VR Gameplay Synchronization With Predicted Self-Driving Vehicle Acceleration

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Solution Overview

Problem

Current VR experiences in self-driving vehicles fail to synchronize with real-world vehicle dynamics, leading to discomfort and motion sickness due to misalignment between virtual and physical experiences, especially under challenging road conditions, as they lack prediction of future vehicle accelerations and synchronization of VR game acceleration with real-life vehicle movements.

Innovation Solution

A method that adjusts VR game play based on predicted vehicle accelerations, communicated to and implemented by the self-driving vehicle, which can generate specified accelerations, including rotating the seat to match requested VR game accelerations, ensuring synchronization with real-life vehicle movements even in challenging conditions without additional hardware.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If VR scene is rendered based on current vehicle acceleration without prediction, then rendering is simple and fast, but misalignment between VR entertainment and real physical experience causes discomfort and motion sickness

Engineering Contradiction:
Improvealignment between VR and real experienceVSAvoidrendering system complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system performs preliminary action by predicting future vehicle accelerations using a time series model before the actual motion occurs. This allows the VR rendering system to pre-calculate and prepare the appropriate visual scenes in advance, ensuring that the VR experience aligns with the actual physical motion when it happens, thereby preventing motion sickness while avoiding last-minute computational complexity

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements feedback by continuously comparing predicted accelerations with actual vehicle motion data and using this information to adjust and refine future predictions. The VR rendering system receives real-time feedback from vehicle sensors and adjusts the virtual scene rendering accordingly, creating a closed-loop system that maintains alignment between virtual and physical experiences

Inventive Principle:
Principle #23Feedback

2Adaptability or versatility

If VR game requests specified acceleration for gameplay, then gameplay experience is enhanced, but vehicle must generate additional acceleration which may not be safe or feasible in real-world conditions

Engineering Contradiction:
ImproveVR gameplay adaptabilityVSAvoidsafe operation in real world
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system applies dynamics by making the VR gameplay experience adaptive and flexible based on real-world vehicle capabilities. When the vehicle cannot safely generate the requested acceleration, the system dynamically adjusts the VR game state or provides alternative gameplay options, allowing the gameplay to adapt to actual vehicle conditions while maintaining engagement

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes parameters by modifying VR game parameters (such as acceleration requests, scene difficulty, or gameplay mechanics) based on the vehicle's actual capabilities and current operating conditions. This allows the system to maintain safe real-world operation while preserving gameplay integrity through parameter adjustment rather than rigid adherence to requested values

Inventive Principle:
Principle #35Parameter changes

3Reliability

If seat is rotated to generate side acceleration for VR experience, then VR acceleration alignment is improved, but vehicle control complexity increases

Engineering Contradiction:
ImproveVR acceleration alignmentVSAvoidseat control system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system applies universality by making the seat rotation mechanism serve multiple functions: it not only provides the primary VR acceleration alignment but also offers alternative acceleration generation methods when the vehicle cannot meet requested acceleration profiles. This multi-functional approach reduces overall system complexity by using existing components for multiple purposes

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

Data Source

PatentUS20240399869A1Virtual reality game experience in self-driving vehicle
Publication Date: 2024.12.05 TELEFONAKTIEBOLAGET LM ERICSSON (PUBL)
  • US20240399869A1 patent drawing
  • US20240399869A1 patent drawing
  • US20240399869A1 patent drawing

AI summary

A method performed by a virtual reality, VR, system for play of a VR game in a self-driving vehicle is provided. The method includes receiving a schedule of predicted acceleration for a future time period for the self-driving vehicle operating in a real world environment. The method further includes, responsive to the schedule of predicted acceleration, adjusting play of the VR game based on the schedule of predicted acceleration. Methods performed by a vehicle system, and related VR systems and vehicle systems are also provided.