Avatar Eye Control in Multi-User VR Environments

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Solution Overview

Problem

Current computer-generated virtual reality environments lack realistic animation of eye and head movements, which are crucial for natural gaze behavior and social interaction, leading to an unnatural and lifeless appearance of avatars.

Innovation Solution

A multi-user animation system that animates avatars' gaze based on the attractiveness value of visual targets within their field of view, simulating natural eye movements by directing the avatar's gaze to dynamic and static objects, allowing users to override autonomous patterns for manual control.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If avatars are programmed with autonomous gaze behavior based on attractiveness values, then the realism of avatar interactions is improved, but the complexity of the animation system increases

Engineering Contradiction:
Improverealism of avatar interactionsVSAvoidanimation system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The avatar's eye animation system operates autonomously by automatically identifying visual targets, calculating attractiveness values, and directing gaze without requiring manual user input. The system serves itself by using predefined algorithms to determine eye movement patterns based on scene analysis, thereby improving realism while avoiding the need for complex manual control interfaces.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system pre-calculates attractiveness values for various visual targets and establishes gaze priorities before actual interaction occurs. By preparing the gaze behavior framework in advance with predefined algorithms and attractiveness metrics, the system achieves realistic interactions without requiring complex real-time computations during user interactions.

Inventive Principle:
Principle #10Preliminary action

2Ease of operation

If the system provides autonomous eye movement animation, then natural gaze behavior is achieved, but user control over eye movements is reduced

Engineering Contradiction:
Improvenatural gaze behaviorVSAvoiduser control flexibility
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The eye animation system dynamically adjusts between autonomous operation and user control modes. The system can operate in autonomous mode to provide natural gaze behavior, but also allows users to override or modify eye movements when needed, creating a flexible system that adapts to different interaction requirements while maintaining natural appearance.

Inventive Principle:
Principle #15Dynamics

3Reliability

If detailed eye and head movement animation is implemented, then social interaction realism is improved, but computational requirements increase

Engineering Contradiction:
Improvesocial interaction realismVSAvoidcomputational energy
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The system implements eye animation selectively based on the attractiveness and relevance of visual targets rather than animating all possible movements equally. By focusing computational resources on significant gaze targets and using simplified animation for less important elements, the system achieves social interaction realism while managing computational energy consumption efficiently.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS9786082B2Avatar eye control in a multi-user animation environment
Publication Date: 2017.10.10 AVATAR GAMING INNOVATIONS LLC
  • US9786082B2 patent drawing
  • US9786082B2 patent drawing
  • US9786082B2 patent drawing

AI summary

In a multi-participant modeled virtual reality environment, avatars are modeled beings that include moveable eyes creating the impression of an apparent gaze direction. Control of eye movement may be performed autonomously using software to select and prioritize targets in a visual field. Sequence and duration of apparent gaze may then be controlled using automatically determined priorities. Optionally, user preferences for object characteristics may be factored into determining priority of apparent gaze. Resulting modeled avatars are rendered on client displays to provide more lifelike and interesting avatar depictions with shifting gaze directions.