Motion-Based 3D UI Correction for Stable Virtual Object Movement
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Solution Overview
Problem
Existing systems fail to effectively adjust the movement of virtual objects in three-dimensional environments to account for user movements such as walking, jogging, or running, leading to distracting or uncomfortable bouncing effects.
Innovation Solution
The electronic device applies correction factors to the movement of virtual objects based on detected movement patterns, such as walking or running, to reduce bouncing and maintain a smooth display experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the virtual object follows the user's movement exactly, then the user experience is more immersive, but the virtual object appears to bounce unnaturally
Solution Approach 1:
The system applies a preliminary counteracting force to the virtual object's movement in response to detected user motion. When the device detects user movement patterns, it calculates compensation vectors that oppose the natural bouncing effect, applying corrective displacement to the virtual object before the bounce becomes visually apparent. This prevents the harmful bouncing effect while maintaining the immersive follow-along behavior.
Solution Approach 2:
The system dynamically changes the movement parameters of the virtual object based on detected user activity. It adjusts velocity, acceleration, and position parameters in real-time by applying correction factors that modify the direct correspondence between user movement and virtual object movement. This creates a smoothed trajectory that eliminates bouncing while preserving the overall movement pattern.
2Reliability
If the virtual object moves with the electronic device, then the display remains consistent with user perspective, but the virtual object appears to float or bounce
Solution Approach 1:
The system introduces an intermediary computational layer between the raw device motion data and the virtual object's displayed position. This intermediary processing stage applies correction algorithms that filter out high-frequency vibrations and floating artifacts while preserving the fundamental movement patterns. The correction factor acts as a mediator that transforms rough motion data into smooth virtual object trajectories.
3Stability of the object's composition
If the system applies motion correction to virtual objects, then the display becomes more stable, but the system complexity increases
Solution Approach 1:
The system applies partial correction by focusing computational resources on correcting only the problematic high-frequency bouncing and floating artifacts, rather than completely redesigning the motion tracking system. It uses simple correction factors applied to specific movement dimensions, avoiding the need for complex full-scale motion simulation models. This selective approach achieves stability improvement with minimal added complexity.
Data Source
AI summary
Some examples of the disclosure are directed to systems and methods for moving virtual objects in three-dimensional environments in accordance with detected movement of the electronic device. In some examples, the electronic device detects movement according to a first or second movement pattern described in more detail herein. In some examples, in response to detecting the first movement pattern, the electronic device applies a first correction factor to movement of a virtual object in the environment. In some examples, in response to detecting the first movement pattern, the electronic device applies a first correction factor to movement of a virtual object in the environment.


