Dynamic Virtual Menu Positioning for Limited Mobility Users

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Solution Overview

Problem

In virtual reality gaming, users with limited mobility due to injuries or flexibility issues face frustration as they cannot easily access virtual menus located beyond their reach, leading to interrupted gameplay experiences.

Innovation Solution

A system that dynamically adjusts the position of virtual menus within a virtual reality scene based on user ability, using a model of interactivity that predicts accessible locations by monitoring physical actions, context, and user profiles, allowing seamless input without overexertion or risk of injury.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the virtual menu is placed at a fixed position in the virtual reality scene, then the menu structure is simple and easy to implement, but users with limited mobility cannot access the menu, leading to frustrated gameplay

Engineering Contradiction:
Improveuser accessibility to virtual menuVSAvoidmenu placement system complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The virtual menu transitions from a static fixed position to a dynamic position that adapts based on user capability. The system continuously monitors user physical actions and adjusts menu placement in real-time, allowing the menu to move within the virtual space to remain accessible to users with limited mobility while maintaining immersion in the VR environment

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system automatically detects user mobility limitations through monitoring physical actions and autonomously adjusts menu placement without requiring explicit user input. The model of interactivity predicts accessible locations and repositions the menu accordingly, enabling the system to serve itself by adapting to user needs without adding operational complexity for the user

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If the virtual menu is dynamically repositioned to accommodate user mobility, then user accessibility improves, but the system complexity increases due to monitoring and prediction mechanisms

Engineering Contradiction:
Improvemenu adaptation to user abilityVSAvoidinteractivity model and monitoring system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The monitoring system serves multiple functions: it tracks user physical actions for mobility assessment, provides input for the prediction model, and enables real-time menu adjustment. This multi-functional approach consolidates what could be separate complex systems into a unified framework that adapts to different user needs without proportionally increasing overall system complexity

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system adjusts menu placement by changing spatial parameters (position coordinates in virtual space) based on user capability parameters derived from physical action monitoring. The model of interactivity transforms raw motion data into predictive parameters for menu placement, allowing flexible adaptation through parameter transformation rather than structural complexity

Inventive Principle:
Principle #35Parameter changes

3Productivity

If the menu remains at its initial position, then the implementation is straightforward, but users with limited range of motion cannot provide input, interrupting gameplay

Engineering Contradiction:
Improvegameplay continuityVSAvoiduser ability to interact with menu
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The system proactively repositions the menu to accessible locations before the user attempts to interact with it. By predicting user mobility limitations in advance and pre-adjusting menu placement to reachable positions, the system prevents interaction failures before they occur, maintaining gameplay continuity without requiring users to struggle to reach inaccessible menus

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11833430B2Menu placement dictated by user ability and modes of feedback
Publication Date: 2023.12.05 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11833430B2 patent drawing
  • US11833430B2 patent drawing
  • US11833430B2 patent drawing

AI summary

Methods and systems are provided for placing or moving a virtual menu (e.g., virtual object) to an adjusted virtual position within a virtual reality scene based on the ability of a user. The method includes capturing, by a computing system, head mounted display (HMD) interactivity by a user. The HMD presents virtual reality scene to the user. The method includes monitoring, by the computing system, physical actions of the user while the user is wearing the HMD and interacting with the virtual reality scene. The method includes identifying, by the computing system, an attempt by the user to make an input at a virtual object in the virtual reality scene based on the physical actions. The method includes generating, by the computing system, a movement of the virtual object from an initial virtual position in the virtual reality scene to an adjusted virtual position in the virtual reality scene. The adjusted virtual position reduces a difficulty level for the user to make said input with the virtual object.