VR Controller Gesture Tracking via Sensor Fusion

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Solution Overview

Problem

Existing virtual reality (VR) controllers with force sensing resistors (FSRs) exhibit crude response times and fail to accurately depict and sense hand positions, gestures, and movements during gameplay, limiting the natural interaction capabilities in VR environments.

Innovation Solution

A motion capture system and controller combination that uses cameras, projectors, and sensors to track the movement of a controller and user, incorporating FSRs and proximity sensors to detect force and touch inputs, generating models of hand gestures by associating motion, touch, and force data to enhance interaction accuracy and responsiveness.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If force sensing resistors (FSRs) are used to measure grip force in VR controllers, then force measurement capability is provided, but response time becomes crude and measurement precision deteriorates

Engineering Contradiction:
Improvehand position and gesture sensing accuracyVSAvoidresponse time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system segments the sensing function into multiple independent sensor types (FSRs for force, proximity sensors for touch location, motion capture cameras for hand position) rather than relying on a single sensor. This segmentation allows each sensor to optimize for its specific measurement task, improving overall precision without sacrificing response time in any single measurement modality.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system introduces motion capture cameras and proximity sensors as intermediary devices that bridge the gap between FSR force measurements and actual hand gesture interpretation. These intermediaries provide additional contextual information (hand position, touch location) that enhances measurement precision while operating at high speeds to maintain responsive performance.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If FSRs are used to detect force inputs, then force measurement is enabled, but accurate depiction of hand positions and gestures fails

Engineering Contradiction:
Improvehand position depiction accuracyVSAvoidsensing system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system makes the sensing system multi-functional by equipping it with sensors that serve multiple purposes: FSRs measure both grip force and touch pressure, proximity sensors detect both touch location and hand presence, and motion capture cameras track both hand position and gesture orientation. This universality allows accurate hand position depiction without requiring separate dedicated sensors for each function, thereby limiting the increase in device complexity.

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

Solution Approach 2:

The system merges multiple sensing modalities (force sensing, proximity detection, motion tracking) into a unified sensing framework that processes data from all sources simultaneously. This consolidation allows the system to derive accurate hand position and gesture information from combined sensor inputs rather than requiring separate independent systems, reducing overall complexity while improving measurement precision.

Inventive Principle:
Principle #5Merging (Combining)

3Measurement precision

If multiple sensors (cameras, projectors, FSRs, proximity sensors) are integrated, then measurement precision improves, but device complexity increases

Engineering Contradiction:
Improvehand gesture measurement accuracyVSAvoidcontroller system complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system transitions from two-dimensional touch surface detection to three-dimensional hand gesture tracking by incorporating motion capture cameras and spatial proximity sensors. This dimensional expansion allows precise measurement of hand gestures in 3D space, providing comprehensive gesture recognition while distributing sensing functions across multiple dimensions rather than concentrating complexity in a single plane.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The system implements self-service by using the controller's own sensors (FSRs, proximity sensors) in conjunction with external motion capture infrastructure to automatically calibrate and refine gesture recognition models during gameplay. This self-calibration capability reduces the need for complex pre-programming and manual configuration, thereby improving measurement precision without proportionally increasing device complexity.

Inventive Principle:
Principle #25Self-service

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

The system provides improved response times and accurate depiction of hand gestures, expanding natural interaction capabilities in VR environments by correlating motion, touch, and force data to generate precise hand gesture models, enhancing the VR experience.

Implementation Method 1

a force sensing resistor (FSR), which uses variable resistance to measure an amount of force applied to the FSR

Methodology Applied
Scientific EffectVariable resistance: Electrical Resistance

Implementation Method 2

The array of proximity sensors may include an array of capacitive sensors embedded under the outer surface of the handle

Methodology Applied
Scientific EffectCapacitance: Capacitance

Data Source

PatentUS11992751B2Virtual reality hand gesture generation
Publication Date: 2024.05.28 VALVE CORPORATION
  • US11992751B2 patent drawing
  • US11992751B2 patent drawing
  • US11992751B2 patent drawing

AI summary

A method including receiving at least one of touch data or force data representing a touch input received at the controller, determining one or more model(s), generating image data using the one or more models, the image data representing at least a hand gesture corresponding to the touch input received at the controller, and transmitting the image data to a virtual reality (VR) environment for display.