Virtual Reality Avatar Eye Movement Simulation

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Solution Overview

Problem

Current virtual reality systems struggle to present eye movements and eye contact effectively, especially when user devices lack eye tracking capabilities, impacting social interactions in virtual worlds.

Innovation Solution

A computer-based eye movement model is used to animate eye movements for avatars, employing machine learning to simulate natural eye patterns based on real-world interactions, which can be personalized and triggered by context or user inputs, allowing for realistic eye contact without requiring eye tracking devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If eye tracking sensors are used to capture real eye movements, then the realism of eye contact is improved, but the device complexity and cost increase

Engineering Contradiction:
Improverealism of eye contactVSAvoiddevice complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent creates a virtual copy of eye movement behavior through machine learning models that simulate natural eye patterns. Instead of requiring physical eye tracking sensors, the system generates synthetic eye movement data that replicates realistic gaze behavior, thereby achieving realistic eye contact without the complexity of hardware eye trackers.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system enables avatars to generate their own eye movements autonomously through pre-trained machine learning models. The eye movement generation is self-contained within the software architecture, eliminating the need for external eye tracking devices and reducing overall system complexity while maintaining realism.

Inventive Principle:
Principle #25Self-service

2Measurement precision

If eye tracking capabilities are required for all user devices, then the accuracy of eye movement presentation is improved, but the adaptability to different devices decreases

Engineering Contradiction:
Improveaccuracy of eye movementVSAvoiddevice compatibility
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The patent develops a universal eye movement generation system that works across all device types without requiring eye tracking hardware. The machine learning models are designed to be device-agnostic, generating realistic eye movements through software alone, thereby achieving both accuracy and broad device compatibility simultaneously.

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

Solution Approach 2:

The system introduces an intermediary layer of machine learning-based virtual eye movement generation between the user input and the avatar representation. This intermediary enables accurate eye movement presentation on devices without eye trackers by synthesizing realistic gaze patterns from alternative input sources such as head tracking or direct manipulation.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Ease of operation

If virtual eye movements are generated without eye tracking data, then the device requirements are simplified, but the naturalness of eye movement patterns may deteriorate

Engineering Contradiction:
Improveease of device setupVSAvoidnaturalness of eye movement
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent employs pre-trained machine learning models that have been trained in advance on large datasets of real eye movement recordings. This preliminary training captures natural eye movement patterns, allowing the system to generate realistic virtual eye movements without requiring real-time eye tracking data, thus maintaining naturalness while simplifying device requirements.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system adjusts and optimizes parameters of the virtual eye movement generation to match empirical characteristics of natural eye behavior. By tuning parameters such as fixation duration, saccade amplitude, and gaze transition timing based on psychological and physiological principles, the system achieves natural-looking eye movements without eye tracking hardware.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20210383587A1Virtual Reality Presentation of Eye Movement and Eye Contact
Publication Date: 2021.12.09 LINDEN RES
  • US20210383587A1 patent drawing
  • US20210383587A1 patent drawing
  • US20210383587A1 patent drawing

AI summary

A computing system and method to implement a three-dimensional virtual reality world with avatar eye movements without user eye tracking. A position and orientation of a respective avatar in the virtual reality world is tracked to generate a view of the virtual world for the avatar and to present the avatar to others. In response to detecting a predetermined event, the computing system predicts a point (e.g., the eye of another avatar) that is of interest to the respective avatar responsive to the event, and computes, according to an eye movement model, an animation of the eyes of the respective avatar where the gaze of the avatar moves from an initial point to the predicted point and/or its vicinity for a period of time and back to the initial point.