Crystalens Lens First-Person View Virtual Reality
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Solution Overview
Problem
Current virtual reality systems using virtual glasses limit user mobility and depth perception, causing isolation and dizziness, and do not allow for a true first-person view in 3D environments.
Innovation Solution
A system that adjusts the location and orientation of an avatar based on user input, using a Crystalens lens to collect image data and generate a first-person view of a virtual world, allowing 360-degree freedom of movement and vision.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If virtual glasses are used to provide first-person view in virtual reality, then visual experience is improved, but user mobility is limited and depth perception is reduced
Solution Approach 1:
The patent uses a camera to capture the real-world environment and displays it on a screen, creating a virtual copy of the physical space. This allows users to navigate virtual environments without physical constraints while maintaining natural movement, resolving the contradiction between visual experience and mobility.
Solution Approach 2:
The patent transitions from physical 3D space to virtual 2D/3D display space, allowing users to experience unlimited movement and perspective changes without physical limitations. This dimensional transformation enables both immersive visual experience and complete mobility freedom.
2Illumination intensity
If virtual glasses are used to provide first-person view, then visual immersion is improved, but user isolation and dizziness increase
Solution Approach 1:
The system uses a smartphone camera and display, which are universal devices already familiar to users. This approach leverages existing technology to provide immersive experiences without the isolation and discomfort associated with specialized virtual reality headsets.
Solution Approach 2:
The patent uses a smartphone as an intermediary device between the user and the virtual environment. The camera captures real-world visuals and the display presents them in an immersive format, mediating the experience to avoid direct immersion issues caused by traditional VR glasses.
3Ease of operation
If traditional virtual glasses are used, then first-person view is provided, but 3D environment freedom and motion flexibility are limited
Solution Approach 1:
The patent implements dynamic camera control where the capture perspective changes based on user interaction with the virtual environment. As users navigate and interact, the camera view dynamically adjusts to maintain first-person perspective freedom without physical constraints.
Solution Approach 2:
By capturing and displaying real-world visuals through a camera on a smartphone, the system creates a flexible virtual copy that can be viewed from any angle and position, providing unlimited 3D environment freedom while maintaining first-person view capability.
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
Provides a more immersive and real-life-like experience by enabling complete motion flexibility and 360-degree visual freedom within virtual environments, eliminating the limitations of traditional virtual glasses.
Implementation Method 1
A system that adjusts the location and orientation of an avatar based on user input, using a Crystalens lens to collect image data
Data Source
AI summary
An interactive virtual world having avatars. Scenes in the virtual world as seen by the eyes of the avatars are presented on user devices controlling the avatars. In one approach, a method includes identifying a location of an avatar in a virtual world, and a point of gaze of the avatar; adjusting, based on the point of gaze, a lens that directs available light received by the lens so that the lens can focus on objects at all distances; collecting, using the adjusted lens, image data; and generating a scene of the virtual world as seen by the avatar, the scene based on the collected image data, the location of the avatar, and the point of gaze of the avatar.


