AR HMD Gesture Switching 2D to 3D Streaming

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Solution Overview

Problem

Current augmented reality (AR) and virtual reality (VR) head-mounted displays (HMDs) lack intuitive methods for seamlessly switching between 2D and 3D modes during computer simulations, such as games, especially when interacting with real-world environments.

Innovation Solution

A system that includes a processor configured to receive user-generated hand gestures in free space, allowing users to switch the presentation of computer simulations from a traditional display to an HMD, with options for object-based or image-based streaming, pausing the simulation if needed, and using eye-tracking to conserve bandwidth by streaming only objects in the direction of gaze.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If object-based streaming is used to improve immersion in 3D mode, then bandwidth consumption increases

Engineering Contradiction:
Improveimmersion qualityVSAvoidbandwidth consumption
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system applies different streaming qualities to different spatial regions: high-quality object-based streaming is directed only toward the user's gaze direction while other regions receive lower priority or no streaming. This localized quality adjustment maintains immersion where needed while conserving bandwidth in less critical areas.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Instead of streaming all objects in the virtual environment, the system selectively streams only those objects that fall within the user's field of view or gaze direction. This partial action approach provides sufficient immersion for the current viewing context without the excessive bandwidth consumption of complete environment streaming.

Inventive Principle:
Principle #16Partial or excessive action

2Ease of operation

If seamless switching between 2D and 3D modes is implemented, then system complexity increases

Engineering Contradiction:
Improvemode switching smoothnessVSAvoidswitching mechanism complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system dynamically adjusts rendering parameters, streaming configurations, and presentation modes based on real-time detection of user gestures and gaze direction. This dynamic adaptation enables seamless transitions between 2D and 3D modes without requiring complex manual switching mechanisms, as the system automatically responds to intuitive user inputs.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system continuously monitors user gestures and gaze patterns, using this feedback to automatically determine when to switch between 2D and 3D modes. This closed-loop feedback mechanism simplifies the user interface by replacing complex switching controls with natural, intuitive gestures that the system interprets and responds to in real-time.

Inventive Principle:
Principle #23Feedback

3Reliability

If all objects are streamed to HMD for 3D presentation, then bandwidth usage increases

Engineering Contradiction:
Improvevisual completenessVSAvoidbandwidth usage
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The system directs high-quality object streaming only toward the user's gaze direction and immediate field of view, while reducing or eliminating streaming to peripheral and less relevant areas. This localized quality distribution maintains visual completeness where the user is actually looking while conserving bandwidth in less critical viewing zones.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system streams only the subset of objects that are currently visible or likely to be viewed by the user, rather than streaming all objects in the virtual environment. This partial streaming approach provides sufficient visual completeness for the active viewing context without the excessive bandwidth consumption of comprehensive object streaming.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11301047B2Hybrid wireless streaming solution, switching from 2D to 3D based on an intuitive hand gesture in virtual reality or augmented reality (AR) head-mounted displays (HMD)
Publication Date: 2022.04.12 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11301047B2 patent drawing
  • US11301047B2 patent drawing
  • US11301047B2 patent drawing

AI summary

A computer game can be viewed on a TV through an augmented reality (AR) head-mounted display (HMD). The wearer can make a gesture such as a first to cause the HMD to present 2D rectangles and 3D objects representing locations in the room that the game can be “presented” in. The wearer may then open his hand and “cast” toward one of the room locations, and the game is transferred to the HMD for presentation in the associated rectangle (in 2D) or 3D object (in 3D).