HMD System Menu in Virtual 3D Space
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Solution Overview
Problem
Head-mounted displays (HMDs) used in virtual reality applications lack efficient methods to provide useful information to users when switching from a game image to a system menu image, as they offer a 360-degree omnidirectional video image space, making it difficult to utilize this space effectively for displaying system menu information.
Innovation Solution
An information processing apparatus and method that acquires attitude information from the HMD, defines a visual-line direction, generates a game image, accepts user switching manipulations, and generates a system menu image in a virtual three-dimensional space, arranging it differently from the game image to effectively utilize the free video image space.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a system menu image is displayed on an HMD in a conventional manner, then the user can access menu functions, but the 360-degree omnidirectional video image space is not efficiently utilized and user immersion is reduced
Solution Approach 1:
The patent applies dimensionality change by transitioning from conventional 2D menu display to 360-degree omnidirectional display in virtual space. The system menu image is arranged in the virtual three-dimensional space at positions corresponding to different directions, allowing users to access menus by moving their heads in various directions while maintaining immersion in the virtual environment.
Solution Approach 2:
The patent implements dynamics by making the menu display adaptive to user head movements. The system continuously updates the display based on head attitude information, dynamically adjusting which menu items are visible and their positions in the virtual space, creating an interactive experience that responds to user actions in real-time.
2Ease of operation
If the HMD displays a system menu image instead of a game image, then the user can access system functions, but the user loses context and game progress information
Solution Approach 1:
The patent applies preliminary action by capturing and preserving the game state before the user switches to the menu system. The current game image is stored as background information, and when the user returns from the menu, the system can restore the game context, ensuring no loss of game progress or state information.
Solution Approach 2:
The patent implements nesting by allowing the game image to be embedded within the menu display environment. The menu system operates in the virtual three-dimensional space while the game image remains accessible in the background, creating a nested structure where both systems coexist without completely replacing each other.
3Adaptability or versatility
If the HMD provides a 360-degree omnidirectional video image space, then the sense of immersion is enhanced, but it becomes difficult to effectively display system menu information
Solution Approach 1:
The patent applies local quality by assigning different display characteristics to different regions of the 360-degree virtual space. System menu items are positioned at specific locations and orientations within the omnidirectional space, with each menu item having its own local display properties that optimize visibility and accessibility from relevant viewing angles.
Data Source
AI summary
An information processing apparatus includes an acquisition block configured to acquire attitude information indicative of an attitude of a head-mounted display worn on a head of a user, a visual-line direction definition block configured to define a visual-line direction in accordance with the attitude information of the head-mounted display, a first image generation block configured to generate a game image of a virtual three-dimensional space that is displayed on the head-mounted display, an acceptance block configured to accept a switching manipulation from the user while the head-mounted display displays the game image, and a second image generation block configured to generate a system menu image that is displayed on the head-mounted display instead of the game image generated by the first image generation block when the acceptance block accepts the switching manipulation.


