Synthesized Reality Avatar Movement Based on Real-World Data

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Solution Overview

Problem

Existing synthesized reality (SR) systems struggle to seamlessly integrate and synchronize user movements within SR environments, often failing to accurately reflect real-world data in a manner that enhances the user experience.

Innovation Solution

The implementation of a method and system that utilize movement sensors and controllers to generate a sequence of movements for an SR representation of a user based on real-world data, determining whether transitions between body poses satisfy an acceptability threshold, and adjusting the SR representation accordingly, allowing for dynamic and context-aware interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If traditional SR systems directly map user movements to virtual representations, then the system complexity is reduced, but the accuracy and naturalness of movement representation deteriorates

Engineering Contradiction:
Improvemovement representation accuracyVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system performs preliminary actions by detecting key poses and transitions before generating movement sequences. The controller identifies when a user transitions between poses and pre-processes this information to generate appropriate movement sequences for the SR representation, ensuring accurate movement representation while managing system complexity through structured preprocessing

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system applies dynamics by generating sequences of movements rather than direct static mappings. The SR representation dynamically transitions through intermediate poses based on detected user movements, allowing for more natural and accurate movement representation that adapts to the user's actual motion patterns

Inventive Principle:
Principle #15Dynamics

2Reliability

If the system generates detailed movement sequences for SR representations, then the immersion and interaction quality improves, but the processing time and system responsiveness worsens

Engineering Contradiction:
Improveinteraction qualityVSAvoidprocessing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The system applies partial action by focusing on detecting and representing key poses and transitions rather than processing every细微 movement. The controller identifies significant pose changes and generates movement sequences for these key moments, maintaining high interaction quality while reducing overall processing time by not over-processing minor movements

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The system implements skipping by rapidly processing pose detection and transition identification when significant movements occur. The controller quickly determines whether pose transitions satisfy acceptability thresholds and generates movement sequences in real-time, maintaining responsiveness while still providing detailed movement representation when needed

Inventive Principle:
Principle #21Skipping (Rushing through)

Data Source

PatentUS11836842B2Moving an avatar based on real-world data
Publication Date: 2023.12.05 APPLE INC
  • US11836842B2 patent drawing
  • US11836842B2 patent drawing
  • US11836842B2 patent drawing

AI summary

In some implementations, a method is performed by a device including a non-transitory memory and one or more processors coupled with the non-transitory memory. In some implementations, the method includes obtaining user movement information. In some implementations, the user movement information characterizes a first body pose of the user at a first time and a second body pose of the user at a second time. In some implementations, the method includes determining whether a transition from the first body pose to the second body pose satisfies an acceptability threshold. In some implementations, the method includes in response to determining that the transition from the first body pose to the second body pose satisfies the acceptability threshold, generating a sequence of movements for a synthesized reality (SR) representation of the user.