Space traction type virtual reality roaming system and control method thereof
By determining anchor points through spatial interaction devices and combining displacement difference calculations with character pose control, the problems of motion sickness and insufficient motion experience in virtual reality roaming are solved, achieving natural three-dimensional spatial movement and enhanced immersion.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-12-31
- Publication Date
- 2026-04-03
AI Technical Summary
Existing virtual reality roaming control methods are prone to causing motion sickness and cannot provide a natural physical movement experience in an infinite space. Existing technologies suffer from problems such as limited range of motion, high equipment costs, and insufficient immersion.
Anchor points are determined using spatial interaction devices, and three-dimensional coordinates are recorded through a locking trigger mechanism. Combined with a displacement difference calculation module and a character pose control module, the virtual character moves synchronously. Visual stability and physical interaction consistency are ensured through a rotation holding mechanism and a collision and gravity correction module. It supports hand coordination and movement acceleration mechanisms, and provides charge flight and anchor point traction control.
It effectively reduces motion sickness, provides a natural three-dimensional spatial movement experience, reduces physical fatigue, enhances the immersion and motor coordination of virtual reality, and enables free roaming in infinite space.
Smart Images

Figure CN121785474A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of spatial traction virtual reality roaming system technology, specifically to a spatial traction virtual reality roaming system and its control method. Background Technology
[0002] Compared to traditional 3D systems, players in virtual reality (VR) enjoy a wider field of view and real-time perspective feedback. Therefore, the motion sickness symptoms commonly experienced in 3D games are more likely to occur and are more severe in VR, also known as motion sickness. The main cause of motion sickness is a loss of balance and coordination, leading to a physiological self-protection mechanism. Therefore, VR player movement control requires a new mechanism to better help players adapt to the VR environment.
[0003] The following are some common roaming control solutions for virtual reality applications currently on the market:
[0004] Physical space movement: Users walk in real space while simultaneously moving synchronously in virtual space. This method is generally used in scenarios with limited movement, such as small experience zones or VR escape rooms. The advantage is that the player's physical movements are consistent with virtual reality movements, and the body's balance mechanism is consistent with external senses, minimizing motion sickness. However, there is also a significant problem: the range of movement is limited, failing to fully utilize the most important advantage of virtual reality's infinite space.
[0005] Trajectory-based navigation: Players are guided to move using interactive devices such as gamepads, similar to the WASD controls in traditional FPS games. This method allows players to move freely in virtual space without being restricted by space, even while remaining stationary. However, its biggest drawback is the lack of sufficient spatial interaction, as the balance system cannot establish spatial movement relationships. This method is currently the most likely to cause motion sickness and is typically only used in scenarios with very short durations and minimal interaction.
[0006] Teleportation: This is currently the default roaming method adopted by mainstream platforms. Players can stay in place and, through device interaction with their controllers, pre-point a target location in space using parabolic, straight, or marker-based methods. After the target location is designated, the system will teleport the player directly from their current location to the target location. This roaming method achieves the goal of "trajectory roaming," allowing free movement in virtual space even while standing still. Although motion sickness is easily triggered during the teleportation, the player returns to a standby mode afterward, alleviating the motion sickness. However, the biggest problem with this mode is the lack of spatial roaming experience, interrupting the immersion of virtual reality and leaving players who want to fully experience the realism of virtual reality feeling bored. Therefore, this method is currently more widely used in exhibitions and education, and less so in games and other scenarios that emphasize the experiential aspect.
[0007] Walking platform assistance: By adding walking assistance devices, this allows players to achieve a virtual reality spatial experience similar to the first type of "physical space movement." While it cannot yet fully replicate the player's real-world movement trajectory in virtual reality, it effectively combines spatial interaction and physical movement, greatly reducing motion sickness. This method is also unaffected by spatial limitations, but because it requires external equipment assistance, it incurs extremely high costs. Furthermore, in actual gameplay, the physical constraints can create a significant physical burden for players. Summary of the Invention
[0008] The purpose of this invention is to provide a spatial traction-based virtual reality roaming system and its control method to solve the problems mentioned in the background art.
[0009] To achieve the above objectives, the present invention provides the following technical solution: a spatial traction-based virtual reality roaming system, comprising:
[0010] A spatial interaction device for user operation in three-dimensional space to determine anchor point positions, the spatial interaction device including a VR controller;
[0011] A lock trigger mechanism is used to respond to user trigger operations, record the current three-dimensional coordinates of the spatial interaction device and set them as anchor points, and the trigger operations include pressing keys, touching the touchpad or gesture triggers;
[0012] The displacement difference calculation module is used to continuously collect the real-time position of the spatial interaction device while the user holds the triggered state, and calculate the spatial displacement difference of the real-time position relative to the anchor point.
[0013] The character pose control module is used to accumulate the spatial displacement difference to the spatial position of the user's helmet in real time, so as to realize the synchronous movement of the virtual character;
[0014] A rotation holding mechanism is used to make the virtual character's viewpoint rotation independent of the movement of the spatial interaction device, thereby maintaining visual stability;
[0015] The collision and gravity correction module is used to perform collision detection and gravity simulation on the movement of virtual characters, to prevent characters from clipping through or floating, and to ensure accessibility and consistency of physical interaction during the roaming process.
[0016] Furthermore, the triggering operation of the lock triggering mechanism includes one of pressing a key, touching the touchpad, and gesture triggering, and the triggering operation can be adjusted by the user through key settings.
[0017] Furthermore, it also includes a two-hand coordination mechanism to detect the alternating triggering operations of two spatial interaction devices, simulating running behavior by superimposing bidirectional displacement differences.
[0018] Furthermore, it also includes a movement acceleration mechanism, which dynamically increases the coefficient of the displacement difference when frequent user interaction is detected, thereby accelerating the movement of the virtual character.
[0019] Furthermore, the dynamic anchor point adjustment mechanism is linked with the movement acceleration mechanism. When the displacement difference coefficient is adjusted, the anchor point position is automatically corrected in the direction of the virtual character's movement to avoid imbalance.
[0020] Furthermore, it also includes a charge-up flight mechanism, which, when continuously triggered by the user at the same location, gradually increases the feedback intensity through the feedback module, simultaneously increasing the traction distance and character speed; the feedback module's feedback methods include controller vibration, digital UI prompts, and color-enhanced prompts.
[0021] A control method for a spatial traction-based virtual reality roaming system, applied to the spatial traction-based virtual reality roaming system, includes the following steps:
[0022] S1. Initialize the virtual reality system, initiate communication between the spatial tracking device and the user's helmet and spatial interaction device, and complete device calibration;
[0023] S2. Detect the trigger operation performed by the user through the spatial interaction device. When the trigger operation is detected, record the current three-dimensional coordinates of the spatial interaction device as the anchor point and start the roaming mode.
[0024] S3. While the user remains in the triggered state, continuously collect the real-time position of the spatial interaction device and calculate the spatial displacement difference between the real-time position and the anchor point;
[0025] S4. The spatial displacement difference is superimposed on the position of the virtual character, and the rotation of the virtual character's viewpoint is not affected by the movement of the spatial interaction device, thereby realizing the natural movement of the virtual character;
[0026] S5. During the movement of the virtual character, collision detection and gravity simulation are performed simultaneously for physical correction. Adaptive acceleration control based on user behavior patterns is introduced, combined with input power storage and vibration feedback mechanisms.
[0027] S6. When a user release trigger operation is detected, the anchor point is unlocked and the virtual character's displacement update is stopped; if an exit operation is detected, the roaming process is terminated; otherwise, return to step S2 to continue detecting user interaction.
[0028] Furthermore, in step S3, when the user interaction frequency reaches a preset threshold, the displacement difference coefficient is dynamically increased to achieve acceleration, while the anchor point position is automatically corrected to match the acceleration rhythm.
[0029] Furthermore, it also includes a charging flight process: after the user continuously triggers the system, it enters the charging phase, detects the duration of the press and enhances the feedback, and generates a power vector based on the charging duration and the controller offset; dragging the interactive device triggers flight, the character moves quickly by pressing the vector and the speed gradually decreases, collision detection is performed in real time during flight, and after a collision, the position is adjusted urgently and the speed is reduced until it comes to a stable stop and exits the flight mode.
[0030] Furthermore, the system includes an anchor point traction step: after the user moves to the target location and triggers locking via the spatial interaction device, the system records this location as the anchor point and maintains the locked state; during the locking period, the displacement difference calculation module tracks the positional offset of the spatial interaction device relative to the anchor point in real time, and the character pose control module adds this offset to the virtual character coordinates in real time, and the movement of the virtual character is independent of the rotation state of the spatial interaction device; at the same time, the collision and gravity correction module performs collision detection and terrain adsorption processing simultaneously, so that the virtual character fits the terrain and avoids clipping; when the user releases the trigger operation, the anchor point is unlocked, the character pose control module stops the displacement update, and the virtual character maintains the current position; the anchor point traction control supports two spatial interaction devices to alternately trigger the anchor point and add displacement to simulate running or sliding movements.
[0031] Compared with the prior art, the beneficial effects of the present invention are:
[0032] By using anchor points in conjunction with a traction method, users can move naturally in three-dimensional space through spatial interaction devices. Users do not need to rely on physical space to walk, and can achieve natural movement in three-dimensional space. While helping players fully experience the infinite space of virtual reality, the full coordination between body movement and virtual reality movement allows users to actively control the direction of displacement. The rhythm of movement is consistent with behavior, reducing sensory conflict. Users feel as if they are pulling "invisible ropes" or grabbing spatial anchor points in space. The movement feedback is realistic and natural, which greatly reduces the occurrence of motion sickness and effectively solves the limitations of traditional solutions. Attached Figure Description
[0033] Figure 1 A schematic diagram of the spatial traction-type virtual reality roaming system of the present invention;
[0034] Figure 2 The roaming control flowchart of this invention;
[0035] Figure 3 This is a flowchart of the anchor point traction control process of the present invention;
[0036] Figure 4 This is a flowchart of the energy storage flight control process of the present invention. Detailed Implementation
[0037] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.
[0038] Please see Figure 1 —4. This invention provides a technical solution: a spatial traction-based virtual reality roaming system, comprising:
[0039] Spatial interaction devices are used by users to operate in three-dimensional space to determine the position of anchor points. Spatial interaction devices include VR controllers.
[0040] The lock trigger mechanism is used to respond to the user's trigger operation, record the current three-dimensional coordinates of the spatial interaction device and set them as anchor points. The trigger operation includes pressing a key, touching the touchpad or gesture trigger.
[0041] The displacement difference calculation module is used to continuously collect the real-time position of the spatial interaction device while the user holds the triggered state, and calculate the spatial displacement difference of the real-time position relative to the anchor point.
[0042] The character pose control module is used to accumulate the spatial displacement difference to the spatial position of the user's helmet in real time, so as to realize the synchronous movement of the virtual character;
[0043] A rotation-holding mechanism is used to keep the virtual character's viewpoint rotation independent of the movement of the spatial interaction device, thus maintaining visual stability.
[0044] The collision and gravity correction module is used to perform collision detection and gravity simulation on the movement of virtual characters, to prevent characters from clipping through or floating, and to ensure accessibility and consistency of physical interaction during the roaming process.
[0045] The triggering operation of the lock trigger mechanism includes one of the following: pressing a key, touching the touchpad, or gesture triggering. The triggering operation can be adjusted by the user through key settings.
[0046] It also includes a two-hand coordination mechanism to detect the alternating triggering operations of two spatial interaction devices, simulating running behavior by superimposing bidirectional displacement differences.
[0047] It also includes a movement acceleration mechanism, which dynamically increases the coefficient of displacement difference when frequent user interaction is detected, thereby accelerating the movement of the virtual character.
[0048] The anchor point dynamic adjustment mechanism is linked with the movement acceleration mechanism. When the displacement difference coefficient is adjusted, the anchor point position is automatically corrected in the direction of the virtual character's movement to avoid imbalance.
[0049] It also includes a charge-up flight mechanism, which gradually increases the feedback intensity through the feedback module when the user continuously triggers the flight at the same location, simultaneously increasing the traction distance and character speed; the feedback module provides feedback in one of the following ways: controller vibration, digital UI prompts, and color-enhanced prompts.
[0050] A control method for a spatial traction-based virtual reality roaming system, applied to the spatial traction-based virtual reality roaming system, includes the following steps:
[0051] S1. Initialize the virtual reality system, initiate communication between the spatial tracking device and the user's helmet and spatial interaction device, and complete device calibration;
[0052] S2. Detect the trigger operation performed by the user through the spatial interaction device. When the trigger operation is detected, record the current three-dimensional coordinates of the spatial interaction device as the anchor point and start the roaming mode.
[0053] S3. While the user remains in the triggered state, continuously collect the real-time position of the spatial interaction device and calculate the spatial displacement difference between the real-time position and the anchor point;
[0054] S4. The spatial displacement difference is superimposed on the position of the virtual character, and the rotation of the virtual character's viewpoint is not affected by the movement of the spatial interaction device, thus realizing the natural movement of the virtual character;
[0055] S5. During the movement of the virtual character, collision detection and gravity simulation are performed simultaneously for physical correction. Adaptive acceleration control based on user behavior patterns is introduced, combined with input power storage and vibration feedback mechanisms.
[0056] S6. When a user release trigger operation is detected, the anchor point is unlocked and the virtual character's displacement update is stopped; if an exit operation is detected, the roaming process is terminated; otherwise, return to step S2 to continue detecting user interaction.
[0057] In step S3, when the user interaction frequency reaches a preset threshold, the displacement difference coefficient is dynamically increased to achieve acceleration, and the anchor point position is automatically corrected to match the acceleration rhythm.
[0058] It also includes a charging flight process: after the user continuously triggers the system, it enters the charging phase, detects the pressing duration and enhances the feedback, and generates a power vector based on the charging duration and the controller offset; dragging the interactive device triggers flight, the character moves quickly by pressing the vector and the speed gradually decreases, real-time collision detection is performed during flight, and after a collision, the position is adjusted and the speed is reduced until it comes to a stable stop and exits the flight mode.
[0059] It also includes an anchor point traction step: After the user moves to the target position through the spatial interaction device and triggers the lock, the system records the position as the anchor point and maintains the locked state; during the lock, the displacement difference calculation module tracks the positional offset of the spatial interaction device relative to the anchor point in real time, and the character pose control module adds the offset to the virtual character coordinates in real time, and the movement of the virtual character is independent of the rotation state of the spatial interaction device; at the same time, the collision and gravity correction module performs collision detection and terrain adsorption processing simultaneously, so that the virtual character fits the terrain and avoids clipping; when the user releases the trigger operation, the anchor point is unlocked, the character pose control module stops the displacement update, and the virtual character maintains the current position; the anchor point traction control supports two spatial interaction devices to alternately trigger the anchor point and add displacement to simulate running or sliding actions.
Claims
1. A spatial traction-based virtual reality roaming system, characterized in that, include: A spatial interaction device for user operation in three-dimensional space to determine anchor point positions, the spatial interaction device including a VR controller; A lock trigger mechanism is used to respond to user trigger operations, record the current three-dimensional coordinates of the spatial interaction device and set them as anchor points, and the trigger operations include pressing keys, touching the touchpad or gesture triggers; The displacement difference calculation module is used to continuously collect the real-time position of the spatial interaction device while the user maintains the triggered state, and calculate the spatial displacement difference of the real-time position relative to the anchor point. The character pose control module is used to accumulate the spatial displacement difference to the spatial position of the user's helmet in real time, so as to realize the synchronous movement of the virtual character; A rotation holding mechanism is used to make the virtual character's viewpoint rotation independent of the movement of the spatial interaction device, thereby maintaining visual stability; The collision and gravity correction module is used to perform collision detection and gravity simulation on the movement of virtual characters, to prevent characters from clipping through or floating, and to ensure accessibility and consistency of physical interaction during the roaming process.
2. A control method for a spatial traction-based virtual reality roaming system, applied to the spatial traction-based virtual reality roaming system as described in claim 1, characterized in that, Includes the following steps: S1. Initialize the virtual reality system, initiate communication between the spatial tracking device and the user's helmet and spatial interaction device, and complete device calibration; S2. Detect the trigger operation performed by the user through the spatial interaction device. When the trigger operation is detected, record the current three-dimensional coordinates of the spatial interaction device as the anchor point and start the roaming mode. S3. While the user remains in the triggered state, continuously collect the real-time position of the spatial interaction device and calculate the spatial displacement difference between the real-time position and the anchor point; S4. The spatial displacement difference is superimposed on the position of the virtual character, and the rotation of the virtual character's viewpoint is not affected by the movement of the spatial interaction device, thereby realizing the natural movement of the virtual character; S5. During the movement of the virtual character, collision detection and gravity simulation are performed simultaneously for physical correction. Adaptive acceleration control based on user behavior patterns is introduced, combined with input power storage and vibration feedback mechanisms. S6. When a user release trigger operation is detected, the anchor point is unlocked and the virtual character's displacement update is stopped; if an exit operation is detected, the roaming process is terminated; otherwise, return to step S2 to continue detecting user interaction.
3. The spatial traction virtual reality roaming system according to claim 1, characterized in that, The triggering operation of the lock triggering mechanism includes one of the following: pressing a key, touching the touchpad, and gesture triggering. The triggering operation can be adjusted by the user through key settings.
4. The spatial traction virtual reality roaming system according to claim 1, characterized in that, It also includes a two-hand coordination mechanism to detect the alternating triggering operations of two spatial interaction devices, simulating running behavior by superimposing bidirectional displacement differences.
5. The spatial traction virtual reality roaming system according to claim 1, characterized in that, It also includes a movement acceleration mechanism, which dynamically increases the coefficient of the displacement difference when frequent user interaction is detected, thereby accelerating the movement of the virtual character.
6. The spatial traction virtual reality roaming system according to claim 5, characterized in that, The dynamic anchor point adjustment mechanism is linked with the movement acceleration mechanism. When the displacement difference coefficient is adjusted, the anchor point position is automatically corrected in the direction of the virtual character's movement to avoid imbalance.
7. The spatial traction virtual reality roaming system according to claim 1, characterized in that, It also includes a charge-up flight mechanism, which gradually increases the feedback intensity through the feedback module when the user continuously triggers the flight at the same location, simultaneously increasing the traction distance and character speed; the feedback module provides feedback in one of the following ways: controller vibration, digital UI prompts, and color-enhanced prompts.
8. The control method for the spatial traction virtual reality roaming system according to claim 2, characterized in that, In step S3, when the user interaction frequency reaches a preset threshold, the displacement difference coefficient is dynamically increased to achieve acceleration, and the anchor point position is automatically corrected to match the acceleration rhythm.
9. The control method for the spatial traction-type virtual reality roaming system according to claim 2, characterized in that, It also includes a charging flight process: after the user continuously triggers the system, it enters the charging phase, detects the pressing duration and enhances the feedback, and generates a power vector based on the charging duration and the controller offset; dragging the interactive device triggers flight, the character moves quickly by pressing the vector and the speed gradually decreases, real-time collision detection is performed during flight, and after a collision, the position is adjusted and the speed is reduced until it comes to a stable stop and exits the flight mode.
10. The spatial traction virtual reality roaming system according to claim 2, characterized in that, It also includes an anchor point traction step: After the user moves to the target position through the spatial interaction device and triggers the lock, the system records the position as the anchor point and maintains the locked state; during the lock, the displacement difference calculation module tracks the positional offset of the spatial interaction device relative to the anchor point in real time, and the character pose control module adds the offset to the virtual character coordinates in real time, and the movement of the virtual character is independent of the rotation state of the spatial interaction device; at the same time, the collision and gravity correction module performs collision detection and terrain adsorption processing simultaneously, so that the virtual character fits the terrain and avoids clipping; when the user releases the trigger operation, the anchor point is unlocked, the character pose control module stops the displacement update, and the virtual character maintains the current position; the anchor point traction control supports two spatial interaction devices to alternately trigger the anchor point and add displacement to simulate running or sliding actions.