Seamless 3D Scene Authoring and Consumption Mode Switching

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Solution Overview

Problem

The creation of augmented, mixed, and virtual reality experiences is limited to developers with high-level technical skills, as users without these skills cannot easily create and preview three-dimensional scenes due to the need for multiple platforms and inefficient file transfer processes.

Innovation Solution

A platform that allows users to seamlessly switch between authoring and consumption modes using a single input, enabling the creation, preview, and sharing of three-dimensional scenes on a computing device and head-mounted display device, with authoring controls for scene creation and interaction controls for immersive viewing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a single platform is used to enable both authoring and consumption modes, then ease of operation is improved, but device complexity increases

Engineering Contradiction:
Improveease of operationVSAvoiddevice complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The computing device is designed to perform multiple functions by switching between authoring mode and consumption mode within a single platform. The device can function as both a creation tool with authoring controls and a viewing device with interaction controls, eliminating the need for separate devices for each function.

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

Solution Approach 2:

The system dynamically switches between different operational modes (authoring and consumption) based on user needs. The interface and controls are not fixed but can be reconfigured on-the-fly, allowing the same device to adapt its functionality rather than requiring static, dedicated hardware for each mode.

Inventive Principle:
Principle #15Dynamics

2Productivity

If seamless switching between authoring and consumption modes is enabled, then productivity is improved, but computational resource consumption increases

Engineering Contradiction:
ImproveproductivityVSAvoidcomputational resource consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The system prepares and loads necessary resources in advance during authoring mode so that when switching to consumption mode, the transition is seamless and immediate. By pre-loading scene data, models, and assets during the authoring phase, the system avoids redundant computational work during mode switching, thus improving productivity without excessive resource consumption.

Inventive Principle:
Principle #10Preliminary action

3Ease of operation

If authoring controls are provided in both authoring and consumption views, then ease of operation is improved, but device complexity increases

Engineering Contradiction:
Improveease of operationVSAvoiddevice complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The control interface is dynamic and context-dependent. In consumption view, only necessary interaction controls are displayed while full authoring controls are hidden. When the user switches back to authoring mode, the complete set of authoring controls becomes available again. This dynamic showing/hiding of controls provides ease of operation in each context without permanently increasing device complexity.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10650610B2Seamless switching between an authoring view and a consumption view of a three-dimensional scene
Publication Date: 2020.05.12 MICROSOFT TECHNOLOGY LICENSING LLC
  • US10650610B2 patent drawing
  • US10650610B2 patent drawing
  • US10650610B2 patent drawing

AI summary

A platform configured to operate in different modes so that users can seamlessly switch between an authoring view and a consumption view while creating a three-dimensional scene is described herein. A first mode includes an authoring mode in which an authoring user can add and/or edit content displayed in a three-dimensional scene via a computing device. The second mode includes a consumption mode in which the authoring user can preview and/or share the content displayed in the three-dimensional scene via a head-mounted display device that is in some way connected to and/or in communication with the computing device. Consequently, the same platform (e.g., application) enables the authoring user to toggle between the two different modes while creating a three-dimensional scene that is part of an experience.