VR Content Selection for Spatial Constraints
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Solution Overview
Problem
Providing immersive virtual reality (VR) experiences in real-world spaces with limited dimensions and obstructive objects poses challenges, such as restricted user movement and potential hazards from objects like furniture, which can obstruct the view and pose tripping risks.
Innovation Solution
A method that determines the dimensions of a real-world space, identifies movable objects, and suggests candidate virtual content items that can be rendered by moving or removing specific objects, allowing users to select suitable VR content for display within the available space, while indicating the necessary object movements required to create a safe and immersive environment.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If volumetric VR content is provided to enable full 360-degree viewing, then the immersive experience is improved, but the required real-world space increases
Solution Approach 1:
The system performs preliminary analysis of the real-world space before VR content delivery, identifying movable objects and calculating available areas in advance. This allows the system to pre-determine which volumetric VR items can be safely rendered based on the current spatial configuration, enabling full immersive experience when space permits while adapting to limited spaces when obstacles are present.
Solution Approach 2:
The system dynamically adjusts the VR content selection based on real-time or pre-analyzed spatial conditions. By identifying movable objects and calculating available areas, the system can adaptively recommend appropriate VR items that fit the current space constraints, allowing users to achieve optimal immersive experience given their physical environment.
2Ease of operation
If VR content is provided without considering real-world obstacles, then the content selection simplicity is improved, but the safety and user experience deteriorate due to tripping hazards and obstructed views
Solution Approach 1:
The system performs preliminary identification of movable objects and calculation of available areas before presenting VR content options. This pre-analysis enables the system to filter out unsafe content options and automatically recommend only those items that are safe to render in the current space, maintaining simplicity while eliminating safety hazards.
Solution Approach 2:
The system introduces an intermediary analysis layer between the user and the VR content library. This intermediary component analyzes the real-world space, identifies obstacles, and mediates the content selection process by filtering and ranking items based on spatial safety, thus protecting users from hazards while keeping the interface simple.
3Manufacturing precision
If the system provides comprehensive spatial analysis and object identification, then the VR content suitability is improved, but the system complexity increases
Solution Approach 1:
The system performs self-service spatial analysis by automatically scanning and analyzing the real-world environment, identifying movable objects, and calculating available areas without requiring manual user input. This automated self-analysis achieves high VR content suitability while minimizing the operational complexity for users.
Solution Approach 2:
The system replaces manual spatial assessment with automated computational analysis using sensors and image processing. Instead of requiring users to manually evaluate their space, the system uses technological mechanisms to automatically analyze the environment and determine VR content suitability, achieving precision while managing complexity through automation.
Data Source
AI summary
A method is disclosed, including providing data indicative of dimensions of a real-world space within which a virtual world is to be consumed. The method may also include identifying one or more objects within said real-world space, and determining one or more available areas within the real-world space for rendering three-dimensional virtual content, based at least partly on the dimensions of the real-world space. The method may also include identifying one or more of the objects as being movable, identifying, from a set of three-dimensional virtual content items, one or more candidate items unable to be rendered within the available area(s) and which can be rendered if one or more of the movable objects is moved and providing an indication to a virtual reality user device of the candidate virtual item(s) and of the movable object(s) required to be moved.


