VR Camera Control Schema for Avatar Teleportation
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Solution Overview
Problem
In virtual reality (VR) gaming, players using VR hardware often experience disorientation and nausea due to a disassociated camera, creating an uneven playing field compared to non-VR players, as traditional camera control schemes do not accommodate VR-specific needs.
Innovation Solution
A custom camera control schema and method using three-axis input devices and dedicated control scripts that allow the camera to remain stationary while the avatar moves, teleporting to the avatar's position only when it stops, with adjustable movement rates and teleport timing, ensuring a comfortable VR experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the camera follows the avatar continuously during movement, then the non-VR player experience is maintained, but the VR player experiences disorientation and nausea
Solution Approach 1:
The system dynamically switches between two camera control modes based on the player's VR status. For VR players, the camera remains stationary during avatar movement and only teleports when the avatar stops. For non-VR players, the camera continuously follows the avatar. This dynamic adaptation resolves the contradiction by allowing the same game to accommodate both VR and non-VR players with appropriate camera behaviors for each.
Solution Approach 2:
The patent applies different camera control qualities to different player groups. VR players receive a customized camera control scheme where the camera behaves differently (stationary with teleport) compared to non-VR players (continuous following). This local differentiation allows each group to experience optimal camera behavior suited to their specific platform, resolving the contradiction between VR comfort and general adaptability.
2Ease of operation
If the camera remains stationary while avatar moves and teleports to new position, then VR player disorientation is prevented, but the control schema becomes more complex
Solution Approach 1:
The patent introduces an intermediary detection mechanism that identifies when the avatar has stopped moving and triggers the camera teleport accordingly. This intermediary control logic mediates between the simple stationary camera state during movement and the teleport action at destination, implementing the complex behavior through a clear intermediate trigger condition rather than requiring complex continuous control.
Solution Approach 2:
The camera control operates in periodic cycles: remain stationary during avatar movement, detect stop condition, teleport to new position, then repeat. This periodic action pattern simplifies the control schema by breaking down the complex behavior into discrete, repeating phases with clear transition conditions, making the system more manageable despite its apparent complexity.
3Ease of operation
If the camera teleports to the new avatar position, then VR player orientation is maintained, but the transition timing must be precisely controlled
Solution Approach 1:
The system uses feedback from the avatar's movement state to control camera teleport timing. The camera teleport is triggered by feedback signals indicating when the avatar has stopped moving, ensuring precise timing without requiring complex predictive algorithms. This feedback mechanism maintains VR player orientation while simplifying the timing control through reactive rather than predictive triggering.
Data Source
AI summary
A virtual reality (VR) gaming platform has a head-mounted display (HMD), software executing on a processor, controlling display of a virtual environment in the HMD and providing functions for network connectivity via a digital port, a three-axis input device providing input to the processor, and dedicated control scripts executable on the processor to provide specific functions in moving an avatar and establishing camera position. The control scripts operate during game play to move the avatar from a first position to a second position in response to specific directional input from the player via the three-axis input device, the camera remains stationary while the avatar moves, and when the avatar stops moving, the camera position teleports to at or near the new avatar position.


