Superhuman Virtual Movement Mapping via Mobile Device
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Solution Overview
Problem
Existing Location-Based Experience (LBE) systems struggle to seamlessly integrate superhuman virtual movements with real-world user inputs, particularly when the user's movements in the real world cannot match the superhuman capabilities required in the virtual world.
Innovation Solution
A simulation system that enables users to navigate a virtual space with superhuman movements by tracking the user's real-world movements using a mobile device, applying a matrix of movement rules to map these inputs to corresponding virtual world movements, ensuring intuitive control and minimizing disorientation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the user avatar moves in lock step with the user's real world movements, then the control input feels intuitive and immersive, but the user cannot perform superhuman movements that exceed real world physical capabilities
Solution Approach 1:
The system dynamically adjusts the mapping between real-world movements and virtual movements based on the selected superhuman capability. Different movement types (flying, swimming, driving) have different mapping rules that adapt to the specific virtual context, allowing the avatar to perform actions beyond normal human physical limits while maintaining intuitive control through the mobile device
Solution Approach 2:
The system changes the parameters of movement mapping by applying different correlation vectors for different superhuman capabilities. When flying mode is selected, the mapping parameters change to allow three-dimensional movement and hovering that exceeds real-world human capabilities, while the control interface remains the familiar mobile device
2Adaptability or versatility
If the virtual world orientation does not match the real world orientation (e.g., flying upside down), then superhuman maneuvers become possible, but the user loses their sense of balance and becomes disoriented
Solution Approach 1:
The system segments the orientation control into two independent components: real-world device orientation and virtual world orientation. The mobile device's physical orientation controls the avatar's facing direction, while the virtual world can be independently rotated to allow superhuman maneuvers like flying upside down, preventing user disorientation while maintaining maneuver versatility
Solution Approach 2:
The system introduces an intermediary orientation layer that decouples the relationship between device orientation and virtual world orientation. This intermediary layer allows the virtual environment to be rotated independently of the physical device, enabling superhuman maneuvers without causing user disorientation
3Reliability
If the user walks in the real world to control the avatar, then proprioceptive immersion is enhanced, but the user's limited real world movement speed restricts the avatar's virtual movement speed
Solution Approach 1:
The system changes the speed mapping parameter by applying a correlation vector that scales real-world movement speed to virtual movement speed. This allows the avatar to move at superhuman speeds in the virtual world while the user maintains a normal walking pace in the real world, preserving proprioceptive immersion without limiting virtual speed
Data Source
AI summary
Methods and systems for a virtual experience where a user holds or wears a computer device that displays a virtual world, and the user's physical movement is used to control a virtual avatar through that virtual world in a heightened way. For example, by simply walking around, the user may control a fast moving virtual airplane. A simulation system reads user location information from a sensor in the computer device, and feeds that into a matrix of movement rules. That changes the location data of the user avatar and viewpoint in the virtual world, as shown on the computer device.


