Variable Focal Wearable System for VR Eye Strain Reduction

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Solution Overview

Problem

Current virtual reality and augmented reality systems face challenges in providing realistic and comfortable 3D experiences due to accommodation conflicts, leading to eye strain and discomfort, as they often fail to accurately match the focus of virtual content with the user's eye convergence and accommodation.

Innovation Solution

The implementation of a wearable system that uses a waveguide stack and eye-tracking technology to project virtual images at varying focal distances, allowing the user's eyes to focus naturally and reducing the incidence of eye strain by dynamically adjusting the focus of projected content to match the user's current focus.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If virtual images are projected at fixed focal distances, then the system structure is simple, but accommodation conflicts occur causing eye strain and discomfort

Engineering Contradiction:
Improveviewing comfortVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent implements a variable focal distance system where the optical waveguide dynamically adjusts the focal plane of virtual images to match the user's eye convergence distance. This dynamic adjustment eliminates accommodation conflicts by allowing the focal distance to change in response to user eye position, thereby improving viewing comfort without requiring overly complex system architecture

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system employs eye-tracking technology to detect the user's eye convergence distance and uses this feedback information to adjust the focal distance of projected virtual images. This closed-loop feedback mechanism ensures that the virtual content焦点 always matches the user's natural focus point, eliminating eye strain while maintaining manageable system complexity through intelligent control

Inventive Principle:
Principle #23Feedback

2Object-affected harmful factors

If virtual content focus is dynamically adjusted to match user eye convergence, then eye strain is reduced, but device complexity increases due to eye-tracking and variable focus mechanisms

Engineering Contradiction:
Improveeye strainVSAvoidsystem complexity
Core Design Contradiction:
Object-affected harmful factorsVSDevice complexity

Solution Approach 1:

The patent introduces an optical waveguide as an intermediary component that mediates between the fixed display source and the user's variable eye convergence. The waveguide acts as a focal plane adjuster, dynamically shifting the virtual image focus to match eye position without requiring direct mechanical adjustment of the entire display system, thereby reducing eye strain while controlling overall system complexity

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system replaces complex mechanical adjustment mechanisms with an optical-based solution using waveguide technology. Instead of mechanically moving the entire display or using multiple physical lenses, the patent uses optical path manipulation within the waveguide to achieve focal distance adjustment, eliminating eye strain through a more elegant and less mechanically complex approach

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS11670032B2Pose space dimensionality reduction for pose space deformation of a virtual character
Publication Date: 2023.06.06 MAGIC LEAP INC
  • US11670032B2 patent drawing
  • US11670032B2 patent drawing
  • US11670032B2 patent drawing

AI summary

Systems and methods for reducing the dimensionality of a blendshape deformation matrix. A plurality of blendshapes can be stored in an input deformation matrix. Principal components of the input deformation matrix can be determined. One or more principal components of the input deformation matrix can be omitted, leaving one or more remaining principal components. An output deformation matrix can be generated using one or more blendshapes associated with the remaining principal component(s).