Virtual Hand Pose Modeling for Realistic Object Interactions

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Solution Overview

Problem

Existing XR systems often fail to accurately simulate user interactions with virtual objects, leading to a mismatch between user gestures and virtual object characteristics, which detracts from the realism of the virtual experience.

Innovation Solution

Systems and techniques that obtain hand-pose and virtual-object data to generate virtual hands interacting with virtual objects, where the position and gesture of the virtual hands are based on the virtual-object data, ensuring a more realistic interaction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a user's actual hand gesture is directly displayed as the virtual hand gesture, then the system is simple to operate, but the virtual interaction does not match the virtual object characteristics, reducing realism

Engineering Contradiction:
Improverealism of virtual interactionVSAvoidgesture mapping simplicity
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent introduces a virtual hand as an intermediary between the user's actual hand and the virtual object. The virtual hand is influenced by both the user's hand pose and the virtual object characteristics, acting as a mediator that translates user intent into physically plausible interactions. This resolves the contradiction by allowing simple user gestures while achieving realistic virtual interactions through the virtual hand's physics-based response.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system dynamically changes parameters of the virtual hand based on virtual object characteristics such as mass, size, and material properties. When the virtual hand contacts a heavy object, the system adjusts the hand's movement parameters to reflect the object's weight, creating realistic interaction without requiring the user to consciously adjust their gestures. This maintains ease of operation while improving realism.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If the virtual hand position is delayed relative to the actual hand position based on virtual object properties, then the interaction realism is improved, but the system complexity increases

Engineering Contradiction:
Improveinteraction realismVSAvoidsystem processing complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent implements dynamic adjustment of virtual hand position based on real-time calculation of forces from virtual object properties. Instead of using a fixed delay, the system dynamically computes the virtual hand's response to object characteristics like mass and material, creating realistic interactions adaptively. This approach improves realism while managing complexity through efficient physics calculations.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system uses feedback from virtual object properties to adjust the virtual hand's position and gesture. The virtual hand's movement is continuously influenced by the characteristics of the virtual object it interacts with, creating a feedback loop that enhances realism. This feedback mechanism allows the system to automatically adjust interactions based on object properties without requiring complex manual configuration.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12400398B2Generating and/or displaying virtual interactions with virtual objects
Publication Date: 2025.08.26 QUALCOMM INC
  • US12400398B2 patent drawing
  • US12400398B2 patent drawing
  • US12400398B2 patent drawing

AI summary

Systems and techniques are described herein for displaying one or more virtual objects. For instance, a method for displaying one or more virtual objects is provided. The method may include obtaining hand-pose data indicative of a pose of a hand; obtaining virtual-object data indicative of a virtual object with which the hand is virtually interacting; and displaying a virtual hand interacting with the virtual object, the virtual hand exhibiting a virtual-hand pose based on the pose of the hand and the virtual-object data.