Virtual mobility transforms and operability

A fitness device-based controller with resistance mechanisms and motion tracking technology addresses the safety and immersion challenges in virtual reality by converting actual limb movements into virtual actions, providing safe and engaging full-body mobility simulations.

WO2025259319A1PCT designated stage Publication Date: 2025-12-18SHYR SONG-TSE P
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Patent Information

Application Number
PCT/US2025/018615
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2024-06-13
Filing Date
2025-03-05
Publication Date
2025-12-18

AI Technical Summary

Technical Problem

Existing virtual reality systems fail to safely translate actual human motion into virtual motion, particularly for full-body movements, posing safety risks and limiting the immersive experience.

Method used

A fitness device-based controller with resistance mechanisms and motion tracking technology that converts actual limb movements into virtual actions, combined with a mobile app for spatial navigation, allowing users to experience full-body mobility in virtual environments.

Benefits of technology

Enables safe and immersive full-body movement simulations in virtual spaces, enhancing user engagement and promoting physical fitness, particularly for the elderly, while reducing the risk of motion-related injuries.

✦ Generated by Eureka AI based on patent content.

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Abstract

A new system allows an individual to enjoy mobility-first digital immersion or 'explor-tainment' (dedicated VR-tourism). A map-based app called 'Metasphere' on one's smartphone when paired with a head-mounted display-goggle, a set of four wristband / ankle-band trackers that also sense finger / toe flexure and headphones, delivers the virtual experience while the operator lays supine in a comfortable harness on their bed at or away from home. This low-power and lightweight system can be used with or without a paired, motion-resistance controller for adaptive-sensory feedback that transforms limited-range limb motion into full virtual walking, running, climbing, crawling, swimming, skiing and even flying, depending on the perceived motion-focus inside any number of 'sphere' -domains. This is perfect for encouraging physical activity and providing life-like sensations that one could previously only barely imagine. Elements of gaming, social and productivity activities can also be mixed in its experiences.
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Description

VIRTUAL MOBILITY TRANSFORMS AND OPERABILITYField of the Invention

[0001] The promise and practicabilty of the metaverse is underscored by the challenge of translating actual motion for virtual motion. In short, the safety of the user-operator is at risk when they are decoupled visually from their actual surroundings. This fact is exposed by the recent Quest-2 product-announcements of Meta Platforms where avatars appear as floating busts. The 2018 film “Ready Player One” hints at using a circular platform with waist straps that allow users to run in any direction without moving. Innovators from technology company Apple to director James Cameron haven’t even broached the problem in their respective fields.

[0002] Electronic gaming has been the likeliest birthplace for the metaverse. Virtual- reality controller-design borrows heavily from the popular gaming joysticks and consoles. The closest they have come to adapting physical motion in games may be players pulling on ropes fixed to the ceilings of game environments. This type of virtual walking is propelled by the user’s hands, needless to say, because only the hands can move freely for safety reasons. The film “Wall-E” fittingly envisions a sedentary future of obese humans hurtling through space.

[0003] The present invention takes the approach of a future for humans predicated on full-on walking and the necessity of spurring users to engage in four-limbed movement as much as possible. It incorporates the fitness device described in USPTO application #63300267 filed January 18th2022 in order to address the needs of the elderly in maintaining good general health as long as it is physically possible. By extending the application of that fitness device into the virtual realm we are further enticing our senior population to live out their lives fuller than ever before. In doing so, we have simulated the experience of anyone walking virtually, and more.Brief Description of the Drawings

[0004] The invention will now be described, by way of example, with reference to the accompanying drawings, in which:

[0005] FIG. 1 A-C illustrates from a top view, an exemplary system for simulating virtual mobility including input (100: 102 thrull6), headphones (128), headset (122), mobile-app (132), power-adapter / power-bank (124) and web servers (120), where on the resistance-input controller (100) there are small pillows (106) to help support it with operator’s knees, a pendulum-style bed-surface support attachment (114, 116) and a swiveling heel-stop (110) feature, in accordance with an embodiment of the present invention;

[0006] FIG. 2 shows the harnessing-belt accessory (204 thru 214) to be fastened to the user’s bed via buckles (212, 214) plus an inset depicting a woman using a similar resistanceinput device out of doors; in the general case, without using the resistance controller, the operating-system (OS) logic is detecting equivalent motions from each of your limbs in each of the four quadrants with respect to the user’s body position;

[0007] FIG. 3 shows the top view and a side view for a simpler, resistance-free, more advanced input-embodiment (302, 308) of the present invention with small discs (304, 310) or tags to track the hand / feet positions and sensors (306, 312) for flexing / extending the finger / toes;

[0008] FIG. 4A shows the ‘Home’ foot-of-bed (402) view as seen in the headset including a hallway (404) where at least one door / portal (406) can be seen, while FIG.4B shows a plurality of doors / portals to choose access from; FIG. 4C shows each door opening (408) automatically when the avatar moves virtually in front of it to show the Expl or-tainm ent domain offered beyond it, FIG 4D shows a typical tram-chamber that avatars can access virtually to ‘move’ between domains or to return ‘Home’ where the full selection of domains is available;

[0009] FIGS. 5A-D and FIGS. 6A-D show the range of gestures to move around the virtual spaces. FIG. 5A simulates the contralateral leg- and arm-swinging motion (502) with resistance for walking / running, XC-skiing (Crystalsphere), dog-paddling (Hydrosphere) or climbing (Mountainsphere); FIG. 5B shows the side-to-side input motion (504) to simulate virtually wading in water, while FIG. 5C and 5D illustrates the incremental pumping upwards (506) or downwards (508) inputs for surfacing or diving, respectively; FIG. 6A shows the toesqueezing gesture that toggles between adding (602 / 604) or removing footgear (skis or flippers), FG. 6B shows hands pumping in unison in the opposing direction of legs pumping in unison (606), particular to the Aerosphere domain; FIG. 6C shows the double-up pumping (608) inputgesture that triggers the menu display and finally FIG. 6D which shows the single hand-flexing (610) input for focus-scrolling and double hand-flexing (612) input for item-selection;

[0010] FIG. 7A-C shows a sample menu-navigation structure; the menu might have a semi-transparent border would float in front of the user’s field of view and allow the user to execute Pause (for a bathroom break), Bookmark the current experience, connect with family / friends, invite guests to join the operator at the same place or get help; in the menudisplay mode, there is a marker (702) visible to highlight the real location in the operator’s view where the grip / handle can be found so that they can resume using the resistance controller.Detailed Description of the Invention

[0011] The following detailed description is merely exemplary in nature and is not intended to limit the described embodiments or the application and uses of the described embodiments. As used herein, the word “exemplary” or “illustrative” means “serving as an example, instance, or illustration.” Any implementation described herein as “exemplary” or “illustrative” is not necessarily to be construed as preferred or advantageous over other implementations. All of the implementations described below are exemplary implementations provided to enable persons skilled in the art to make or use the embodiments of the disclosure and are not intended to limit the scope of the disclosure, which is defined by the claims. For purposes of description herein, the terms “first,” “second,” “left,” “rear,” “right,” “front,” “vertical,” “horizontal,” and derivatives thereof shall relate to the system -invention as oriented inFIG. lb and FIG. 3. Furthermore, there is no intention to be bound by any expressed or implied theory presented in the preceding technical field, background, brief summary or the following detailed description. It is also to be understood that the specific devices and processes illustrated in the attached drawings, and described in the following specification, are simply exemplary embodiments of the inventive concepts defined in the appended claims. Hence, specific dimensions and other physical characteristics relating to the embodiments disclosed herein are not to be considered as limiting, unless the claims expressly state otherwise.

[0012] Using motion transforms serves to limit the range of motion captured by sensors and at the same time to relax the motion requirements that would trigger a corresponding virtual action. Virtual motion holds the promise of capturing the enjoyment of full-body movement, but until the risk to safety is completely mitigated, our present solution is to intercede with a spatial QWERTY-keyboard of sorts. By analogy, we think that we want our personal handwriting reflected in virtual space (unspoken assumption), but the graphical user interface (GUI) of the Apple-Macintosh gave us a sublime way to enjoy gorgeous, unlimited typography. No one cares about what is marked on the keys themselves; all that should matter is the spelling on the display. Until we all have the motion-translation services of moviemaker James Cameron at no cost to be and see ourselves in digital worlds, the ‘holodeck1 / Westworld / Ready -Player-One experiences will have to wait.

[0013] To elaborate on what is involved in a motion transform, it can be thought of as a projection of actual movement onto a specific programmed movement within visual-immersion. The ‘4-key’ input-tracking system with or without a resistance-based device detects the initiation and sustainment of action and converts that action into imaginary walking, running, swimming, flying or what have you. The operator must learn to generate desired virtual motion from actual sequences and combinations of four-limb action. This approach solves the risk issue, by tricking the mind into thinking it has free range over actual motion. The fitness-input device becomes the gaming controller. As long as the ‘keystroke’ is initiated and followed through on, the transform is executed; or the transform reverts / resets the motion pending another initiation.

[0014] Support for the immersion experience is provided through a mobile app much like a mapping service li e Google’s Maps or Apple’s Maps. The operator essentially sees apersistent Street-View-like or Look- Around-1 ike interactive-panorama experience through the headset which needn’t even be stereoscopic. The user logs into a native app after registering within or via the web app, and setting up a ‘Metasphere’ subscription. The headset is then really a goggle-display (external display) adapter for your smartphone. The operator sees his / her motion-transform reflected into the subscribed-digital space.

[0015] In one respect, the digital Metasphere map is much more developed than art in a movie because it should include minute details not just along the protagonist’s journey but at every conceivable point in virtual space. Just like the computer-generated landscape, it must be populated with creatures and interaction between them. An analogy would be a theme-park ride without having seats pulled through it. If popularized, this could establish a new form of tourism that could be called ‘Explor-tainment.’ The operator’s movement / path drives the experience. It’s a ‘safari in a bubble,’ so to speak, capturing the essence of the value proposition. It would be a gaming experience without the urgency of engagement and quest for digital points. .

[0016] A focus on mobility as the theme, or raison d’etre, is novel in of itself. We show that through the resistance-based controller walking / skiing / climbing / dog-paddling can all be simulated. As a result, there are worlds that could be dubbed Countrysphere, Crystalsphere and Mountainsphere for exploring pastoral, winter-sport and hiking types of mobility, respectively. We could add Forestsphere (rainforest), Urbansphere (cities) and Eventsphere (golf-spectating, conventions, museums) to this list that could be explored through walking. Specific points of interest like the Great Wall or Pyramids of Giza would be part of this collection of explor- tainment. Examples of conventions such as car shows, boat shows and RV shows, would combine walking and climbing movements. Also include hotel and skyscraper (architectural) exploration to that list.

[0017] The fitness-resistance controller comes with valves on the struts to adjust the flow of air into and out of the pneumatic pistons. Electronic-feedback controls determined by the virtual setting could change the resistance levels in real time. Such a feature could enable a simulation that we call ‘Aliensphere,’ or digitally touring on different planets / moons. A ‘bigger planet’ with presumably stronger gravity would induce more physically-challenging mobility,while walking on our moon would cause the opposite effect. This is particularly useful for climbing virtual stairs where increased resistance implies elevation change. In another way, the mobility transform could be tweaked to extend walking movement into running from equivalent levels of effort using the fitness controller, giving a grandmother the unique sensation of participating in a marathon. Percentage-based settings included in the menu might allow a grandmother-operator to feel as though they are running faster than an elite distance-runner such as Eliud Kipchoge.

[0018] There could be purely imaginary experiences like ‘Paleosphere’ for immersive Jurassic-Park-like explor-tainment, or even branded extensions to existing parks like Disney’s, Universal’s or Lego’s. We can add ‘Bulletsphere’ into this category that could add a mobility dimension to traditionally seated-spectating experiences by setting the perception of time passing at different rates in the Help menu. For example, an operator could walk through a rain-soaked Formula-One race played at a snail’s pace (walk around the passing vehicle and witness the smoke or pattern of rain droplets); moreover, the operator could walk to the last putt in a golf tournament then freeze the experience for a chance to walk around the green before resuming play. Recorded live-action sporting events like gymnastics or MMA could be enjoyed in the same slow-motion way, but require special camera arrays to capture the footage. This could usurp the sensation of IMAX or GoPro through more deeply immersing a user into action-detail.

[0019] This platform could expand by learning new sequences of actions using the fitness controller (and later without it) to simulate not just cross-country skiing in ‘Crystal sphere’ but maybe downhill skiing as well. Here, we can discuss the ‘Hydrosphere’ experience and its deep immersion possibilities. Not only can the user simulate dog-paddle swimming on the surface of virtual water, but we suggest a gesture for the user treading water (FIG. 5b). Combine that with gestures for diving and surfacing (FIG. 5c and 5d) and the user is conceivably free to explore virtual liquid volumes in all three dimensions. Operators could descend to the river / lake / sea bed by simply skipping the swimming gestures altogether. One could tour of the Titanic wreck in the Atlantic like the Louvre. It wouldn’t make much sense to digitize all of Earth’s oceans but it could be scaled down to enjoy its best features in more accessible distances like 10 miles.

[0020] This leads naturally into a discussion of a proposed ‘Aerosphere’ domain. In addition to being able to simulate breathing under water, we could develop transforms that would utilize the flapping motion (FIG. 6b) and give the feeling of flying. Faster pumping actions with your arms in unison and legs also in unison (606) would trigger altitude-climbing. Slower ‘flapping’ can lead to a gliding experience. Updrafts could be simulated around steep hills or mountain ranges where unexpected lifts in altitude heighten the experience. Some operators may suffer motion sickness at times. The tricky part that can be foreseen would be the ‘landing’ and subsequent take-off sequences which combine slower then ‘reverse’ flapping. Not using the fitness-controller, the operator’s toes would be freer to curl or be hyper-extend to fully render the sticking of a landing on narrow surfaces.

[0021] There should be a brief discussion of how climbing or scaling a wall could be enacted virtually. It makes sense that when a user approaches an incline or wall, the gestures are interpreted automatically in virtual space for shifts in mobility transforms. Thus the same gestures are repurposed for different types of mobility based on location. When presented with a staircase, stair-climbing motion replaces walking. When presented with a ladder, a crawling motion replaces walking.

[0022] The next discussion needed would be how to navigate between domains. In the ‘Home’ setting (FIG. 4a) there is a nested-hallway system for selecting domain options. It would make sense for the user to ‘return’ Home, much like using the iPhone’s Home-button, and not have to remember / recall what any of the explor-tainment options are. We design a limited hallway with up to only five choices of doors at a time. Each door may be labeled when opening shows a unique domain. The operator merely has to walk through the door to make a selection. At each nesting-level, there is a ‘More Choices’ door which leads to a deeper hallway with five new doors to check out. The hierarchy would make more immediate choices more dissimilar and farther choices more similar. As an example, Urbansphere-related choices would appear together. More un-Earth-like choices (off-world, time-dilated, fantasy-themed) would be grouped together. We want to avoid the feeling of too many choices. .

[0023] In cases where a user learns their favorite domains quickly enough we provide a transition sequence that is consistent with our mobility -first platform. What we envisage is a digital shuttle / tram virtualization where upon demand a tram propels itself towards your location. It opens and the avatar is prompted to walk inside. The interior is spacious enough to accommodate all your family guests and friends. Once the tram gets under way, it becomes its own excursion because the walls are all windows and the user can watch the domain they are leaving recede away, or lean towards a view of the new destination domain starting to appear. The effect should be a seamless immersion transport that ends with the user and others in the party walking out of the tram on their own. The party could split up in the same way with someone leaving by calling their own tram to pick them up.

[0024] By enticing the elderly to use the resistance-controller to stay fitter for a longer part of their lives, when they would otherwise be limited to the nursing home, to church or worse, a wheelchair, there is a clear benefit to society. Our explor-tainment system could enable morbidly-obese individuals to rejoin the larger society at a pace comfortable for them. This system is intentionally centered around experiencing individual mobility, but as the menu options (FIG. 7a) shows it could be broadened to family members and friends enjoying experiences together as avatars. This might be the start of adding a social dimension to virtual- mobility platform. Many claim that social dancing offers the best brain stimulation for the elderly and our hope is to create the same level of stimulation through learning avatar-driving movements. A Developer-option in the menu allows for customizing movements.

[0025] On logistics and ergonomics there is no need for stereoscopic visuals since the mobility focus instantly presents view over time with parallax. This cuts down on hardware complexity and weight. Because the user is safely situated on a bed, the spine is protected from impact. The user’s limb joints are equally protected from impact. Instead of a bulky battery there is a power adapter that connects to a wall outlet for technically-endless immersion sessions. Balancing already lightweight headgear is a nonissue while worn with the user’s head resting on a pillow. Any cables between system parts could be attached / connected to the bed-harness belt set-up to minimize touchpoints. The smartphone using the app could sit on a night-stand in a comfortable range after Bluetooth pairing. The total burden on the operator might be no more than aboutthree pounds, but perhaps more if sustainable materials are required. This may seem cumbersome to an observer but could be beneficial for improving muscle tone.

[0026] Those skilled in the art of digital world-building will recognize that real video footage, computer-generated imagery or a mix of the two can is sourceable material. Once a domain design is completed like a theme-park ride, the web server broadcasts / transmits the selected portion of the domain experience to the app and the user’s goggles, like a map-app. Reflective surfaces (coarse resolution) within the domain / platform can be designed to reinforce the immersion. For example inside a portal of the Aerosphere could be a tube that exits from what looks like a birdhouse, but in transit one might make out the image of oneself as an eagle, an owl or a hummingbird, to one side. In other domains, the user might see their avatars having donned ski, diving or climbing gear. Detailed avatar specifications could be set in the accounts page of the web app upon registration and accessed / updated “on-the-fly” through the Help-menu.

[0027] Those skilled in the art of designing game controller will recognize that for a generalized resistance-free (non-fitness-device) experience, all that is needed is a way to track the position of the hands and feet in space. Since the attitude of the limbs in motion is inconsequential, the gloves / socks could just have what look like Apple Airtags attached to them. Instead of the single switch activated by a string or a sensor over the fmgers / toes, bands could be worn around the wrists / ankles that sense when the fmgers / toes are flexed or hyper-extended from the tendon tension.

[0028] Those skilled in the art of software development will recognize that third-party developers can create experiences which are just as engaging as those discussed. To tap into limitless variety of explor-tainment options, our platform can be integrated with the digital worlds from independent developers through API’s (application programming interfaces). Filmmakers can allow audience-avatars to walk through their movies if fdmed from multiple spatial perspectives, so that viewers can literally watch them over and over but never in the same way. Hardware and software adaptations to our platform allow for gaming-, social- and productivity-oriented domain-experiences. This integration could be collected into a separate ‘Bibliosphere’ acting like “a sphere-store” portal where users can enter virtually and browse around like they would whilst window-shopping. Rather than use a hallway -format there mightbe ten portals wrapped around a wide, circular column (perhaps designed as tree trunks). This strolling around rings of portals with light music would feel like being at an open-air mall.

[0029] Since many modifications, variations, and changes in detail can be made to the described preferred embodiments of the invention, it is intended that all matters in the foregoing description and shown in the accompanying drawings be interpreted as illustrative and not in a limiting sense. Thus, the scope of the invention should be determined by the appended claims and their legal equivalence.

Claims

What is claimed:1 . A system for immersive virtual reality comprising: a web / cloud server; a mobile application (“app”) on a smartphone device (“smartphone”); a software operating-system (“OS”); a four-limb sensor-tracking array or resistance assembly (“controller”); a power-supply pack (“battery”); a headset with one or more color displays for the user’s visual input; a pair of speakers or headphones for the user’s auditory input (“sound”); a harness assembly (“harness”); wherein: said app is paired with said array / controller, said headset and said sound; said OS drives both said headset and said sound output and is launched from said app said battery supplies power to said sensor array and to said headset; said harness secures the user’s supine-positioned body to a cushioned surface for safety.

2. The system of claim 1 , wherein said controller further comprises: a full-scale, longitudinal chassis-spine (“spine”); a set of four resistance elements; a pair of hand grips (“grips”); a pair of pedal assemblies including heel-stop elements (“pedals”); an array of five 3D vector sensors (“sensors”); an array of five haptic engines; wherein: said resistance elements are positioned in pairs towards the upper endpoint and a lower endpoint at opposite ends of said spine; each of said resistance elements includes a pair of electronically-adjustable valves for dampening extraction and retraction motions;said sensors measure both position, direction and rate of motion; said grips and pedals have built-in haptic engines for tactile feedback; said spine has its own 3D vector sensor and haptic engine incorporated into it.

3. The system of claim 2, wherein said spine further comprises: a pair of side pads / pillows (“pillows”); pendular support assembly (“support”); wherein: said pillows are mounted laterally to said spine within reach of the user’s knees when the user’s feet are inserted into said pedals while the lower-extremity resistance elements are fully retracted, for temporary hands-free operation; said support when mounted on the lower endpoint of the spine, elevates said spine / controller above said cushioned operating surface.

4. The system of claim 1 wherein said app further comprises: a set of account functions such as registration, subscription, payments, basic settings, etc.; a library of personalized locomotion patterns / signatures (“library”); wherein: said app in ‘drive’ mode (launching said OS) is powered by virtual-location referencing in the ‘cloud’ and visual-data processing natively at a nominal refresh rate; a user’s visual representation (via said OS employing generative artificial intelligence) as human is trained on said library of reference video recordings.

5. The system of claim 4, wherein the visual design of said OS further comprises: a bedroom display-environment (“home”); a digital avatar instance (“avatar”); a nested-hallway hierarchy of portals (“doors”) as a browser theme; a collection of basic digital or live-action worlds (“spheres”) for the user to explore; a separate collection (“mall”) for browsing through said spheres designed by third parties;wherein: said avatar can be human as well as non-human, depending on the context of said sphere’s design; the entrance into said door is represents selecting said sphere for virtual exploration; the rate of action and time flow within any given sphere is pre-modulated but can be user-adjusted; the experiences in said spheres can be shared by relatives and friends with said VR- immersion system via avatar-conferencing; said mall has said sphere which are also accessible for user exploration upon separate in-app paid permissions being granted.

6. The system of claim 5, wherein the navigation / interaction of said avatar further comprises: a set of virtual locomotion (“locomotion”) including “walking,” “climbing,” “surfacing” or “flying,” “treading,” “diving,” etc.; a virtual door opening; a virtual foot gear (“gear”) change; a virtual transport (“tram”) transition from said sphere to another said sphere; a virtual menu (“menu”) prompted; a virtual menu-scrolling (scrolling”) action; a virtual menu-item selection (“selection”); wherein: said locomotion is the result of interpreting sensor inputs produced by a set of usergenerated gesture patterns and overlays the user’s personal-motion signatures of record; said door automatically opens whenever said avatar positions itself in front of it; said gear swap results from a single toe-clench gesture made by the user ‘on-the-fly’ without resorting to any said menu action; said scrolling results from a single hand-clench gesture; said selection results from a double hand-clench gesture;said menu functions includes enabling / disabling a voice-assistant, a temporary pause, a sphere search, said tram sequence, a virtual-location bookmark, a phone call, avatar conferencing, gesture-tutorial videos, an ‘FAQ’ search, an emergency notification, etc.

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