Head-Mounted VR Training Using Spherical Game Video
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Athletes, particularly in sports, often have limited time to practice due to factors like league rules, weather, or injury, which hinders the development of decision-making skills, and traditional game films fail to provide an immersive first-person perspective essential for effective training.
Innovation Solution
The use of virtual reality (VR) technology to create immersive training environments by processing actual video footage into spherical VR models, allowing players to experience real situations through head-mounted displays and synchronized camera rigs, with features like translational movement and analytics for improved training efficacy.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If traditional game films are used for training, then players can observe game situations, but they cannot experience the first-person perspective needed for effective decision-making development
Solution Approach 1:
The patent creates virtual reality copies of actual game footage from multiple camera angles, stitching them together to form a spherical video environment that replicates the first-person perspective. This allows players to experience game situations as if they were actually present on the field, gaining the missing first-person perspective information while maintaining the benefits of recorded game film analysis.
2Duration of action of moving object
If players have limited practice time due to league rules, weather, or injury, then training duration is constrained, but decision-making skills require more development time
Solution Approach 1:
The system pre-processes actual game footage into immersive virtual reality experiences before training sessions, creating ready-to-use training environments that can be accessed anytime. This allows players to intensively practice decision-making skills during limited practice windows by experiencing multiple game scenarios in condensed VR sessions, effectively compensating for the limited duration of actual practice time.
3Adaptability or versatility
If spherical video is used to provide immersive first-person perspective, then training immersion is improved, but system complexity increases due to camera rigs and processing requirements
Solution Approach 1:
The patent employs a universal camera rig design with multiple cameras positioned to capture all necessary angles simultaneously, and a processing system that can handle various game scenarios using the same spherical video stitching technology. This multi-functional approach allows the same complex system to create immersive first-person perspectives across different sports and training situations, justifying the device complexity through broad adaptability and versatility in training applications.
Data Source
AI summary
Embodiments can use a model for training according to embodiments of the present disclosure. In some embodiments, a model can be created from actual video. The model can be a spherical video. In this manner, users can be immersed in real situations, and thus the user can get more experience than the user otherwise would have had. Various technical features can be provided for enhancing such a system, e.g., synchronization of pointers on two screens, camera rigs with extended view to allow the camera rig to be placed further from a location of the players, analytics for rating users and controlling playback of a next play (action interval), and for allowing a user to feel translation while in a model.


