VR Controller Forearm Mounting for Physical Interaction

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Virtual reality systems lack the ability to provide a realistic experience by not allowing users to interact with real, physical objects in a three-dimensional space, limiting the authenticity of actions such as punching or striking.

Innovation Solution

The system enhances VR experiences by calibrating a handheld controller to be mounted on the user's forearm and using it to spatially locate and project real-world objects into the virtual environment, allowing users to physically interact with these objects while receiving feedback, such as from a punching bag, and aligning the virtual and physical striking surfaces.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a VR system uses handheld controllers to track user movements, then the system can detect and register user actions in the virtual environment, but the user cannot physically interact with real-world objects in the virtual space

Engineering Contradiction:
Improveinteraction capabilityVSAvoidrealism of experience
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent combines virtual reality tracking with real-world object detection by integrating camera systems and sensors that can identify both virtual controller positions and physical objects in the environment. This merging allows the system to recognize when a user physically touches or interacts with real objects and translate those interactions into the virtual environment, resolving the contradiction between virtual tracking capability and physical interaction realism

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system introduces an intermediary layer that maps real-world object coordinates to virtual environment coordinates. This intermediary mapping system translates physical touch events on real objects into corresponding virtual interaction events, enabling users to physically interact with real-world objects while experiencing immersive virtual reality feedback

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If the VR system tracks only the general position of the user, then the system can maintain computational efficiency, but the user's physical hand motions do not provide a realistic boxing or striking experience

Engineering Contradiction:
Improvecomputational efficiencyVSAvoidspatial accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent segments the tracking system into multiple levels: coarse-level tracking for general user position (maintaining computational efficiency) and fine-level tracking for hand and controller position (providing spatial accuracy). This segmentation allows the system to process only the necessary data at high precision levels, resolving the contradiction between computational efficiency and spatial accuracy

Inventive Principle:
Principle #1Segmentation

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

This approach provides a more immersive and realistic VR experience by allowing users to physically interact with virtual representations of real-world objects, enhancing the sense of presence and feedback during activities like boxing or fitness training.

Implementation Method 1

The forward-looking camera detects light reflected or emitted by the illumination sources

Methodology Applied
Scientific EffectLight reflection: Reflection

Data Source

PatentUS12011647B2Surface interactions in a virtual reality (VR) environment
Publication Date: 2024.06.18 LITEBOXER TECHNOLOGIES INC
  • US12011647B2 patent drawing
  • US12011647B2 patent drawing
  • US12011647B2 patent drawing

AI summary

A virtual reality (VR) system comprising a head-mounted display (HMD) and handheld controller set is enhanced to provide a more realistic end user VR experience, e.g., for generalized surface interactions in the VR environment. The techniques herein leverage controller-less calibration with any type of surface, followed by surface interactions in the VR environment. An example use case is an interactive fitness training session.