Virtual Scene Object Repositioning Around Real-World Obstacles

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Solution Overview

Problem

Existing virtual reality systems fail to prevent interactions between virtual objects and real-world obstacles, leading to potential user injury or property damage when users move during an interactive session.

Innovation Solution

An apparatus and method that detects potential interactions between virtual objects and real-world structures, modifying the virtual object's position to avoid overlap or proximity with physical structures, and providing indicators for safe interaction resumption.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the virtual scene allows free interaction with virtual objects, then the user experience and interactivity are improved, but the risk of collision with real-world obstacles increases

Engineering Contradiction:
ImproveinteractivityVSAvoidcollision risk
Core Design Contradiction:
Ease of operationVSObject-affected harmful factors

Solution Approach 1:

The system performs preliminary detection of real-world obstacles using depth sensors and spatial mapping before allowing virtual object interaction. Virtual objects are positioned and constrained in advance to prevent overlap with detected physical structures, thereby preventing harmful collisions before they can occur.

Inventive Principle:
Principle #9Preliminary anti-action

Solution Approach 2:

The system pre-maps the real-world environment and identifies safe interaction zones before the user begins interacting with virtual objects. This preliminary spatial understanding allows the system to guide users to safe positions and restrict virtual object placement in hazardous areas.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If the system restricts virtual object positions to avoid real-world obstacles, then safety is improved, but the freedom of movement and exploration in virtual space deteriorates

Engineering Contradiction:
ImprovesafetyVSAvoidvirtual exploration freedom
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The system dynamically adjusts virtual object positions and interaction constraints based on the user's current location and movement. As users move through the physical space, the virtual environment adapts by repositioning objects and updating safe interaction zones, maintaining both safety and exploration freedom throughout the session.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system introduces virtual indicators and guides as intermediary elements that suggest safe interaction zones without completely restricting user freedom. These visual cues mediate between safety requirements and user exploration desires, allowing users to naturally navigate to safe areas while maintaining engagement.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Reliability

If the system continuously monitors and modifies virtual object positions, then collision prevention is improved, but the computational complexity and processing requirements increase

Engineering Contradiction:
Improvecollision preventionVSAvoidprocessing complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system segments the virtual scene into distinct interaction zones and groups virtual objects into categories based on their interaction requirements. This segmentation allows the collision detection and resolution system to process only relevant objects and zones, reducing computational complexity while maintaining comprehensive safety monitoring.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system applies collision detection and position modification only to virtual objects that are currently within the user's field of view or near the user's position, rather than continuously monitoring all virtual objects. This partial action approach maintains safety for active interactions while reducing overall processing requirements.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentEP4270155B1Virtual content
Publication Date: 2025.09.17 NOKIA TECHNOLOGIES OY
  • EP4270155B1 patent drawingFigure 1
  • EP4270155B1 patent drawingFigure 2~3B
  • EP4270155B1 patent drawingFigure 4~5

AI summary

Example embodiments are disclosed relating to virtual content. Example embodiments may involve providing video data for output to a user device, the video data representing a virtual scene comprising one or more virtual objects at respective locations in the virtual scene with which a user of the user device may interact during an interactive session. The interactive session may be paused and a resumption input may be received at a second time, subsequent to the first time, for unpausing the interactive session. Responsive to receiving the resumption input, it may be detected that interaction with a particular virtual object, with which the user has interacted prior to the interactive session being paused, is restricted due to physical properties of a real-world space in which the user is located at the second time. The virtual scene may be modified to permit interaction with the particular virtual object without the detected restriction.