Anchor Objects for Spatial Consistency in Shared XR Environments

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Solution Overview

Problem

Existing augmented reality (AR) and mixed reality (MR) technologies face challenges in managing virtual objects and ensuring seamless experiences across multiple users, particularly in maintaining spatial consistency and allowing users to interact with out-of-reach virtual objects without requiring physical movement within large environments.

Innovation Solution

The implementation of an anchor object system that allows users to move virtual objects and avatars in a shared XR environment, where the anchor object serves as a common reference point for all users, enabling consistent mapping and interaction with virtual objects by allowing users to manipulate the anchor object to reposition virtual objects and avatars relative to it, even when users are not co-located.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If users are required to physically move within large environments to interact with virtual objects, then spatial consistency is maintained, but user accessibility and ease of operation deteriorate

Engineering Contradiction:
Improveuser accessibilityVSAvoidspatial consistency
Core Design Contradiction:
Ease of operationVSStability of the object's composition

Solution Approach 1:

The patent introduces an anchor object as an intermediary between the user and the virtual environment. By manipulating the anchor object, users can reposition virtual objects and avatars without physically moving, thereby maintaining spatial consistency while improving ease of operation and accessibility

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent replaces the mechanical requirement of physical user movement with a digital manipulation system. Users interact with the anchor object through digital interfaces (e.g., gestures, clicks) to reposition virtual elements, substituting physical locomotion with digital control mechanisms

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Adaptability or versatility

If virtual objects are fixed in the environment, then spatial consistency is maintained, but user interaction flexibility deteriorates

Engineering Contradiction:
Improveinteraction flexibilityVSAvoidspatial consistency
Core Design Contradiction:
Adaptability or versatilityVSStability of the object's composition

Solution Approach 1:

The patent implements dynamic virtual objects that can be repositioned relative to the anchor object. This allows the virtual environment to adapt to user needs while maintaining consistent spatial relationships, resolving the contradiction between flexibility and stability

Inventive Principle:
Principle #15Dynamics

3Ease of operation

If users are in different physical locations, then accessibility is improved, but spatial consistency deteriorates

Engineering Contradiction:
Improveuser accessibilityVSAvoidmapping consistency
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The anchor object serves as a universal reference point for all users regardless of their physical location. By anchoring virtual objects to this common reference, the system maintains consistent spatial mapping across distributed users, enabling both accessibility and precision

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

Data Source

PatentUS20240362879A1Anchor Objects for Artificial Reality Environments
Publication Date: 2024.10.31 META PLATFORMS TECHNOLOGIES LLC
  • US20240362879A1 patent drawing
  • US20240362879A1 patent drawing
  • US20240362879A1 patent drawing

AI summary

Aspects of the present disclosure relate to an anchor object to which virtual objects can be consistently mapped in an artificial reality (XR) environment. In some implementations, the virtual objects can include avatars of users accessing the XR environment on respective XR systems. The anchor object can be a virtual object, such as a menu or shape, or a physical object, such as a stage computing device positioned in the users' surrounding real-world environments. The users can move the anchor object as rendered on their respective XR systems, which causes reciprocal movement of their corresponding avatars on other users' XR systems. Thus, virtual objects can be consistently referenced across all of the XR systems accessing the XR environment.