Omnidirectional floor system for virtual reality environments

The floor system with movable tiles and sensors enhances user interaction and immersion in virtual reality environments by facilitating anticipatory and smooth movement, addressing the lack of immersive flooring systems in existing VR technologies.

JP2026505396APending Publication Date: 2026-02-13ブラックフォードジェームス ウィリアム
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Patent Information

Application Number
JP2025546159
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-02-10
Filing Date
2024-02-12
Publication Date
2026-02-13

AI Technical Summary

Technical Problem

Existing virtual reality environments lack immersive and interactive flooring systems that facilitate seamless user interaction and orientation within the simulated environment.

Method used

A floor system comprising independently movable tiles that operate on X, Y, and Z axes, equipped with sensors to detect user movements and a support structure to maintain user position, providing anticipatory and smooth continuous movement.

Benefits of technology

Enhances user engagement and immersion by allowing interactive and anticipatory movement within the virtual reality environment, maintaining user orientation and providing a seamless experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

A virtual reality floor system configured to be operably coupled to a virtual reality game includes a plurality of tile members movable in X, Y, and Z axes to maintain a user's position during movement through the virtual reality environment. The system includes a base platform having a plurality of tile members arranged in a fixed grid operably disposed therein. The tile members are operably coupled to the movable member and further include a sensor, the tile members configured to independently move to a position that supports a user's foot and provides engagement therewith during movement. The tile members utilize Z-axis movement to move from a first state to a second state with the user's foot.
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Description

[Technical Field]

[0001] Priority This non-provisional application claims priority to a prior U.S. provisional patent application, Application No. 63 / 484,234, entitled "Omnidirectional Flooring System for Virtual Reality Environment," filed February 10, 2023, in the name of James William Blackford, which is incorporated herein by reference for all purposes.

[0002] The present invention relates generally to simulated environments, and more particularly, but not by way of limitation, to flooring systems for use with virtual reality systems, the flooring systems of the present invention including a plurality of omnidirectional tile components. [Background technology]

[0003] Virtual reality is a simulated three-dimensional environment that allows users to explore and interact with a virtual environment in a manner that approximates reality as perceived through the user's senses. The environment is created with computer hardware and software, but users may also need to wear devices such as a helmet or goggles to interact with the environment. The more deeply a user can immerse themselves in a virtual reality environment and block out their physical environment, the more they can suspend their thoughts and accept it as reality, even if it is actually fantastical. The virtual reality industry has hurdles before realizing its vision of a fully immersive environment that allows users to engage multiple senses in a manner that approximates reality. However, technology in the last decade has begun to provide realistic engagement and shows promise for commercial applications in several industries. Virtual reality systems can vary greatly depending on their purpose and the technology used. Virtual reality environments typically fall into three categories: non-immersive, which typically refers to a three-dimensional simulated environment accessed through a computer screen; The environment may also programmatically generate sounds, and the user controls the virtual environment themselves using a keyboard, mouse, or other device, but the environment does not interact directly with the user.Video games are a good example of non-immersive virtual reality.

[0004] The second category of virtual reality is semi-immersive. This type of virtual reality provides a partially virtual experience accessed through a computer screen or some type of glasses or headset. It primarily focuses on the visual three-dimensional aspects of virtual reality and does not involve physical movement in the way that fully immersive does. A common example of semi-immersive virtual reality is flight simulators, which are used by airlines and the military to train pilots. The third category of virtual reality is fully immersive. This type of virtual reality offers the highest level of virtual reality, fully immersing the user in a simulated three-dimensional environment. Fully immersive virtual reality environments encompass sight, sound, and, in some cases, touch. Users can fully interact with the environment by wearing special equipment such as a helmet, goggles, or gloves. The environment may also incorporate equipment such as a treadmill or cycling machine to provide the user with the experience of moving through three-dimensional space. While fully immersive virtual reality technology is still a nascent field, it has made significant inroads into the gaming industry and, to some extent, the healthcare industry.

[0005] Augmented reality is also sometimes called a type of virtual reality, although many would argue it is a separate but related field. In augmented reality, a virtual simulation is overlaid on a real-world environment to enhance or expand the real-world environment. For example, a furniture retailer might offer an app that allows users to point their phone at a room and visualize how a new chair or table would look in that environment. Another category sometimes considered a type of virtual reality is mixed reality, which integrates the physical and virtual worlds into a single space. However, like augmented reality, mixed reality is often considered a separate but related field. There is a growing consensus to group virtual reality, augmented reality, and mixed reality under the umbrella term "extended reality," which provides a means of referring to all three while still distinguishing between them.

[0006] Virtual reality is often associated with gaming, as the gaming industry has been at the forefront of virtual reality efforts, as evidenced by the popularity of virtual reality games. While gaming has embraced virtual reality technology, other fields and / or industries are just beginning to implement it. One example is training. Virtual reality allows personnel to be trained safely, efficiently, and cost-effectively. This can be particularly beneficial for those in high-risk or highly specialized positions, such as firefighters, EMTs, police officers, soldiers, surgeons, or other medical personnel. Another field beginning to adopt virtual reality is education. Virtual reality offers educational institutions new ways for teaching and learning. It can provide students with intimate insight into typically inaccessible environments while engaging them in the learning process. Another industry beginning to adopt virtual reality is healthcare. Virtual reality has the potential to benefit individuals across the healthcare industry, including patients, practitioners, and researchers. Yet another industry that could benefit from virtual reality is retail. Virtual reality is making inroads in retail, where customers are adopting software applications that allow them to try on clothes, decorate their homes, try on hairstyles, get eyeglasses tested, and generally make more informed decisions about products and services. While virtual reality is making progress, it still has significant shortcomings in the area of ​​creating an environment where users can feel comfortable with the simulated experience.

[0007] It is intended within the scope of the present invention to provide a floor system for use in a virtual reality environment, the floor system including individual segments that move independently of one another in the X, Y and Z axes. Summary of the Invention [Problem to be solved by the invention]

[0008] It is an object of the present invention to provide a flooring system that facilitates more interactive engagement with a virtual reality environment, the present invention including an interaction surface upon which an individual participating within the virtual environment rests.

[0009] Another object of the present invention is to provide a virtual environment tile floor system operable to provide an immersive experience in a virtual reality environment, the system including a plurality of tiles adjacent to one another.

[0010] It is a further object of the present invention to provide a floor system that facilitates more interactive engagement with a virtual reality environment, the floor system including a plurality of tiles, each of the plurality of tiles being movable in X, Y and Z axes.

[0011] It is yet another object of the present invention to provide a virtual reality tile floor system operable to provide an immersive experience in a virtual reality environment, wherein a plurality of tiles are operatively coupled to a platform.

[0012] It is an additional object of the present invention to provide a floor system that facilitates more interactive engagement with a virtual reality environment, wherein the multi-tile platform includes sensors for detecting the movement of a user standing thereon.

[0013] It is a still further object of the present invention to provide a virtual reality tile floor system operable to provide an immersive experience in a virtual reality environment, wherein the tiles are operable to move in the opposite direction of a desired movement prior to engaging the user's feet.

[0014] Another object of the present invention is to provide a floor system that facilitates more interactive engagement with a virtual reality environment, the present invention including a support structure operably coupled to a user's torso to hold the user in a central position on the tile platform.

[0015] An alternative object of the present invention is to provide a virtual reality tile floor system operable to provide an immersive experience in a virtual reality environment, wherein a support structure assists in defining a user orientation with the virtual reality environment.

[0016] It is a still further object of the present invention to provide a floor system that facilitates more interactive engagement with a virtual reality environment, wherein the tiles of the present invention are operatively coupled to sensors to provide pre-emptive movement that anticipates a user's physical movements and provides engagement therewith.

[0017] It is an additional object of the present invention to provide a virtual reality tile floor system operable to create an immersive experience in a virtual reality environment, wherein each adjacent tile has a 180 degree cyclic phase shift to create smooth continuous movement for a user standing thereon.

[0018] It is a still further object of the present invention to provide a floor system that facilitates more interactive engagement with a virtual reality environment, where adjacent tiles are configured to perform opposite vector movements. [Means for solving the problem]

[0019] To the accomplishment of the foregoing and related ends, the invention may be embodied in the form illustrated in the accompanying drawings. Attention is drawn to the fact that the drawings are illustrative only. Modifications are contemplated as part of the invention, limited only by the scope of the claims.

[0020] A more complete understanding of the present invention may be realized by reference to the following detailed description and appended claims when taken in conjunction with the accompanying drawings. [Brief explanation of the drawings]

[0021] [Figure 1] 1 is a perspective view of an exemplary virtual reality environment including a floor system of the present invention; FIG. [Figure 2] FIG. 1 is a top diagrammatic view of the present invention. [Figure 3] 1 is a side view of a tile element of the present invention; [Figure 4] FIG. 10 is a side view diagram of a complete motion cycle for a single tile element of the present invention. DETAILED DESCRIPTION OF THE INVENTION

[0022] Referring now to the drawings submitted herewith, in which the various elements shown are not necessarily drawn to scale, and in which like elements are referred to by the same reference numerals throughout the figures and drawings, there is illustrated a virtual reality floor system 100 constructed in accordance with the principles of the present invention.

[0023] One embodiment of the present invention is described herein with reference to the figures submitted herewith. Those skilled in the art will understand that the detailed description herein with respect to these figures is for illustrative purposes, and that alternative embodiments are possible and are contemplated within the scope of the present invention. By way of example, and not limitation, those skilled in the art will recognize, in light of the present teachings of the present invention, multiple alternative and suitable approaches to implement the functionality of any given detail described herein, as well as specific implementation choices in the embodiments described herein, depending on the needs of a particular application. Various modifications and embodiments are within the scope of the present invention.

[0024] It is further understood that the present invention is not limited to the specific methods, materials, uses, and applications described herein, as they may vary. It is also understood that the terminology used herein is used only for the purpose of describing particular embodiments and is not intended to limit the scope of the present invention. It should be noted that, as used in this specification and claims, the singular forms "a," "an," and "the" include plural references unless the context clearly dictates otherwise. Thus, for example, a reference to "an element" is a reference to one or more elements and includes equivalents thereof known to those skilled in the art. All conjunctions used should be understood in their most inclusive sense. Thus, the word "or" should be understood as having the definition of a logical "OR" rather than a logical "exclusive OR" unless the context clearly dictates otherwise. Structures described herein should also be understood to refer to functional equivalents of such structures. Terms that may be interpreted as expressing approximation should be so understood unless the context clearly dictates otherwise.

[0025] References to "one embodiment," "one embodiment," "exemplary embodiment," and the like may indicate that the embodiment(s) of the invention so described may include a particular feature, structure, or characteristic, but that not all embodiments necessarily include that particular feature, structure, or characteristic.

[0026] With particular reference to the figures provided herein, a virtual reality floor system 100 is operably coupled to a conventional virtual reality game employing an exemplary headset 99. It should be understood that it is within the scope of the present invention that the operable coupling may be performed utilizing conventional wireless or wired protocols. The virtual reality floor system 100 includes a base platform 10. The base platform 10 includes wall members 11 and a top member 12 that are integrally molded utilizing suitable techniques. The base platform 10 is fabricated from a rigid, durable material, such as, but not limited to, metal. While the base platform 10 is illustrated herein as having a rectangular shape, it should be understood that it is within the scope of the present invention that the base platform 10 may be provided in a variety of alternative shapes and sizes. The base platform 10 includes a perimeter rail member 15 operably coupled to the top member 12. The perimeter rail member 15 includes a horizontal member 16 and a vertical member 17 operably coupled thereto. The perimeter rail member 15 inhibits a user's ability to unintentionally deviate from the top member 12. While a perimeter rail member 15 is illustrated herein, it is contemplated within the scope of the present invention that alternative elements may be employed to assist in retaining a user resting on top member 12. By way of example and not limitation, virtual reality floor system 100 may employ elements that include restraining members that are encircleably attached to the user's torso and limit the ability to move beyond a certain distance in a certain direction.

[0027] The top member 12 has a tile assembly 30 operably coupled therein. The tile assembly 30 is operably coupled to the base platform 10 utilizing any suitable durable technique. The tile assembly 30 is comprised of a plurality of tile members 35 operably arranged in a fixed grid so that when the tile members 35 are not engaged in movement, they are not engaged by the user's feet. As described further herein, the movement of the tile members 35 is defined to maintain the user's position centered on the base platform 10 while performing a movement such as walking or running. The tile members 35 are shown diagrammatically herein, and it should be understood that it is within the scope of the present invention for adjacent tile members 35 to border each other with little to no gap between them while in a rest position.

[0028] The tile members 35 include an upper portion 36 and a lower portion 37. The upper portion 36 of the tile member 35 is planar in a horizontally oriented manner to accommodate a user's feet placed thereon. The lower portion 37 is perpendicular to the upper portion 36 and extends downwardly therefrom. The lower portion 37 of each tile member 35 is operably coupled to a movable member 40. The movable member 40 is disposed within the base platform 10 and configured to provide all of the directional movements of the tile members 35 described herein. The movable member 40 employs various conventional mechanical components to facilitate the three directional movements of each tile member 35. It should be understood that it is within the scope of the present invention for the movable member 40 to employ various combinations of conventional elements, such as, but not limited to, belts, chains, pulleys, tracks, and electric motors, to effect three-dimensional movement of the tile members 35.

[0029] Each tile member 35 includes a sensor 39. The sensor 39 is mounted within the top 36 of each tile member 35 and configured to detect the movement of the user's foot in order to position the tile member 35 in the correct position to enable the execution of the movement being performed by the user. It should be understood that it is within the scope of the present invention for the sensors 39 to be conventional movement sensors 39 and operably coupled to the controller 50. It should further be understood that it is within the scope of the present invention that the sensors 39 may be mounted in alternative locations, such as, but not limited to, the base platform 10. The controller 50 provides motion control for the virtual reality floor system 100 and is operably coupled to the sensors 39, the tile members 35, and the moveable members 40. The controller 50 includes the electronics necessary to receive, store, transmit, and manipulate data. The controller 50 is operably coupled to an exemplary headset 99 to receive inputs therefrom that cause requested movement of the tile members 35, enabling the user to perform desired movements while remaining proximate to the center of the base platform 10.

[0030] The tile members 35 are movable in the X, Y, and Z axes. All of the tile member 35 movements are operable to facilitate the user's ability to perform movements, such as, but not limited to, walking or running, while maintaining the user close to the center of the upper member 12. The Z-axis movement of the members 35 is utilized to engage and disengage the tile members 35 with the user's feet. The X-axis and Y-axis movements are utilized to allow the user to move their feet, along with the tile members 35 engaged with the user's feet, in desired directions. When a tile member 35 is disengaged with the user's feet, this state allows the tile member 35 to move in the required direction before moving to a state where the tile member 35 is properly positioned to engage the user's feet. Each tile member 35 has a 180-degree cyclic phase shift from adjacent tile members 35 to create smooth, continuous movement of all of the tile members 35. 3 and 4 provide a schematic representation of the movement of the tile member 35 during its two states: disengaged from the user's foot and engaged with the user's foot.

[0031] In the foregoing detailed description, reference is made to the accompanying drawings that form a part hereof, and in which are shown by way of illustration specific embodiments in which the invention may be practiced. These embodiments, and certain variations thereof, have been described in sufficient detail to enable those skilled in the art to practice the invention. It is to be understood that other suitable embodiments may be utilized and that logical changes may be made without departing from the spirit or scope of the invention. The description may omit certain information known to those skilled in the art. The foregoing description is therefore not intended to be limited to the particular forms set forth herein, but on the contrary, is intended to cover such alternatives, modifications, and equivalents as may reasonably be included within the spirit and scope of the claims.

Claims

1. 1. A virtual reality environment floor system for use within a virtual reality environment, the floor system comprising: a base platform having a plurality of walls, the base platform having an upper member operably coupled to the walls adjacent an upper edge of the base platform; a controller having electronics configured to receive, store, transmit, and manipulate data, the controller configured to provide operation of the virtual reality environment floor system; and a tile assembly including a plurality of tile members arranged in a grid pattern, the tile members adjacent to one another, the tile members having upper and lower portions, the upper portions of the tile members being horizontal in orientation, and the tile members being independently movable; a movable member disposed within the base platform, the movable member operably coupled to the lower portion of each of the tile members, the movable member configured to move the tile members in a first direction, a second direction, and a third direction; A virtual reality environment floor system for use within a virtual reality environment, comprising:

2. 10. The virtual reality environment floor system of claim 1, further comprising a user restraint member operably coupled to the base platform, the user restraint member operable to assist in holding a user in a position within the confines of the upper member of the base platform.

3. 3. The virtual reality environment floor system for use within a virtual reality environment of claim 2, wherein the first direction is Z-axis movement, and the first direction is adopted to facilitate engagement and disengagement of a user's feet.

4. 4. The virtual reality environment floor system for use within a virtual reality environment of claim 3, wherein the second direction is an X-axis movement, and the second direction is adopted to shift the user's feet in a desired direction.

5. 5. The virtual reality environment floor system for use within a virtual reality environment of claim 4, wherein the third direction is a Y-axis movement, and the third direction is adopted to shift the user's feet in a desired direction.

6. 6. The virtual reality environment floor system for use in a virtual reality environment according to claim 5, wherein the tile members are in either a first state or a second state.

7. 7. The virtual reality environment floor system for use within a virtual reality environment as described in claim 6, wherein in the first state, at least a portion of the tile members are disengaged from the user's feet to allow movement in the opposite direction of the user's desired movement.

8. 8. The virtual reality environment floor system for use within a virtual reality environment as described in claim 7, wherein in the second state, at least a portion of the tile members engage with the user's feet to support the user's feet while the user performs the desired movement.

9. 9. The virtual reality environment floor system for use in a virtual reality environment of claim 8, wherein each of the tile members has a 180 degree cyclic phase shift displacement from an adjacent tile member.

10. 10. The virtual reality environment floor system for use in a virtual reality environment of claim 9, wherein movement of the tile members in the first, second and third directions is operable to maintain a user's position within a central region of the tile assembly.