Gaze-Based Virtual Object Placement in VR Headsets
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Solution Overview
Problem
Existing virtual reality head-mounted display (HMD) systems lack precision in placing virtual objects within a virtual environment, often resulting in objects being clipped at the edges of the limited field of view, which can cause user discomfort and reduce the quality of the experience.
Innovation Solution
The HMD device uses a sensor package to determine the user's view position and gaze direction, projecting a gaze ray to intersect with the virtual environment, allowing virtual objects to be placed with high precision by adjusting the view position and gaze, and optionally rotating the gaze ray to prevent clipping against the field of view edges.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If virtual objects are placed using conventional HMD systems, then object placement is simple, but precision is low and objects are clipped at field of view edges
Solution Approach 1:
The patent replaces conventional mechanical input devices (controllers, buttons) with a gaze-based selection mechanism. The system uses eye tracking to detect user gaze direction and automatically selects virtual objects for placement based on where the user is looking, eliminating the need for manual controller input and significantly improving placement precision while reducing operational complexity
Solution Approach 2:
The patent introduces a cursor as an intermediary element that represents the user's gaze position in the virtual environment. This cursor acts as a mediator between the user's eye movements and the virtual object placement system, allowing precise positioning without direct manual control and preventing clipping by indicating the exact placement location before confirmation
2Area of stationary object
If the field of view is limited, then the HMD device is compact and comfortable, but virtual objects are clipped at the edges reducing visibility
Solution Approach 1:
The system performs preliminary actions by using the cursor to indicate the intended object placement location before the user confirms the placement. This allows the user to verify that the object will be placed within the visible field of view and not clipped at the edges, ensuring reliable visibility while maintaining a compact field of view area
Solution Approach 2:
The cursor provides visual feedback about the precise location where virtual objects will be placed. By showing the placement point before confirmation, the system gives users feedback to adjust their gaze or placement decisions, preventing clipped objects and ensuring reliable visibility within the limited field of view
3Measurement precision
If gaze tracking is used to improve placement precision, then object placement accuracy increases, but system complexity and computational requirements increase
Solution Approach 1:
The HMD device integrates multiple functions into a unified gaze-based placement system. The same eye tracking sensors used for general interaction and navigation are also used for precise object placement, eliminating the need for separate placement control mechanisms and reducing overall system complexity despite high precision requirements
Solution Approach 2:
The system uses the user's natural gaze direction as the placement control mechanism, requiring no additional input devices or complex control schemes. The gaze tracking system automatically determines placement location based on where the user is looking, making the system self-sufficient and reducing the need for additional sensors or control complexity
Data Source
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AI summary
A head mounted display (HMD) device operating in a real world physical environment is configured with a sensor package that enables determination of an intersection of a device user's projected gaze with a location in a virtual reality environment so that virtual objects can be placed into the environment with high precision. Surface reconstruction of the physical environment can be applied using data from the sensor package to determine the user's view position in the virtual world. A gaze ray originating from the view position is projected outward and a cursor or similar indicator is rendered on the HMD display at the ray's closest intersection with the virtual world such as a virtual object, floor/ground, etc. In response to user input, such as a gesture, voice interaction, or control manipulation, a virtual object is placed at the point of intersection between the projected gaze ray and the virtual reality environment.