Virtual Camera Field of View Adjustment for VR Motion Sickness
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Solution Overview
Problem
Existing head-mounted display systems often cause visually induced motion sickness due to unsynchronized movement of the virtual camera with the user's head movement, especially during fast or curved motions in virtual spaces.
Innovation Solution
A method and system for adjusting the field of view region in a virtual space by synchronizing the virtual camera's direction with the head-mounted display's movement and controlling its position to keep the player object within a predetermined range, reducing the risk of visually induced motion sickness.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the virtual camera position is updated without synchronization with HMD movement, then the player object can be tracked in the field of view, but the user experiences visual motion sickness
Solution Approach 1:
The patent applies dynamics by making the virtual camera's movement characteristics adjustable rather than fixed. The system dynamically changes camera movement parameters (such as smoothing coefficients, prediction parameters, or constraint levels) based on the player object's movement state, game situation, or user preferences. This allows the camera to adapt its tracking behavior to balance between keeping the player in view and minimizing disorienting movements that cause motion sickness.
Solution Approach 2:
The patent changes physical parameters of the virtual camera system to resolve the contradiction. Specifically, it adjusts parameters such as camera movement speed, acceleration, damping coefficients, or field of view angle to optimize both player tracking and user comfort. By modifying these parameters based on game context or user feedback, the system achieves accurate player tracking without inducing motion sickness.
2Speed
If the virtual camera moves backward or at high speed, then the player object can be kept in view during fast movements, but the user becomes more susceptible to VR sickness
Solution Approach 1:
The patent applies preliminary anti-action by anticipating problematic camera movements before they occur. The system uses prediction algorithms to forecast player object movement and pre-adjusts camera parameters to prevent excessive backward movement, high-speed transitions, or curved motions that would cause VR sickness. This proactive approach counteracts the tendency of the camera to move in ways that discomfort users.
Solution Approach 2:
The patent implements beforehand cushioning by introducing damping or smoothing mechanisms that buffer sudden or extreme camera movements. Before the camera can move in a way that would cause discomfort, the system applies corrective forces or constraints that soften the movement trajectory. This cushioning effect prevents harsh camera transitions while still allowing the player object to remain visible.
3Reliability
If the virtual camera direction is changed in synchronization with HMD movement, then the user experiences improved presence, but the field of view may not track the player object during player movement
Solution Approach 1:
The patent applies segmentation by separating the camera control into independent components: one handling HMD-synchronized directional changes and another handling player object tracking. This allows the system to maintain the stabilizing effect of HMD synchronization while simultaneously adjusting camera position or orientation to keep the player object in view. The segmented control resolves the conflict between presence and tracking accuracy.
Solution Approach 2:
The patent introduces an intermediary control mechanism that mediates between HMD movement input and virtual camera output. This intermediary layer processes both the user's head movements and the player object's position, then generates smoothed camera commands that satisfy both requirements. The mediator balances the competing demands of maintaining presence through HMD synchronization and tracking the player object accurately.
Data Source
AI summary
A method of adjusting a field of view of a user for a head mounted display (HMD) includes defining a virtual camera for specifying an image of the field of view in a virtual space. In response to updating an image of the field of view by changing a position of the virtual camera without synchronization with the movement of the HMD, the position of the virtual camera is moved in a movement direction of a player object to move the player object into a predetermined range of the field of view. The field of view is sectioned into a non-tracking region defined by the predetermined range, a near tracking region, and a far tracking region. A relief region is between the non-tracking region and the far tracking region. Movement of the player object is based on a location of the player object within the field-of view region.


