Game Mode Switching via Head Gaze Detection

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Solution Overview

Problem

Players experience resistance to wearing head-mounted displays (HMDs) for VR games, which can hinder immersion due to the need to wear them in daily life and block real-world views.

Innovation Solution

A game processing system with two modes: a chat mode where interaction with a virtual character occurs without an HMD, prompting the player to switch to a VR mode where HMD-based interaction enhances immersion, using head tracking information for stereoscopic visuals.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a head mounted display (HMD) is used for VR games, then immersion is enhanced, but player resistance increases and real-world view is blocked

Engineering Contradiction:
ImproveimmersionVSAvoidplayer acceptance
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The game experience is segmented into distinct modes: a non-VR chat mode for initial interaction and a VR mode for immersive gameplay. This segmentation allows players to gradually acclimate to the HMD without being forced into full immersion immediately, reducing resistance while maintaining the potential for enhanced immersion when desired.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary actions by first establishing player-character interaction in a non-VR chat mode before transitioning to VR mode. This preliminary phase allows players to become familiar with the virtual character and game mechanics without the intensity of full VR immersion, preparing them for the immersive experience and reducing initial resistance.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If HMD is worn continuously, then immersion is maintained, but comfort and acceptance decrease

Engineering Contradiction:
Improveimmersion continuityVSAvoidplayer discomfort
Core Design Contradiction:
ReliabilityVSObject-affected harmful factors

Solution Approach 1:

The game employs periodic action by alternating between non-VR chat mode and VR mode. Players periodically transition between these modes based on gameplay needs, allowing their eyes and brain to rest from continuous VR immersion while maintaining engagement with the game through the chat mode. This periodic switching reduces discomfort and eye strain associated with continuous HMD wear.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS12011665B2Game processing system, method of processing game, and storage medium storing program for processing game
Publication Date: 2024.06.18 GREE HOLDINGS INC
  • US12011665B2 patent drawing
  • US12011665B2 patent drawing
  • US12011665B2 patent drawing

AI summary

A game processing system for processing a game having a first mode and a second mode according to an aspect includes one or more computer processors. The one or more computer processors are configured to provide an interaction with a virtual character in the first mode and the second mode. In a switch process for switching the game from the first mode to the second mode, the one or more computer processors are configured to, start the second mode if a switch object is selected by a player of the game gazing at the switch object during a predetermined period of time since the switch object is displayed, and return to the first mode if the switch object is not selected during the predetermined period of time.