Virtual Object Interaction Using Point Cloud User Positioning

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Solution Overview

Problem

Current technologies for providing a three-dimensional viewing experience are limited by the need for special glasses, cumbersome headsets, or the inability to integrate physical space with virtual environments.

Innovation Solution

The system uses sensory input devices, processors, and memory to receive point cloud data from a physical space, extrapolate user positions, and generate vectors to guide mouse interactions in both physical and virtual spaces, allowing for dynamic rendering of three-dimensional scenes that react to user position and movement.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional three-dimensional viewing technologies are used, then a three-dimensional viewing experience can be achieved, but special glasses or cumbersome headsets are required

Engineering Contradiction:
ImproveEase of viewingVSAvoidEquipment requirement
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent extracts and eliminates the need for special viewing equipment (glasses, headsets) by using standard sensory input devices (cameras, microphones) that users already possess. The system processes audio and visual data from these conventional devices to create three-dimensional experiences without requiring additional specialized hardware.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system makes standard sensory input devices multi-functional by using them not only for their primary purposes but also for capturing spatial audio and visual data. The same camera and microphone used for regular computing tasks are leveraged to determine user position, head orientation, and hand gestures, eliminating the need for dedicated three-dimensional viewing equipment.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If virtual environments are integrated with physical space, then immersive interaction is achieved, but tracking precision of user position and movement must be maintained

Engineering Contradiction:
ImproveIntegration capabilityVSAvoidPosition tracking accuracy
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The system continuously tracks user position, head orientation, and hand gestures using sensory input devices and provides real-time feedback by adjusting the virtual environment accordingly. This closed-loop feedback mechanism maintains measurement precision by constantly monitoring user movements and updating the three-dimensional scene representation to match the user's physical position and orientation.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent replaces complex mechanical tracking systems with software-based processing of data from standard sensory input devices. Instead of using specialized mechanical sensors and actuators, the system uses algorithms to process audio and visual data from conventional cameras and microphones, achieving accurate position tracking without mechanical complexity.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS20250139924A1Systems and Methods for Interaction with Virtual Objects and Scenery
Publication Date: 2025.05.01 D3LABS INC
  • US20250139924A1 patent drawing
  • US20250139924A1 patent drawing
  • US20250139924A1 patent drawing

AI summary

Exemplary embodiments include a system and method for user interaction with virtual scenes, the method comprising receiving, point cloud data for a physical space, including a position of the user in the physical space; extrapolating, from the point cloud data, the user's head position, hip position, and hand position; determining, from the head position and hand position, the user's height; establishing an eye to mouse vector directed through an eye position of the user to the screen, a neutral hip to hand vector, a neutral hip to screen vector, a mouse to cursor vector, and a mouse to virtual object vector; guiding a mouse on the screen of the display device by the eye to mouse vector, the neutral hip to hand vector, and the neutral hip to mouse vector; and guiding the mouse in virtual space by the mouse to cursor vector and the mouse to object vector.