Head-Mounted Display Environmental Interrupt and Non-FOV Control
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Wearable virtual reality (VR) head-mounted displays (HMDs) lack natural and non-intrusive navigation and control within virtual environments, requiring separate controllers and underutilizing non-field of view real estate.
Innovation Solution
The system calibrates the HMD to track positional changes, executing associated functions, such as pausing the virtual environment, by determining if the wearer's head movement exceeds predefined angles, allowing for navigation and control within the VR environment without external controllers and utilizing non-field of view real estate for ancillary information.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If an independent controller is used for navigation in VR environment, then control functionality is achieved, but device complexity and user burden increase
Solution Approach 1:
The patent merges the control functionality into the HMD itself by detecting head movements and eye tracking data. The HMD captures images with its camera, detects head movements through sensors, and processes eye tracking data to determine user intent for navigation, eliminating the need for separate controllers.
Solution Approach 2:
The HMD serves itself by using its own sensors and cameras to detect user head movements and eye direction. The system processes this data internally to control navigation within the virtual environment, making the device self-sufficient without external controllers.
2Adaptability or versatility
If the virtual environment occupies the entire field of view, then immersion is improved, but non-field of view real estate is underutilized
Solution Approach 1:
The patent utilizes the periphery of the field of view and transitions information to the real world view when the virtual environment is interrupted. By detecting when the user looks away or the HMD is removed, the system displays ancillary information in the real world, effectively using both virtual and real space dimensions.
Solution Approach 2:
The display space is segmented into the virtual environment portion and the real world portion. The virtual environment occupies the central field of view for immersion, while ancillary information is displayed in the periphery or in the real world when appropriate, creating multiple display zones.
3Speed
If head movement detection threshold is set low, then navigation responsiveness is improved, but false triggering increases
Solution Approach 1:
The system continuously monitors head movement data and eye tracking data, providing feedback to determine whether a movement exceeds the threshold. By combining multiple data sources (head sensors and eye tracking), the system can distinguish between intentional navigation commands and unintentional movements, reducing false triggering while maintaining responsiveness.
Solution Approach 2:
The patent changes the parameter for threshold determination from a fixed value to a dynamic value that considers multiple factors including eye tracking data and the current virtual environment state. This allows the system to adjust sensitivity based on context, improving both responsiveness and accuracy.
Data Source
Figure 1
Figure 2A~2B
Figure 3
AI summary
A wearable computing device includes a head-mounted display (HMD) that generates a virtual reality environment. Through the generation and tracking of positional data, a the virtual environment may be interrupted or paused. Upon pausing the environment, a user may access a number of ancillary menus and controls not otherwise available during normal operation of the virtual environment.