Interactive Real-World Object Mapping for Virtual Environments

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current video game technologies limit user interaction by constraining the degree of interaction between avatars and virtual environments, restricting the ability to customize and integrate real-world objects into virtual spaces.

Innovation Solution

A system and method that allows users to interactively capture and define geometric attributes of real-world objects, enabling the creation and integration of these objects into virtual environments, where they can be displayed and interacted with, using a computer system with a capture system, input/output interface, and memory to process user input and generate virtual-world objects based on real-world objects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If users are allowed to interactively generate and define geometric attributes of real-world objects, then the customization and interactivity of virtual environments is improved, but the system complexity and processing requirements increase

Engineering Contradiction:
Improvecustomization capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system creates virtual-world objects by copying and transforming real-world objects. The capture system acquires geometric data from physical objects, and the system generates corresponding virtual representations that can be integrated into virtual environments. This allows users to customize virtual spaces with realistic objects without manually modeling each element.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent introduces an intermediary processing system that bridges the real world and virtual world. The system includes a capture system for acquiring real-world object data, a processing component for generating virtual-world objects, and an integration mechanism for incorporating these objects into virtual environments. This intermediary layer manages the complexity of translation between physical and virtual domains.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If the capture system interactively identifies object locations and extracts parameters, then the precision of virtual-world object generation is improved, but the time required for object creation increases

Engineering Contradiction:
Improveparameter extraction accuracyVSAvoidobject creation time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system employs feedback mechanisms where the capture system acquires initial object data, the system processes this information to generate virtual-world objects, and allows for iterative refinement. Users can provide feedback on generated objects, and the system adjusts parameter extraction accordingly, improving precision through multiple passes rather than requiring perfect initial measurements.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent implements a progressive object creation approach where essential parameters are extracted first to create a basic virtual-world object representation, and additional detailed parameters can be added subsequently. This allows for quick initial object generation with sufficient precision for many applications, reducing the time investment required while maintaining acceptable accuracy levels.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS8902227B2Selective interactive mapping of real-world objects to create interactive virtual-world objects
Publication Date: 2014.12.02 SONY COMP ENTERTAINMENT EURO LTD
  • US8902227B2 patent drawing
  • US8902227B2 patent drawing
  • US8902227B2 patent drawing

AI summary

A method for interactively defining a virtual-world space based on real-world objects in a real-world space is disclosed. In one operation, one or more real-world objects in the real-world space is captured to define the virtual-world space. In another operation, one of the real-world objects is identified, the identified object is to be characterized into a virtual-world object. In yet another operation, a user is prompted for user identification of one or more object locations to enable extraction of parameters for real-world object, and the object locations are identified relative to an identifiable reference plane in the real-world space. In another operation, the extracted parameters of the real-world object may be stored in memory. The virtual-world object can then be generated in the virtual world space from the stored extracted parameters of the real-world object.