3D Position and Orientation Tracking for Immersive Gaming

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Solution Overview

Problem

Conventional virtual reality and augmented reality systems struggle to provide an immersive experience as they often track either the gamer or the game controller, but not both, leading to a limited and inaccurate representation of the player's position and orientation within the game space.

Innovation Solution

The system acquires data on the three-dimensional position and orientation of a game controller using a combination of depth maps from interrogating the game space and motion sensors, allowing for precise tracking and control of the device's position, facing, and rotation within the game space.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If the system tracks only the gamer or only the controller, then the system complexity is reduced, but the measurement precision of player position and orientation is insufficient

Engineering Contradiction:
Improveposition and orientation tracking accuracyVSAvoidtracking system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent combines two separate tracking systems: one that tracks the gamer's position and orientation, and another that tracks the controller's position and orientation. By merging these two data sources, the system achieves comprehensive tracking of both the player and the device, resolving the contradiction between measurement precision and system complexity.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system creates a unified tracking framework that serves multiple functions: it can track the gamer, track the controller, or track both simultaneously depending on the gaming application requirements. This multi-functional approach allows the same system infrastructure to support different tracking needs without requiring separate dedicated systems.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Loss of information

If the system uses separate data points from separate systems to determine player movement, then the ease of operation is improved, but the loss of information occurs as the quality of immersion depends on either player movement or controller movement but not both

Engineering Contradiction:
Improveimmersion quality informationVSAvoiddata integration complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The patent introduces an intermediary processing layer that receives data from both the gamer tracking system and the controller tracking system. This intermediary component harmonizes and integrates the two data sources, combining them into a unified representation that captures both player intent and device state, thereby preventing information loss while managing complexity through modular architecture.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS9144744B2Locating and orienting device in space
Publication Date: 2015.09.29 MICROSOFT TECHNOLOGY LICENSING LLC
  • US9144744B2 patent drawing
  • US9144744B2 patent drawing
  • US9144744B2 patent drawing

AI summary

Example apparatus and methods concern an improved immersive experience for a video gamer that is provided by controlling a game based on the three dimensional location and orientation of a control and display device held by or otherwise associated with the gamer. The location is determined from data comprising a three dimensional position and an orientation of a portion of a player in a three dimensional space associated with a computerized game. The facing and rotation of the device is determined as a function of both the location of the device and the orientation of the device. The orientation may be determined by data from motion sensors in or on the device. Example apparatus and methods control the computerized game based, at least in part, on the position of the device, the facing of the device, and the rotation of the device.