Virtual Reality Field of View Adjustment for Motion Sickness Reduction
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Solution Overview
Problem
Conventional virtual reality systems cause dizziness due to inconsistencies between visual and body perceptions during fast movements, as users must rely on joysticks to navigate large virtual spaces, limiting their activity area and leading to disorientation.
Innovation Solution
A VR method and apparatus that detects a user's moving direction using a locator and a calculation device, allowing the field of view (FOV) of the frames to be dynamically adjusted to match the user's movement direction, thereby synchronizing visual and body perceptions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If the user moves fast in the virtual world using conventional methods (joystick), then the user can cover large distances in the virtual space, but the user experiences dizziness due to inconsistency between visual perception and body perception
Solution Approach 1:
Instead of moving the user's viewpoint in the conventional way (controlling the virtual camera independently), the patent inverts the approach by making the virtual environment move relative to the user's viewpoint. When the user moves forward, the virtual world appears to move backward, creating a more natural and intuitive experience that reduces dizziness while maintaining fast movement capability
Solution Approach 2:
The system continuously tracks the user's head movements and body orientation using sensors, and uses this feedback to dynamically adjust the virtual camera's behavior. This feedback loop ensures that the visual representation of movement matches the user's actual physical movements, preventing the sensory conflict that causes dizziness
2Area of stationary object
If the user uses a joystick to move in the virtual world, then the user can navigate the large virtual space, but the user's activity space is limited by the room size and the user has to use the joystick to move with a large scale
Solution Approach 1:
The system makes the user's head and body movements serve multiple functions: they simultaneously control the viewpoint direction and the movement speed/distance. This multi-functionality eliminates the need for separate joystick controls, allowing users to navigate large virtual spaces naturally while reducing operational complexity
Solution Approach 2:
The virtual camera system automatically adjusts its behavior based on the user's natural movements without requiring manual intervention. The system self-adapts to the user's pace and direction, eliminating the need for the user to manually control movement parameters through a joystick
3Volume of stationary object
If the virtual world is much larger than the actual space, then the user can experience a more immersive environment, but the user's visual perception is not consistent with the body perception
Solution Approach 1:
The system dynamically adjusts the virtual camera's field of view and movement parameters based on the user's actual physical movements and the scale of the virtual environment. This dynamic adaptation ensures that the visual representation remains consistent with the user's body perception regardless of the virtual world's size, maintaining reliability across different scales
Data Source
AI summary
A method, a virtual reality (VR) apparatus and a recording medium for fast moving in a virtual reality are provided. The method is applicable to a VR apparatus including a head-mounted display (HMD), a locator and a calculation device. In the method, the calculation device executes an application of the VR to display frames of the application on the HMD. Then, the calculation device detects a moving direction of a user wearing the HMD in a three-dimensional space by using the locator. Afterwards, the calculation device fast moves a field of view of the frames from a current location toward the moving direction.

