Cross-Platform Interactive Spaces With Synchronized Mobile Overlays
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Solution Overview
Problem
Existing virtual and augmented reality systems, particularly those using wearable technology like head-mounted displays, lack the sophistication and immersion provided by mobile or handheld devices, and collaborative viewing across different platforms introduces localization and environmental mapping errors.
Innovation Solution
A system that extends an interactive experience across multiple computing platforms by allowing a mobile device to capture and superimpose virtual content from a host device's perspective, using relative location and communication components to synchronize views between host and mobile devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If wearable technology like head-mounted displays is used for virtual and augmented reality, then immersion and sophistication are improved, but device complexity and cost increase
Solution Approach 1:
The patent uses mobile devices as intermediary tools that capture and transmit views of virtual content from host devices to remote users. The mobile device acts as a mediator, allowing users without expensive HMD equipment to participate in the shared interactive space by capturing images/video and superimposing virtual content overlays, thus resolving the contradiction between high immersion quality and device complexity/cost
Solution Approach 2:
The system creates copies of the virtual content experience by having mobile devices capture and reproduce the view from the host device's perspective. Remote users receive replicated views of virtual content superimposed over real-world imagery, enabling them to experience the interactive space without requiring the original host device, thereby reducing the barrier of device complexity and cost
2Adaptability or versatility
If collaborative viewing across multiple platforms is enabled, then accessibility and user base are improved, but localization and environmental mapping errors increase
Solution Approach 1:
The patent merges multiple platform capabilities into a unified collaborative viewing system. Host devices (HMDs) and mobile devices are combined into a single interactive experience where mobile devices capture real-world imagery, superimpose virtual content from the host device's perspective, and transmit to remote users. This merging allows diverse platforms to work together while maintaining consistent virtual content perception across all devices
Solution Approach 2:
The system implements feedback mechanisms where mobile devices continuously capture updated views of the real world and virtual content positions, allowing the system to adjust and maintain accurate localization despite platform differences. The relative location component uses feedback from camera feeds and position data to correct localization errors and maintain precise virtual content placement across multiple platforms
3Ease of operation
If mobile devices are used to access AR and VR environments, then accessibility is improved, but immersion and sophistication are reduced
Solution Approach 1:
Mobile devices serve as accessible intermediary tools that allow users to join the shared interactive space without requiring sophisticated HMD equipment. The mobile device captures and transmits the virtual content experience, providing an accessible entry point while maintaining the high immersion quality of the host device through accurate virtual content superposition
Solution Approach 2:
The system makes the interactive space universally accessible by enabling multiple device types (HMDs and mobile devices) to participate in the same augmented reality environment. Mobile devices perform multiple functions: capturing real-world imagery, receiving virtual content data, superimposing overlays, and transmitting to remote users, thereby providing universal access without sacrificing the core immersion experience
Data Source
AI summary
Systems and methods to extend an interactive experience across multiple platforms are presented herein. The interactive experience may take place in an interactive space. The interactive space as experienced by a user of a host device (e.g., headset) may be extended to one or more mobile computing platforms. The host device may present views of virtual content perceived to be present within the real world. A given mobile computing platform may be positioned at or near the host device. The mobile computing platform may take images/video of the user of the host device. The mobile computing platform may superimpose views of the virtual content onto the images/video from the perspective of the mobile computing platform. The virtual content presented at the mobile computing platform may be perceived to be in the real world.


