Haptic Correlated Graphic Effects on Display
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Solution Overview
Problem
Current mobile devices lack effective methods to visually represent haptic effects in a way that enhances user experience by providing a dynamic and immersive visual feedback that synchronizes with tactile vibrations, such as during alerts or notifications.
Innovation Solution
A method is implemented where a display is divided into multiple regions defined by vertices, with time-varying positions calculated relative to the z-dimension to create animated display distortions, utilizing Perlin noise to simulate vibrations and enhance the visual representation of haptic effects, allowing parts of the screen to appear closer or further away, creating a three-dimensional graphical effect.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If traditional shake animations are used to represent haptic effects, then the implementation is simple and computationally efficient, but the visual feedback is static and does not effectively correlate with tactile vibrations
Solution Approach 1:
The patent transitions from 2D screen-space animations to 3D depth-based distortions by manipulating the z-dimension of display vertices. This allows the display to simulate volumetric effects that correlate with haptic vibrations, creating a more immersive visual-tactile correlation while maintaining computational efficiency through GPU-based vertex manipulation.
Solution Approach 2:
The patent implements dynamic visual effects that respond in real-time to haptic events. The display distortions are animated and time-varying, changing continuously to match the temporal characteristics of tactile vibrations. This dynamic correlation enhances the perceived realism of haptic feedback without requiring complex mechanical systems.
2Ease of operation
If the display is divided into multiple regions with time-varying vertex positions to create animated distortions, then the visual representation of haptic effects is enhanced, but the computational complexity increases
Solution Approach 1:
The patent replaces complex mechanical haptic visualization systems with computational graphics processing. Instead of using physical actuators or mechanical displays, the invention uses software-based vertex manipulation and shader programs to create visual distortions that correlate with haptic effects, significantly reducing hardware complexity while maintaining visual fidelity.
Solution Approach 2:
The display system uses its own existing graphics processing capabilities to generate haptic-correlated visual effects. The GPU already present in mobile devices is leveraged to perform the vertex calculations and rendering, eliminating the need for additional dedicated hardware and allowing the system to serve multiple functions with existing components.
3Ease of operation
If Perlin noise is used to simulate vibrations and create three-dimensional graphical effects, then the realism and engagement of visual feedback is improved, but the processing requirements and energy consumption increase
Solution Approach 1:
The patent uses periodic noise functions (Perlin noise) to generate vibration patterns that mimic real-world haptic events. These noise-based animations are computationally efficient because they can be pre-calculated or generated on-demand using well-optimized algorithms, providing realistic visual feedback without continuous high-power processing.
Solution Approach 2:
The patent dynamically adjusts visual parameters such as distortion amplitude, frequency, and depth based on the characteristics of haptic events. By changing these parameters in response to actual vibration data, the system provides engaging visual feedback that adapts to different scenarios while avoiding unnecessary computational overhead from maximum-effect animations in all situations.
Data Source
Figure 1A
Figure 1B
Figure 2~3
AI summary
A method includes dividing a display of an electronic device into multiple regions defined by vertices, calculating time varying positions for each vertex relative to a z dimension, and composing a screen for the display that includes the varying positions for each vertex to create an animated display distortion. The distortion may occur in association with haptic effects.