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
Engineering 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
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
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
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
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
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
Data Source
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.


