Virtual Representation Consistency via Position and Viewing Constraints

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Solution Overview

Problem

Current virtual reality systems lack correspondence between physical and virtual environments, limiting realistic interaction and relative positioning of individuals, especially in multi-user scenarios where coordination of virtual representations is not possible.

Innovation Solution

A system that determines position and viewing constraints based on real-world positions of individuals, using video feeds and scene understanding modules to create a consistent virtual representation that mirrors real-world layouts and interactions, ensuring accurate relative positioning and perspective alignment in a virtual space.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If manual control devices are used to translate hand movements into virtual commands, then virtual interaction is enabled, but physical motion cannot be directly represented in the virtual environment

Engineering Contradiction:
Improvevirtual interaction capabilityVSAvoidphysical motion representation accuracy
Core Design Contradiction:
Ease of operationVSMeasurement precision

Solution Approach 1:

The patent replaces manual control devices with optical measurement systems (cameras, depth sensors) to detect physical motion. This substitution allows direct capture of body movements and environmental geometry, enabling accurate virtual representation of physical space and motion without requiring manual input devices.

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

Solution Approach 2:

The system creates a digital copy of the physical environment and user positions by capturing spatial data from cameras and depth sensors. This copy is then used to generate the virtual representation, ensuring accurate correspondence between physical and virtual spaces while enabling natural interaction.

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If camera control is used to move around in physical space, then corresponding motion is displayed in virtual space, but the individual is constrained to a limited calibrated box

Engineering Contradiction:
Improvephysical motion freedomVSAvoidcalibrated space boundary
Core Design Contradiction:
Adaptability or versatilityVSArea of stationary object

Solution Approach 1:

The patent implements dynamic spatial boundaries by continuously tracking user position and adjusting the virtual environment boundaries accordingly. Rather than using a fixed calibrated box, the system adapts the playable area based on the physical space available, allowing users to move freely within the actual room dimensions while maintaining accurate virtual-physical correspondence.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system transitions from a two-dimensional screen-based interaction to a three-dimensional spatial mapping approach. By utilizing depth information from cameras and depth sensors, the system creates a volumetric understanding of the physical space, enabling natural movement in all directions without arbitrary boundary constraints.

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

3Measurement precision

If virtual reality suits with motion sensors are used, then actual physical motion is well represented in the virtual environment, but there is no correspondence between physical objects and virtual objects

Engineering Contradiction:
Improvephysical motion representation accuracyVSAvoidobject correspondence information
Core Design Contradiction:
Measurement precisionVSLoss of information

Solution Approach 1:

The patent employs a multi-functional system that simultaneously performs motion tracking, environmental mapping, and object recognition using the same camera and depth sensor array. This universal approach captures both user motion and physical object positions, enabling the system to maintain correspondence between physical and virtual objects while representing accurate physical motion.

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

Solution Approach 2:

The system performs preliminary environmental scanning and object detection before the user begins interacting. By pre-mapping the physical space and identifying objects in advance, the system establishes a reference framework that enables accurate correspondence between physical and virtual objects throughout the interaction session.

Inventive Principle:
Principle #10Preliminary action

4Adaptability or versatility

If multiple individuals are represented in the virtual world, then collaboration is enabled, but there is no way to coordinate their representations to match actual relative positions

Engineering Contradiction:
Improvemulti-user representation capabilityVSAvoidrelative position accuracy
Core Design Contradiction:
Adaptability or versatilityVSMeasurement precision

Solution Approach 1:

The patent divides the multi-user tracking problem into individual tracking segments, with each user equipped with or tracked by dedicated detection elements. The system separately captures the position and orientation of each user, then integrates these segmented data streams into a coordinated virtual representation that preserves actual relative positions and spatial relationships between multiple individuals.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS9195377B2Method and system for providing consistency between a virtual representation and corresponding physical spaces
Publication Date: 2015.11.24 ALCATEL LUCENT SA
  • US9195377B2 patent drawing
  • US9195377B2 patent drawing
  • US9195377B2 patent drawing

AI summary

An exemplary method of providing a virtual representation includes determining a plurality of position constraints that correspond to physical positions of individuals relative to each other. A plurality of determined viewing constraints each correspond to a position of one of the individuals relative to a display used by that individual for viewing the virtual representation. Relative positions of virtual representations of the individuals in the virtual representation are determined to correspond to the determined position and viewing constraints.