Virtual Camera Head Tracking for VR Simulator Sickness
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Solution Overview
Problem
In VR games using head mount displays, simulator sickness occurs due to a gap between the displayed image and the user's sense of direction, particularly when the virtual camera motion is delayed or fixed, not aligning with the user's head motion.
Innovation Solution
A game device that includes an input unit to detect the user's head direction and a camera control unit to synchronize the virtual camera's direction with the user's head motion, even during restricted player character operations, thereby reducing simulator sickness.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the virtual camera direction is fixed or delayed, then the game can be played even when user operations are restricted, but simulator sickness occurs due to gap between displayed image and user sense
Solution Approach 1:
The patent applies dynamics by making the virtual camera direction dynamically responsive to user head movements even during restricted operations. The camera control unit continuously updates the virtual camera direction based on real-time head direction input, transforming the camera from a static or delayed system into a dynamic one that adapts to user motion, thereby preventing simulator sickness while maintaining game playability
Solution Approach 2:
The patent implements feedback by creating a closed-loop system where the virtual camera direction is continuously adjusted based on feedback from head direction sensors. The camera control unit receives real-time head direction input and immediately reflects it in the virtual camera orientation, establishing a feedback mechanism that ensures the displayed image always aligns with the user's actual head position and sense of direction
2Object-affected harmful factors
If the virtual camera moves together with user head motion, then simulator sickness is reduced, but the system complexity increases due to real-time synchronization requirements
Solution Approach 1:
The patent applies universality by designing the camera control unit to perform multiple functions: it operates during both normal gameplay and restricted operations, handles both real-time head tracking and delayed camera scenarios, and maintains compatibility with different game states. This multi-functional design reduces the need for separate specialized systems, thereby managing complexity while achieving real-time synchronization
3Extent of automation
If operations to player character are restricted, then specific game events can be controlled, but the gap between user head motion and camera direction increases causing simulator sickness
Solution Approach 1:
The patent applies segmentation by separating the control of player character from the control of virtual camera direction. During restricted operations, the character control unit limits player movement while the camera control unit independently maintains responsive camera tracking based on head direction. This segmentation allows game event control through character restrictions while simultaneously preventing simulator sickness through independent camera responsiveness
Data Source
AI summary
In a case where operations to a player character are restricted and a virtual camera is controlled according to event data, motion of the user's head, which is detected by an HMD 300, is reflected on the direction of the virtual camera that is set based on the event data. As a result, even in a situation where the user cannot operate the player character as he/she wants, images displayed on the HMD 300 move together with motion of the head. Therefore, it is possible to reduce occurrence of simulator sickness.


