Passive Biomechanical Motion Simulator for Immersive XR
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Solution Overview
Problem
Existing extended reality (XR) systems face challenges in accurately simulating real-world movement and feedback, leading to motion sickness and lack of immersion due to imprecise and costly tracking and feedback devices.
Innovation Solution
A biomechanical motion simulator system that uses a seat movable in two dimensions, driven by user-induced motion, and a passive input device that provides feedback through gravity, allowing for intuitive and immersive XR experiences without the need for external motors or complex machinery.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If complex sensors and external motors are used to track user motion and provide feedback, then measurement precision and reliability improve, but device complexity and cost increase
Solution Approach 1:
The system uses the user's own body movements to drive the motion simulator chair, eliminating the need for external motors. The user's center of mass shifts naturally move the chair through a movable base mechanism, making the system self-powered and significantly simpler while maintaining high tracking precision through onboard sensors.
Solution Approach 2:
The patent replaces complex mechanical feedback systems with a passive gravity-based mechanism. The movable base allows the chair to tilt and move in response to user motion, using gravity and inertia to provide realistic feedback without requiring motors or complex mechanical actuators.
2Reliability
If large moving chairs and complex machinery are used to simulate motion, then immersion and realism improve, but cost and device complexity increase
Solution Approach 1:
The system divides the motion simulation function into two independent parts: the XR headset provides visual immersion, while the movable base chair provides physical motion feedback. This segmentation allows each component to be simpler and more focused, eliminating the need for a single complex integrated system.
Solution Approach 2:
The user's body movements themselves power the motion simulation. As the user leans or shifts their weight, their center of mass movement naturally tilts the chair via the movable base, creating realistic motion feedback without requiring external motors or complex actuators.
3Measurement precision
If traditional motion tracking devices are used, then measurement precision improves, but ease of operation and accessibility worsen
Solution Approach 1:
The system requires no complex setup or calibration. Users simply sit in the chair and begin moving naturally - their center of mass shifts automatically drive the motion simulation. This intuitive operation eliminates the need for technical knowledge or complex configuration while maintaining high measurement precision through integrated sensors.
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
The system enhances user immersion and reduces the risk of motion sickness by accurately simulating real-world movements and forces, such as g-forces, while being more affordable and accessible than traditional XR systems.
Implementation Method 1
A passive motion simulator system may be used to simulate motion in an extended reality (XR) system. The passive motion simulator may comprise a seat... Motion of the seat may be performable in a manner such that external motors or similar mechanisms are not required. For example, motion of the seat may be induced by motion of the user.
Data Source
AI summary
Methods and systems for simulating motion in a virtual reality system without external motors or similar machinery are described herein. A mechanical seat may be mounted to a base such that the seat is moveable in at least two dimensions (e.g., roll and pitch). A human occupant of the seat may use a control yoke fixed in relation to the base to cause the chair to move in a direction opposite of the force exerted on the control yoke. An extended reality (XR) motion controller may be mounted in a fixed relationship to the seat. Motion may then be simulated in an XR environment by depicting acceleration that would yield a similar experience on the user's vestibular senses as gravity exerts on the user's vestibular senses based on motion of the seat.


