HMD Sensory Stimulus Management via Gaze Priority Rendering

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Solution Overview

Problem

Head Mounted Displays (HMDs) often cause motion sickness or vertigo due to inadequate computing capabilities, especially when transitioning from virtual to real-world environments, as they struggle to refresh images quickly, leading to discomfort for users.

Innovation Solution

The implementation of a method that identifies game states and intensity levels based on user ratings, allowing for dynamic adjustment of sensory stimuli, including gaze tracking and motion sensing to prioritize rendering, ensuring a smoother transition by managing the intensity of multimedia content presented to the user.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the HMD provides immersive virtual reality experiences with high sensory stimulus, then user engagement and virtual world immersion are improved, but user discomfort and motion sickness increase

Engineering Contradiction:
Improvevirtual world immersionVSAvoiduser discomfort
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The system dynamically adjusts the intensity of sensory stimuli based on real-time detection of user physiological states (heart rate, galvanic skin response, pupil dilation). The virtual environment's visual complexity, motion intensity, and audio levels are continuously modulated to match the user's current tolerance threshold, preventing overload while maintaining engagement.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system implements closed-loop feedback by continuously monitoring user physiological indicators and using this information to adjust the virtual environment parameters. Sensors detect stress indicators in real-time, and the system responds by reducing sensory intensity or pausing content, creating a self-regulating experience that adapts to user needs.

Inventive Principle:
Principle #23Feedback

2Object-affected harmful factors

If the HMD refreshes images at high speed to prevent motion sickness, then user comfort is improved, but computing capability requirements and device complexity increase

Engineering Contradiction:
Improvemotion sicknessVSAvoidcomputing capability
Core Design Contradiction:
Object-affected harmful factorsVSDevice complexity

Solution Approach 1:

Instead of uniformly rendering all visual elements at maximum frame rates, the system applies selective rendering priorities based on user gaze direction and physiological state. Only the foveal region (where the user is looking) receives high-resolution, high-frame-rate rendering, while peripheral regions use lower resources. This partial action approach maintains comfort benefits where needed while reducing overall computational burden.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system dynamically changes rendering parameters such as frame rate, resolution, and field of view based on detected user stress levels and motion characteristics. When motion sickness risk is detected, the system adjusts these parameters to reduce visual-vestibular conflict, achieving comfort improvement without requiring sustained maximum computing performance.

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If the HMD blocks out the real world to provide immersive virtual experiences, then virtual world engagement is improved, but user disorientation and difficulty transitioning back to real world increase

Engineering Contradiction:
Improvevirtual world engagementVSAvoidtransition smoothness
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system prepares for transition by gradually introducing real-world visual elements before complete immersion. During entry into virtual reality, the system initially maintains partial visibility of the real environment or uses fade transitions, allowing the user's visual system to adapt progressively. This preliminary action prevents sudden sensory shock when transitioning back to the real world.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements periodic transitions between virtual and real world views, allowing the user's sensory systems to regularly recalibrate. This can manifest as scheduled breaks where the real world is briefly displayed, or as dynamic transitions triggered by physiological markers, ensuring the user remains adaptable to both environments and reduces disorientation upon exit.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS12118676B2Sensory stimulus management in head mounted display
Publication Date: 2024.10.15 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12118676B2 patent drawing
  • US12118676B2 patent drawing
  • US12118676B2 patent drawing

AI summary

Methods, systems, and computer programs are presented for managing the sensory stimulus generated by a head mounted display (HMD). One method includes identifying a game state of a game being executed for a current session by a computer for display on a head mounted display (HMD) for a user. Then, determining a game intensity value for said game state based on user intensity feedback received from one or more prior gaming sessions by users. The user intensity feedback describes levels of sensory stimulus obtained from the users during user play of the game via an HMD of the respective users, and the determined game intensity value is calculated by analysis of the levels of sensory stimulus received from the users. Processing the game intensity value to cause a higher rendering priority to a viewpoint of the user's gaze than regions outside of the viewpoint. The viewpoint is a portion of the display of the HMD. The regions outside of the viewport are caused to include a reduction in interactive content presented during execution of the current session of the game.