Motion Capture Mapping for Seamless Virtual Immersion

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Solution Overview

Problem

Conventional motion capture simulation systems face challenges in providing a seamless training experience due to the disparity in scale between the real-world capture volume and the virtual environment, limiting participant movement and hindering performance improvement.

Innovation Solution

A motion capture system that maps a capture volume to a virtual environment, using a simulator engine to adjust the correlation between participant movement and avatar movement, allowing participants to change direction within the capture volume to avoid boundaries and utilize transportation platforms to extend operational space in the virtual environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the capture volume is kept small for practical constraints, then the system is easier to operate and set up, but the participant's movement is limited and cannot match the larger virtual environment

Engineering Contradiction:
Improveease of operationVSAvoidmovement freedom
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent introduces a temporal dimension to the mapping relationship between capture volume and virtual environment. By dynamically adjusting the mapping correlation over time based on participant position and virtual environment requirements, the system effectively adds a time dimension to the spatial mapping, allowing a small physical space to correspond to multiple virtual locations sequentially.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The mapping correlation between capture volume and virtual environment is made dynamic rather than static. The system continuously adjusts the mapping relationship based on participant position, movement direction, and virtual environment context, allowing the same physical capture volume to map to different virtual locations at different times, thereby enabling unlimited virtual movement within limited physical space.

Inventive Principle:
Principle #15Dynamics

2Device complexity

If the mapping correlation between capture volume and virtual environment is fixed, then the system is simpler to implement, but the participant cannot seamlessly move throughout the entire virtual environment

Engineering Contradiction:
Improvesystem complexityVSAvoidmovement freedom
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic adjustment of mapping correlation based on participant position and virtual environment context. The system monitors participant location and movement intent, then automatically adjusts the mapping parameters to maintain seamless correspondence between physical movements and virtual avatar movements, enabling continuous exploration of the entire virtual environment.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system employs feedback mechanisms where the virtual environment state and participant position continuously inform the mapping correlation adjustments. The simulator engine receives feedback from both the physical capture volume sensors and the virtual environment state, then adjusts the mapping in real-time to maintain coherence and enable seamless movement throughout the virtual space.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS9159152B1Mapping between a capture volume and a virtual world in a motion capture simulation environment
Publication Date: 2015.10.13 MOTION REALITY
  • US9159152B1 patent drawing
  • US9159152B1 patent drawing
  • US9159152B1 patent drawing

AI summary

A motion capture simulation system can include a capture volume. A participant disposed in the capture volume can be motion captured and immersed into a virtual environment. The virtual environment may be larger in size than the capture volume. In the virtual environment, the participant may be represented by an avatar. The avatar in the virtual environment can be moved in a first direction based on a motion of the participant in the first direction in the capture volume. As the participant moves in the first direction in the capture volume, the participant may approach a boundary of the capture volume, while the participant's avatar may have space to move further in the first direction in the larger virtual environment. Approaching the boundary, the participant can change direction, for example turning around to avoid the boundary. The redirected participant can continue driving the avatar to move in the first direction.