Secondary Virtual Objects for Accurate AR Interaction

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Solution Overview

Problem

Existing systems face challenges in accurately modeling user interactions with virtual objects in interactive spaces, particularly in augmented and virtual reality environments, leading to inaccuracies that detract from user experience due to occlusions and complex processing burdens.

Innovation Solution

The system employs secondary virtual objects that act as extensions of primary virtual objects, facilitating interactions by providing a larger virtual surface area and using interactive volumes and fields to simulate forces based on real-world object interactions, with sensors and physics engines to determine and apply forces for intuitive user engagement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If sensors and physics engines are used to model real-world object interactions with virtual objects, then interaction accuracy and realism are improved, but processing complexity and computational burden increase

Engineering Contradiction:
Improveinteraction accuracyVSAvoidprocessing complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent introduces an interactive volume as an intermediary construct that simplifies the interaction model. Instead of directly simulating complex physical forces between real-world objects and virtual objects, the system uses the interactive volume (a simplified geometric representation) as a mediator to detect and facilitate interactions, thereby reducing computational complexity while maintaining interaction accuracy

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent segments the interaction model into distinct components: the interactive volume (simplified geometric representation), the real-world object data from sensors, and the virtual object. This segmentation allows the system to process only relevant interaction data within the interactive volume boundaries, reducing the overall computational burden while preserving interaction fidelity

Inventive Principle:
Principle #1Segmentation

2Reliability

If interactive volumes and fields are used to model forces between real-world and virtual objects, then user interaction realism is improved, but computational resources and processing time increase

Engineering Contradiction:
Improveuser interaction realismVSAvoidprocessing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent employs simplified geometric representations (interactive volumes) as disposable proxies for complex physical simulations. These interactive volumes are computationally inexpensive to calculate and update, allowing the system to achieve realistic interaction effects without the heavy computational cost of full physics simulations, thereby reducing processing time

Inventive Principle:
Principle #27Cheap short-living objects (Disposable)

Solution Approach 2:

The patent changes the parameter representation from complex physical force fields to simplified geometric interactive volumes with defined boundaries and properties. This parameter transformation reduces the computational complexity of calculating interactions while maintaining the essential characteristics needed for realistic user interaction feedback

Inventive Principle:
Principle #35Parameter changes

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

This approach enhances user interaction accuracy and reduces processing complexity by allowing intuitive real-world physics-based interactions within virtual environments, even when real-world objects are occluded, thereby improving the usability and realism of virtual interactions.

Implementation Method 1

determining a second set of points based on the first set of points, the first virtual position of the virtual object, and a perceived distance between the physical object and the virtual object

Methodology Applied
Scientific EffectSensor detection:

Implementation Method 2

A virtual object may become interactive with an entity from the real world (also referred to as one or more of a 'real-world entity,' 'real-world object,' and/or other real world element) when the real world entity interacts with an interactive volume associated with the virtual object. For example, when a real world object enters an interactive volume of a virtual object, a force exerted on the virtual object by the real world object may be determined.

Methodology Applied
Scientific EffectPhysics-based force application: Force

Data Source

PatentUS10168768B1Systems and methods to facilitate interactions in an interactive space
Publication Date: 2019.01.01 META COMPANY
  • US10168768B1 patent drawing
  • US10168768B1 patent drawing
  • US10168768B1 patent drawing

AI summary

Presented herein are systems and methods to facilitate interactions in an interactive space. Interactions may include interactions between one or more real-world objects and one or more virtual objects. The interactions with a virtual object may be facilitated through the use of a secondary virtual object that may be provided as part of the virtual object. Interactions with the secondary virtual object may translated into interactions with the virtual object.