Mediated Reality Spatial Mapping Modes for Extended Virtual Interaction

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current mediated reality systems face limitations in user interaction and exploration due to constrained virtual location changes, which are often restricted by real space boundaries and objects, limiting the ability to navigate and interact with virtual environments effectively.

Innovation Solution

The method employs a dual-zone approach in the real space, using different mappings to allow for spatially-equivalent or non-equivalent actions in the virtual space, enabling extended reach and interaction by switching between modes when the user enters a designated zone, thereby expanding interaction possibilities within the virtual environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the virtual user location is constrained to match the real user location, then the mapping between real and virtual spaces remains simple and intuitive, but the user's ability to explore and interact with the virtual environment is limited by real space boundaries

Engineering Contradiction:
Improvemapping simplicityVSAvoidvirtual exploration capability
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The real space is divided into multiple zones (first zone, second zone, third zone) with different mapping relationships to the virtual space. Each zone has its own mapping rules, allowing the system to maintain simple 1:1 mapping in the first zone while enabling extended exploration capabilities in other zones through different mapping strategies.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different regions of the real space are assigned different mapping properties. The first zone uses spatially-equivalent mapping for intuitive interaction, while the second and third zones use non-spatially-equivalent mapping to enable extended reach and exploration, allowing each region to optimize for its specific interaction needs.

Inventive Principle:
Principle #3Local quality

2Device complexity

If the system uses a single mapping mode, then the system complexity remains low and the mapping relationship is consistent, but the user cannot access virtual objects or zones that require extended reach

Engineering Contradiction:
Improvemapping system complexityVSAvoidinteraction range
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The mapping mode is made dynamic rather than static. The system automatically switches between first mode (spatially-equivalent mapping) and second mode (non-spatially-equivalent mapping) based on the user's location and interaction needs. This dynamic adaptation allows the system to maintain low complexity when simple mapping suffices while enabling extended capabilities when needed.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The mapping system is designed to perform multiple functions through a unified framework that supports both spatially-equivalent and non-spatially-equivalent mappings. This multi-functional approach allows a single system to handle both intuitive close-range interaction and extended far-range exploration without requiring separate systems.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Reliability

If the user remains outside the second zone, then the real space boundaries are respected and the mapping remains straightforward, but virtual objects in the second zone of the virtual space remain inaccessible

Engineering Contradiction:
Improveboundary constraint adherenceVSAvoidvirtual object accessibility
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The second zone acts as an intermediary region that mediates between real space constraints and virtual space exploration needs. When the user reaches into the second zone, it triggers a mode switch that enables access to virtual objects in the second zone of the virtual space, effectively using the second zone as a bridge to extend interaction capabilities while maintaining boundary awareness.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentEP3454174B1Methods, apparatus, systems, computer programs for enabling mediated reality
Publication Date: 2023.11.15 NOKIA TECHNOLOGIES OY
  • EP3454174B1 patent drawingFigure 1A~2B
  • EP3454174B1 patent drawingFigure 1C~3B
  • EP3454174B1 patent drawingFigure 4~6B

AI summary

A method comprising: using a tracked real point of view of a user in a real space and a first mapping between the real space and a virtual space to determine a point of view of a virtual user within the virtual space; causing rendering to the user at least part of a virtual scene determined by the point of view of the virtual user within the virtual space; and using a selected one of a plurality of different mappings to map tracked user actions in the real space to actions of the virtual user in the virtual space. wherein, when a first mode is selected, the method comprises mapping tracked user actions in the real space, using the first mapping, to spatially-equivalent actions of the virtual user in the virtual space, and wherein, when a second mode is selected, the method comprises mapping tracked user actions in the real space, using a second mapping different to the first mapping, to non-spatially-equivalent actions of the virtual user in the virtual space, wherein the second mapping makes available user interactions within a zone of the virtual space unavailable using the first mapping.