AR Collaboration System Using Radiation Emitters for Pose Tracking

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Solution Overview

Problem

Current augmented reality collaboration systems fail to deliver sufficient visual quality, field of view, and user experience due to low image quality, lack of close-up views, incompatibility with users wearing eyeglasses, and complex input and control features, leading to a steep learning curve and incompatibility with existing collaboration systems.

Innovation Solution

The development of augmented reality collaboration systems featuring physical and virtual 'holopads' that use radiation emitters and sensors to determine user device poses, allowing for intuitive interaction with virtual content projected in a predetermined location, enabling geographically distributed users to collaborate as if around a shared table, with features like 3D videoconferencing and user-friendly input methods.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If traditional augmented reality systems are used, then users can view virtual content, but the visual quality and field of view are insufficient

Engineering Contradiction:
Improvevisual qualityVSAvoidfield of view
Core Design Contradiction:
Illumination intensityVSArea of stationary object

Solution Approach 1:

The patent transitions from 2D display screens to 3D volumetric holographic displays, enabling virtual content to be projected in three-dimensional space. This dimensional change provides both high visual quality through realistic 3D rendering and expanded field of view by distributing content across multiple spatial dimensions, resolving the contradiction between image quality and viewing area.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The system divides the display into multiple radiation emitters arranged in patterns, creating segmented projection zones. Each emitter contributes to the overall holographic image, allowing the system to maintain high visual quality in each segment while collectively providing an expansive field of view through the combined emission zones.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If conventional AR headsets are designed, then virtual content can be displayed, but users wearing eyeglasses cannot use them

Engineering Contradiction:
Improvecompatibility with eyeglassesVSAvoiddesign constraints
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Instead of requiring users to wear AR headsets that interact directly with their eyes, the system creates optical copies or projections of virtual content in physical space. Users can view these holographic projections with their naked eyes or through eyeglasses without any special optical requirements, making the system universally accessible to all users regardless of whether they wear corrective lenses.

Inventive Principle:
Principle #26Copying

3Ease of operation

If intuitive interaction methods are implemented, then user experience improves, but the system becomes incompatible with existing collaboration systems

Engineering Contradiction:
Improveintuitive interactionVSAvoidcompatibility with existing systems
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system implements multiple interaction modalities simultaneously - gesture recognition, voice commands, and traditional input devices can all be used with the holographic display. This multi-functional approach provides intuitive interaction through natural gestures and voice while maintaining compatibility with existing collaboration systems that rely on conventional input methods, allowing seamless integration across different platforms and user preferences.

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

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

The solution provides a seamless and intuitive augmented reality collaboration experience with clear visual cues, accommodating users with eyeglasses and offering improved input methods, enhancing collaboration by ensuring all users see virtual content in the same position relative to the holopad, thus facilitating effective remote collaboration.

Implementation Method 1

a structure comprising a plurality of radiation emitters arranged in a predetermined pattern... one or more sensors configured to sense outputs of the plurality of radiation emitters... determine a pose of the user device with respect to the structure based on the sensed outputs

Methodology Applied
Scientific EffectElectromagnetic radiation emission: Light

Data Source

PatentUS20240202959A1Augmented reality collaboration system with physical device
Publication Date: 2024.06.20 QUALCOMM INC
  • US20240202959A1 patent drawing
  • US20240202959A1 patent drawing
  • US20240202959A1 patent drawing

AI summary

An augmented reality collaboration system comprises a first system configured to display virtual content, comprising: a structure comprising a plurality of radiation emitters arranged in a predetermined pattern, and a user device comprising: one or more sensors configured to sense outputs of the plurality of radiation emitters, and one or more displays; one or more hardware processors; and a non-transitory machine-readable storage medium encoded with instructions executable by the one or more hardware processors to, for the user device: determine a pose of the user device with respect to the structure based on the sensed outputs of the plurality of radiation emitters, and generate an image of virtual content based on the pose of the user device with respect to the structure, wherein the image of the virtual content is projected by the one or more displays of the user device in a predetermined location relative to the structure.