HMD Gaze Ray Projection for Multi-User VR Collaboration

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Solution Overview

Problem

Current virtual reality computing devices lack effective methods for users to collaboratively interact and share gaze directions in mixed or virtual reality environments, hindering collaboration and precision in multi-user settings.

Innovation Solution

An HMD device with a sensor package that projects a user's gaze as a visible ray, allowing other users to see where the originating user is looking, with features like avatars, customizable appearance, and networked state sharing for precise pointing and highlighting within shared virtual or mixed reality environments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If gaze direction is shared among multiple HMD users, then collaboration capability is improved, but system complexity increases due to network coordination requirements

Engineering Contradiction:
Improvecollaboration capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates virtual copies of the user's gaze ray in the shared virtual environment. Each user's actual gaze direction is replicated as a visual indicator (gaze ray) that appears in the virtual space, allowing other users to see where the first user is looking without requiring direct communication or complex coordination protocols.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent introduces a virtual environment as an intermediary layer between users. Instead of users directly communicating gaze information, the system mediates by projecting gaze rays into the shared virtual space, where other users can observe them. This intermediary virtual space simplifies the interaction model compared to direct peer-to-peer communication.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If precise gaze projection is implemented, then pointing accuracy is improved, but computational requirements increase for calculating ray intersections

Engineering Contradiction:
Improvepointing accuracyVSAvoidcomputational requirements
Core Design Contradiction:
Measurement precisionVSPower

Solution Approach 1:

The patent calculates gaze ray intersections with virtual objects in the shared environment, focusing computational effort only on relevant intersections rather than exhaustive calculations. The system determines where gaze rays intersect with virtual objects that are currently visible or relevant to the users, rather than calculating all possible intersections in the entire virtual space.

Inventive Principle:
Principle #16Partial or excessive action

3Ease of operation

If gaze rays are visibly rendered for all users, then interaction clarity is improved, but visual clutter increases in dense multi-user environments

Engineering Contradiction:
Improveinteraction clarityVSAvoidvisual clutter
Core Design Contradiction:
Ease of operationVSObject-generated harmful factors

Solution Approach 1:

The patent renders gaze rays with differentiated visual properties based on their origin and context. Each user's gaze ray can have distinct visual characteristics (such as color or opacity) that are locally optimized for that specific user's needs. This allows multiple gaze rays to coexist in the same visual space while maintaining distinguishability and reducing confusion.

Inventive Principle:
Principle #3Local quality

Data Source

PatentEP3172644B1Multi-user gaze projection using head mounted display devices
Publication Date: 2019.10.23 MICROSOFT TECHNOLOGY LICENSING LLC
  • EP3172644B1 patent drawingFigure 1
  • EP3172644B1 patent drawingFigure 2
  • EP3172644B1 patent drawingFigure 3

AI summary

A head mounted display (HMD) device operating in a real world physical environment is configured with a sensor package that enables determination of an intersection of a projection of the device user's gaze with a location in a mixed or virtual reality environment. When a projected gaze ray is visibly rendered on other HMD devices (where all the devices are operatively coupled), users of those devices can see what the user is looking at in the environment. In multi-user settings, each HMD device user can see each other's projected gaze rays which can facilitate collaboration in a commonly-shared and experienced mixed or virtual reality environment. The gaze projection can be used much like a finger to point at an object, or to indicate a location on a surface with precision and accuracy.