Virtual reality control device and virtual reality system
By designing a virtual reality control device that includes sensors and rotating wheel switches, the problem of difficulty in simulating body movement when users cannot move freely in space is solved, and effective virtual reality control is achieved in sitting scenes.
Patent Information
- Application Number
- CN202380055455.0
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Priority Date
- 2022-08-12
- Filing Date
- 2023-08-11
- Publication Date
- 2025-03-07
AI Technical Summary
Existing virtual reality systems are difficult to effectively simulate the user's body movement in order to control avatars in virtual reality applications when users cannot or are unwilling to move freely in space.
A virtual reality control device is designed, including sensors, rotating wheel switches and output interfaces, through which the 3D position and rotation information of the user are sensed and output, and is used to control avatars in the virtual reality system.
It realizes that the user can control the avatar in virtual reality by controlling the device to simulate body movement without actually moving the body, improving the user's virtual reality experience in sitting scenes.
Smart Images

Figure CN119585701A_ABST
Abstract
Description
Technical Field
[0001] Various aspects of the present disclosure relate to a virtual reality control device and a virtual reality system. Background Art
[0002] Virtual reality systems typically output video information according to the viewpoint of an avatar of its user. Typically, the user moves in real life, the user's body movements are tracked, the avatar viewpoint is adapted accordingly, and video data is displayed to the user according to the avatar viewpoint. However, there may be scenarios where the user cannot or does not want to move freely in space but wants or needs to, for example, remain seated in a chair. For such cases, real-life body movements need to be (at least partially) simulated, i.e. the user does not (fully) make the desired movements of the avatar to move the avatar (or at least change the avatar's viewpoint), but can, for example, remain seated in a chair.
[0003] Accordingly, a desired approach is to allow users to conveniently control the movement of an avatar in a virtual reality application. Summary of the invention
[0004] Various embodiments are directed to a virtual reality control device comprising one or more sensors (e.g., an IMU) configured to sense sensor data that allows a 3D position of the virtual reality control device in a 3D space to be determined; at least one rotary wheel switch; and an output interface configured to output the sensor data from the one or more sensors and information about a rotation of the at least one rotary wheel switch.
[0005] Various examples are given below.
[0006] Embodiment 1 is the virtual reality control device as described above.
[0007] Embodiment 2 is the virtual reality control device in embodiment 1, comprising one or more tracking elements, wherein the one or more tracking elements allow the posture of the handheld controller in the 3D space to be determined by an external device.
[0008] Embodiment 3 is the virtual reality control device of embodiment 1 or 2, comprising an analog stick, wherein at least one rotary wheel switch is in the form of a ring surrounding the base of the analog stick.
[0009] Embodiment 4 is the virtual reality control device in any one of embodiments 1 to 3, comprising a plurality of rotary wheel switches, wherein the output interface is configured to output information about the rotation of each of the plurality of rotary wheel switches.
[0010] Embodiment 5 is the virtual reality control device of any one of embodiments 1 to 4, wherein the plurality of rotary wheel switches comprises two or more rotary wheel switches in the form of a ring stacked on top of each other.
[0011] Embodiment 6 is the virtual reality control device of embodiment 5, wherein the plurality of rotating wheel switches include two or more rotating wheel switches whose rotating axes are inclined relative to each other.
[0012] Embodiment 7 is the virtual reality control device of embodiment 5 or 6, wherein the plurality of rotating wheel switches include two or more rotating wheel switches whose rotation axes are at least substantially perpendicular to each other.
[0013] Embodiment 8 is the virtual reality control device of any one of embodiments 1 to 7, wherein at least one rotary wheel switch is configured to return to a default position when released.
[0014] Embodiment 9 is the virtual reality control device in any one of embodiments 1 to 9, further comprising a trackball, wherein the output interface is configured to output information about rotation of at least one trackball.
[0015] Embodiment 10 is the virtual reality control device in any one of embodiments 1 to 8, wherein the output interface is a wireless output interface.
[0016] Embodiment 11 is the virtual reality control device of any one of embodiments 1 to 10, wherein the output interface is configured to connect to a virtual reality data generation system and output sensor data from one or more sensors and information about rotation of at least one rotary wheel switch to the virtual reality data generation system.
[0017] Embodiment 12 is a virtual reality system, comprising the virtual reality control device of any one of embodiments 1 to 11 and a virtual reality data generating system, wherein the virtual reality data generating system has an input interface and one or more processors, wherein the input interface is configured to receive sensor data from one or more sensors and information about the rotation of at least one rotating wheel switch, and the one or more processors are configured to render an image based on the sensor data and the information about the rotation of the rotating wheel switch.
[0018] Embodiment 13 is the virtual reality system of embodiment 12, wherein the image is a view from a viewpoint of an avatar of the user, and the one or more processors are configured to determine a rotation and viewpoint of at least a portion of the avatar based on information about the rotation of the spin wheel switch.
[0019] Embodiment 14 is the virtual reality system of embodiment 12 or 13, wherein the virtual reality control device includes a plurality of rotating wheel switches, and wherein the output interface is configured to output information about the rotation of each of the plurality of rotating wheel switches, and wherein the virtual reality data generation system is configured to determine, for each of the rotating wheel switches, a rotation of a corresponding body part associated with the rotating wheel switch based on the information about the rotation of the rotating wheel switch, and render an image based on the determined rotation of the body part.
[0020] Embodiment 15 is the virtual reality system of embodiment 14, wherein the body parts include two or more of the avatar's legs, the avatar's torso, and the avatar's head.
[0021] Embodiment 16 is a virtual reality system comprising a chair, a tracking device configured to track the rotation of the chair, and a virtual reality data generation system having one or more processors configured to render an image based on information about the rotation of the chair.
[0022] Embodiment 17 is the virtual reality system in embodiment 16, comprising a display fixed to a chair, wherein the display is configured to display a rendered image.
[0023] Embodiment 18 is the virtual reality system of embodiment 16 or 17, wherein the chair includes a tracking element, and the tracking device is configured to track the rotation of the chair by means of optical tracking of the tracking element.
[0024] Embodiment 19 is the virtual reality system of embodiment 16 or 17, wherein the chair includes a rotation sensor connected to the tracking device, and the tracking device is configured to track the rotation of the chair based on sensor data received from the rotation sensor.
[0025] Embodiment 20 is the virtual reality system of any one of embodiments 16 to 19, further comprising the virtual reality control device of any one of embodiments 1 to 11, wherein the virtual reality data generation system has an input interface configured to receive sensor data from one or more sensors and information about the rotation of at least one rotating wheel switch, and wherein the one or more processors are configured to render an image based on the sensor data and the information about the rotation of the rotating wheel switch. BRIEF DESCRIPTION OF THE DRAWINGS
[0026] The invention will be better understood with reference to the detailed description taken in conjunction with non-limiting examples and the accompanying drawings, in which:
[0027] - Figure 1 A virtual reality system according to one embodiment is shown.
[0028] - Figure 2 A virtual reality system is illustrated in which the movement (i.e., orientation) of a user sitting in a chair
[0029] The chair being tracked.
[0030] - Figure 3 A virtual reality control device (ie, handheld controller) according to one embodiment is shown.
[0031] - Figure 4 A virtual reality control device (ie, a handheld controller) according to another embodiment is shown. DETAILED DESCRIPTION
[0032] The following detailed description refers to the accompanying drawings, which show by way of illustration the specific details and embodiments in which the present disclosure may be practiced. These embodiments are described in sufficient detail to enable those skilled in the art to practice the present disclosure. Other embodiments may also be utilized, and structural and logical changes may be made without departing from the scope of the present disclosure. The various embodiments are not necessarily mutually exclusive, as some embodiments may be combined with one or more other embodiments to form new embodiments.
[0033] Embodiments described in the context of one device or method are analogously valid for the other devices or methods. Likewise, embodiments described in the context of a device are analogously valid for a vehicle or method, and vice versa.
[0034] Features described in the context of one embodiment may be correspondingly applicable to the same or similar features in other embodiments. Features described in the context of one embodiment may be correspondingly applicable to other embodiments, even if they are not explicitly described in these other embodiments. Moreover, additions and / or combinations and / or substitutions described for a feature in the context of one embodiment may be correspondingly applicable to the same or similar features in other embodiments.
[0035] In the context of various embodiments, the articles “a,” “an,” and “the” used with respect to features or elements include reference to one or more features or elements.
[0036] As used herein, the term "and / or" includes any and all combinations of one or more of the associated listed items.
[0037] Hereinafter, embodiments will be described in detail.
[0038] Figure 1 A virtual reality system 100 is shown according to one embodiment.
[0039] The virtual reality system 100 includes a virtual reality (VR) display 101, a VR host 102, a tracking base station 103, at least one (usually two) handheld controllers (i.e., virtual reality control devices) 104, and optionally one or more audio speakers 105. Depending on the head tracking technology used, the user 106 can wear a wearable device (e.g., a headband) for head tracking. The tracking base station 103 is a tracking device (implementing a tracking system). Its functions as described below can also be at least partially implemented by the VR host 102. The tracking base station 103 and the VR host 102 together form a VR data generation system.
[0040] The VR host 102 is a data processing device (including one or more processors, memory, etc.), such as a personal computer, which runs one or more VR applications 107. The VR application 107 can use VR runtime software (such as SteamVR) 108 to generate VR video data 109, and the VR host 102 outputs the VR video data 109 to the VR display 101 that displays the VR video data 109 via a corresponding device driver in a set of device (e.g., plug-in) drivers 110 (including, for example, display drivers and audio drivers and tracking software drivers). Similarly, the VR host 102 can generate corresponding (VR) audio data 111 and output (synchronously with their corresponding VR video data 109) to one or more audio speakers 105 that output the audio data 111. The VR host 102 can, for example, provide a VR driver API to allow the VR runtime software to interact with the driver 110.
[0041] The VR host 102 generates VR video data 109 based on the posture of the user 106, and the posture of the user 106 includes the direction in which the user 106 is looking and the position of the user (particularly, including the hands and (at least partially including) the finger positions). The posture of the user is tracked by the tracking base station 103, and the tracking base station 103 tracks the head posture of the user, for example, by tracking through a camera 112 or another technology. The tracking base station 103 further tracks the posture of one or both hands of the user (at least partially including the finger positions, for example, whether the hands are open or closed) through signals received from the handheld controller 104. To this end, the tracking base station 103 is connected to the handheld controller 104 via a wireless connection. In order to support wireless connection, each of the tracking base station 103 and the handheld controller 104 has a corresponding wireless processor 113, 114.
[0042] Each handheld controller 104 further has, for example, one or more tactile elements 115 including corresponding tactile sensors (e.g., to detect whether a finger touches a button and thereby determines whether the hand is closed, and to detect button presses, etc.), an IMU (Inertial Measurement Unit) 116 for detecting its movement, LEDs 117 (arranged in a certain layout, i.e., a constellation) for determining the pose of the handheld controller 104 in 3D space, and an IO component 118, for example, the IO component 118 converts data from the IMU 116, the one or more tactile elements 115, and the LEDs 117 into a form for communicating with the tracking base station and receiving control signals from the tracking base station 103. The LEDs 117 can be considered as tracking elements, which allow the pose of the handheld controller in 3D space to be determined by an external device (here, the tracking base station 103). Alternatively, inside-out tracking in the controller 104 can be used, which does not require an LED constellation. The IMU 116 can be considered as a sensor configured to sense sensor data that allows the 3D position of the virtual reality control device in 3D space to be determined.
[0043] Based on the user posture sensor data obtained from the handheld controller 104 (e.g., IMU 117) and the corresponding head tracking technology (e.g., camera 112), the tracking processor 119 of the tracking base station 103 (e.g., running tracking software, including, for example, virtual head computing software) determines (and tracks over time) the user's posture and transmits the user posture information to the VR host via a communication processor (e.g., another wireless processor) (which receives the information via a corresponding driver in the set of drivers 110 (e.g., tracking software driver)).
[0044] Thus, the VR host 102 can generate VR video data 109 (and possibly audio data 111) to adapt to the user's posture, for example, displaying the avatar's hands in a posture corresponding to the user's hand posture and displaying a field of view corresponding to the user's head posture.
[0045] According to various embodiments, a virtual reality system 100 is optimized for a seated gaming experience by having an external VR display 101 placed externally (not attached to the user, i.e., not included in a wearable device worn by the user), a wireless VR controller 104 for hand control, head and controller tracking that allows the user 106 to control the head and hands of their avatar (i.e., virtual person), audio projected to the user 106 via beamforming speakers 105 (which may be in the form of (i.e., included in) audio headphones), and providing VR content (from a VR application 107 and VR runtime software 108) to the user with the aid of the VR display 101 and one or more speakers 105 that includes video based on the user's field of view in the virtual world (and hand gestures captured by handheld controllers).
[0046] According to various embodiments, the user 106 can control his avatar (virtual character), in particular the field of view of his avatar, through a combination of his head movement, handheld controller 104 movement and additional inputs into the controller (such as a rotary wheel switch described in detail below, for example, as part of the tactile element 115). The tracking base station 103 implements a tracking system that tracks the user's head (and / or possible gaze direction) and handheld controller movement. It should be noted that instead of tracking one or more handheld controllers, the hands of the user 106 can be directly tracked (when the user is not holding the handheld controller with one or both hands). The VR display 101 outputs a virtual world with the user's virtual character, which is controlled by the user's head and / or gaze direction, handheld controller (or hand) posture and handheld controller (e.g., rotary wheel switch) input.
[0047] The user 106 may also control the virtual character through a combination of head movement, chair movement, hand and / or hand controller movement, and additional inputs in the hand controller 104. In this case, the tracking base station 103 implements a tracking system that tracks the user's chair movement (to determine head and / or gaze direction) and hand and / or hand controller movement, and the VR display 101 outputs a virtual world with the user's virtual character, which is controlled by the user's head and / or gaze orientation (from the tracked chair movement), hand and / or hand controller gestures, and hand controller input.
[0048] According to one embodiment, the user 106 controls the virtual character through a combination of his / her head movement, chair movement, hand and / or hand controller movement, and additional input in the hand controller 104. In this case, the tracking base station 103 implements a tracking system that tracks the user's head and / or gaze direction, chair and hand and / or hand controller movement, and the VR display 101 outputs a virtual world with the user's virtual character, which is controlled by the user's head and / or gaze direction, hand and / or hand controller gestures, and hand controller input. Moreover, the VR display 101 can be a monitor mounted to the chair to allow the user 106 to turn with the chair and thereby control the user's field of view without losing sight of the VR display 101.
[0049] Figure 2A VR system is illustrated in which a user 201 (corresponding to user 106) sits on a chair 203, the movement (i.e., orientation) of which is tracked, for example by means of a tracking element 204 emitting infrared light, which is captured by a camera 205 (corresponding to camera 112). As described above, the orientation information from the chair can be used (in combination with other head and / or gaze tracking information, but also alone) to determine the user's head and / or gaze orientation, and a VR display 202 (corresponding to VR display 101) outputs video content based on the head and / or gaze orientation. Figure 2 In the example of FIG. 2 , user 201 further has a handheld controller 206 by which the user can control his or her user's avatar (particularly, change the avatar's posture and field of view without moving the user himself or herself).
[0050] Head tracking can be done by optical (e.g. infrared) head tracking, for example, by attaching a tracking element (which emits infrared light that can be tracked by the camera 112) to an audio headset, glasses, or headband. The glasses can be, for example, shutter glasses (synchronized with the VR display 101) to allow the user 106 to have a true 3D view (rather than a 2D projection of a 3D world). In the absence of true 3D (but a 2D projection), the VR display 101 can be curved to improve the user's 3D impression.
[0051] As described above, the handheld controller 104 may have a rotary wheel switch. According to various embodiments, a handheld controller (e.g., one or two handheld controllers 104 used as VR system 100) is used, which has the following reference Figure 3 and Figure 4 Multiple rotary wheel switches (and possibly trackballs) are described. Multiple rotary wheel switches allow control of different body parts of the user's avatar.
[0052] Figure 3 A virtual reality control device (ie, handheld controller) 300 is shown according to one embodiment.
[0053] The handheld controller 300 has a joystick 301 for simulating the pitch and roll movement of the user's avatar's head, which returns to a neutral (i.e., default) position when released.
[0054] The handheld controller 300 further has a first-level horizontal rotary wheel switch (or simply "rotary switch", i.e., a control element in the form of a scroll wheel (but not necessarily for scrolling)) 302, for example, to simulate movement (swaying) of the avatar's head (particularly neck). The handheld controller 300, for example, includes a mechanical encoder for the first-level horizontal rotary wheel switch 302. The first-level horizontal rotary wheel switch 302 is, for example, spring-loaded to return to a neutral position for controlling a body part when released. It may be limited in rotation angle (<360 degrees - a predetermined limit).
[0055] The handheld controller 300 further has a second level horizontal rotation wheel switch 303, for example, to simulate the avatar's waist (i.e., torso) movement (swaying). The handheld controller 300, for example, includes a brake-less mechanical encoder for the second level horizontal rotation wheel switch 303. The second level horizontal rotation wheel switch 303, for example, is spring-loaded to return to a neutral position when released. It may be limited in rotation angle (<360 degrees - a predetermined limit).
[0056] The handheld controller 300 further has a third-level horizontal rotation wheel switch 304, for example, to simulate the movement (swaying) of the avatar's feet (or legs). The handheld controller 300, for example, includes a brakeless mechanical encoder for the third-level horizontal rotation wheel switch 304. The third-level horizontal rotation wheel switch 304 has, for example, an unlimited rotation angle (>=360 degrees).
[0057] The handheld controller 300 further includes a vertical rotation wheel switch (e.g., vertical rotation wheel switch) 305, which can (in addition to the scrolling function) implement a left button (operated by pressing the vertical rotation wheel switch 305 to the left (in a top view)), a right button (operated by pressing the vertical rotation wheel switch 305 to the right (in a top view)), and a middle button (operated by pressing the vertical rotation wheel switch 305 downward (in a top view)).
[0058] The user 106 may, for example, use the vertical rotary wheel switch 305 to
[0059] · causing the avatar's head to move on the z-axis by rolling the vertical rotation wheel switch 305 up and down,
[0060] causing the avatar's head to pitch by pressing left or right (i.e. by operating the left and right buttons),
[0061] The return to the neutral pitch position is caused by pressing downwards (ie by operating the middle button).
[0062] The handheld controller 300 includes, for example, a brakeless mechanical encoder for the vertical rotation wheel switch 305. The vertical and horizontal rotation wheel switches 305 may be limited in rotation angle (<360 degrees - a predetermined limit).
[0063] Figure 4 A virtual reality control device (ie, handheld controller) 400 is shown according to another embodiment.
[0064] and Figure 3 Similar to the handheld controller 300 of FIG. 1 , the handheld controller 400 includes a joystick 401 and three horizontal rotary wheel switches 402, 403, 404. Figure 3 Unlike the handheld controller 300 , the handheld controller 400 includes a hemispherical trackball 405 instead of the vertical rotary wheel switch 305 .
[0065] The hemispherical trackball 405 may implement a middle button (operated by pressing the hemispherical trackball 405 downwards (in top view)). It may be assigned to control two degrees of movement.
[0066] User 106 may use, for example, hemispherical tracking ball 405 to
[0067] · causing movement of the avatar's head by moving the trackball 405 up and down,
[0068] · causing the avatar's head to pitch by moving the trackball 405 left and right,
[0069] The return to the neutral pitch position is caused by pressing downwards (ie by operating the middle button).
[0070] Although in Figure 3 and Figure 4 In the example of FIG. 4 , the rotary wheel switches are provided in the form of a ring around the base of the analog sticks 301, 401, respectively, but the rotary wheel switches may also be provided at a position on the controller that is easily accessible and operated by the user's thumb. Each rotary wheel switch may be assigned to control the rotation trajectory of the avatar's head by movement of a specific body part (e.g., controlling the swaying rotation of the head by movement of the neck or controlling the swaying rotation of the head by movement of the lower limbs).
[0071] By using the control elements 301 to 305 and the control elements 401 to 405, the user 106 can control the user's avatar through the handheld controllers 300, 400, in particular triggering the expected body posture changes, thereby changing the head position and the user's gaze direction without actually performing body posture changes (in real life), thereby maintaining a seated position facing the display 101. In other words, the user 106 can simulate body (part) movements without moving in real life.
[0072] The joysticks 301, 401 can be used to control the x and y movement of the avatar. For example, a user has two handheld controllers, each with a corresponding joystick, and the joystick of one controller is assigned to the pitch and roll movement of the avatar's head, while the joystick of the other controller is assigned to the body movement in the x and y directions (i.e., the movement of the entire avatar on the ground plane).
[0073] Tracking system (in Figure 1 The VR console 102 may be implemented by a tracking base station in the example of the VR console 102, and at least partially implemented by the VR console 102 itself, for example, at least partially with the aid of a camera 112 (and a corresponding camera tracking system or module) to obtain the user's head, handheld controller and chair position or posture (e.g., in terms of one or more of x, y, z, yaw, pitch and roll), and combine these (e.g., through a virtual head and / or hand posture computational model) with input from the handheld controller 104 (analog stick position, rotary wheel switch position, button press) into a virtual head posture (e.g., x, yaw, pitch, roll) and possible hand posture. The VR runtime software (or engine) 108 generates video data 109 accordingly.
[0074] As described above, the user 106 may control lower (i.e., below the head) body movements using the second and third level rotary wheel switches 303, 304, 403, 404. These may have an effect on the virtual head and virtual hand gestures.
[0075] For example, the user 106 can use the third layer rotary wheel switches 304, 404 to change the direction in which the avatar's feet (and knees) are facing. The tracking base station 103 can correspondingly determine the changes in the virtual head posture and virtual hand posture caused by the direction change (i.e., follow the body change posture caused by the direction change). For example, it moves the virtual head position and the virtual hand position together. On the contrary, when the user only performs an input to change the head position (e.g., using the first layer rotary wheel switches 302, 402), the tracking base station 103 (and / or VR host 102) only changes the virtual head position, that is, the virtual hand position remains unchanged.
[0076] Alternatively, the VR system 100 can be configured so that the user 106 controls the head rotation by simulating the joystick 301, 401. For example, moving the joystick 301, 401 at a certain angle to a maximum radius can simulate the movement of the user's head and gaze by changing the body posture (including foot and knee movement). The tracking base station then moves the virtual head position and the virtual hand position together. Releasing the joystick 300, 400 does not return the avatar to the starting angle position.
[0077] Alternatively, the joystick 300, 400 is moved at an angle less than the maximum radius to simulate the movement of the user's head and gaze by changing the head (particularly neck) orientation.
[0078] In this case, the tracking base station 103 (and / or VR host 102) only changes the virtual head position, that is, the virtual hand position remains unchanged, and in this case, releasing the joystick 300, 400 can return the avatar head to the starting angle position.
[0079] Vertical body movement (simulated by operating the vertical rotary wheel switch 305 or trackball 405 as described above) results in vertical movement of the user's virtual head and gaze direction.
[0080] As mentioned above Figure 1 As explained, the virtual reality control device 300, 400 includes one or more sensors (e.g., an IMU) configured to sense sensor data that allows the 3D position of the virtual reality control device to be determined in the 3D space, and may also include one or more tracking elements (e.g., LEDs) that allow the posture of the handheld controller in the 3D space to be determined by an external device (such as the tracking base station 103).
[0081] In summary, according to a first embodiment, a virtual reality control device is provided, comprising one or more sensors (e.g., an IMU) configured to sense sensor data that allows a 3D position of the virtual reality control device in a 3D space to be determined; at least one rotary wheel switch; and an output interface configured to output sensor data from the one or more sensors and information about a rotation of the at least one rotary wheel switch.
[0082] According to a second embodiment, a virtual reality system is provided, comprising a chair (e.g., a swivel chair and / or a chair with casters); a tracking device configured to track the rotation of the chair; and a virtual reality data generation system having one or more processors configured to render an image based on information about the rotation of the chair.
[0083] The first embodiment and the second embodiment (including any examples and embodiments thereof) may be combined with each other.
[0084] In order to determine information about the rotation of the at least one rotary wheel switch (or other element, such as a trackball), the virtual reality control device may have a corresponding rotation sensor, such as a mechanical encoder.
[0085] According to one embodiment, the user can control the virtual character through a combination of their own head movement, hand / controller movement, and additional input from other input devices (such as a keyboard). The tracking system tracks the user's head / gaze and hand / controller movements, and the VR display outputs a virtual world with the user's virtual character, which is controlled by the user's head / gaze orientation, hand / controller position, and controller input.
[0086] According to one embodiment, the user can control the virtual character through a combination of their head movement, chair movement, hand / controller movement, and additional inputs from an input device. The tracking system tracks the user's head / gaze, chair, and hand / controller movements, and the VR display outputs a virtual world with the user's virtual character controlled by the user's head / gaze orientation, hand / controller position, and controller input.
[0087] According to one embodiment, the user can control the virtual character through a combination of chair movements, hand / controller movements, and additional inputs from other input devices. The tracking system tracks the user's chair (which is used to predict head / gaze) movements and hand / controller movements, and the VR display outputs a virtual world with the user's virtual character controlled by the user's head / gaze orientation, hand / controller position, and controller inputs.
[0088] According to one embodiment, the user can control the virtual character through a combination of their head movement, chair movement, hand / controller movement, and additional input from other input devices. The tracking system tracks the user's head / gaze, chair, and hand / controller movements, and the VR display (mounted on the chair) outputs a virtual world with the user's virtual character, which is controlled by its head / gaze orientation, hand / controller position, and controller input.
[0089] According to one embodiment, a virtual reality (VR) system for gaming experience of a user sitting in a chair is provided, comprising
[0090] VR displays, which are placed externally and not attached to any wearable device;
[0091] A VR controller with multiple inputs for manual control; and
[0092] A tracking system to track the position of the VR controllers and the user's head and gaze, wherein the VR display outputs a virtual world with the user's avatar controlled by the user's head / gaze orientation, hand / controller position, and controller input.
[0093] According to one embodiment, a user may control a virtual character displayed on a VR display through a combination of the user's head movements, hand / controller movements, and controller inputs.
[0094] According to one embodiment, the tracking system further tracks chair movements so that the user can control the virtual character displayed on the VR display through a combination of the user's head movements, chair movements, hand / controller movements, and controller inputs.
[0095] According to one embodiment, the virtual character can be controlled by a VR controller, allowing the user to simulate the expected body posture changes, thereby changing the head position and gaze and maintaining a seated position facing the VR display without actually performing the body posture changes.
[0096] According to one embodiment, the VR controller controls the head rotation movement, the body rotation movement driven by the feet, and the body vertical movement of the virtual character.
[0097] According to one embodiment, the VR display is mounted on a chair.
[0098] It should be noted that, as described above, VR systems and VR displays, etc. are not necessarily to be understood as producing a "real" 3D view (i.e., providing different images for the user's eyes to give the impression of depth). It is also possible to display a 2D projection of a 3D world. Nevertheless, since the viewpoint is determined based on physical body movements and / or the avatar's hands follow the movements of the virtual reality control device in the real 3D space, the VR aspect is achieved. However, according to various embodiments, the VR display generates different images for the user's eyes, and the VR system uses VR technology (such as a stereoscopic display or shutter glasses) to give the user an impression of depth.
[0099] The processing described herein may be performed by one or more circuits, and the various processing or computing units and devices and computing entities described herein may be implemented by one or more circuits. In an embodiment, a "circuit" may be understood as any type of logic implementation entity, which may be hardware, software, firmware, or any combination thereof. Thus, in an embodiment, a "circuit" may be a hardwired logic circuit or a programmable logic circuit, such as a programmable processor, such as a microprocessor. A "circuit" may also be software implemented or executed by a processor, such as any type of computer program, such as a computer program using virtual machine code. According to alternative embodiments, any other implementation type of the corresponding functions described herein may also be understood as a "circuit".
[0100] Although the present disclosure has been particularly shown and described with reference to specific embodiments, it should be understood by those skilled in the art that various changes in form and details may be made to the present disclosure without departing from the spirit and scope of the present invention as defined by the appended claims. Thus, the scope of the present invention is indicated by the appended claims, and therefore, it is intended to cover all changes within the equivalent meaning and scope of the claims.
Claims
1. A virtual reality control device, comprising: one or more sensors configured to sense sensor data that allows a 3D position of the virtual reality control device in 3D space to be determined; at least one rotary wheel switch; as well as An output interface configured to output the sensor data from the one or more sensors and information regarding the rotation of at least one of the rotary wheel switches.
2. A virtual reality control device according to claim 1, comprising one or more tracking elements, wherein the one or more tracking elements allow the posture of the handheld controller in 3D space to be determined by an external device.
3. The virtual reality control device according to claim 1, comprising an analog stick, wherein: At least one of the rotary wheel switches is in the form of a ring surrounding the base of the analog stick.
4. The virtual reality control device according to claim 1, comprising a plurality of rotary wheel switches, wherein: The output interface is configured to output information regarding the rotation of each of the plurality of rotary wheel switches.
5. The virtual reality control device according to claim 1, wherein: The plurality of rotary wheel switches includes two or more rotary wheel switches in the form of a ring stacked on top of each other.
6. The virtual reality control device according to claim 5, wherein: The plurality of rotary wheel switches include two or more rotary wheel switches whose rotation axes are inclined relative to each other.
7. The virtual reality control device according to claim 5, wherein: The plurality of rotary wheel switches comprises two or more rotary wheel switches whose axes of rotation are at least substantially perpendicular to each other.
8. The virtual reality control device according to claim 1, wherein: At least one rotary wheel switch is configured to return to a default position when released.
9. The virtual reality control device according to claim 1, further comprising a trackball, wherein: The output interface is configured to output information regarding a rotation of at least one of the trackballs.
10. The virtual reality control device according to claim 1, wherein: The output interface is a wireless output interface.
11. The virtual reality control device according to claim 1, wherein: The output interface is configured to connect to a virtual reality data generating system and output the sensor data from the one or more sensors and information about the rotation of at least one of the rotating wheel switches to the virtual reality data generating system.
12. A virtual reality system, comprising the virtual reality control device according to claim 1 and a virtual reality data generating system, wherein the virtual reality data generating system has an input interface and one or more processors, wherein the input interface is configured to receive the sensor data from the one or more sensors and the information about the rotation of at least one of the rotating wheel switches, and the one or more processors are configured to render an image according to the sensor data and the information about the rotation of the rotating wheel switch.
13. The virtual reality system according to claim 12, wherein: The image is a view from a viewpoint of an avatar of a user, and the one or more processors are configured to determine a rotation of at least a portion of the avatar and the viewpoint based on information regarding the rotation of the spin wheel switch.
14. The virtual reality system according to claim 12, wherein: The virtual reality control device includes a plurality of rotating wheel switches, and wherein the output interface is configured to output information about a rotation of each of the plurality of rotating wheel switches, and wherein the virtual reality data generation system is configured to determine, for each of the rotating wheel switches, a rotation of a corresponding body part associated with the rotating wheel switch based on the information about the rotation of the rotating wheel switch, and render the image based on the determined rotation of the body part.
15. The virtual reality system according to claim 14, wherein: The body parts include two or more legs of the avatar, a torso of the avatar, and a head of the avatar.
16. A virtual reality system, comprising: Chair; a tracking device configured to track a rotation of the chair; as well as A virtual reality data generation system having one or more processors configured to render images based on information about the rotation of the chair.
17. The virtual reality system of claim 16, comprising a display fixed to the chair, the display configured to display the rendered image.
18. The virtual reality system according to claim 16, wherein: The chair comprises a tracking element, and the tracking device is configured to track the rotation of the chair by means of optical tracking of the tracking element.
19. The virtual reality system according to claim 16, wherein: The chair includes a rotation sensor connected to the tracking device, and the tracking device is configured to track the rotation of the chair based on sensor data received from the rotation sensor.
20. The virtual reality system according to claim 16, further comprising the virtual reality control device according to claim 1, wherein: The virtual reality data generating system has an input interface configured to receive the sensor data from the one or more sensors and information about the rotation of at least one of the rotating wheel switches, and wherein the one or more processors are configured to render the image based on the sensor data and the information about the rotation of the rotating wheel switch.