Virtual Point of View Gaze Interaction for Immersive VR
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Solution Overview
Problem
Current virtual space technologies, such as those using head-mounted devices (HMDs), lack effective methods for seamlessly integrating user movement and gaze interaction within the virtual environment, leading to a disjointed user experience.
Innovation Solution
A method is introduced that defines a virtual point of view and field of view for a user, detects head motion and gaze position, and changes the display mode of objects based on sustained contact, allowing the virtual point of view to move to the object when the user maintains contact for a defined period, enhancing immersion and interaction.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If head-mounted devices are used to provide virtual space, then user immersion is improved, but user interaction and movement integration are insufficient
Solution Approach 1:
The system continuously detects head motion and gaze position, providing real-time feedback by adjusting the field of view and virtual camera position accordingly. This creates a closed-loop interaction where user actions directly influence the virtual environment, enhancing both immersion and interaction capability
Solution Approach 2:
The system automatically tracks and responds to user gaze and head movements without requiring manual input devices. The virtual camera and field of view self-adjust based on detected user behavior, eliminating the need for separate control mechanisms and improving ease of operation
2Measurement precision
If gaze detection is used to control virtual point of view, then interaction precision is improved, but system complexity increases
Solution Approach 1:
The head-mounted device performs multiple functions using the same detection system: it tracks head position, detects gaze direction, and monitors contact duration. This multi-functionality approach achieves precise gaze detection without adding separate specialized systems, thereby limiting the increase in device complexity
3Ease of operation
If virtual point of view moves to object on contact, then interaction smoothness is improved, but movement control difficulty increases
Solution Approach 1:
The system requires the user to maintain gaze contact with the target object for a predetermined time period before the virtual point of view moves. This preliminary action ensures intentional user input while filtering out accidental movements, achieving smooth interaction without excessive control difficulty
Solution Approach 2:
The system dynamically adjusts the interaction state based on continuous gaze detection. The virtual point of view transitions from a fixed position to following the user's gaze direction, creating smooth, adaptive movement control that responds naturally to user intent
Data Source
AI summary
A method includes defining a virtual space including a virtual point of view associated with a first user and, a first and second object. The method includes defining a field of view based on a position of the virtual point of view and a detected motion of the user. The method includes generating a field-of-view image corresponding to the field of view. The method includes displaying the first object in a first mode; and displaying the second object in a second mode. The method includes detecting a position of gaze of the first user. The method includes detecting contact between the position of gaze and the first object. The method includes displaying the first or second object in a third mode in response to detection of the contact. The method includes moving the position of the virtual point of view to the first object in response to detection of the contact.


