Avatar Animation Engine Mirroring User Movements

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Solution Overview

Problem

Existing virtual environment interaction systems require cumbersome and expensive VR devices, leading to user discomfort and strain, especially during prolonged use.

Innovation Solution

A system and method for animating an avatar in a virtual world using a video stream, processing image streams to track user activity, detect facial expressions, and apply motion tracking points to mirror the user's actions and expressions, eliminating the need for specific VR devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If VR devices (headsets or handheld controllers) are used to interact with other users or manipulate objects within the virtual world, then the interaction capability is improved, but the device complexity and user comfort deteriorate

Engineering Contradiction:
Improveinteraction capabilityVSAvoiddevice complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates a digital copy of the user's physical movements and facial expressions through computer vision technology. The system captures the user's real-world actions via camera and replicates them in the virtual environment through avatar animation, eliminating the need for physical VR controllers while maintaining full interaction capability.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces mechanical VR interaction devices (headsets, controllers) with a computer vision-based system. Instead of using mechanical sensors and actuators in VR devices, the system uses optical fields (camera) and algorithmic processing to detect and replicate user movements, substituting mechanical systems with optical and computational systems.

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

2Duration of action of moving object

If VR devices (headsets or handheld controllers) are used for prolonged periods of time, then the interaction duration is improved, but user comfort deteriorates due to discomfort or strain

Engineering Contradiction:
Improveinteraction durationVSAvoiduser comfort
Core Design Contradiction:
Duration of action of moving objectVSObject-affected harmful factors

Solution Approach 1:

The system captures and replicates the user's natural movements and expressions through computer vision, allowing the user to interact with the virtual world using their own body without wearing physical VR devices. This eliminates the physical discomfort associated with prolonged VR device use while maintaining interaction capability.

Inventive Principle:
Principle #26Copying

3Measurement precision

If specific virtual reality or virtual environment devices are required for interaction, then the interaction precision is improved, but ease of operation deteriorates

Engineering Contradiction:
Improveinteraction precisionVSAvoidease of operation
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The system uses the user's own body as the interaction interface. The user's natural movements and facial expressions directly control the avatar without requiring external devices. The computer vision system automatically detects and translates these movements, making the system as easy to operate as natural human movement while maintaining precision through advanced image processing and pose estimation algorithms.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS12148082B2System and method for animating an avatar in a virtual world
Publication Date: 2024.11.19 THE EDUCATION UNIV OF HONG KONG
  • US12148082B2 patent drawing
  • US12148082B2 patent drawing
  • US12148082B2 patent drawing

AI summary

A system and method for animating an avatar in a virtual world comprising an image processor arranged to process a stream of images capturing an active user to obtain an activity data set arranged to track the activity of the user; an avatar spatial processor arranged to process the activity data set to determine a plurality of motion tracking points arranged to track the user's activity over a three-dimensional space; a facial expression detection engine arranged to process the activity data set to detect one or more facial expressions of the user; and, an avatar animation engine arranged to animate the avatar in the virtual world with the plurality of motion tracking points and the detected one or more facial expressions so as to mirror the actions and facial expressions of the active user.