Transportable virtual or augmented reality multimedia system

WO2026176141A1PCT designated stage Publication Date: 2026-08-27
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Patent Information

Application Number
PCT/FR2025/000021
Authority / Receiving Office
WO · WO
Patent Type
Applications
Filing Date
2025-02-20
Publication Date
2026-08-27

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Abstract

The invention relates primarily to a transportable virtual or augmented reality multimedia system, comprising: at least one virtual or augmented reality headset; a transportable container for storing the headset, which container comprises electronic means that can be connected to the headset; and a transportable computing device capable of connecting to the electronic means, which transportable computing device comprises control and command means configured to: - control the means for generating the wireless communication network, - control the digitization means in order to generate digitized data, - generate a virtual or augmented reality game environment in the space determined on the basis of the digitized data, - connect the headset to the wireless network, and - synchronize the headset in the virtual or augmented reality game environment via the communication means between the headset and the transportable computing device.
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Description

DESCRIPTION Title: Portable virtual or augmented reality multimedia system. TECHNICAL FIELD

[0001] The invention falls within the field of multimedia computer systems.

[0002] The invention relates more particularly to a multimedia system for virtual or augmented reality. PRIOR ART AND DISADVANTAGES OF PRIOR ART

[0003] Virtual and augmented reality multimedia systems are well-known for generating virtual or augmented reality gaming environments, in which virtual or augmented reality headsets are synchronized. Each headset typically includes a stereoscopic vision device, headphones, position sensors, and may be connected to one or two game controllers. This setup allows a user, wearing the headset and possibly one or two controllers also equipped with position sensors, to move around in virtual or augmented reality within the gaming environment.

[0004] These systems, however, have drawbacks. All these installations require numerous devices and are bulky, difficult to transport and install (often taking several weeks). This is why well-known virtual or augmented reality installations remain permanently located in a specialized facility.

[0005] Another drawback lies in the computing power required to synchronize headsets. As a result, the number of headsets that can be synchronized simultaneously remains limited, generally a maximum of around twenty. OBJECTIVE OF THE INVENTION

[0006] The invention therefore aims to offer a multimedia system for virtual or augmented reality that is more ergonomic and more versatile. DESCRIPTION OF THE INVENTION

[0007] To this end, the invention relates to a portable virtual or augmented reality multimedia system, comprising at least one virtual or augmented reality headset, a portable storage container for the headset including electronic means connectable to said headset, and a portable computing device capable of connecting to the electronic means, which portable computing device comprises: • means of communication with the virtual reality headset, • means of data storage, • means of generating a wireless communication network in a defined space, • means of digitizing the defined space, and • Control and command means configured for: o to control the means of generating the wireless communication network, o to manage the digitization resources to generate digitized data, to generate a virtual or augmented reality gaming environment in the defined space using the scanned data, to connect the headset to the wireless network, and o synchronize the headset in the virtual or augmented reality gaming environment via the means of communication between the headset and the portable computer device.

[0008] The multimedia system may also include the following optional features, considered individually or in all possible technical combinations: - The transportable helmet container includes at least one storage enclosure for said helmet, and an electronic card forming all or part of the electronic means, which card is configured to connect to the helmet and the transportable computer device. - The electronic board includes an indicator of the status of the headset connected to said board. - The headset includes spatial audio streaming means configured to, when synchronized in the virtual or augmented reality game environment, modify the volume and origin of the sound according to its position in said virtual or augmented reality game environment. - The system comprises a plurality of virtual or augmented reality headsets and in that the spatial audio broadcasting means of each headset synchronized in the virtual or augmented reality game environment are configured to modify the volume and origin of the sound according to the position of at least one of the other synchronized headsets in said virtual or augmented reality game environment. - The system includes at least one virtual or augmented reality controller configured to be paired with the virtual or augmented reality headset.

[0009] The invention also relates to a method for installing and managing a virtual or augmented reality multimedia system as described above, each virtual or augmented reality headset comprising at least stereoscopic display means and at least one position sensor forming the digitization means, which method comprises the successive steps of: • Connection between the transportable container and the transportable computer device; • Generation of the wireless communication network in the determined space; • Powering on the headset and scanning with at least the position sensor of said headset of the space covered by the wireless communication network; • Generation by the headset of a digitized spatial coordinate map; • Sending this digitized card to the portable computer device; • Generation by the computer system of a three-dimensional coordinate file representing the virtual or augmented reality game environment from the digitized map, and • Synchronization of the powered-on headset in the virtual or augmented reality gaming environment, including the periodic sending of the synchronized headset's position and speed to the computer device.

[0010] The process may also include the following optional features, considered individually or in all possible technical combinations: - The multimedia system includes multiple headsets and the process includes: • A step to power on at least one other headset; • A step of sending the three-dimensional coordinate file from the computer device to the powered-on headsets, and • A step of synchronizing the other powered-on headset in the virtual or augmented reality game environment including the periodic sending to the computer device of the position and speed of this other synchronized headset. - The process includes, for the headset(s) powered on and synchronized in the virtual or augmented reality gaming environment, the following steps: • Detection by the computer system of a malfunction of the headset; • Sending a command to copy the data from the defective headset, including its last known position in the game environment; • Powering on a replacement headset and copying the data from the defective headset into its internal memory, and • Synchronization of the replacement headset in the virtual or augmented reality gaming environment. - The process includes, for the headset(s) powered on and synchronized in the virtual or augmented reality gaming environment, the following steps: • Periodic determination of the speed of movement of each helmet, and • If the speed of movement of at least one of the helmets is greater than a determined threshold speed, a warning message is sent to said helmet. - The process includes, for the headset(s) powered on and synchronized in the virtual or augmented reality gaming environment, the following steps: • Periodic determination of the position of the helmets; • Periodic transmission of the position coordinates of each headset to the computer system, and • If the distance separating two helmets is less than a determined threshold, a warning message is sent to both helmets separated by said distance. - The process includes a step of reducing the size of the data transmitted from the synchronized headset(s) to the computer device. The process includes the following steps: • Periodic and simultaneous determination of a refresh rate of the position of the synchronized headset(s), and of the load of the processor(s) of the computer device; o if the load on the processor(s) of the computer system is greater than or equal to a first determined threshold, decrease the refresh rate by a determined percentage compared to the last known value of said refresh rate; o if the load of the processor(s) of the computer system is less than or equal to a second determined threshold, increase the refresh rate by a determined percentage relative to the last known value of said refresh rate, without exceeding a maximum refresh rate threshold. - If the refresh rate reaches a minimum refresh rate threshold and the load of the processor(s) of the computer device is greater than or equal to the first determined threshold, a gap-based data transmission is implemented from the synchronized headset(s) to the computer device. PRESENTATION OF THE FIGURES

[0011] Other features and advantages of the invention will become clear from the description given below, which is by way of example and not limitation, with reference to the attached figure:

[0012] [Fig. 1] Figure 1 represents a perspective view of the portable virtual or augmented reality multimedia system of the invention;

[0013] [Fig. 2] Figure 2 represents a perspective view of the portable computing device;

[0014] [Fig. 3] Figure 3 represents a perspective view of the transportable storage container. DETAILED DESCRIPTION OF THE INVENTION

[0015] It is specified that the figure essentially represents one embodiment of the object of the invention, but that there may be other embodiments which meet the definition of the invention.

[0016] The invention relates to a multimedia system for virtual or augmented reality, as well as to a method for installing and managing said multimedia system.

[0017] With reference to Figures 1 to 3, the virtual or augmented reality multimedia system 1 comprises, on the one hand, a portable computing device 2, and on the other hand, at least one portable storage container 3 for at least one headset 8, and typically a plurality of virtual or augmented reality headsets 8. In the following description, we will simply refer to the virtual or augmented reality headsets 8 as "headsets" and to the virtual or augmented reality multimedia system 1 as "multimedia system". The multimedia system may include several portable storage containers 3 if the number of headsets 8 requires it.

[0018] Each headset includes stereoscopic viewing (or vision) means, at least one internal camera, spatial audio delivery means—for example, 3D audio headphones—and at least one position sensor. Advantageously, the audio delivery means are noise-canceling to ensure more complete user immersion.

[0019] Advantageously, the headsets are wireless and include a battery and wireless communication capabilities. The multimedia system can also include one or more virtual or augmented reality controllers configured to be used with the headsets. For example, virtual or augmented reality gloves may also include one or more position sensors, for instance, to track the user's movements, speed, and even the position of their hands or fingers.

[0020] A particularly advantageous feature of multimedia system 1 is that it can include a plurality of physical objects, including position sensors. These objects can be integrated into the scenario and the virtual or augmented reality game environment, so that they can be exchanged between players during gameplay.

[0021] Finally, and optionally, each 8-piece helmet includes a unique identifier, materialized for example by a QR code printed on its chassis.

[0022] With reference to Figure 2, the portable computing device 2 comprises a chassis 4, taking the form of a transport case for electronic equipment and known to those skilled in the art as a "flight case". This chassis or flight case 4 typically includes one or more removable drawers 12, and at least one removable cover 13 for accessing the components of the computing device 2 or, conversely, for protecting them during transport.

[0023] Referring to Figure 3, the portable storage container 3 for the headphones also includes a chassis 5 mounted on casters 7, and also taking the form of a flight case. The portable storage container includes a plurality of storage compartments 6 for the headphones 8. As shown in Figure 1, the two chassis 4 and 5 of the portable computer device 2 and the portable storage container 3, respectively, fit together and can be attached to each other via removable fasteners 16, in order to facilitate and secure the transport of the multimedia system 1.

[0024] According to an alternative embodiment not shown, the transportable storage container comprises two parts, each containing storage compartments for the helmets. These two parts are further hinged together by one or more hinges, so that the container can be moved between an open position for accessing the helmets and a closed position ensuring the protection of said helmets during transport.

[0025] The transportable storage container 3 includes electronic means 9 that can be connected to said headphones. More specifically, these electronic means 9 include an electronic board – for example, a single-board nano-computer – installed in the chassis 5 of the transportable storage container 3. Furthermore, each storage enclosure 6 includes means for connecting said electronic board and the headphones in question 8 via appropriate physical connectors (for example, USB type, in particular magnetic on the headphones side), so as to connect each pair of headphones 8 to the electronic board.

[0026] The electronic board facilitates data exchange with the eight headsets to which it is connected. The electronic board is also capable of being connected to a power supply, thus enabling the charging of the eight headsets connected to it. Advantageously, each enclosure 6 includes a status indicator for the headset housed within it, specifically its charging status, which is electrically connected to the electronic board. This indicator is, for example, a light-emitting diode (LED) whose color depends on the headset's status. For instance, the LED will display white while the headset 8 is charging, orange during an internal software update, or green when the headset 8 is fully charged and ready for use. The color of this indicator is controlled, for example, by an Arduino module.Advantageously, the electronic means 9 include a control screen 17, for example a touch screen, connected to the electronic board and allowing local control of the headset 8 connected to said board and display of information relating to said headset.

[0027] Finally, the electronic board includes means of connection to a wired network - typically an Ethernet type network socket, and which forms the means of connection of the electronic means 9 of the transportable storage container 3 of the headsets 8.

[0028] The portable computing device 2 includes at least one communication server 10 that provides wireless communication and data exchange with the headsets (for example, using UDP and TCP protocols). Specifically, the portable computing device 12 includes a network switch that connects all the equipment. The portable computing device 2 also includes an administration server 11 with which a user can interact via peripherals such as a keyboard 14 and mouse 15. For operational security reasons, this administration server 11 provides redundancy for the system's hardware components.

[0029] The administration server 11 also includes display means 18 - typically a screen - and data storage means in which a database is recorded, for example implemented according to the MySQL management system, including all the data necessary for the operation of the multimedia system 1.

[0030] The administration server 11 encapsulates a software layer - commonly called the backend - which links with the communication server 10. This allows, in particular, the control of the headsets via the administration server 11. The administration server 11 also encapsulates the graphical interface - commonly called the frontend - which allows the user to view all the necessary information relating to the headsets 8, and more generally to the management and control of the multimedia system 1 by said user.The administration server 11 also includes an analytical module directly integrated into the backend which monitors the overall health of the multimedia system 1, including the load status of the headsets 8, their position in space, a refresh rate of the position of the synchronized headset(s) 8 (i.e. the period of sending the position(s) of said synchronized headset(s) 8 to the computer device 2) and the load of the processors of the administration server 11 and the communication server 10.

[0031] The multimedia system 1 further includes means for generating a wireless communication network in a defined space, for example using WiFi 6 or later. These generation means include, in particular, a plurality of WiFi access points connected by cable on one side to the computer device 2 and on the other side to a wide area network, typically the internet.

[0032] Finally, the computer device 2 may include a power backup system, for example an uninterruptible power supply unit.

[0033] According to the invention, a method for installing and managing the multimedia system 1 will now be described.

[0034] The portable computing device 2 and the portable storage container 3 for headsets 8 are brought to the location where the virtual or augmented reality experience is to be set up and experienced. The mobile nature of the multimedia system 1 thus makes it possible to generate virtual or augmented reality environments in a variety of different locations, and not to be limited solely to spaces specifically dedicated to virtual or augmented reality gaming environments.

[0035] The user(s) can then install the multimedia system 1 to generate a virtual or augmented reality gaming environment. A gaming environment is defined as any type of scenario that can be experienced and followed in virtual or augmented reality. This could include a video game as well as an interactive show.

[0036] The user unfolds the flight case 4 for the portable computing device 2, specifically unfolding it to create a mobile workstation. The flight case 5 for the headset storage container 3 is also unfolded. The administration server 11 and communication server 10 of the portable computing device 2 are then connected to a power source, and the Wi-Fi access points are installed in a designated physical space that will serve as the environment for the virtual or augmented reality gaming experience. Finally, the user connects the computing device 2 and the electronic components 9 of the headset storage container 3 using an RJ45 network cable. The electronic board of the portable container 3 is then connected to the administration server 11 of the computing device 2.A bidirectional connection between the administration server 11 - and in particular the backend - and the electronic board will be established once servers 10, 11 and the electronic board are up and running.

[0037] The next step involves starting up the administration server 11 and communication server 10 and generating and configuring the wireless communication network, i.e. setting up the WiFi network.

[0038] The access points are connected by cabling to an access point to the wide area network, typically an internet access point, and the user accesses via the administration server 11 - which includes wireless communication means and is connected to the WiFi network - a computer management application via the wide area network allowing control of the various elements of the multimedia system 1 and in particular the headsets 8.

[0039] To check the quality of the WiFi network, the user loads a digital file representing the plan of the space into the application and the application, after performing an analysis of the upstream and downstream data rates via the WiFi network, the latency and the spatial coverage via an application installed on a portable computer device such as a smartphone, proposes, if necessary, a positioning of the WiFi access points which allows the establishment of a more stable and better distributed wireless communication network.

[0040] The next step involves configuring the defined physical space. In the remainder of this description, this defined physical space will be referred to as the "room".

[0041] Initially, an instruction is sent from the administration server 10 to the electronic board to select a headset. The indicator of the selected headset 8 then emits a specific signal—for example, the LED turns white and begins to flash. The user can then select the selected headset 8.

[0042] Alternatively, the user selects one of the eight headsets and powers it on via a switch located on the headset's shell. Advantageously, this switch is protected by a U-shaped cover, leaving only a small contact area. The switch can then only be activated with a tool thinner than a finger, preventing the player from accidentally powering off the headset during gameplay.

[0043] Then the user scans the entire room via the position sensor of said headset 8, which headset 8 then generates a coordinate map of the scanned room, for example.

[0044] In a second step, the headset 8 sends this coordinate map to the communication server 10, and the communication server 10 exports this coordinate map to the administration server 11. The data is sent to the administration server 11 so that it can be subsequently broadcast to all connected headsets 8.

[0045] Finally, the user is prompted by the administration server 11 to select another headset 8—the headset 8 to select is indicated, for example, by the flashing LED in the relevant room—and uses calibration software installed on this headset 8 to open this coordinate map. The user can then manually configure the future virtual or augmented reality gaming environment using this headset 8, via the interface of the calibration software installed on the headset 8, and set boundaries for the safety of the players who will be moving around the room once they are equipped with the headsets 8. The administration server 11 then creates a three-dimensional coordinate file representing the virtual and augmented reality gaming environment and exports this file to the communication server 10.

[0046] Optionally, the user takes a headset 8 and connects it to the communication server 10 so that the latter can retrieve the 3D coordinate file. The user then launches a final calibration application on the administration server 11. This application guides the user in mixed reality, allowing them, if necessary, to better define the boundaries of the virtual reality game environment based on the physical boundaries of the room. The user can also add or remove other elements in the virtual or augmented reality game environment, such as virtual doors or obstacles. Finally, this calibration application also allows the user to move virtual elements and / or boundaries within the game environment. This calibration step has the advantage of allowing modifications to the game environment without having to reload a 3D coordinate file.

[0047] In the next step, the user is prompted to configure and synchronize the 8 headsets in the virtual or augmented reality gaming environment. The 8 headsets are powered on and then connected to the wireless communication network. All connected 8 headsets are listed on the management application installed on the administration server 11. The connected 8 headsets then receive the three-dimensional coordinate map from the communication server 10.

[0048] Preferably, the selected headsets (8) are those with sufficient battery charge and whose internal software (or firmware) is not currently being updated. This information is indicated by the LED associated with the headset in question (8). Furthermore, the electronic board of the transportable container (3) regularly updates the administration server (11) with the status of the connected headsets.

[0049] Preferably, the configuration of the 8 headsets is done in batches, for example and without limitation in batches of 15 8 headsets, corresponding to the number of 8 headsets in the flight case considered 3.

[0050] In general, the administration server 11 sends requests to the electronic board of the transportable container 3 to change the status of the LEDs and also request operations on the connected headsets. The electronic board of the transportable container 3, in turn, controls the LEDs of each headset 8 to display their status. The electronic board of the transportable container 3 controls the connected headsets 8 via the ADB (Android Debug Bridge) protocol, which allows it to update the applications installed on the headsets 8, the headset options themselves, and to transmit the files necessary for the proper functioning of system 1 (three-dimensional map, content element settings, headset options 8 specific to system 8).

[0051] At this stage of the process, the wireless communication network, the headsets, and the virtual or augmented reality gaming environment are configured and ready to initiate a virtual or augmented reality gaming session or show. This session can be implemented immediately or later. In the latter case, the user can put the headsets and the computer device into standby mode while waiting for the gaming session to begin.

[0052] To launch a virtual or augmented reality gaming session, the user first powers on the required number of headsets (8), corresponding to the number of players. Player groups can be created via the management application installed on the administration server (11). Each headset (8) is connected to the wireless communication network (10) and added to a group, for example, by scanning its QR code using an image acquisition device connected wired or wirelessly to the administration server (11), such as a portable computer such as a smartphone with a management application that communicates with the computer via the Wi-Fi network.

[0053] Once the headsets 8 are connected to the wireless communication network, the user initiates the virtual or augmented reality gaming experience via the graphical interface of the management application installed on the administration server 11 or on their smartphone. The headsets 8 are then synchronized within the virtual or augmented reality gaming environment; this synchronization notably involves periodically sending the position and speed of each headset 8 to the communication server 10.

[0054] Players equipped with headsets 8, and optionally controllers, are then immersed in the virtual or augmented reality environment. The administration server 11 can thus track the position of the headsets 8 and controllers, as well as detect the user's head movements and hand positions and rotations. The administration server 11 can also obtain technical information from each headset 8, including temperature, number of frames displayed, etc. Furthermore, a video feed from one of the selected headsets 8 can be displayed on the administration server 10's screen 18 if needed.

[0055] Advantageously, the spatial audio delivery means of each headset are configured to modify the volume and direction of sound based on the position of said headset within the virtual or augmented reality gaming environment. Furthermore, the spatial audio delivery means of each synchronized headset within the virtual or augmented reality gaming environment are configured to modify the volume and direction of sound based on the position of at least one other synchronized headset(s) within said virtual or augmented reality gaming environment. This makes the gaming experience more immersive for the player.

[0056] The multimedia system 1 of the invention also allows the management of problems that may occur during the virtual or augmented reality gaming experience.

[0057] The first type of problem is directly related to the hardware, and in particular to the headsets: alert messages may appear on the stereoscopic vision devices of a headset and / or on the administration server screen indicating that the headset has a low battery or an excessively high internal temperature. However, this type of alert is implemented as part of an emergency procedure—for example, related to user safety—to avoid disrupting players during their virtual or augmented reality gaming session.

[0058] If a player removes the headset 8 during a game period, then the internal camera(s) of the headset 8 detect it and the headset 8 sends a message to the administration server 11 with the identification of the removed headset 8.

[0059] If the refresh rate of the position of a synchronized headset 8 is less than a determined value, for example 20 frames per second, then a warning is sent to the administration server 11 and displayed on the screen 18 of said server 11. If this incident occurs several times within a few minutes, then a procedure to duplicate the headset 8 is initiated by the administration server 11.

[0060] The second type of problem is related to the spatial tracking of the VR headsets. Specifically, when a player approaches a virtual boundary or obstacle within the virtual or augmented reality game environment, the contrast and brightness of the VR headset's display gradually decrease until a message indicates the direction to take to remain within the game environment. If the player still crosses the boundary of the game environment, the VR headset exits the game and switches to augmented reality.

[0061] If a headset 8 is lost, which results in the absence of reception for a specified time, for example 10 seconds, of the position data of the headset in question 8 by the communication server 10, then an error message is displayed on the screen 18 of the administration server 11 with the last known position of the headset 8, as well as, if applicable, the name and photo of the player equipped with this headset 8. A similar type of procedure is launched in the event of unstable tracking of the headset 8, that is to say that the headset 8 sends back erratic position data (for example movements of several tens of meters in one second).

[0062] The third type of problem relates to user safety. Specifically, if a headset 8 is on the ground, the loss procedure described above is initiated. If the speed of a headset 8 exceeds a predetermined threshold, for example, 5 m / s, which corresponds to running speed, a warning message is displayed on the headset's display. If the threshold speed is exceeded a second time by the same headset 8, the game is paused for that headset until a site manager speaks with the player. Finally, if the threshold speed is exceeded a third time by the same headset 8, the headset 8 is desynchronized.

[0063] If the speed of a headset 8 is zero for a specified period, an error message is displayed on the administration server interface 11 identifying the headset in question 8.

[0064] If the distance separating two helmets 8, calculated by the administration server 11 from the position data sent by said helmets 8, then a warning message is displayed on the vision means of both helmets 8 to avoid a collision.

[0065] If the headset 8 approaches a physical boundary of space - for example a pole - at a distance less than a determined threshold, then this pole is directly displayed in the user's headset 8 to allow them to avoid a collision.

[0066] Finally, in the event of major events involving several or all of the headsets 8, an emergency procedure is launched by the administration server 11, which consists of switching all the headsets 8 to augmented reality, and a message inviting users to put down their headset 8 and leave the room is displayed on the vision devices of all the headsets 8. Such an event is, for example, a fire alarm, a general power outage or network failure.

[0067] The fourth type of problem concerns the smoothness of the gaming experience.

[0068] The computer device 2 periodically determines the frequency at which it sends the position of the synchronized headset(s) 8 to said computer device 2 (i.e., a refresh rate of the position of the synchronized headset(s) 8), as well as the load of the processor(s) of said computer device 2. Processor load is understood to be a percentage of processor utilization, i.e., a measure of the amount of processing work performed by said processor. The higher the load, the lower the processor's execution speed.

[0069] To ensure a smooth experience, the multimedia system 1 offers an adaptive refresh rate that depends on the load of the computing device 2.

[0070] If the load of the processor(s) of the computing device 2 is greater than or equal to a first determined threshold, for example 80%, then the refresh rate of the position of the synchronized headset(s) 8 is reduced by a determined percentage relative to the last known value of said refresh rate - for example 10%.

[0071] In addition, if the load of the processor(s) of the computer system 2 is less than or equal to a second determined threshold, for example 70%, then the refresh rate of the position of the synchronized headset(s) 8 is increased by a determined percentage relative to the last known value of said refresh rate, without exceeding a maximum refresh rate threshold, for example 80%.

[0072] Finally, if the refresh rate of the position of the synchronized headset(s) 8 reaches a minimum refresh rate threshold and / or the load of the processor(s) of the computer device 2 is greater than or equal to the first determined threshold, the administration server 11 puts in place strategies that allow the amount of data transferred to be reduced.

[0073] According to a first, alternative or complementary strategy, the administration server 11 reduces the accuracy of the position tracking of the headsets 8 and, where applicable, the controllers. Specifically, the administration server 11 changes the floating-point number format from single precision (FP32, 32-bit floating point) to half precision (FP16, 16-bit floating point). This reduces the data size by 50%.

[0074] According to a second strategy, the administration server 11 creates a predefined volume in the three-dimensional space forming the virtual reality game environment, a volume in which all possible positions are coded into a single single-precision FP32 floating-point number between 0 and 1. This simplifies the rotation and position data of the headsets 8 and, where applicable, the controllers, and thus reduces the size of the transmitted data.

[0075] According to a third strategy, if system 1 includes glove-type or joystick controllers, the administration server 11 removes the real-time tracking of the position coordinates of said controllers.

[0076] Alternatively, a gap-based data transmission is set up by the administration server 11 from the synchronized headset(s) 8 to the communication server 10 of the computer device 2.

[0077] In particular, instead of exchanging complete data, the multimedia system 1 exchanges partial data with the headsets 8, containing only the changes to said data between two time periods. For example, instead of transmitting all the coordinates reflecting the exact position of a headset 8 in a given frame of reference at a given time t, the headset 8 simply sends to the communication server 10 the coordinate(s) that have changed between time t-1 (i.e., the position of the headset 8 at the previous measurement period) and time t. This reduces the amount of information transmitted in the event of a heavy load on the computer device 2, and thus ensures a sufficient refresh rate of the position of the synchronized headset(s) 8 to guarantee a smooth gaming experience.

[0078] Adaptive refresh rate and gap-based data transmission significantly increase the number of 8-inch headsets that can be synchronized simultaneously during a single gaming session. For example, it is possible to connect and synchronize more than 150 8-inch headsets during a single virtual or augmented reality gaming session.

Claims

DEMANDS 1. A portable virtual or augmented reality multimedia system (1), comprising at least one virtual or augmented reality headset (8), a portable storage container (3) for the headset (8) including electronic means (9) connectable to said headset, and a portable computing device (2) capable of connecting to the electronic means, which portable computing device includes: • means of communication with the virtual reality headset, • means of data storage, • means of generating a wireless communication network in a defined space, • means of digitizing the defined space, and • Control and command means configured for: o to control the means of generating the wireless communication network, o to manage the digitization resources to generate digitized data, to generate a virtual or augmented reality gaming environment within a defined space based on digitized data, to connect the headset (8) to the wireless network, and o synchronize the headset (8) in the virtual or augmented reality game environment via the means of communication between the headset (8) and the portable computer device (2).

2. System (1) according to the preceding claim, characterized in that the transportable container (3) of headsets (8) comprises at least one storage enclosure (6) of said headset (8) and an electronic card forming all or part of the electronic means (9), which card is configured to connect to the headset (8) and to the transportable computing device (2).

3. System (1) according to the preceding claim, characterized in that the electronic card includes an indicator of the status of the headset (8) connected to said card.

4. System (1) according to any one of the preceding claims, characterized in that the headset (8) comprises audiospatial broadcasting means configured to, when synchronized in the virtual or augmented reality gaming environment, modify the volume and origin of the sound according to its position in said virtual or augmented reality gaming environment.

5. System (1) according to the preceding claim, characterized in that it comprises a plurality of virtual or augmented reality headsets (8) and in that the spatial audio broadcasting means of each headset (8) synchronized in the virtual or augmented reality game environment are configured to modify the volume and origin of the sound according to the position of at least one or more of the other headsets (8) synchronized in said virtual or augmented reality game environment.

6. System (1) according to any one of the preceding claims, characterized in that it comprises at least one virtual or augmented reality controller configured to be associated with the virtual or augmented reality headset (8).

7. A method for installing and managing a virtual or augmented reality multimedia system (1) according to any one of claims 1 to 6, each virtual or augmented reality headset (8) comprising at least stereoscopic display means and at least one position sensor forming the digitization means, which method comprises the successive steps of: • Connection between the transportable container (3) and the transportable computer device (2); • Generation of the wireless communication network in the determined space; • Powering on the headset (8) and scanning with at least the position sensor of said headset (8) of the space covered by the wireless communication network; • Generation by the headset (8) of a digitized spatial coordinate map; • Sending this digitized card to the portable computing device (2); • Generation by the computer device (2) of a three-dimensional coordinate file representing the virtual or augmented reality game environment from the digitized map, and • Synchronization of the powered-on headset (8) in the virtual or augmented reality game environment including periodic transmission to the computer device (2) of the position and speed of the synchronized headset (8).

8. A method according to the preceding claim, characterized in that the multimedia system (1) comprises a plurality of headsets (8) and in that the method comprises: • a step of powering on at least one other headset (8); • a step of sending the three-dimensional coordinate file from the computer device (2) to the powered-on headsets (8) via the electronic means of the transportable storage container (3), and • a synchronization step of the other headset (8) powered on in the virtual or augmented reality game environment comprising the periodic sending to the computer device (2) of the position and speed of this other synchronized headset (8).

9. Method according to claim 7 or 8, characterized in that it comprises, for the headset(s) (8) powered on and synchronized in the virtual or augmented reality gaming environment, the following steps: • Detection by the computer device (2) of a malfunction of the headset (8); • Sending a command to copy the data from the defective headset (8), including its last known position in the game environment; • Powering on a replacement headset (8) and copying the data from the defective headset (8) into its internal memory, and • Synchronization of the replacement headset (8) in the virtual or augmented reality gaming environment.

10. A method according to any one of claims 7 to 9, characterized in that it comprises, for the headset(s) (8) powered on and synchronized in the virtual or augmented reality gaming environment, the following steps: • periodic determination of the movement speed of each headset (8), and • if the speed of movement of at least one of the helmets (8) is greater than a determined threshold speed, a warning message is sent to said helmet (8).

11. A method according to any one of claims 7 to 10, characterized in that it comprises, for the headset(s) (8) powered on and synchronized in the virtual or augmented reality gaming environment, the following steps: • Periodic determination of the position of the helmets (8); • Periodic transmission of the position coordinates of each helmet (8) to the computer device (2), and • If the distance separating two helmets (8) is less than a determined threshold, a warning message is sent to the two helmets (8) separated by said distance.

12. A method according to any one of claims 7 to 11, characterized in that it comprises a step of reducing the size of the data transmitted from the synchronized headset(s) (8) to the computer device (2).

13. A method according to any one of claims 7 to 11, characterized in that it comprises the following steps: • Periodic and simultaneous determination of a refresh rate of the position of the synchronized headset(s) (8), and of the load of the processor(s) of the computer device (2); o If the load of the processor(s) of the computer device (2) is greater than or equal to a first determined threshold, the refresh rate is reduced by a determined percentage compared to the last known value of said refresh rate; o If the load of the processor(s) of the computer device (2) is less than or equal to a second determined threshold, increase the refresh rate by a determined percentage relative to the last known value of said refresh rate, without exceeding a maximum refresh rate threshold.

14. Method according to the preceding claim, characterized in that, if the refresh rate reaches a minimum refresh rate threshold and the load of the processor(s) of the computer device (2) is greater than or equal to the first determined threshold, implementation of a gap transmission of data from the synchronized headset(s) (8) to the computer device (2).