Physics Engine Control for Physical Toy Motion Synchronization
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Solution Overview
Problem
Existing toys that move on their own lack interactive control and realism, failing to seamlessly integrate physical and virtual play experiences, leading to limited user engagement and immersion.
Innovation Solution
A system utilizing a physics engine within an interactive software experience to model the motion of a virtual object, generating control signals that adjust the motion of a corresponding physical toy, enhancing the synchronization between real-world and virtual environments.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If a physics engine is used to model virtual object motion and control physical toy actuators, then the realism and immersion of the play experience is improved, but the device complexity increases
Solution Approach 1:
A physics engine software intermediary is introduced between the virtual environment and the physical toy actuators. This intermediary models the motion of virtual objects and translates it into control signals for the physical toy, enabling realistic motion without requiring direct complex mechanical linkages. The physics engine acts as a mediator that converts virtual physics calculations into actionable motor commands.
Solution Approach 2:
The patent replaces direct mechanical control systems with a software-based physics engine that calculates motion and generates control signals. Instead of complex mechanical linkages and manual control mechanisms, the system uses computational physics modeling to determine actuator commands, substituting mechanical complexity with software-based physical simulation.
2Measurement precision
If control signals are generated based on physics engine output to adjust physical toy motion, then the synchronization between virtual and real environments is improved, but the computing power requirements increase
Solution Approach 1:
The physics engine calculates motion for the virtual object with high precision, and this motion data is then applied to control the physical toy actuators. The system performs comprehensive physics simulations (excessive calculation) to ensure accurate motion mapping, then uses only the necessary portion of these calculations to drive the actuators, achieving precise synchronization while managing computational resources efficiently.
3Adaptability or versatility
If the motion of physical toy is controlled to match virtual object motion, then the user engagement is improved, but the ease of operation decreases
Solution Approach 1:
The physical toy is equipped with onboard sensors that automatically detect its position and motion in the real world. This sensor data is fed back to the physics engine, which automatically adjusts the virtual object's motion to match the physical toy's actual movement. The system serves itself by using its own sensor data to maintain synchronization, reducing the need for manual control input from the user.
Solution Approach 2:
A feedback loop is established where sensors on the physical toy continuously monitor its actual motion and position. This real-world sensor data is fed back to the physics engine, which compares it with the simulated virtual object motion and generates corrective control signals to maintain synchronization. This automatic feedback mechanism enhances interactive control while simplifying operation by eliminating manual calibration.
Data Source
AI summary
Methods and systems for controlling physical toys using a physics engine are described. In an embodiment, a physics engine within an interactive software experience is used to model the motion of a virtual object in a virtual environment. The output of this modelling is then imposed on a physical toy which corresponds to the virtual object such that the motion of the physical toy in the real world more closely matches the motion of the virtual object in the virtual environment. In various examples, the modelling is imposed through control signals which are generated based on output of the physics engine and used to control actuators within the physical toy to change the motion of at least a part of the toy.


