VR Game System Velocity Feedback for Immersion Control

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Solution Overview

Problem

Players wearing head-mounted displays (HMDs) for virtual reality games may become overly immersed, leading to excessive movement of game controllers, which can result in uncontrolled player movement, disrupting the gaming experience.

Innovation Solution

A game system with a processor, memory, and input reception device that detects physical user movement, causing a moveable object in the virtual reality space to be operated by the player, and imposes a disadvantage when the user's movement exceeds a predetermined velocity, prompting the player to maintain a controlled speed.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the player uses physical movement to control the moveable object in the virtual reality space, then the sense of immersion into the game is increased, but the player may move the game controller faster than necessary, resulting in uncontrolled movement and disrupted gaming experience

Engineering Contradiction:
Improvesense of immersionVSAvoidcontrol precision
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The system provides feedback to the player by displaying the relationship between physical movement velocity and game controller movement velocity on the HMD. This visual feedback loop helps players understand how their physical movements translate to virtual movements, enabling them to adjust their movement speed to maintain controlled and precise game play while preserving immersion.

Inventive Principle:
Principle #23Feedback

2Speed

If the player moves the game controller quickly to respond fast in the game, then the responsiveness is improved, but the movement control becomes uncontrolled and disrupts the gaming experience

Engineering Contradiction:
Improveresponse speedVSAvoidmovement control stability
Core Design Contradiction:
SpeedVSStability of the object's composition

Solution Approach 1:

The system displays real-time feedback showing the relationship between physical movement velocity and game controller movement velocity, allowing players to monitor and adjust their movement speed. This enables players to maintain fast response times while avoiding excessive speed that would compromise movement control stability.

Inventive Principle:
Principle #23Feedback

3Adaptability or versatility

If the system allows free physical movement to enhance immersion, then the user engagement is improved, but the player may exceed predetermined velocity and cause uncontrolled movement

Engineering Contradiction:
Improvemovement freedomVSAvoidmovement control
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system provides visual feedback on the HMD that displays the relationship between physical movement velocity and game controller movement velocity, enabling players to self-regulate their movement speed. This maintains movement freedom for immersion while preventing excessive velocity through player awareness and control.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10279256B2Game medium, method of using the game medium, and game system for using the game medium
Publication Date: 2019.05.07 VERICON SYSTEMS LLC
  • US10279256B2 patent drawing
  • US10279256B2 patent drawing
  • US10279256B2 patent drawing

AI summary

A non-transitory computer readable game medium storing instructions for controlling an operation of a game system. The game system includes a head mounted display (HMD); a processor; a memory; and an input reception device capable of detecting a physical movement of a user. The processor is configured to cause the HMD to display a virtual reality space for forming a game. The processor is configured to cause the HMD to display, in the virtual reality space, a moveable object to be operated by the user in association with the physical movement of the user detected by the input reception device. The processor is configured to give a disadvantage to a player in the game in response to the physical movement of the user exceeding a predetermined velocity in comparison to a case in which the physical movement of the user is equal to or less than a predetermined velocity.