Head-Mounted VR Training Using Spherical Game Video

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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

VSEngineering 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

Engineering Contradiction:
Improvefirst-person perspective informationVSAvoidtraining effectiveness
Core Design Contradiction:
Loss of informationVSEase of operation

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.

Inventive Principle:
Principle #26Copying

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

Engineering Contradiction:
Improvepractice timeVSAvoiddecision-making skill development
Core Design Contradiction:
Duration of action of moving objectVSReliability

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.

Inventive Principle:
Principle #10Preliminary action

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

Engineering Contradiction:
Improvetraining immersionVSAvoidcamera rig and processing system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

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.

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

Data Source

PatentUS11017691B2Training using tracking of head mounted display
Publication Date: 2021.05.25 STRIVR LABS INC
  • US11017691B2 patent drawing
  • US11017691B2 patent drawing
  • US11017691B2 patent drawing

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.