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A virtual reality headset for animated media playback

A media playback and virtual reality technology, applied in the field of virtual reality helmets, can solve the problems of increasing the burden on the user's neck and poor sense of reality, so as to reduce the pressure on the head and neck, have a good feeling of being hit, and improve the user experience effect Effect

Active Publication Date: 2022-03-11
DALIAN JIAOTONG UNIVERSITY
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, the virtual reality helmet can only affect the user's vision and hearing, and cannot affect the user's sense of touch. The sense of reality is poor, and the weight of the entire helmet is added to the user's head, increasing the burden on the user's neck

Method used

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  • A virtual reality headset for animated media playback
  • A virtual reality headset for animated media playback
  • A virtual reality headset for animated media playback

Examples

Experimental program
Comparison scheme
Effect test

Embodiment Construction

[0031] see Figure 1~5 , in an embodiment of the present invention, a virtual reality helmet for animation media playback, including a helmet body, a plurality of touch-sensitive components arranged inside the helmet body, a display component 3 and a control system, the front side of the helmet body provided with said display component,

[0032] It is characterized in that the tactile components include at least six tactile components arranged in six directions of up, down, left, right, front and rear inside the helmet body;

[0033] The control system is connected to the tactile component and the display component, and the control system can control the tactile component to perform corresponding actions according to the animation content displayed in the display component; and

[0034] When the animation content in the display component moves in a certain direction, the tactile component located in the direction of movement and opposite to the direction of movement moves, an...

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PUM

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Abstract

The invention discloses a virtual reality helmet for playing animation media. The tactile components of the invention can perform corresponding actions according to the content of the animation, improve the user experience effect, and realize that the user can touch the user's head according to the motion of the animation content. Touch experience, when the animation content in the display component moves in a certain direction, the tactile component located in the direction of movement and opposite to the direction of movement acts, and exerts a tactile force on the wearer's head along the direction of movement; When the animation content in the display component turns from the original direction to another direction, the movement of the tactile component located in the original direction and opposite to the movement direction of the original direction exerts a tactile force along the original direction on the wearer’s head at the same time The action of the tactile component located in another direction and opposite to the direction of movement in the other direction exerts a tactile force along the other direction on the wearer's head, which can effectively improve the user's experience of following the animation content.

Description

technical field [0001] The invention relates to a virtual reality helmet, in particular to a virtual reality helmet for playing animation media. Background technique [0002] Virtual reality helmet, or VR head display, is a kind of head-mounted display that uses a head-mounted display to close people's vision and hearing to the outside world, and guides users to have a feeling of being in a virtual environment. The head-mounted display is the earliest virtual reality. The display principle of the display is that the left and right eye screens display the images of the left and right eyes respectively, and the human eyes will generate a three-dimensional feeling in the brain after obtaining this information with differences. However, the virtual reality helmet can only affect the user's vision and hearing, and cannot affect the user's sense of touch. The sense of reality is poor, and the weight of the entire helmet is added to the user's head, increasing the burden on the use...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06F3/01G06F1/16G02B27/01
CPCG06F3/011G06F3/016G06F1/163G02B27/01
Inventor 纪元元
Owner DALIAN JIAOTONG UNIVERSITY