Mixed Reality Session Manager Using Persistent Spatial Coordinates

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional VR systems face issues such as motion sickness, disorientation, high computational burden, and inability to leverage real-world sensory data, while shared environments for multiple users are challenging, limiting immersive and collaborative experiences.

Innovation Solution

Mixed reality systems utilize transmissive displays and speakers to combine real and virtual environments, maintaining perceptibility of the real world and enabling intuitive interaction with virtual objects, using persistent coordinate data to consistently place virtual content across multiple systems.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If VR systems present a full 3D virtual environment replacing the real environment, then immersion and realism are improved, but motion sickness and disorientation increase

Engineering Contradiction:
Improveimmersion and realismVSAvoidmotion sickness and disorientation
Core Design Contradiction:
ReliabilityVSObject-affected harmful factors

Solution Approach 1:

The patent merges virtual and real environments by presenting virtual objects and avatars overlaid on the real physical environment through transmissive displays. Users can see both virtual content and real-world surroundings simultaneously, combining the immersion benefits of VR with the grounding effects of real-world visual cues to reduce motion sickness and disorientation.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent introduces an intermediary approach where virtual content is superimposed on the real environment rather than completely replacing it. The transmissive display acts as an intermediary that allows virtual objects to be viewed through the real world, providing a gradual transition that reduces the conflicting sensory signals causing motion sickness.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If VR systems present a full 3D virtual environment, then immersion is improved, but computational burden increases

Engineering Contradiction:
ImproveimmersionVSAvoidcomputational burden
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The patent extracts only the essential virtual elements needed for collaboration (avatars, virtual objects) rather than rendering complete 3D virtual environments. This selective extraction reduces computational requirements while maintaining the necessary immersive experience for collaborative tasks.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent applies partial action by presenting virtual content only in specific locations and contexts rather than rendering the entire virtual environment. Virtual objects and avatars are displayed only where needed for interaction, reducing overall computational burden while maintaining immersion in relevant areas.

Inventive Principle:
Principle #16Partial or excessive action

3Ease of operation

If VR systems replace the real environment, then virtual interaction is improved, but ability to leverage real-world sensory data is lost

Engineering Contradiction:
Improvevirtual interactionVSAvoidreal-world sensory data
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The patent merges virtual interaction capabilities with real-world sensory data by allowing users to see both virtual content and real environmental cues simultaneously. Users can interact with virtual objects while still perceiving real-world sights and sounds, maintaining the benefits of both virtual interaction and real-world sensory input.

Inventive Principle:
Principle #5Merging (Combining)

4Adaptability or versatility

If VR systems create shared environments, then collaboration is improved, but user presence and direct interaction are reduced

Engineering Contradiction:
Improveshared environmentsVSAvoiduser presence and direct interaction
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent uses virtual avatars as intermediaries to represent users in shared environments. Avatars serve as mediators that allow users to interact with others in virtual spaces while maintaining the perception of real user presence through visual and spatial cues, bridging the gap between virtual collaboration and real-world interaction.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20250252681A1Session manager
Publication Date: 2025.08.07 MAGIC LEAP INC
  • US20250252681A1 patent drawing
  • US20250252681A1 patent drawing
  • US20250252681A1 patent drawing

AI summary

Disclosed are systems and methods for mixed reality collaboration. A method may include receiving persistent coordinate data; presenting a first virtual session handle to a first user at a first position via a transmissive display of a wearable device, wherein the first position is based on the persistent coordinate data; presenting a virtual object to the first user at a second location via the transmissive display, wherein the second position is based on the first position; receiving location data from a second user, wherein the location data relates a position of the second user to a position of a second virtual session handle; presenting a virtual avatar to the first user at a third position via the transmissive display, wherein the virtual avatar corresponds to the second user, wherein the third position is based on the location data, and wherein the third position is further based on the first position.