Headset Movable Weight Acceleration Simulation
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Solution Overview
Problem
Existing acceleration simulation systems, such as racing simulators, are expensive, bulky, and restrict user movement, limiting their appeal due to the need for dedicated space and the requirement for users to remain seated.
Innovation Solution
A headset with a head-mountable frame, a movable weight, and an actuator that simulates accelerations by determining the current state and orientation of the weight and instructing the actuator to move it to achieve a new state corresponding to virtual accelerations in media presentations, allowing users to experience simulated accelerations while moving freely.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If traditional acceleration simulation systems (racing simulators) are used, then acceleration simulation effect is improved, but device complexity and cost increase significantly
Solution Approach 1:
The patent extracts the core acceleration simulation function from the complex racing simulator system and implements it independently using only a movable weight and actuator mechanism on a headset, eliminating the need for bulky chairs and dedicated space while maintaining the essential acceleration simulation effect
Solution Approach 2:
The patent creates a simplified copy of the acceleration simulation function by using a weight-based inertial mechanism that replicates the essential physics of vehicle acceleration without requiring the full-scale physical replica of a racing car seat and chassis
2Reliability
If traditional acceleration simulation systems are used, then acceleration simulation effect is improved, but space requirement increases
Solution Approach 1:
The patent removes the space-consuming components (bulky chair, dedicated simulator structure) and retains only the essential acceleration simulation function implemented through a compact headset with a movable weight mechanism that fits on the user's head
Solution Approach 2:
The patent transitions from a full-body seated simulation system occupying significant floor space to a head-mounted system that utilizes the user's body as the support structure, effectively moving the simulation function to a different spatial dimension and dramatically reducing space requirements
3Reliability
If traditional acceleration simulation systems are used, then acceleration simulation effect is improved, but user mobility is restricted
Solution Approach 1:
The patent extracts the acceleration simulation function from the stationary chair-based system and relocates it to a wearable headset, allowing users to maintain natural mobility while experiencing simulated accelerations corresponding to virtual movements in the media presentation
Solution Approach 2:
The headset system uses the user's own head and body as the mounting structure and support mechanism, eliminating the need for external stationary equipment while maintaining the acceleration simulation effect through the movable weight mechanism
4Reliability
If traditional acceleration simulation systems are used, then acceleration simulation effect is improved, but cost increases
Solution Approach 1:
The patent extracts and implements only the essential acceleration simulation components (weight, actuator, control system) without the expensive auxiliary equipment of traditional simulators, dramatically reducing manufacturing cost while preserving the core simulation effect
Solution Approach 2:
The patent replaces expensive, complex simulator equipment with a simpler, more affordable headset design that uses basic mechanical components (weight, motor, battery) that can be manufactured at lower cost and potentially replaced or upgraded more easily
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
The headset provides a cost-effective and space-efficient means to simulate accelerations in multiple directions, enhancing user experience by allowing users to move freely while feeling immersive acceleration forces, similar to those experienced in actual vehicles, without the need for bulky equipment.
Implementation Method 1
a weight movably disposed on the frame, an actuator configured to control movement of the weight... determine a new state of the weight to simulate the acceleration on a user wearing the headset
Data Source
AI summary
Embodiments herein describe a headset that simulates accelerations that correspond to a visual presentation being viewed by the user. The headset includes a force system that applies a force on the head of the user to simulate an acceleration being viewed by the user. The force system may include an actuator that moves a weight to different locations on or around the headset. By moving the weight to different locations, the weight can apply a force that simulates acceleration. For example, the headset can move the weight to apply a force that lifts the head of the user up, which is similar to a force that would be applied if the user was physically accelerated forward. By moving the weight, the force system can simulate accelerations in any number of directions—e.g., front, back, left, right, etc.


