Avatar Animation via Headset Sensor Data

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Solution Overview

Problem

Current electronic communication technologies, especially in smart glasses, struggle to efficiently convey non-verbal interactions and representations of users, particularly when users are engaged in physical activities or recording content, leading to a lack of immersive and engaging experiences.

Innovation Solution

The system allows users to share electronic messages with animated avatars that move in sync with sensor data from head-wearable devices, enabling real-time or asynchronous animation of head and mouth movements based on inertial measurement unit data, even when the user is performing physical activities.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Loss of information

If animated avatars are implemented in smart glasses to convey non-verbal interactions, then communication expressiveness is improved, but device complexity and power consumption increase

Engineering Contradiction:
Improvenon-verbal interaction representationVSAvoidsystem complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The system segments the avatar animation functionality into separate processing components: sensor data collection from the headset, movement data extraction, avatar animation rendering, and communication data transmission. This segmentation allows each component to be optimized independently, reducing overall system complexity while maintaining full functionality.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces an intermediary processing system that receives sensor data from the headset, processes it to extract head and mouth movements, and generates avatar animation data. This intermediary layer decouples the complex sensor processing from the avatar rendering, simplifying both the headset device and the communication platform.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If real-time avatar animation is implemented, then communication engagement is improved, but power consumption increases

Engineering Contradiction:
Improveuser engagementVSAvoidpower consumption
Core Design Contradiction:
Ease of operationVSUse of energy by moving object

Solution Approach 1:

The system implements periodic sampling of sensor data at optimized intervals rather than continuous processing. The inertial measurement unit data is collected at specific time intervals sufficient to capture meaningful head and mouth movements while minimizing unnecessary processing, thereby reducing power consumption while maintaining animation quality.

Inventive Principle:
Principle #19Periodic action

Solution Approach 2:

The system creates simplified copies of the user's movements through avatar animation rather than transmitting or processing full-scale video data. The avatar uses essential movement data from sensors to recreate key non-verbal cues, consuming significantly less power than full video processing while maintaining communication engagement.

Inventive Principle:
Principle #26Copying

3Measurement precision

If avatar animation uses sensor data from head-wearable devices, then movement accuracy is improved, but data transmission reliability decreases due to weak wireless connections

Engineering Contradiction:
Improvemovement tracking accuracyVSAvoiddata transmission reliability
Core Design Contradiction:
Measurement precisionVSReliability

Solution Approach 1:

The system extracts only the essential movement data needed for avatar animation from the sensor data stream, separating critical head and mouth movement information from redundant data. This extraction reduces the volume of data requiring wireless transmission, improving reliability while maintaining movement tracking accuracy.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system dynamically adjusts data transmission parameters based on connection quality, optimizing the balance between data fidelity and transmission reliability. When wireless connections are weak, the system prioritizes transmitting essential movement parameters over optional detailed data, ensuring core avatar animation functionality remains reliable.

Inventive Principle:
Principle #35Parameter changes

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

This solution enhances the immersive and engaging experience of electronic communications by providing animated avatars that accurately represent the user's movements, even in low-power smart glasses, ensuring smooth and crisp animations even with weak wireless connections.

Implementation Method 1

data from an inertial measurement unit of a head-wearable device that the user is wearing

Methodology Applied
Scientific EffectInertial measurement:

Data Source

PatentUS20240233233A1Techniques for animating an avatar based on sensor data from an artificial-reality headset collected while preparing a speech-based communication, and systems and methods using these techniques
Publication Date: 2024.07.11 META PLATFORMS TECHNOLOGIES LLC
  • US20240233233A1 patent drawing
  • US20240233233A1 patent drawing
  • US20240233233A1 patent drawing

AI summary

A method includes animating head movements of an avatar representing the wearer of augmented-reality glasses, based on first data indicating movements a wearer's head during a period in which the wearer of the augmented-reality glasses is recording an audio message using spoken words, where the first data was obtained by an inertial-measurement unit (IMU) of the augmented-reality glasses. The method includes animating mouth movements of the avatar representing the user, based on second data indicating the spoken words of the user during the period of time, where the second data was obtained by a microphone of the augmented-reality glasses. And the method includes providing an animated version of the avatar having the head movements and the mouth movements to a device other than the augmented-reality glasses for presentation in conjunction with playback of an electronic communication at the device other than the augmented-reality glasses.