VR Headset Gaze Tracking for Selective Object Focus
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Solution Overview
Problem
In virtual reality systems, users face challenges in selectively focusing on objects within the immersive environment, as existing technologies do not effectively allow for dynamic adjustment of the virtual reality scene based on user head movement and eye gaze direction.
Innovation Solution
A method and system that transmit video data to a head-mounted display, detecting head movement and eye gaze direction to adjust the virtual reality scene, determining the user's focus direction, and moving the object of focus towards the user's point of view, allowing for enhanced interaction and immersion.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If the entire virtual reality scene is displayed to the user, then the user feels visually immersed in the virtual reality scene, but the user cannot selectively focus on specific objects within the scene
Solution Approach 1:
The patent applies local quality by differentiating between the user's peripheral vision (for immersion) and foveal vision (for focus). The system renders the entire virtual reality scene at the user's location, but dynamically adjusts the resolution and detail level based on the user's gaze direction. Objects within the foveal region receive high-resolution rendering while peripheral objects use lower resolution, enabling selective object focus while maintaining overall scene immersion.
Solution Approach 2:
The patent implements dynamics by making the virtual reality scene adaptive to real-time user gaze movements. The system continuously tracks the user's eye movements and dynamically repositions or highlights objects of interest within the field of view. This dynamic adjustment allows the user to selectively focus on specific objects by simply moving their gaze, without requiring manual selection interfaces that would break immersion.
2Ease of operation
If the field of view is adjusted to focus on specific objects, then the user can select objects for a more focused view, but the overall immersion in the virtual reality scene is reduced
Solution Approach 1:
The patent applies the nested doll principle by creating a hierarchical rendering structure where the complete virtual reality scene exists as the outer context, and focused object views are nested within it. When the user gazes at a specific object, that object is highlighted or enlarged within the maintained field of view, rather than replacing the entire scene. This nested approach allows simultaneous presence of both the immersive environment and the focused object of interest.
3Ease of manufacture
If the virtual reality scene is completely computer generated, then the user experiences full immersion, but the system cannot display real-life objects or persons in the virtual reality scene
Solution Approach 1:
The patent applies universality by creating a unified rendering system that can handle both completely virtual objects and real-world captured content (such as video feeds or images of real persons) within the same virtual reality environment. The system processes and integrates different types of content sources, allowing real-life objects to be positioned and rendered alongside computer-generated elements, enabling versatile applications like virtual meetings with remote participants or augmented reality scenarios.
Data Source
AI summary
Video data is transmitted to a head mounted display for display of a virtual reality scene within the head mounted display. The virtual reality scene includes multiple objects representing display screens of computing sources or information sources. Upon detecting movement of the head mounted display, an adjustment of the virtual reality scene is generated in which a field of view of the user is moved within the virtual reality scene, and a focus direction of the user is determined. Based on the focus direction of the user, an object of current focus of the user within the virtual reality scene is determined. The virtual reality scene is adjusted to move the object of current focus of the user toward a point of view of the user within the virtual reality scene. Audio content associated with the object of current focus of the user is provided to the head mounted display.


