VR Field of View Control via Eye Tracking
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Solution Overview
Problem
Current systems for controlling the field of view in electronic devices, such as VR headsets, require users to manually adjust their head position to follow objects or individuals in 360-degree videos, leading to discomfort and neck pain, as they lack the ability to dynamically change the field of view based on user interest or region of interest.
Innovation Solution
The method involves determining a reorientation factor based on user inputs, such as hand gestures or facial recognition, to automatically adjust the field of view and audio alignment, allowing the device to track and follow moving objects or individuals without requiring head movement, thereby enhancing the immersive experience.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If users manually adjust head position to follow objects in 360-degree videos, then the field of view can be controlled, but user discomfort and neck pain increase
Solution Approach 1:
The system automatically detects user gaze direction using eye tracking technology and adjusts the field of view accordingly, eliminating the need for manual head movement. The device serves itself by interpreting user intent through ocular metrics and autonomously reorienting the displayed content to keep the region of interest centered.
Solution Approach 2:
The patent replaces the mechanical system of head and neck movement with an optical and computational system using eye tracking cameras and image processing algorithms. Instead of physically moving the head to change viewing angle, the system captures ocular metrics, calculates gaze direction, and digitally reorients the 360-degree video content.
2Adaptability or versatility
If the field of view is fixed in 360-degree videos, then device complexity is reduced, but user experience and immersion are degraded
Solution Approach 1:
The system segments the 360-degree video content into multiple regions and selectively processes only the region of interest based on user gaze. Instead of rendering and processing the entire spherical video at full resolution, the system divides the content and dynamically adjusts only the relevant portion, reducing computational complexity while maintaining adaptability.
Solution Approach 2:
The field of view transitions from a static, fixed configuration to a dynamic, continuously adjustable state based on real-time eye tracking data. The system implements dynamic reorientation of the displayed content, allowing the focal point to move smoothly across the 360-degree environment without requiring complex mechanical adjustments.
3Measurement precision
If image processing is performed on full-resolution surround view content, then image quality is maintained, but processing time and energy consumption increase
Solution Approach 1:
The system performs image processing only on the partial region that corresponds to the user's field of view rather than processing the entire 360-degree content. By identifying the region of interest through eye tracking and applying computational processing only to that subset of pixels, the system maintains image quality in the visible area while dramatically reducing overall processing energy requirements.
Data Source
AI summary
A method performed by an electronic device is described. The method includes receiving surround view image content. The method also includes orienting a first field of view (FOV) of the surround view image content relative to a coordinate system of the surround view image content. The method further includes receiving a reorientation input. The method additionally includes determining a reorientation factor based on the reorientation input. The method also includes reorienting the first FOV to a second FOV of the surround view image content relative to the coordinate system based on the reorientation factor. The method further includes presenting the second FOV.


