of the present invention, includes several enhancements to create a richer user experience. It involves monitoring real-time feedback that reflects user preferences, allowing for immediate adjustments to the narrative. Additionally, real-time performance metrics are integrated to dynamically adjust narrative pacing and difficulty, ensuring the user experience remains engaging and appropriately challenging throughout the presentation. Analytics are employed to track user decisions, personalize future storyline options, and enhance replayability. The set of predetermined preferences includes themes such as a murder mystery show, a survival show, and a treasure hunt show, each introducing key storylines, main characters, and objectives. Levels of engagement are categorized into basic, intermediate, advanced, and expert levels.
[0036] In accordance with an aspect of the present invention, the basic level familiarizes users with the storyline and main characters through a brief video and simple decisions, leading to straightforward branching paths. Additionally, the intermediate level engages users more deeply, allowing choices that influence character roles and actions within moderately branching storylines. The advanced level presents complex decision points that significantly alter the narrative and interactions with multiple characters, fostering deeper plot development. Finally, the expert level challenges users with high-stakes choices that lead to major plot twists and multiple endings, significantly increasing narrative complexity and ensuring a highly interactive experience.
[0037] To further clarify the advantages and features of the present invention, a more particular description of the invention will be rendered by reference to specific embodiments thereof, which are illustrated in the appended drawings. It is appreciated that these drawings depict only typical embodiments of the invention and are therefore not to be considered limiting of its scope. The invention will be described and explained with additional specificity and detail in the accompanying drawings.
BRIEF DESCRIPTION OF FIGURES
[0038] In order to describe the manner in which features and other aspects of the present disclosure can be obtained, a more particular description of certain subject matter will be rendered by reference to specific embodiments which are illustrated in the appended drawings. Understanding that these drawings depict only typical embodiments and are not therefore to be considered to be limiting in scope, nor drawn to scale for all embodiments, various embodiments will be described and explained with additional specificity and detail through the use of the accompanying drawings, in which:
[0039] Figure 1 illustrates a block diagram of a system for generating an interactive and immersive media presentation, in accordance with an embodiment of the invention;
[0040] Figure 2 illustrates a circuit block diagram of the system for generating an interactive and immersive media presentation, in accordance with an embodiment of the invention; and
[0041] Figures 3(a) and 3(b) illustrate a flow chart for generating an interactive and immersive media presentation with gamified elements, in accordance with an embodiment of the invention.
[0042] Further, skilled artisans will appreciate that elements in the drawings are illustrated for simplicity and may not have been necessarily been drawn to scale. For example, the flow charts illustrate the method in terms of the most prominent steps involved to help to improve understanding of aspects of the present invention. Furthermore, in terms of the construction of the device, one or more components of the device may have been represented in the drawings by conventional symbols, and the drawings may show only those specific details that are pertinent to understanding the embodiments of the present invention so as not to obscure the drawings with details that will be readily apparent to those of ordinary skill in the art having the benefit of the description herein.
DETAILED DESCRIPTION OF INVENTION
[0043] For the purpose of promoting an understanding of the principles of the invention, reference will now be made to the embodiment illustrated in the drawings and specific language will be used to describe the same. It will nevertheless be understood that no limitation of the scope of the invention is thereby intended, such alterations and further modifications in the illustrated robot, and such further applications of the principles of the invention as illustrated therein being contemplated as would normally occur to one skilled in the art to which the invention relates.
[0044] It will be understood by those skilled in the art that the foregoing general description and the following detailed description are explanatory of the invention and are not intended to be restrictive thereof.
[0045] Reference throughout this specification to “an aspect”, “another aspect” or similar language means that a particular feature, structure, or characteristic described in connection with the embodiment is included in at least one embodiment of the present invention. Thus, appearances of the phrase “in an embodiment”, “in another embodiment” and similar language throughout this specification may, but do not necessarily, all refer to the same embodiment.
[0046] The terms "comprise", "comprising", or any other variations thereof, are intended to cover a non-exclusive inclusion, such that a process or method that comprises a list of steps does not include only those steps but may include other steps not expressly listed or inherent to such process or method. Similarly, one or more devices or sub-systems or elements or structures or components proceeded by "comprises... a" does not, without more constraints, preclude the existence of other devices or other sub-systems or other elements or other structures or other components or additional devices or additional sub-systems or additional elements or additional structures or additional components.
[0047] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skilled in the art to which this invention belongs. The system, methods, and examples provided herein are illustrative only and not intended to be limiting.
[0048] The terms “a” and “an” herein do not denote a limitation of quantity, but rather denote the presence of at least one of the referenced items.
[0049] The terms “having”, “comprising”, “including”, and variations thereof signifies the presence of a component.
[0050] Embodiments of the present invention will be described below in detail with reference to the accompanying drawings.
[0051] The present invention relates to system 100 and method 400 for creating interactive and immersive gamified media presentations, designed to enhance user engagement through seamless integration of narrative, gaming, and multimedia elements. The System 100 leverages advanced processing capabilities and diverse simulation modules to deliver personalized experiences, enabling users to actively participate in the unfolding storyline. By incorporating input and output hardware, alongside high-quality graphic rendering techniques, system 100 fosters a dynamic environment where choices directly influence narrative outcomes. This approach not only captivates users but also promotes community interaction and collaboration, ultimately transforming traditional media consumption into an engaging, participatory adventure.
[0052] The present invention pertains to a novel system 100 and method 400 for creating interactive integrated gamified media presentations. The integration of storytelling with interactive features that cater to user preferences in decision-making and active participation in the progression of the narrative. The system 100 intertwines an immersive gaming experience with the selected media presentation, enhancing engagement. Additionally, the invention introduces complex, non-linear branching narratives that allow users to participate actively in the storytelling process.
[0053] In one aspect of the invention, the interactive features, tools, and gaming experiences are themselves novel and inventive, further contributing to the uniqueness of the system 100. The invention seamlessly integrates immersive elements, such as virtual environments, integrated chats, and simulated technology presentations, into the storytelling experience, significantly enhancing user engagement and immersion. Consequently, it transcends traditional linear narrative approaches and simple puzzle-based or quiz-based gamified experiences.
[0054] Referring to Figure 1 illustrates a system 100 for generating an interactive and immersive media presentation with gamified elements. The system 100 comprises one or more processors 101, which are integral to executing a set of instructions stored within a memory 102. The set of instructions is configured to direct the processors 101 in creating an engaging and interactive gamified media experience. The architecture of the system 100 allows for dynamic content generation, where users can interact with various multimedia components in real-time, enhancing the overall user experience.
[0055] One or more processors 101 facilitate complex computations and render graphics while the memory 102 efficiently handles data storage, ensuring smooth performance during the interactive sessions. Additionally, the system 100 includes various input and output interfaces, enabling seamless integration with user devices and facilitating diverse interaction modalities. Through this structured approach, system 100 not only delivers an immersive presentation but also fosters user engagement through gamification techniques, such as rewards, challenges, and interactive storytelling.
[0056] In an embodiment, a video module 110 configured with the system 100, designed to manage the selection and displays of video content based on a combination of predetermined user preferences and performance metrics derived from associated games. The video module 110 features a video processor 206 that is responsible for managing and rendering video content, enabling seamless transitions between narrative segments to create a fluid viewing experience. At the core of the video module 110, is a user preference module 109, which incorporates a selection processor 209 that analyses user choices and preferences in real-time. This allows the video module 110 to dynamically adapt the media presentation based on the user’s engagement and prior interactions.
[0057] The Video module 110 determines which rendered media visuals are shown to the user. The decision-making process is informed by various factors, including initialization parameters, the user’s expressed preferences, and their performance outcomes in gaming activities. The video module 110 is equipped to select from a multitude of branched narratives embedded within the selected show or media presentation, effectively tailoring the experience to each user. By blending multiple rendered videos with interactive features and games coordinated through collaboration with other system 100 modules the video module 110 creates immersive and engaging gamified shows that captivate the user’s attention.
[0058] In one embodiment, the video module 110 incorporates a video media database 207, which houses a collection of rendered video media encompassing all potential narrative paths and outcomes associated with the chosen show. The video media database 207 ensures that a rich variety of content is readily available for selection. Complementing this is the video processor 206, composed of several intelligent components that operate on advanced algorithms and logic frameworks. The video module 110 along with its components works synergistically to determine which pre-recorded video media is displayed and the narrative direction the story takes.
[0059] Further, a user preference module 109 is designed to track and analyze user decisions and preferences, ultimately personalizing the narrative experience in an interactive media presentation. The user preference module 109 is integral to ensuring that the user’s engagement is both meaningful and immersive. It effectively monitors a wide range of user interactions, adapting the storyline and interactions based on choices made throughout the experience. For instance, in a murder mystery scenario, the user preference module 109 captures critical decisions such as the selection of the show, the role assumed by the user, choices regarding the visual environment, the evidence to collect, suspects to interrogate, and the forensic tools to utilize, such as DNA analysis or fingerprinting.
[0060] To enhance its functionality, the user preference module 109 comprises a preference detection module 210 and the selection processor 209. The preference detection module 210 meticulously records every choice made by the user at each decision point, including actions taken or omitted while utilizing the immersive features and tools available within the media presentation. This tracking provides valuable data regarding user behavior and preferences. In parallel, the selection processor 209 employs advanced analytical techniques to interpret the preferences gathered by a preference detection module 210. By processing this information, the selection processor 209 can calculate the outcomes of user interactions, determining how these choices influence the narrative progression and the unfolding of events in each rendered video media segment.
[0061] In preferred embodiments, the user preference module 109 also incorporates analytics that refine content recommendations based on the accumulated user data. This functionality enables the system 100 to offer personalized suggestions that align closely with the user’s demonstrated interests and interactions, enhancing the engagement and satisfaction with the media presentation. As a result, the user preference module 109 not only serves as a tool for tracking decisions but also acts as a dynamic engine for personalizing the narrative, ensuring that each user’s experience is uniquely tailored to their interactions and preferences. This structure and configuration of the user preference module 109 contribute significantly to creating a rich, interactive storytelling environment that evolves based on the user's journey.
[0062] In an embodiment, a gaming module 103 of the interactive media system 100, designed to provide games that are relevant to the narrative, thereby enhancing user involvement and challenge. The Gaming Module 103 is adept at incorporating varying levels of engagement, ensuring that users remain immersed and motivated throughout their experience. A key feature of the gaming module 103 is its ability to dynamically adjust game difficulty levels based on user performance, maintaining optimal engagement by providing a tailored challenge that adapts to the user's skill level.
[0063] Further, the levels of engagement include four distinct levels a basic, an intermediate, an advanced, and an expert level. Each level is configured to progressively enhance user interaction with the narrative, thereby catering to varying degrees of user experience and engagement preferences.
[0064] At the basic level, users are introduced to the storyline and main characters through a concise video presentation, which serves as an entry point to the interactive experience. The basic level presents users with fundamental decisions that lead to simple branching paths, allowing for initial exploration of the narrative without overwhelming complexity. The foundational engagement is essential for familiarizing users with the mechanics of the system 100 and setting the stage for deeper interactions.
[0065] The intermediate level builds on this foundation by engaging users more profoundly with the narrative. Here, users are given choices that influence character roles and actions, leading to moderate branching storylines. The intermediate level encourages users to think critically about their decisions and understand their impact on the unfolding narrative, fostering a deeper emotional investment in the characters and story.
[0066] As users progress to the advanced level, the system 100 introduces complex decision points that significantly alter the narrative trajectory and interactions with multiple characters. The advanced level is characterized by deeper plot development, requiring users to weigh their choices carefully, as each decision can lead to substantial changes in the storyline and character dynamics. The advanced level thus enhances user agency and creates a more intricate narrative landscape.
[0067] Finally, the expert level presents users with high-stakes choices that result in major plot twists and multiple endings. The expert level significantly increases narrative complexity and challenges users to navigate profound moral dilemmas and critical decision-making scenarios. The high level of engagement at this stage is designed to push users to their limits, rewarding thoughtful strategy and foresight while also providing a sense of accomplishment through the varied outcomes based on their choices.
[0068] The levels of engagement not only enhance the interactivity of the narrative experience but also caters to a diverse audience, allowing users to choose their preferred level of complexity and involvement. The progression from basic to expert ensures that users remain engaged, challenged, and invested in the narrative, ultimately leading to a richer and more satisfying interactive experience.
[0069] In a preferred embodiment, the gaming module 103 is responsible for delivering plot-specific games that vary in difficulty and immersiveness according to the selected media presentation and the specific stage within that narrative. The Gaming Module 103 is equipped with a gaming database, which serves as a repository of diverse games associated with each branch of the narrative. The gaming database encompasses a mix of games, immersive adaptations, and interactive versions of popular games, allowing for selections that align with user preferences and enhance the storytelling experience.
[0070] Additionally, the gaming module 103 features a gaming processor 202 that processes user actions during the gaming experience. The gaming processor 202 calculates the user's success, failure, and performance, using this data to inform the dynamic adjustment of game difficulty. Such adaptability ensures that the gaming experience remains engaging, providing users with appropriate challenges that match their evolving skill levels.
[0071] Further, the system having a cloud-1 200 houses the gaming processor 202, which handles the computational demands of games, including rendering graphics, physics calculations, and game logic; the gaming module 103, is responsible for managing the gaming experience through game selection, matchmaking, and in-game interactions; and the gaming database 203, which stores game data, user profiles, and other relevant information. In contrast, a cloud-2 205 features the video processor 206, which ensures smooth playback by handling video encoding, decoding, and streaming; the video module 110, which manages video content, metadata, categorization, and recommendations; and the Video Media database 207, which stores video files, thumbnails, and associated metadata.
[0072] Moreover, the gaming module 103 includes a gaming development module that leverages advanced gaming engine 201, such as Unity and Unreal engine, to craft highly dynamic and context-driven gameplay. The integration allows for seamless embedding of interactive elements within the narrative, ensuring that gameplay is not merely ancillary but rather intricately woven into the storyline. By combining these elements, the gaming module 103 fosters an immersive experience where users can engage deeply with the narrative while navigating challenges that enhance both enjoyment and involvement.
[0073] In a preferred embodiment, a simulator module 108 is designed to provide users with immersive simulations and tools for exploring virtual environments, thereby enabling dynamic interaction with narrative elements. The simulator module 108 is equipped with various advanced simulation technologies, including a virtual reality (VR) simulator that facilitates fully immersive experiences, an augmented reality (AR) simulator that seamlessly integrates digital elements into real-world settings, and a physics-based simulator that ensures realistic interactions within the virtual spaces. Additionally, the simulator module 108 includes an interactive story simulator that supports branching narratives based on user preferences, offering a diverse range of engaging experiences tailored to individual user journeys.
[0074] To achieve these functionalities, the simulator module 108 incorporates a special-purpose processor dedicated to the real-time rendering of immersive simulations. The special-purpose processor ensures that users can engage with the virtual environments fluidly and responsively. Complementing this is a microprocessor that facilitates user interactions within these environments, enhancing the overall user experience by making interactions intuitive and engaging.
[0075] Furthermore, the simulator module 108 is designed to interact with specialized simulator hardware, enhancing the immersive experience by leveraging advanced input devices, motion sensors, and haptic feedback system 100. This integration ensures that users can explore different virtual environments, interact with immersive objects, and utilize interactive tools within these settings, leading to a richly engaging and responsive experience.
[0076] In a preferred embodiment, an integration module 107 is ensuring seamless communication and coordination between various modules to facilitate a coherent and fluid user experience throughout the narrative. Functioning as a central controller, the integration module 107 interconnects all other system 100 components, enabling uninterrupted operation and enhancing the overall functionality of the novel gamified video presentation. The architecture of the integration module 107 includes a range of processing units, such as a general-purpose processor, a special-purpose processor, a conventional processor, a microprocessor, and a microcontroller. Each of these components is adapted to perform essential tasks, including data measurement, processing, input/output management, and any other functionalities necessary for the smooth operation of the system 100 in alignment with the present invention.
[0077] By analyzing real-time data from user interactions and preferences, the integration module 107 can adjust the flow of the narrative and the associated gameplay elements, ensuring that the experience remains engaging and personalized.
[0078] Moreover, the integration module 107 acts as the backbone of the system 100, synchronizing activities across the various modules, such as the gaming module 103, simulator module 108, and user preference module 109. This holistic integration not only optimizes performance but also enhances the user experience by ensuring that transitions between different media elements occur smoothly and intuitively. By effectively managing these interconnections, the integration module 107 plays a vital role in maintaining the integrity of the interactive narrative, allowing users to immerse themselves fully in the gamified presentation without disruptions or technical hitches.
[0079] Further, user interaction is facilitated through and users access the platform via their user devices, such as smartphones, tablets, or computers. The game engine 201 runs games on the user's device, receiving game data from the Cloud-1 200, while the video player 208 streams video content from the Cloud-2 205. The user preference module 109 collects and stores user preferences related to game genres, video categories, and playing habits. The preference detection module 210 analyzes these preferences to identify patterns, enabling personalized recommendations. The selection processor 209 uses this analysis to suggest suitable games or videos for users, while the simulator module 108 generates realistic game environments for an enhanced gaming experience.
[0080] Additionally, the integration module 107 ensures seamless communication and data exchange among the various components, including the cloud servers and user devices. The overall functionality begins when a user launches the application on their device, leading to the collection of user data by the user preference module 109. The selection processor 209 then recommends content based on analyzed preferences, and the game engine 201 or video player 208 fetches the necessary data from the respective cloud server. Finally, the content is rendered or played on the user's device, with interactions and feedback recorded to refine the preference detection and selection processes. This architecture provides a scalable and flexible framework for delivering a personalized gaming and video experience, accommodating diverse user preferences and content types.
[0081] In an embodiment of the invention, a communication module 104 is a pivotal component of the interactive media system 100, specifically designed to facilitate user interaction and collaboration, thereby enhancing the narrative experience. The communication module 104 enables users to engage with one another, allowing for the exchange of information and cooperative problem-solving in response to narrative challenges. By fostering a sense of community, the communication module 104 adds a vital social dimension to the interactive experience, encouraging users to work together to navigate the storyline and overcome obstacles presented within it.
[0082] The communication module 104 supports a variety of social features that enable users to share their narrative experiences and outcomes on external platforms. functionality not only enriches individual user engagement but also promotes broader community interaction, as users can connect with others who share similar interests or experiences. Through features such as messaging, forums, or collaborative tools, users can discuss strategies, share insights, and collectively brainstorm solutions to the challenges they encounter in the narrative.
[0083] The communication module 104 is structured to ensure that interactions are seamless and intuitive, incorporating various communication protocols that facilitate real-time exchanges. The communication module 104 includes text-based chat, voice communication, or video interactions, depending on the context of the narrative and the preferences of the users. Additionally, the communication module 104 includes integration with social media platforms, allowing users to easily share achievements, narrative paths, or gameplay outcomes, thereby enhancing visibility and community engagement beyond the immediate user base.
[0084] In one embodiment of the invention, a user module 105 is configured with a display panel 106 and sufficient processing power to facilitate access to the system 100, thereby enabling the execution of interactive features and media playback. The user module 105 connects to user devices through a network 204 that encompasses any medium capable of linking one or more components, units, modules, or devices within the system 100. The network 400 can be a wired or wireless configuration, or a combination of both, and may include various types such as personal area networks (PAN), local area networks (LAN), metropolitan area networks (MAN), wide area networks (WAN), or any combination thereof, ensuring robust connectivity and accessibility for users.
[0085] The user module 105 includes a game engine, ideally situated within the user device environment. The user module 105 is responsible for rendering the graphics of the games displayed on the screen, supporting both 2D and 3D graphics, animations, lighting effects, and special effects. The game engine interprets user actions to influence the game state, optimizing performance and visual quality through hardware acceleration. It employs various advanced rendering techniques to enhance the gaming experience, ensuring seamless interactions with both the Gaming Module 103 and the simulator module 108.
[0086] Additionally, the system 100 comprises a video player 208, also positioned within the user device environment. The user module 105 provides users with an interface to control video media playback, featuring a range of controls and functionalities derived from instructions issued by the video module 110 and/or the simulator module 108 based on user preferences and the show selected during initialization. The video player 208 is designed to enable seamless transitions between video content and interactive elements, allowing users to navigate the narrative fluidly. This capability enhances the overall user experience by ensuring that interactions are intuitive and engaging, thereby enriching the storytelling and gameplay dynamics.
[0087] Together, the integration of the game engine and video player 208 within the user module 105 ensures a comprehensive and immersive interactive experience, leveraging the processing capabilities of the user device while maintaining robust connectivity through the] network 400.
[0088] Referring to Figures 3(a) and 3(b), illustrate a method 400 for generating an interactive and immersive media presentation with gamified elements. The method 400 for generating an interactive and immersive media presentation with gamified elements encompasses a series of structured steps designed to enhance user engagement and narrative depth. The method 400 begins with the selection 401 of a preferred storyline from a set of predetermined preferences available through a user interface module. This step allows users to tailor their experience according to their interests, which may include genres such as murder mystery, survival, or treasure hunt.
[0089] Following the selection 401, the method 400 introduces 402 a brief overview video of the chosen storyline, serving to familiarize users with the context, main characters, and overarching objectives. This initial engagement sets the stage for the user’s active participation by enabling 403 of them to make decisions that directly influence the narrative progression. Further, key decision points are designed to include choices regarding roles and actions that enhance user involvement, thereby fostering a sense of agency within the interactive experience.
[0090] The storyline is then structured 404 to branch based on the user’s selected preferences, leading to different plot developments and multiple possible endings. This branching structure creates an immersive experience where user choices actively drive the narrative, encouraging deeper exploration of the storyline. Throughout the presentation, incorporates 405 interactive games of varying levels of engagement are incorporated at specific points in the story, enriching the narrative context and increasing overall user engagement.
[0091] Moreover, the method 400 allows 406 users to navigate virtual environments relevant to the storyline, interact with objects, and uncover clues. Integrated chat functionalities and interactive tools are employed to deepen engagement with both the narrative and characters, facilitating 407 a richer storytelling experience. Users are also provided with simulated tools that enable them to analyze evidence or communicate with characters, which contributes to the story objectives and fosters a realistic and engaging atmosphere.
[0092] In a further embodiment, the method 400 includes monitoring real-time feedback that reflects user preferences, allowing for the dynamic adjustment of the narrative pacing and difficulty. By integrating real-time performance metrics, the method 400 ensures that the user experience remains engaging and appropriately challenging throughout the presentation. Additionally, analytics are employed to track user decisions, personalizing future storyline options and enhancing replayability.
[0093] The method 400 also delineates levels of engagement, categorizing them into basic, intermediate, advanced, and expert levels. The basic level introduces users to the storyline and main characters through a concise video, presenting simple decisions that lead to basic branching paths. The intermediate level delves deeper, allowing choices that influence character roles and actions, resulting in moderate branching storylines. At the advanced level, complex decision points are introduced that significantly alter the narrative and interactions with multiple characters, promoting deeper plot development. Finally, the expert level challenges users with high-stakes choices that lead to major plot twists and multiple endings, thereby significantly increasing narrative complexity.
[0094] Furthermore, the experience begins with an initialization phase, where the user selects a preference for a storyline or scenario from a variety of pre-set options displayed on their device, such as a mobile phone or computer. These options may include storylines like a murder mystery show, a survival show, or a treasure hunt. Upon making a selection, the user is presented with a brief overview of the storyline and its objectives through a rendered video, which introduces the main characters, conflicts, and goals, thereby setting the stage for the narrative.
[0095] Following initialization, the user preference selection process allows for immersive, interactive, and dynamic story progression. The rendered video, along with the ongoing media presentation, integrates interactive features that require user input for decision-making, thereby driving the progression of the storyline. Users encounter various decision points and interactive elements that prompt them to solve puzzles, make choices, or interact with virtual environments to achieve the objectives of the selected show. This interactivity fosters a sense of agency, making users feel like active participants in the media presentation. For example, users might choose to embody the role of a detective in a murder mystery, deciding which evidence to collect, identifying suspects, and formulating lines of questioning. Through interactive elements, users can virtually immerse themselves in the crime scene, exploring environments in 360 degrees, collecting fingerprints using innovative tools, and engaging with immersive technologies that heighten the experience.
[0096] The story progression is intricately structured, relying on the cumulative preferences and choices of users to guide the narrative. The complex and branched pathways allow the plot to unfold in multiple directions based on user interactions, leading to different possible endings. This complexity not only immerses users but also challenges them, ensuring that they feel a genuine sense of control over the narrative experience. As the media presentation evolves, it seamlessly transitions between video and interactive formats as dictated by the storyline.
[0097] At predetermined junctures in the narrative, gamification elements are introduced, prompting users to engage in games that range from casual and mid-core formats to more extensive gaming experiences built on robust engines like Unity and Unreal. This integration of gaming not only enhances engagement but also enriches the overall storytelling.
[0098] Throughout the media presentation, users navigate through immersive virtual environments that align with the narrative, contributing to a realistic and engaging atmosphere. These environments allow users to interact with objects, uncover clues, and gather information essential for progressing the storyline. The integration of immersive features, such as real-time interaction with virtual objects, further enhances the user's experience, creating a seamless blend of video presentation and interactive engagement.
[0099] Moreover, users can engage with simulated software and hardware components, leveraging the simulator module 108 to advance through the storyline. This includes using integrated chats with story characters, exchanging information, developing strategies, and collaboratively solving problems through simulated tools. These immersive features enable users to decode messages, analyse evidence, and access restricted areas, all of which contribute to achieving the narrative's objectives.
[00100] In a further embodiment of the invention, the method 400 incorporates monitoring of real-time feedback reflecting user preferences, alongside the integration of real-time performance metrics to dynamically adjust narrative pacing and difficulty. This ensures the user experience remains engaging and appropriately challenging throughout the presentation. Additionally, analytics track user decisions, personalizing future storyline options to enhance replayability.
[00101] By interweaving these elements, the method 400 fosters a rich, engaging environment where user choices fundamentally shape the narrative experience, driving deeper emotional and intellectual investment in the unfolding story.
[00102] In conclusion, the proposed system 100 and method 400 for generating an interactive and immersive media presentation with gamified elements represent a significant advancement in user engagement and narrative storytelling. By seamlessly integrating various modules such as video, gaming, simulation, and communication the system 100 not only enhances the user's experience but also fosters a dynamic environment where choices and interactions shape the storyline. This innovative approach ensures that each user can enjoy a personalized and evolving narrative, making the experience both memorable and replayable. With its capacity for real-time feedback and adaptability, the system 100 effectively meets the diverse preferences of users, paving the way for a new era of interactive media that blends entertainment with meaningful participation. Ultimately, this invention has the potential to redefine how stories are told and experienced, offering a compelling platform for future developments in immersive entertainment.
[00103] The foregoing description of the specific embodiments will so fully reveal the general nature of the embodiments herein that others can, by applying current knowledge, readily modify and/or adapt for various applications such specific embodiments without departing from the generic concept, and, therefore, such adaptations and modifications should and are intended to be comprehended within the meaning and range of equivalents of the disclosed embodiments. It is to be understood that the phraseology or terminology employed herein is for the purpose of description and not of limitation. Therefore, while the embodiments herein have been described in terms of preferred embodiments, those skilled in the art will recognize that the embodiments herein can be practiced with modification within the spirit and scope of the embodiments as described herein.
,CLAIMS:1. A system (100) for generating an interactive and immersive media presentation with gamified elements, comprising:
one or more processors (101);
a memory (102) for storing a set of instructions configuring the one or more processors (101), to create an interactive gamified media configured to:
a video module (110) configured to manage a selection and displays of video content based on a set of predetermined preferences and user performance in associated games;
a user preference module (109) configured to track user decisions and preferences to personalize the narrative experience, adapting the storyline and interactions accordingly;
a gaming module (103) configured to provide games that relevant to the narrative, incorporating varying levels of engagement to enhance user involvement and challenge;
a simulator module (108) equipped with immersive simulations and tools for exploring virtual environments, allowing users to interact dynamically with narrative elements;
an integration module (107) for ensuring seamless communication between the system (100) and other modules, facilitating a coherent and fluid user experience throughout the narrative;
a communication module (104) for facilitating user interaction, enabling collaboration to solve narrative challenges, and fostering community engagement among users; and
a user module (105) with a display panel (106) and sufficient processing power configured to access the system (100), enabling the execution of interactive features and media playback.
2. The system (100) as claimed in claim 1, wherein the user preference module (109) further comprises analytics to personalize content recommendations based on user behavior and preferences.
3. The system (100) as claimed in claim 1, wherein the gaming module (103) dynamically adjusts game difficulty levels based on user performance to maintain optimal engagement.
4. The system (100) as claimed in claim 1, wherein the simulator module (108) includes a virtual reality (VR) simulator for immersive experiences, an augmented reality (AR) simulator for integrating digital elements into real-world environments, a physics-based simulator for realistic interactions, and an interactive story simulator that facilitates branching narratives based on user preferences.
5. The system (100) as claimed in claim 1, wherein the video module (110) having a video processor (206) to manage and render video content, enabling seamless transitions between narrative segments, and the user preference module (109) employs a selection processor (209) analyzing user choices and preferences in real-time.
6. The system (100) as claimed in claim 1, wherein the levels of engagement include a basic level, an intermediate level, an advanced level, and an expert level.
7. The system (100) as claimed in claim 6, wherein the basic level introduces the storyline and main characters through a brief video and presents basic decisions, leading to simple branching paths.
8. The system (100) as claimed in claim 6, wherein the intermediate level engages users more deeply with the narrative by allowing choices that influence character roles and actions, with moderate branching storylines.
9. The system (100) as claimed in claim 6, wherein the advanced level presents complex decision points that alter the narrative and interactions with a plurality of characters, leading to deeper plot development.
10. The system (100) as claimed in claim 6, wherein the expert level challenges users with high-stakes choices that result in major plot twists and multiple endings, significantly increasing narrative complexity.
11. The system (100) as claimed in claim 1, wherein the gaming module (103) is equipped with a gaming processor (202) adjusting the levels of engagement of the game based on user performance, and the integration module (107) integrated with a general-purpose processor to ensure coherent communication.
12. The system (100) as claimed in claim 1, wherein the simulator module (108) includes a special-purpose processor for real-time rendering of immersive simulations and a microprocessor to facilitate user interactions within virtual environments.
13. The system (100) as claimed in claim 1, wherein the communication module (104) supports social features, enabling users to share their narrative experiences and outcomes on external platforms.
14. A method (400) for generating an interactive and immersive media presentation with gamified elements, comprising, steps of:
selecting (401) a preferred storyline from a set of predetermined preferences available on a user interface module;
introducing (402) a brief overview video of the selected preferences on the user interface module;
enabling (403) a user to make decisions that influence the narrative progression through interactive elements, wherein the decision points include selecting roles and actions that enhance user participation;
structuring (404) the storyline to branch based on the user’s selected preferences, generating different plot developments and multiple possible endings, resulting in an immersive experience where preferences drive the narrative;
incorporating (405) interactive games of varying levels of engagement at specific points in the story to enhance user engagement, wherein the storyline integrates into the narrative context;
allowing (406) users to navigate virtual environments relevant to the storyline, interact with objects, and uncover clues while utilizing integrated chat and tools to deepen engagement with the narrative and characters; and
facilitating (407) user interaction with simulated tools to analyze evidence or communicate with characters, contributing to story objectives and fostering a realistic and engaging experience.
15. The method (400) as claimed in claim 14, further comprises monitoring real-time feedback that reflects the user preferences.
16. The method (400) as claimed in claim 14, further comprises integrating real-time performance metrics to adjust the narrative pacing and difficulty dynamically, ensuring that the user experience remains engaging and appropriately challenging throughout the presentation
17. The method (400) as claimed in claim 14, further comprises analytics to track user decisions to personalize future storyline options and enhance replayability.
18. The method (400) as claimed in claim 14, wherein the set of predetermined preferences includes a murder mystery show, a survival show, and a treasure hunt show.
19. The method (400) as claimed in claim 14, wherein the selected preferences introduce the storyline, main characters, and objectives.
20. The method (400) as claimed in claim 14, wherein the levels of engagement include a basic level, an intermediate level, an advanced level, and an expert level.
21. The method (400) as claimed in claim 20, wherein the basic level introduces the storyline and main characters through a brief video and presents basic decisions, leading to simple branching paths.
22. The method (400) as claimed in claim 20, wherein the intermediate level engages users more deeply with the narrative by allowing choices that influence character roles and actions, with moderate branching storylines.
23. The method (400) as claimed in claim 20, wherein the advanced level presents complex decision points that significantly alter the narrative and interactions with multiple characters, leading to deeper plot development.
24. The method (400) as claimed in claim 20, wherein the expert level challenges users with high-stakes choices that lead to major plot twists and multiple endings, significantly increasing narrative complexity.
| # | Name | Date |
|---|---|---|
| 1 | 202441034424-STATEMENT OF UNDERTAKING (FORM 3) [30-04-2024(online)].pdf | 2024-04-30 |
| 2 | 202441034424-PROVISIONAL SPECIFICATION [30-04-2024(online)].pdf | 2024-04-30 |
| 3 | 202441034424-PROOF OF RIGHT [30-04-2024(online)].pdf | 2024-04-30 |
| 4 | 202441034424-POWER OF AUTHORITY [30-04-2024(online)].pdf | 2024-04-30 |
| 5 | 202441034424-FORM 1 [30-04-2024(online)].pdf | 2024-04-30 |
| 6 | 202441034424-DRAWINGS [30-04-2024(online)].pdf | 2024-04-30 |
| 7 | 202441034424-DECLARATION OF INVENTORSHIP (FORM 5) [30-04-2024(online)].pdf | 2024-04-30 |
| 8 | 202441034424-RELEVANT DOCUMENTS [12-11-2024(online)].pdf | 2024-11-12 |
| 9 | 202441034424-POA [12-11-2024(online)].pdf | 2024-11-12 |
| 10 | 202441034424-FORM-9 [12-11-2024(online)].pdf | 2024-11-12 |
| 11 | 202441034424-FORM-5 [12-11-2024(online)].pdf | 2024-11-12 |
| 12 | 202441034424-FORM-26 [12-11-2024(online)].pdf | 2024-11-12 |
| 13 | 202441034424-FORM 13 [12-11-2024(online)].pdf | 2024-11-12 |
| 14 | 202441034424-DRAWING [12-11-2024(online)].pdf | 2024-11-12 |
| 15 | 202441034424-CORRESPONDENCE-OTHERS [12-11-2024(online)].pdf | 2024-11-12 |
| 16 | 202441034424-COMPLETE SPECIFICATION [12-11-2024(online)].pdf | 2024-11-12 |
| 17 | 202441034424-FORM 18 [07-01-2025(online)].pdf | 2025-01-07 |