Head-Mounted Display Virtual Object Positioning for Real-World Integration
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Solution Overview
Problem
Current game systems fail to effectively share the experience in the real world with game characters, as they primarily operate within virtual three-dimensional spaces without seamless integration with real-world interactions.
Innovation Solution
A game processing method and record medium that utilize a head-mounted display to superimpose virtual images on real space, allowing players to adjust the position and orientation of virtual objects and characters to coincide with real-world objects, creating an immersive experience by hiding the virtual objects when the characters are displayed.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If virtual objects are displayed in the virtual space, then the game environment is enriched, but the integration with real-world experience is reduced
Solution Approach 1:
The patent uses a virtual object as a placeholder or copy that represents the position and orientation where a game character will be displayed. This virtual object is temporarily created to establish the spatial reference, then replaced by the actual game character image, enabling seamless integration with the real-world view through the head-mounted display
Solution Approach 2:
The virtual object serves as an intermediary element between the real-world environment and the game character. It first occupies the target position in the virtual space, allowing the system to calculate and prepare the character's placement, then transitions to displaying the actual character, facilitating smooth integration without direct conflict between real and virtual elements
2Adaptability or versatility
If game characters are displayed in virtual space, then character interaction is enabled, but real-world experience sharing is lost
Solution Approach 1:
The patent transitions from displaying game characters in a traditional three-dimensional virtual space to overlaying them directly onto the real-world view captured by the head-mounted display. This dimensional shift allows the character to appear in the player's actual field of view, creating the illusion of shared real-world experience while maintaining character interaction capabilities
Solution Approach 2:
The system creates a virtual object copy at the desired position and orientation, uses it to establish the spatial reference, then replaces it with the actual game character image. This copying mechanism ensures accurate character placement in the real-world view while enabling the character to share the player's real-world experience
3Ease of operation
If virtual objects are used as placeholders, then character positioning is simplified, but visual clutter increases
Solution Approach 1:
The system employs a periodic display sequence where the virtual object is shown briefly to establish positioning, then automatically replaced by the game character. This time-based transition minimizes the duration of visual clutter while maintaining the positioning benefits, creating a smooth operational flow without persistent visual interference
Data Source
AI summary
A game processing method executed by an information processing device configured to perform transmission/reception of signals to/from a display part configured to be attachable to a head of a player to display a virtual image superimposed on an image in real space, the method includes causing the display part to display an image of a virtual object, adjusting at least one of a position or an orientation of the virtual object relative to the image in real space, based on an input of the player, causing the display part to display an image of a virtual game character so as to be arranged coinciding with the adjusted at least one of the position or the orientation of the virtual object, and hiding the image of the virtual object when the image of the game character is displayed.


