Input Controller for Virtual Reality Systems
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Solution Overview
Problem
Current VR input controllers lack correspondence between physical actions and virtual environment responses, leading to a less immersive experience for users, potentially causing disinterest in VR games.
Innovation Solution
An input controller comprising an elongated physical object with a VR controller attachment, utilizing sensors like accelerometers and gyroscopes to translate real-world movements into virtual environment interactions, allowing users to manipulate objects in a 3D space without holding the traditional VR controller.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If traditional VR controllers are used, then device complexity is reduced, but user immersion and correspondence between physical and virtual actions deteriorate
Solution Approach 1:
The patent applies universality by allowing everyday objects to serve as VR controllers. Any object with distinctive visual features can be recognized and tracked by the system, eliminating the need for specialized controllers. The system can identify and track various objects (tools, household items, etc.) and map their physical movements to virtual environment interactions, making the VR controller function universal across different object types.
Solution Approach 2:
The patent uses copying by creating a visual representation of the real-world object in the virtual environment. The system captures images of physical objects, identifies their features, and generates corresponding virtual objects that mimic their appearance and behavior. This visual copy allows the virtual environment to reflect the user's physical actions with the real object, enhancing immersion without requiring complex specialized controllers.
2Measurement precision
If specialized VR controllers are used, then interaction precision is improved, but cost and accessibility worsen
Solution Approach 1:
The patent applies this principle by using inexpensive, readily available everyday objects as VR controllers instead of expensive specialized equipment. Users can employ common items like pencils, bottles, or tools that they already own, eliminating the need to purchase dedicated VR controllers. This makes VR technology accessible to anyone with a smartphone and camera, significantly reducing the barrier to entry.
Solution Approach 2:
The system applies self-service by automatically capturing images of objects, identifying their features, and creating virtual representations without requiring user configuration or calibration. The system autonomously tracks the object's movement and maps it to the virtual environment, eliminating the need for users to set up specialized controllers or adjust complex settings.
3Adaptability or versatility
If visual correspondence between physical and virtual objects is implemented, then user engagement is improved, but processing requirements increase
Solution Approach 1:
The patent applies partial action by focusing the visual correspondence on key distinctive features of objects rather than attempting to replicate every detail. The system identifies and tracks essential visual characteristics that enable recognition and differentiation of objects, creating virtual representations that capture the essential identity and behavior of physical objects without requiring complete visual fidelity. This reduces computational requirements while maintaining user engagement.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
Enhances user immersion and engagement by providing a more realistic interaction experience across various VR game genres, increasing mobility and sight-reflex coordination, and allowing for customizable virtual representations of real-world objects, reducing the need for expensive VR peripherals.
Implementation Method 1
determined relative movement of the input controller in the real world, including position, rotation, and/or orientation
Implementation Method 2
determined relative movement of the input controller in the real world, including position, rotation, and/or orientation
Data Source
AI summary
Systems and methods for facilitating user interaction with a virtual environment are discussed herein. In various implementations, the virtual environment may comprise a virtual reality game and a visual depiction of an input device of a user. As the user moves an input device, the visual depiction of the input device may appear to move in the virtual environment to facilitate gameplay. For example, a series of images corresponding to different visual characteristics may appear to travel toward the user. A score for the user may be determined based on the number of the series of images the user is able to intercept by moving the input device such that the position of an image traveling toward the user corresponds to the end of the visual depiction of the input device having the same visual characteristic.


