Virtual Reality Control Method
The virtual reality control method addresses motion sickness in VR by synchronizing head movements with VR scene changes, reducing discomfort and enhancing immersion.
Patent Information
- Application Number
- JP2023574603
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2021-06-02
- Filing Date
- 2022-06-01
- Publication Date
- 2025-06-24
- Estimated Expiration
- 2042-06-01
AI Technical Summary
VR users often experience motion sickness symptoms like dizziness, nausea, and vertigo due to discrepancies between their body's movement and visual cues in the VR world, and existing control methods either move too slowly or lack immersion.
A virtual reality control method that detects the swinging direction of a VR user's head and matches it with a displacement control command, only executing the command when there is a match, thereby synchronizing the user's head movement with the VR scene's changes.
This method effectively reduces the likelihood of motion sickness by ensuring that the user's head movement is synchronized with the VR environment, enhancing the immersion and reducing discomfort.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to a virtual reality control method that enables a VR user to perform displacement operations within the VR world.
Background Art
[0002] Virtual reality (hereinafter, VR) is a three-dimensional virtual world generated by a computer module, and a similar concept was already proposed by scholars as early as 1950 AD. In recent years, with the progress of science and technology, the popularization of VR technology has been gradually advancing, and 2016 is even said to be the first year of VR.
[0003] Generally, VR users experience VR technology through a VR system. Usually, a VR system includes a head-mounted device and a controller, and some VR systems also include a body sensing detection device that can detect the movements of a VR user's body. When experiencing VR technology, a VR user wears a head-mounted device to view a VR scene in the VR world and holds a controller in hand to control the movements of the VR user within the VR world.
[0004] Here, the head-mounted device is equipped with a gyroscope and a gravity acceleration sensor (G-sensor) to detect the displacement of the head of a VR user (hereinafter, also referred to as the head part). The controller may be a game controller, a remote control, a keyboard, a mouse, a mobile phone, or any combination of the above-mentioned controllers.
[0005] Here, the so-called movement of the VR world refers to the movement of an object (hereinafter, also referred to as an object) within the VR scene that a VR user views through the head-mounted device.
[0006] For example, when a VR user inputs a "forward" command via a controller, the objects in the VR scene gradually approach the VR user, and the VR user can feel as if they are moving forward.
[0007] When a VR user inputs a "backward" command via a controller, the objects in the VR scene gradually move away from the VR user, and the VR user can feel as if they are moving backward. The above principle can create a human visual effect through the movement of objects in the VR scene, making the VR user feel as if they are moving in the VR world.
Summary of the Invention
Problems to be Solved by the Invention
[0008] However, although VR technology has been gradually maturing, some VR users may still experience symptoms similar to motion sickness, such as dizziness, nausea, fatigue, and vertigo when experiencing VR technology.
[0009] The reason is that when the movement felt by the human body does not match the visual image, there will be a discrepancy in the brain's judgment of the body's balance state and spatial orientation, resulting in symptoms similar to motion sickness.
[0010] To solve the above problems, some program developers use control methods such as pulling the hand, waving the arm, or pressing the hamster ball to enable VR users to move slowly in the VR world in order to relieve the symptoms of motion sickness. However, there is a problem that the speed of the movement methods using these is too slow and does not match the way VR users move in the real world.
[0011] Furthermore, some program developers use teleportation (instantaneous movement) or teleportation control methods to enable VR users to move in the VR world.
[0012] According to this method, since instantaneous video changes occur, it is possible to reduce the visual stimulation of VR users and suppress the above-mentioned nausea and the like.
[0013] However, since movement methods such as teleportation are impossible for VR users in the real world, the immersion feeling of VR users will decrease.
[0014] Furthermore, there are also program developers who enable VR users to move in the VR world while riding in a vehicle. To some extent, it is possible to reduce dizziness and the like by making VR users feel as if they are riding in a car, an animal, or a spaceship. However, even when using these control methods, some people may still experience symptoms similar to motion sickness or seasickness.
[0015] Here, the patent publication of US10890976B2 describes a VR platform that controls motion feedback using pressure. The VR platform senses the actual pressure movement direction of VR users and transmits the direction information to a PC (personal computer).
[0016] The PC calculates the feedback of physical movement and transmits it to the platform to move or vibrate the platform. As a result, VR users can have a more realistic experience in the VR world.
[0017] However, according to the invention described in the patent publication of US10890976B2, although it is possible to reduce the influence of motion sickness, there is also a drawback that it is inconvenient to use.
[0018] That is, VR users need to stand on a gravity sensing device to operate, and moreover, the movement range of VR users is also limited by the size of the movement range in the gravity sensing device. In addition, since the gravity sensing device occupies a certain amount of space, when not in use, it will also waste the space of the user's home, and there is also the problem that it has not been popularized much accordingly.
[0019] In addition, according to Patent Publication US2019 / 0204909A1, a method for preventing vehicle sickness in the real world caused by using the VR world is introduced. However, in paragraphs 0018 to 0019 and 0024 to 0079 of the specification, in a VR system where views (videos) and rotations are integrated, when a user rotates using a joystick or the buttons of a gamepad, the view displayed to the user also rotates together. Therefore, there is still a possibility that the user may experience vehicle sickness.
[0020] When the user moves within the virtual world, measurement values of the motion are acquired in real time through the head-mounted display (HMD) detection mechanism, and the acquired measurement values of the motion are used to determine whether the user's motion is intentional.
[0021] If it is determined from the measurement values obtained here that the user's movement is intentional, the measured motion is converted into a motion on VR in real time.
[0022] However, in Patent Publication US2019 / 0204909A1, in order to avoid the symptoms of vehicle sickness, only a method of "capturing signals of the user's body movements through a plurality of motion sensors and analyzing them to determine whether the user's body movements are intentional VR operations or are caused by mere carelessness" is proposed.
[0023] However, since there are significant individual differences in body movement habits, this analysis method cannot necessarily accurately determine whether the user's movement is intended as a VR operation.
Means for Solving the Problem
[0024] In view of such problems, the present invention has the following configuration. Receiving a displacement control command from a VR user, the displacement control command being a group selected from forward, backward, left movement, right movement, stop, upward movement, downward movement, and combinations thereof, Detect the swinging direction of the head of the VR user, Based on the command matching rule, determine whether the displacement control command matches the swinging direction of the swing, When the displacement control command matches the swinging direction of the swing, execute the displacement control command; when the displacement control command does not match the swinging direction of the swing, do not execute the displacement control command. This is a virtual reality control method. Also, the step of the swinging direction is executed at the default time after receiving the displacement control command. The virtual reality control method according to claim 1 is characterized in that. Also, the step of executing the displacement control command is to control the object in the VR scene to move based on the direction of the displacement control command. The virtual reality control method according to claim 1 is characterized in that. Also, the step of executing the displacement control command is to control the object in the VR scene to move based on the direction opposite to the displacement control command. The virtual reality control method according to claim 1 is characterized in that. Also, determine whether the swing displacement of the swing is greater than the displacement threshold. When the swing displacement of the swing is greater than the displacement threshold, start to determine whether the displacement control command matches the swing direction based on the command matching rule. The virtual reality control method according to claim 1 is characterized in that. Also, determine whether the swing acceleration of the swing is greater than the acceleration threshold. When the swing acceleration of the swing is greater than the acceleration threshold, start to determine whether the displacement control command matches the swinging direction of the swing based on the command matching rule. The virtual reality control method according to claim 1 is characterized in that. Also, when the swing acceleration of the swing is greater than the acceleration threshold, the moving speed of the object in the VR scene increases. The virtual reality control method according to claim 6 is characterized in that. Also, determine whether the swing displacement of the swing is greater than the displacement threshold, and at the same time determine whether the swing acceleration of the swing is greater than the acceleration threshold. When the swing displacement of the swing is greater than the displacement threshold value and the swing acceleration of the swing is greater than the acceleration threshold value, start to determine whether the displacement control command matches the swing direction of the swing based on the command matching rule. The virtual reality control method according to claim 1, characterized in that. In addition, the virtual reality control method according to claim 1, characterized in that the swing of the head portion of the VR user is detected by a head-mounted device. In addition, the virtual reality control method according to claim 1, characterized in that the swing of the head portion of the VR user is detected by a somatosensory detection device. In addition, the step of detecting the swing direction is performed within the duration of receiving the displacement control command. The virtual reality control method according to claim 1, characterized in that. In addition, the displacement control command is generated when the VR user operates a controller. The virtual reality control method according to claim 11, characterized in that. In addition, the displacement control command is generated when the VR system detects the movement of the body of the VR user. The virtual reality control method according to any one of claims 1 to 11, characterized in that. In addition, the movement of the body is selected from the group consisting of hand movements, foot movements, body postures, and combinations thereof. The virtual reality control method according to claim 13, characterized in that. In addition, the displacement control command is generated when the VR system detects the brain wave signal of the VR user. The virtual reality control method according to any one of claims 1 to 11, characterized in that. In addition, the displacement control command is generated when the VR system detects the voice command of the VR user. The virtual reality control method according to any one of claims 1 to 11, characterized in that. The displacement control command is generated when the VR system detects the displacement trajectory of the mark held by the VR user. The virtual reality control method according to any one of claims 1 to 11, characterized in that. The displacement control command according to any one of claims 1 to 11, characterized in that it is generated by the VR system detecting the shape of the mark held by the VR user.
Advantages of the Invention
[0025] As described above, according to the present invention, the swinging direction of the head part of the VR user is detected, it is determined whether the displacement control command matches the swinging direction of the swing based on the command matching rule, and when the displacement control command matches the swinging direction of the swing, the displacement control command is executed, and when the displacement control command does not match the swinging direction of the swing, the displacement control command is not executed. Therefore, a virtual reality control method for avoiding motion sickness can be provided.
Brief Description of the Drawings
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Embodiments for Carrying Out the Invention
[0027] The structural principle and operation principle of the present invention will be described in detail below with reference to the accompanying drawings. The vestibular system is an important receptor that controls the sense of balance of the human body and includes three semicircular canals (lateral semicircular canal, superior semicircular canal, posterior semicircular canal) that sense the acceleration in three-dimensional directions of the head (head part).
[0028] When the human body is moving in various directions at different speeds, the vestibular system is stimulated and transmits information to the brain, allowing the visual response of the body to keep up with the actual movement. However, when the human body is moving at a constant speed, the vestibular system does not play a role.
[0029] For example, when riding a bicycle, we feel the movement forward at the first stage (shifting gears). At this time, the vestibular system of the human body is stimulated by the shifting motion, allowing the human body to adapt to the visual movement of the image.
[0030] As we continue to move forward at a constant speed in the direction of inertial motion, the vestibular system is no longer stimulated and the human body can adapt to the visual movement of the image without experiencing symptoms of motion sickness.
[0031] The following description will be given with reference to Figures 1 to 4. Figure 1 is a flowchart of a virtual reality control method according to an embodiment of the present invention. Figures 2 to 4 are schematic diagrams (1) to (3) of a VR user performing forward movement in the VR world, respectively.
[0032] In this embodiment, a VR user executes a VR program through a VR system including a head mounting device 2 and a controller 3 .
[0033] The controller may comprise a gamepad with a gyroscope and gravitational acceleration sensor, a remote control, a keyboard, a mouse, a pair of controllers (left / right), a touchpad, or a displacement sensor equipped with a camera that detects changes in the spatial image and calculates displacement, a mobile phone, or any combination of the above controllers.
[0034] Note that the processor used to execute the VR program may be directly implemented in the head-mounted device or separately implemented in the host computer. If the processor for executing the VR program is separately provided in the host computer, the host computer is also regarded as part of the VR system. The host computer may be a smartphone, a personal computer, a remote server, or a commercially available game console such as Nintendo Switch (Registered Trademark) , Sony PlayStation (Registered Trademark) , Microsoft Xbox (Registered Trademark) and so on.
[0035] In this embodiment, the displacement control command is generated when the VR user operates the controller 3. As shown in FIG. 2, the VR user holds the controller 3 by hand, the head unit 1 wears the head-mounted device 2, and the eyes view the VR scene 4 through the head-mounted device 2. The VR scene 4 includes an object 41.
[0036] First, when the VR user presses the button 31 of the controller 3 to output a "forward" displacement control command, the VR system receives the "forward" displacement control command but does not execute the displacement control command (step S10). That is, the VR user remains stationary in the VR world (the original movement operation state).
[0037] The so-called original movement operation state means that if the VR user was in a stationary state before pressing the button 31 of the controller 3, the original movement operation state is the stationary state. If the movement state before the VR user presses the button 31 of the controller 3 is, for example, a forward state, the original movement operation state is the forward state.
[0038] Subsequently, within the default time after the VR user outputs a displacement control command of "forward", the head-mounted device 2 detects the swinging direction of the head portion 1 of the VR user (step S20), and the VR system determines whether the above displacement control command matches the above swinging direction based on a command matching rule / command matching table 50 as shown in FIG. 14 (hereinafter also referred to as the command matching table 50) (step S30). Here, the default time may be 1 second or less than 1 second. 。
[0039] The command matching table 50 may be pre-stored in the head-mounted device 2 or the host computer, or may be loaded into the head-mounted device 2 or the host computer as the VR program is executed. In this embodiment, the head-mounted device 2 is used to detect the swinging direction of the head portion 1 of the VR user 1, but the swinging direction can also be detected by a detection device based on body sensing.
[0040] Furthermore, in this embodiment, the head-mounted device 2 can detect the swinging direction of the head portion 1 of the VR user within the duration after the VR user outputs a displacement control command of "forward". Here, the duration is the length of time the VR user continuously presses the button 31 of the controller 3.
[0041] As shown in FIG. 3, when the user outputs a "forward" displacement control command via the controller 3 and at this time the swinging direction of the head portion 1 is to the left, the VR system determines "mismatch" based on the command matching table 50.
[0042] Therefore, the VR system does not execute (perform) the "forward" displacement control command output by the VR user (step S40), and only the object 41 in the VR scene 4 is controlled to swing (move as if it sways) to the right (corresponding to the head portion 1 of the VR user swinging to the left in the VR world).
[0043] As shown in FIG. 4, when the user outputs a displacement control command of "forward" and the swinging direction of the head portion 1 is forward, at this time, the VR system determines "match" based on the command matching table 50. Therefore, the VR system will execute the displacement control command of "forward" output by the VR user (step S50). The object 41 in the VR scene 4 is controlled to gradually approach the VR user (corresponding to the VR user moving forward in the VR world).
[0044] Here, in this embodiment, simply outputting a displacement control command by the VR user via the controller 3 cannot directly cause a corresponding change in the VR world.
[0045] That is, only when the movement operation of the displacement control command matches the swinging direction of the VR user's head portion 1 (essentially the direction of shaking the head), the VR system executes the command via the controller 3 to output a displacement control command, causing a change corresponding to the displacement control command in the VR scene 4.
[0046] Thereby, before the VR scene 4 changes, the head portion 1 of the VR user reacts in advance to stimulate the vestibular system of the inner ear, so that a situation similar to motion sickness is less likely to occur.
[0047] In this embodiment, for the movement operations (climbing, flying, lying down, rolling, etc.) in the command matching table 50, the VR user can increase or decrease them by themselves, and can customize the matching conditions for each movement operation.
[0048] In this embodiment, in addition to detecting the swinging direction of the VR user's head portion 1, the head-mounted device 2 can detect the swinging displacement of the VR user's head portion 1. Only when the swinging displacement is greater than the displacement threshold value, the VR system first determines whether the displacement control command and the swinging direction match based on the command matching table 50.
[0049] The so-called rocking displacement refers to the rocking amplitude of the head portion 1 of the VR user. If the amplitude of the head portion 1 of the VR user is large, the rocking displacement will also be large. If the amplitude becomes large, the rocking displacement will also become large. If the rocking amplitude of the head portion 1 of the VR user is small, the rocking displacement will also become small. In the present embodiment, the detection of the above-described rocking displacement can also be implemented by a body sensing detection device.
[0050] The function of the above displacement threshold value is to remove the subtle rocking that naturally occurs in the human body. Even if a person tries not to move their hands and feet intentionally, subtle rocking will occur. By filtering this degree of rocking displacement as background noise (hereinafter simply referred to as noise), false determination by the VR system can be prevented.
[0051] In the present embodiment, the displacement threshold value can be a fixed value or can be customized by the VR user. Furthermore, in the present embodiment, the displacement threshold value may be adjusted by learning the degree of slight rocking that is naturally generated by the current VR user by machine learning and adapting to it.
[0052] In the present embodiment, in addition to detecting the rocking direction of the head portion 1 of the VR user, the head-mounted device 2 can further detect the rocking acceleration of the head portion 1 of the VR user. Only when the rocking acceleration is greater than the acceleration threshold value, the VR system first determines whether the displacement control command and the rocking direction match based on the command matching table 50.
[0053] The so-called rocking acceleration refers to the change in the rocking speed of the head portion 1 of the VR user. The faster the change in the rocking speed of the head portion 1 of the VR user, the greater the rocking acceleration. When the change in the rocking speed of the head portion 1 of the VR user is slow, the rocking acceleration is small. In the present embodiment, the detection of the above-described rocking acceleration can also be implemented by a body sensing detection device.
[0054] The function of the aforementioned acceleration threshold also includes the meaning of removing the subtle swaying that naturally occurs in the human body. Even if one tries not to move their hands and feet consciously, slight swaying and tremors are bound to occur in a human being. However, these swayings are not very fast and there are no large speed changes. Therefore, by setting the acceleration threshold, it is possible to avoid misjudgment by the VR system by filtering out the swaying of the head part 1 that the VR user does not intend as noise.
[0055] In this embodiment, another function of the above-mentioned acceleration threshold is to assist the VR user in performing a movement operation within the VR world. That is, when the movement operation of the displacement control command output by the VR user via the controller 3 coincides with the swaying direction of the head part 1 of the VR user, the VR system can change the movement speed of the VR user within the VR world based on the vibration acceleration signal.
[0056] Taking the movement operation of "forward" as an example, when the swaying acceleration is greater than the acceleration threshold, the VR system controls the object 41 in the VR scene 4 to approach the VR user at a faster speed (that is, the movement speed of the VR user within the VR world increases).
[0057] In this embodiment, the head-mounting device 2 of the VR system simultaneously detects the swaying displacement and swaying acceleration of the head part 1 of the VR user, and determines whether the swaying displacement and swaying acceleration are respectively greater than the displacement threshold and the acceleration threshold. Only when the swaying displacement and swaying acceleration are respectively greater than the displacement threshold and the acceleration threshold, the VR system first determines whether the displacement control command and the swaying direction match based on the command matching table 50 based on.
[0058] In addition to pressing the button 31, the displacement control method for generating the above-mentioned "forward" can also be performed by pushing a joystick (not shown) of the controller 3 "forward", rotating the controller "forward", sliding a touch panel (not shown) "forward", or shaking the controller 3 itself "forward".
[0059] After the head portion 1 of the VR user swings in one direction under the influence of the inertia of the human body, the head portion 1 swings in the direction opposite to this one direction and returns to the original state of the hands and feet. As a result, the head portion 1 is swung so as to reciprocate. Here, the matching condition for the above-mentioned "forward" movement operation may be whether the swinging direction of the head portion 1 of the VR user 1 is "forward" or "backward".
[0060] Similarly, the above-mentioned displacement operation of "forward" can also be analogously applied to the displacement control command of "backward".
[0061] As shown in FIG. 5, when the VR user presses the button 33 of the controller 3 to output a displacement control command of "left movement", at this time, the VR system does not execute the displacement control command. That is, the VR user remains in the VR world (the original movement operation state).
[0062] Subsequently, the head-mounted device 2 detects the swinging direction of the head portion 1 of the VR user 1, and the VR system determines whether the above-mentioned displacement control command matches the above-mentioned swinging direction based on the command matching table 50 shown in FIG. 14.
[0063] As shown in FIG. 6, when the user outputs a displacement control command of "left movement" via the controller 3, but the swinging direction of the head portion 1 is forward, the VR system determines "mismatch" at this time.
[0064] Therefore, the VR system does not execute the displacement control instruction of "move left" output by the VR user. In VR scene 4, only object 41 swings towards the VR user (in short, only object 41 seems to approach) (which is equivalent to the head part 1 of the VR user swinging forward in the VR world) and is controlled accordingly.
[0065] As shown in FIG. 7, when the user outputs a displacement control instruction of "move left" and the swinging direction of the head part 1 is the left direction, the VR system determines "match" based on the instruction matching table 50.
[0066] Therefore, the VR system executes the displacement control instruction of "move left" output by the VR user and controls the object 41 in VR scene 4 to gradually move to the right (which is equivalent to the VR user moving to the left in the VR world).
[0067] In addition to pressing the button 33, the above-mentioned control method for generating the displacement control instruction of "move left" can also be performed by pressing the joystick of the controller "to the left", turning the wheel (not shown) "to the left", sliding the touch panel (not shown) "to the left", or swinging the controller itself "to the left".
[0068] Affected by the inertia of the human body, when the head part 1 of the VR user swings in one direction, subsequently, the head part swings in the direction opposite to this one direction and returns to the original state of the hands and feet. In short, the swinging of the human head part 1 is a reciprocating motion.
[0069] For this reason, the matching condition of the above-mentioned "move left" movement operation may be whether the swinging direction of the head part 1 of the VR user 1 is "left" or "right".
[0070] Similarly, the above-mentioned "move left" control method can be similarly applied to the "move right" control method by reversing the left and right.
[0071] As shown in FIG. 8, when the VR user presses the button 32 of the controller 3 to output a "jump / upward movement" displacement control command, the VR system does not execute the displacement control command at this time. That is, the VR user remains stationary in the VR world (or remains in the original movement operation state).
[0072] Subsequently, the head-mounted device 2 detects the swinging direction of the head portion 1 of the VR user, and the VR system determines whether the displacement control command and the swinging direction match based on the command matching table 50 as shown in FIG. 14.
[0073] As shown in FIG. 9, when the user outputs a displacement control command of "jump / upward movement" via the controller 3, but the swinging direction of the head portion 1 is to the left, the VR system determines "not matching" based on the command matching table 50.
[0074] Therefore, the VR system does not execute the "jump / upward movement" displacement control command output by the VR user. Only the object 41 in the VR scene 4 is controlled to swing to the right (corresponding to the head portion 1 of the VR user swinging to the left in the VR world).
[0075] As shown in FIG. 10, when the user outputs a displacement control command of "jump / upward movement" and the swinging direction of the head portion 1 is upward, at this time, the VR system determines "matching" based on the command matching table 50.
[0076] Therefore, the VR system executes the "jump / upward movement" displacement control command output by the VR user. The object 41 in the VR scene 4 is controlled to move downward (corresponding to the VR user jumping in the VR world or Move the VR user's field of view upward equivalent to this).
[0077] Due to the influence of inertia, when the head part 1 of the VR user swings in one direction, subsequently, the human head part 1 swings in the direction opposite to this one direction and returns to the original state of the hands and feet, that is, the way the human head part 1 swings is a reciprocating motion. Therefore, the above-mentioned matching condition for the "jump" movement operation does not matter whether the swinging direction of the head part 1 of the VR user 1 is "upward" or "downward".
[0078] Similarly, the above-mentioned control method for "jump / up movement" can also be applied to the control method for "squat / down movement".
[0079] As shown in FIG. 11, when the VR user continues the forward operation, even if the VR user releases the button 31 being pressed on the controller 3 and outputs a "stop" displacement control command, the VR user still continues to move forward within the VR world (the original movement operation state).
[0080] And the head-mounted device 2 detects the swinging direction of the head part 1 of the VR user 1, and the VR system determines whether the above displacement control command and the above swinging direction match based on the command matching table 50 shown in FIG. 14.
[0081] As shown in FIG. 12, when the user continues the forward operation and outputs a "stop" displacement control command via the controller 3, but when the swinging direction of the head part 1 is to the left, the VR system determines "mismatch" based on the command matching table 50.
[0082] Therefore, the VR system does not execute the "stop" displacement control command output by the VR user. And by continuing the forward operation, the object 41 in the VR scene 4 continues to approach. At this time, the VR system only controls to swing the object 41 in the VR scene 4 to the right (which corresponds to the head part 1 of the VR user swinging to the left in the VR world).
[0083] As shown in FIG. 13, while the user continues the forward operation and outputs a displacement control command of "stop" via the controller 3, when the swinging direction of the head unit 1 is "rearward" or "forward", the VR system determines it as "matched" based on the command matching table 50.
[0084] Therefore, the VR system executes the "stop" displacement control command output by the VR user, stops the forward movement, and stops the movement of the object 41 in the VR scene 4.
[0085] In addition to releasing the pressed button 31, the control method for generating the above "stop" displacement control command may also be achieved by "releasing" a joystick (not shown) of the controller 3, "stopping" a scroll wheel (not shown), "stopping" the slide of a touch panel (not shown), and "stopping" the swing of the controller 3 itself. Furthermore, it may also be realized by returning the controller 3 itself to a preset stop position in the VR program (for example, returning from a state tilted with respect to the horizontal plane to a horizontal state with respect to the horizontal plane).
[0086] The control method for generating the above "stop" displacement control command may also be realized by pressing the "face backward" button of the controller 3, pressing the joystick (not shown) to "face backward", turning the wheel (not shown) to "face backward", sliding the touch panel (not shown) to "face backward", or swinging the controller 3 itself to "face backward".
[0087] In this embodiment, for example, when the VR scene is any one of rowing a boat, skiing, rocket control, or other movement operations applying a reaction force, a displacement operation in which the VR user swings the controller 3 backward corresponds to a forward displacement control command.
[0088] However, these are merely special deformations of the above embodiment, and can also be controlled based on the original command matching table 50 or by separately preparing another command matching table corresponding to this specially deformed situation.
[0089] For example, when the VR scene is skiing (at this time, a special instruction matching table not shown is set for the skiing scene), the VR user performs a movement operation using a pair of controllers (left / right). When the VR user wants to turn to the left, the right controller is slid backward to generate a "left movement" displacement control instruction, which is made to match the swinging direction ("left" or "right") of the head part 1 of the VR user. By such an operation, not only can the actual skiing movement be simulated, but it is also possible to prevent the VR user from getting motion sickness.
[0090] In this embodiment, the displacement control instruction is generated by the VR system detecting the movement of the body of the VR user 6, and the VR system generates a corresponding displacement control instruction based on the movement of the body by detecting the movement of the body of the VR user 6 using a camera.
[0091] It should be noted that the VR user 6 can define unique displacement control instructions corresponding to different body movements. Therefore, the same displacement control instruction can be generated for different body movements.
[0092] In this embodiment, the body movement is selected from the group consisting of hand movement, foot movement, body posture, and combinations thereof. Hereinafter, displacement control instructions corresponding to different body movements will be described through various embodiments.
[0093] Please refer to FIGS. 15A to 15F showing schematic diagrams of the hand movements of the VR user 6 in different embodiments.
[0094] As shown in FIG. 15A, when the VR user 6 swings the arm from top to bottom, the VR system detects the movement trajectory of the arm of the VR user 6 by image analysis or optical sensing. The movement trajectory of the arm is analyzed by an algorithm to generate a "forward" displacement control instruction.
[0095] Similarly, as shown in FIG. 15B, when the VR user 6 swings the arm from bottom to top, the VR system generates a displacement control instruction of "backward" or "stop".
[0096] As shown in FIG. 15C, when the VR user 6 swings the arm from right to left (swinging from the state where the right arm is raised outward to the vicinity of the knee and then to the left arm. The same applies hereinafter), the VR system generates a "left movement" displacement control command. Also, as shown in FIG. 15D, when the VR user 6 swings the arm from left to right, the VR system generates a "right movement" displacement control command.
[0097] As shown in FIG. 15E, when the VR user 6 raises the arm from bottom to top, the VR system generates a "upward movement" displacement control command. Also, as shown in FIG. 15F, when the VR user 6 lowers the arm from top to bottom, the VR system generates a "downward movement" displacement control command.
[0098] In this embodiment, the VR system detects the movement trajectory of the fingers of the VR user 6 through image analysis or optical sensing. Analyze the movement trajectory of the fingers with an algorithm to generate various displacement control commands.
[0099] In this embodiment, the VR system detects the shape change of the fingers of the VR user 6 through image analysis and generates various displacement control commands.
[0100] In other embodiments, the VR system detects the trajectory of the movement of the palm / fingers of the VR user 6 through image analysis. Then, map the trajectory of the movement of the palm / fingers to the movement of the position of the palm / fingers of the VR user in the VR world.
[0101] Next, analyze how the movement of the position of the palm / fingers in the VR world presses the forward lever / button of the virtual controller in the VR world, and a "forward" displacement control command is generated.
[0102] Similarly, for displacement control commands such as "backward" or "stop", "left movement" or "right movement", "upward movement" or "downward movement", the VR system can also be generated by detecting the trajectory of the movement of the palm and fingers of the VR user 6 through image analysis.
[0103] Please refer to FIGS. 16A to 16F showing schematic diagrams of the foot movements of VR user 6 in different embodiments.
[0104] As shown in FIG. 16A, when the foot of VR user 6 moves forward, the VR system detects the movement trajectory of the foot of VR user 6 through image analysis or optical sensing, analyzes the movement trajectory of the foot with an algorithm, and generates a displacement control command of "forward".
[0105] Similarly, as shown in FIG. 16B, when VR user 6 lowers the foot backward to move backward, the VR system generates a displacement control command of "backward" or "stop".
[0106] As shown in FIG. 16C, when VR user 6 steps the left foot to the left side, the VR system generates a displacement control command of "left movement". As shown in FIG. 16D, when VR user 6 steps the right foot to the right side, the VR system generates a displacement control command of "right movement".
[0107] As shown in FIG. 16E, when VR user 6 lifts the foot upward, the VR system generates a displacement control command of "upward movement". Also, as shown in FIG. 16F, when VR user 6 lowers the foot downward, the VR system generates a displacement control command of "downward movement".
[0108] In this embodiment, the displacement control command is generated by the VR system detecting the brain wave signal of VR user 6. The VR system detects and analyzes the brain wave signal of VR user 6 through a Brain Computer Interface (BCI), and a corresponding displacement control command is generated based on the brain wave signal.
[0109] For example, when VR user 6 intends to "move forward" and emits a corresponding brain wave, the VR system generates a displacement control command of "forward" based on the brain wave. When VR user 6 intends to "move backward" and outputs a brain wave, the VR system generates a displacement control command of "backward" based on the brain wave.
[0110] When the VR user 6 tries to "move left" and outputs the corresponding brain waves, the VR system generates a displacement control command for "move left" based on the brain waves. When the VR user 6 tries to "move right" and outputs the corresponding brain waves, the VR system generates a displacement control command for "move right" based on the brain waves.
[0111] When the VR user 6 tries to "stop" and outputs the corresponding brain waves, the VR system generates a displacement control command for "stop" based on the brain waves. When the VR user 6 tries to "move up" and outputs the corresponding brain waves, the VR system generates a displacement control command for "move up" based on the brain waves. When the VR user 6 tries to "move down" and outputs the corresponding brain waves, the VR system generates a displacement control command for "move down" based on the brain waves.
[0112] In this embodiment, the displacement control command is generated when the VR system detects the voice signal of the VR user 6. The VR system receives the voice signal output by the VR user 6 via the microphone and generates the corresponding displacement control command based on the voice signal.
[0113] For example, when the VR user 6 says "go forward or go ahead", the VR system generates a displacement control command for "go forward" based on the voice. When the VR user 6 says "go backward", the VR system generates a displacement control command for "go backward" based on the voice.
[0114] When the VR user 6 shouts "move left", the VR system generates a displacement control command for "move left" based on the voice. When the VR user 6 says "move right", the VR system generates a displacement control command for "move right" based on the voice. Also, when the VR user 6 vocalizes "stop", the VR system generates a displacement control command for "stop" based on the voice.
[0115] When the VR user 6 says "move up", the VR system generates a displacement control command of "move up" based on the voice. When the VR user 6 says "move down", the VR system generates a displacement control command of "move down" based on the voice.
[0116] Please refer to FIGS. 17A - 17F, which are schematic diagrams of the displacement trajectories of the VR user 6 holding the mark 7 in different embodiments.
[0117] In this embodiment, the displacement control command is generated by the VR system detecting the displacement trajectory of the mark 7 held by the VR user 6 through image analysis or optical sensing. Taking image analysis as an example, the VR system detects the displacement trajectory of the mark 7 by a camera and generates a corresponding displacement control command based on the displacement trajectory of the mark 7.
[0118] As shown in FIG. 17A, when the mark 7 is moved from near the face to a state where the arm is extended horizontally forward, the VR system detects the displacement trajectory of the mark 7, and the detected displacement trajectory of the mark 7 is analyzed using an algorithm to generate a displacement control command of "forward".
[0119] Similarly, as shown in FIG. 17B, when the VR system detects that the displacement trajectory of the mark 7 has shrunk from a state where the arm is extended horizontally to near the face, the VR system generates a displacement control command of "backward" or "stop". Also, as shown in FIG. 17C, when the VR system detects that the displacement trajectory of the mark 7 has moved from a state where the right arm is slightly raised to the right outside the body to the left arm via around the knee, the VR system generates a displacement control command of "move left".
[0120] As shown in FIG. 17D, when the VR system detects that the displacement trajectory of the mark 7 has moved from a state where the left arm is slightly raised to the left outside the body to the right arm via around the knee, the VR system generates a displacement control command of "move right".
[0121] As shown in FIG. 17E, when the VR system detects that the displacement trajectory of Mark 7 is from bottom to top, the VR system generates a displacement control command of "upward movement". As shown in FIG. 17F, when the VR system detects that the displacement trajectory of Mark 7 is from top to bottom, the VR system generates a displacement control command of "downward movement".
[0122] In this embodiment, the displacement control command is generated by a VR system that detects the shape of Mark 7 held by the VR user 6, and corresponding displacement control commands are generated according to the shape change and deformation degree of Mark 7.
[0123] For example, when the VR user 6 holds Mark 7 whose shape changes (such as a commercially available fitness ring), the VR system detects the shape change and deformation degree of Mark 7 through image analysis or optical sensing.
[0124] Also, by using an algorithm, the detected shape change and deformation degree of Mark 7 are analyzed to generate displacement control commands such as "forward", "backward", "stop", "left movement", "right movement", "upward movement", and "downward movement".
[0125] Of course, the present invention can also have various other embodiments. Those skilled in the art can make corresponding various changes and modifications based on the present invention without departing from the spirit and essence of the present invention, and those with such changes and modifications are also included in the technical scope of the present invention.
Explanation of Reference Numerals
[0126] 1 Head portion 2 Head-mounting device 3 Controller 31 Button 32 Button 33 Button 4 VR scene 41 Object 50 Command matching rule / Command matching table 6 VR user 7 Mark (Marker) Steps S10 to S50
Claims
1. Receiving a displacement control command from a VR user, the displacement control command being a group composed of selections from forward movement, backward movement, left movement, right movement, stop, upward movement, downward movement, and combinations thereof, detecting the swinging direction of the swinging of the head part of the VR user, judging whether the displacement control command and the swinging direction of the swing match based on a command matching rule, When the displacement control command and the swinging direction of the swing match, executing the displacement control command, and when the displacement control command and the swinging direction of the swing do not match, not executing the displacement control command. A virtual reality control method characterized by this.
2. The step of detecting the swinging direction is executed at a default time after receiving the displacement control command. The virtual reality control method according to claim 1, characterized by this.
3. The step of executing the displacement control command is to control an object in a VR scene to move based on the direction of the displacement control command. The virtual reality control method according to claim 1, characterized by this.
4. The step of executing the displacement control command is to control an object in a VR scene to move based on a direction opposite to the displacement control command. The virtual reality control method according to claim 1, characterized by this.
5. Judging whether the swinging displacement of the swing is greater than a displacement threshold value, and when the swinging displacement of the swing is greater than the displacement threshold value, starting to judge whether the displacement control command and the swinging direction match based on the command matching rule. The virtual reality control method according to claim 1, characterized by this.
6. Judging whether the swinging acceleration of the swing is greater than an acceleration threshold value, and when the swinging acceleration of the swing is greater than the acceleration threshold value, starting to judge whether the displacement control command and the swinging direction of the swing match based on the command matching rule. The virtual reality control method according to claim 1, characterized by this.
7. When the swinging acceleration of the swing is greater than the acceleration threshold value, the moving speed of an object in a VR scene increases. The virtual reality control method according to claim 6, characterized by this.
8. Judging whether the swinging displacement of the swing is greater than a displacement threshold value and judging whether the swinging acceleration of the swing is greater than an acceleration threshold value, When the swing displacement of the swing is greater than the displacement threshold value and the swing acceleration of the swing is greater than the acceleration threshold value, it starts to determine whether the displacement control command and the swing direction of the swing match based on the command matching rule. The virtual reality control method according to claim 1, characterized in that.
9. The virtual reality control method according to claim 1, characterized in that a head-mounted device is used to detect the swing of the head of the VR user.
10. The virtual reality control method according to claim 1, characterized in that a somatosensory detection device is used to detect the swing of the head of the VR user.
11. The step of detecting the swing direction is performed within the duration of receiving the displacement control command. The virtual reality control method according to claim 1, characterized in that.
12. The displacement control command is generated by the VR user operating a controller. The virtual reality control method according to claim 11, characterized in that.
13. The displacement control command is generated by the VR system detecting the movement of the body of the VR user. The virtual reality control method according to any one of claims 1 to 11, characterized in that.
14. The movement of the body is selected from the group consisting of hand movement, foot movement, body posture, and combinations thereof. The virtual reality control method according to claim 13, characterized in that.
15. The displacement control command is generated by the VR system detecting the brain wave signal of the VR user. The virtual reality control method according to any one of claims 1 to 11, characterized in that.
16. The displacement control command is generated by the VR system detecting the voice command of the VR user. The virtual reality control method according to any one of claims 1 to 11, characterized in that.
17. The displacement control command is generated by the VR system detecting the displacement trajectory of a mark held by the VR user. The virtual reality control method according to any one of claims 1 to 11, characterized in that.
18. The displacement control command is generated by the VR system detecting the shape of a mark held by the VR user. The virtual reality control method according to any one of claims 1 to 11, characterized in that.
Citation Information
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