VR Collision Volume for Extended Reach Interaction
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Solution Overview
Problem
In virtual reality environments, users face difficulties in accurately determining the distance of objects outside their physical reach, leading to under-reaching or over-reaching when interacting with virtual objects due to incorrect depth perception at longer distances.
Innovation Solution
The introduction of a collision volume associated with virtual objects, which can be larger and simpler in shape than the actual object, allows users to interact more easily by providing an extended, dynamic interaction area that moves in response to the user's position, eliminating the need for precise reaching.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Length of moving object
If a user attempts to interact with a virtual object at a distance beyond their physical reach, then the user can access objects outside their immediate vicinity, but the user cannot accurately determine the distance due to incorrect depth perception
Solution Approach 1:
The patent introduces a collision volume as an intermediary between the user and the virtual object. This collision volume is a simplified geometric representation that extends beyond the actual object boundaries, providing the user with a visual cue for interaction distance. The collision volume acts as a mediator that compensates for the user's inability to accurately judge distance, allowing interaction without precise depth perception.
Solution Approach 2:
The patent creates a simplified copy of the virtual object in the form of a collision volume. This collision volume is a geometric approximation (such as a sphere or bounding box) that represents the interactable space around the object. Instead of requiring the user to judge the distance to the complex actual object, the system provides a simplified copy that indicates the interaction zone, making distance judgment unnecessary.
2Length of moving object
If the collision volume is made larger to extend interaction range, then the user can interact with objects at greater distances, but the collision volume becomes more complex and computationally intensive
Solution Approach 1:
The patent applies local quality by making the collision volume larger only in the specific direction toward the user, rather than uniformly expanding in all directions. This localized expansion extends the interaction range where needed while maintaining a simpler overall structure. The collision volume is adjusted dynamically based on the user's position and reach, optimizing the balance between interaction range and computational complexity.
3Adaptability or versatility
If the collision volume is dynamically adjusted to move with the user, then the interaction area adapts to user position, but the computational requirements increase
Solution Approach 1:
The patent implements dynamics by making the collision volume movable and adaptable to the user's position. The collision volume dynamically adjusts its position and orientation to maintain alignment with the user-object vector, allowing the interaction area to follow the user as they move through the virtual environment. This dynamic adjustment provides adaptability while using efficient geometric transformations to minimize computational overhead.
Data Source
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AI summary
In at least one general aspect, a method can include determining a position of a user in a virtual reality (VR) environment, determining a position of object in the VR environment, defining a vector between the position of the user and the position of the object, and defining an elongated collision volume along the vector. The elongated collision volume may have a medial portion around at least a portion of the object, a proximal portion disposed proximal to the position of the user, and a distal portion disposed further from the position of the user. The proximal portion may have a cross-sectional area less than a cross-sectional area of the distal portion.