Virtual Motion Simulation Using Counterweight and Friction-Reducing Footwear

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Solution Overview

Problem

Existing virtual reality devices for simulating movement in a virtual environment often have unstable surfaces that pose a risk of injury to users, limiting their ability to perform full-range motion safely and naturally.

Innovation Solution

A system comprising a constraining structure, such as a hubless wheel or anchored pole, combined with motion-simulating footwear that allows for free movement while maintaining user safety, using friction-reducing surfaces or omnidirectional wheels to enable 360-degree motion and accurate movement tracking for immersive virtual experiences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If an unstable surface is used for virtual reality movement simulation, then the user can achieve a full range of motion, but the user may fall or suffer injury

Engineering Contradiction:
Improverange of motionVSAvoiduser safety
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent employs a counterweight mechanism that automatically adjusts to balance the user's movements. The counterweight system includes a movable platform supported by springs and dampers that provide resistance and stability, preventing the user from falling while allowing full-range motion in the virtual environment.

Inventive Principle:
Principle #8Anti-weight (Counterweight)

Solution Approach 2:

The patent incorporates cushioning elements such as springs and dampers in the platform support system. These elements are pre-configured to absorb impact forces and provide shock absorption before the user can fall, thereby preventing injury while maintaining movement freedom.

Inventive Principle:
Principle #11Beforehand cushioning (Prior cushioning)

2Reliability

If a constrained space is used for movement simulation, then the user remains within a safe area, but the user cannot perform full-range motion

Engineering Contradiction:
Improveuser safetyVSAvoidrange of motion
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The patent transitions the movement simulation from a two-dimensional constrained plane to a three-dimensional space by introducing a vertically movable platform. This allows the user to move in multiple directions (forward, backward, sideways, and vertically) within a compact footprint, achieving full-range motion while remaining confined to a safe area.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The patent employs a nested structure where the movable platform is contained within a larger stable base structure. The platform can move freely within the confines of the base, allowing full-range motion while the outer base structure provides stability and prevents the user from leaving the safe area.

Inventive Principle:
Principle #7Nested doll (Nesting)

3Adaptability or versatility

If a large spherical apparatus is used for movement simulation, then the user can move freely, but the device becomes complex and potentially hazardous

Engineering Contradiction:
Improvemovement freedomVSAvoidapparatus structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent divides the movement simulation system into separate functional components: a stable base structure, a movable platform, spring support elements, and damper elements. Each component has a specific function, and they work together to provide movement freedom without requiring a single complex spherical apparatus.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces intermediary elements such as springs and dampers that mediate between the user's movements and the stable base. These intermediaries allow free movement while filtering out harmful forces and maintaining system stability, avoiding the need for a complex spherical apparatus.

Inventive Principle:
Principle #24Intermediary (Mediator)

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enables users to perform a full range of motion within a confined space safely and naturally, enhancing immersion in virtual environments while reducing the risk of injury and simplifying the technology required for simulation, making it more accessible and cost-effective for various applications.

Implementation Method 1

shoes that have a friction reducing lower surface

Methodology Applied
Scientific EffectFriction: Friction

Implementation Method 2

shoes that contain multi-directional wheels

Methodology Applied
Scientific EffectRolling: Roller

Data Source

PatentUS9056240B2Apparatus for simulating motion in a virtual environment
Publication Date: 2015.06.16 CARRELL MATTHEW
  • US9056240B2 patent drawing
  • US9056240B2 patent drawing
  • US9056240B2 patent drawing

AI summary

This is directed to systems, processes, machines, and other means that simulate motion in a virtual environment. The invention comprising a constraining element and footwear that allow the user freedom of movement while limiting one to a circumscribed area. As the user moves within the circumscribed area ones movements are continuously recreated in virtual space simulating similar movements through the virtual space which are then displayed for the user.