Adaptive XR Content Anchored to Movable Objects
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Solution Overview
Problem
Existing extended reality (XR) systems lack the ability to provide immersive, multi-sensory, and adaptive content that is realistically anchored to movable objects within physical environments.
Innovation Solution
The implementation of devices and methods that use sensors and computer vision to anchor virtual content to movable objects in physical environments, allowing the virtual content to adapt and move based on the characteristics and movements of these objects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If virtual content is anchored to movable objects in physical environments, then the immersion and interactivity of XR environments are improved, but the system complexity and computational requirements increase
Solution Approach 1:
The system creates virtual copies of physical objects by capturing their geometric characteristics through sensor data and rendering corresponding virtual representations. This allows virtual content to be anchored to and move with physical objects while maintaining visual fidelity, resolving the contradiction between adaptability and system complexity by using computational copying rather than complex physical integration
Solution Approach 2:
The patent replaces traditional mechanical anchoring systems with sensor-based detection and computer vision algorithms. Instead of physical connections, the system uses image processing and scene understanding to identify, track, and anchor virtual content to movable objects, significantly reducing mechanical complexity while maintaining adaptability
2Measurement precision
If sensor data processing and scene recognition are used to anchor virtual content to movable objects, then the precision of virtual content positioning is improved, but the computational time and processing power required increase
Solution Approach 1:
The system performs preliminary scene understanding and object identification by processing sensor data and categorizing objects before anchoring virtual content. By pre-analyzing the physical environment and identifying movable objects in advance, the system reduces real-time computational requirements while maintaining high positioning precision during the actual anchoring operation
Solution Approach 2:
The patent divides the scene understanding process into distinct stages: sensor data acquisition, object detection, object categorization, and virtual content anchoring. This segmentation allows each processing stage to be optimized independently, reducing overall computational time while maintaining measurement precision through specialized processing for each stage
3Reliability
If virtual content is adapted based on characteristics of movable objects, then the realism and user experience of XR environments are improved, but the computational resources and energy consumption increase
Solution Approach 1:
The system applies adaptation only to the specific regions where virtual content intersects with physical objects rather than processing entire scenes. By focusing computational resources on local geometric matching and characteristic extraction at anchor points, the system maintains high realism where it matters most while reducing overall energy consumption
Solution Approach 2:
The patent dynamically adjusts virtual content parameters such as scale, position, and orientation based on detected characteristics of physical objects. By changing only the necessary parameters for each virtual object rather than reprocessing entire content sets, the system achieves high realism with reduced computational overhead and energy consumption
Data Source
AI summary
Various implementations disclosed herein include devices, systems, and methods that provide extended reality (XR) environments that include virtual content anchored to objects within physical environments. Such objects may be movable objects. In some implementations, the virtual content is adaptive in that the virtual content is presented based on a characteristic of the movable object. For example, a virtual game piece may be scaled, shaped, etc. to match a physical game piece to which it is anchored. As another example, a virtual gameboard may be scaled and positioned on a real table such that the edge of the gameboard aligns with the edge of the table and such that a virtual waterfall appears to flow over the edge of the real table.


