Virtual Object Collision Signal Mapping for VR Interaction

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Solution Overview

Problem

Current virtual reality devices lack effective mechanisms for virtual objects to interact and respond to collisions in a virtual space, which limits the immersive experience in applications such as entertainment.

Innovation Solution

A method and electronic device that map physical objects into virtual objects, generate collision signals when overlap occurs, and provide these signals to the physical objects, allowing them to react accordingly, such as through vibrations or sounds.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If virtual objects are made to interact with each other in virtual space, then the entertainment value and immersive experience are improved, but the system complexity and computational requirements increase

Engineering Contradiction:
Improveinteractive capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates virtual copies of physical objects that can interact in the virtual space. The physical object is mapped to a virtual object with corresponding properties, allowing the virtual object to respond to collisions and events independently while the physical object remains simple. This copying approach enables complex virtual interactions without increasing the complexity of the physical system.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent introduces a processing system that acts as an intermediary between physical objects and virtual space. This intermediary handles the mapping, collision detection, and signal generation, isolating the complexity from both the physical objects and the virtual environment. The processing system mediates the interaction by generating collision signals that bridge the physical and virtual domains.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If collision detection and response mechanisms are implemented in virtual space, then the realism of virtual interactions is improved, but the computational load and processing time increase

Engineering Contradiction:
Improvecollision detection accuracyVSAvoidprocessing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent pre-establishes the mapping relationships between physical and virtual objects before interactions occur. By having the virtual objects and their collision properties ready in advance, the system avoids complex calculations during actual collision events. The preliminary mapping includes defining boundaries, properties, and response characteristics, which speeds up real-time collision detection and response.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If physical objects are mapped to virtual objects with full interaction capabilities, then the immersive experience is improved, but the data processing requirements and energy consumption increase

Engineering Contradiction:
Improvemapping fidelityVSAvoidenergy consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The patent applies different levels of interaction complexity to different virtual objects based on their importance and role in the virtual space. Not all virtual objects require full collision detection and response capabilities. By assigning interaction properties selectively to specific objects and events, the system reduces overall data processing requirements and energy consumption while maintaining immersive experience for critical interactions.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS10525355B2Method, device, and non-transitory computer readable storage medium for interaction to event in virtual space
Publication Date: 2020.01.07 HTC CORP
  • US10525355B2 patent drawing
  • US10525355B2 patent drawing
  • US10525355B2 patent drawing

AI summary

A processing method includes mapping a first physical object into a first virtual object in a virtual space; generating a collision signal in response to the first virtual object overlap a second virtual object in the virtual space; and providing the collision signal to the first physical object, so that the first physical object operates according to the collision signal.