VR Headset Segmentation for Real-World Spatial Awareness

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Solution Overview

Problem

Current virtual reality systems fail to merge immersion in a virtual space with actual movement in the real world, limiting the user's ability to engage in interactive and immersive experiences, such as battle training, due to the inability to see the real world while wearing immersive head-mounted devices.

Innovation Solution

A virtual reality system that includes a play ground with sensors to track the user's location and gazing direction, allowing the head-mounted device to display a virtual space synchronized with the user's movements, enabling the user to see virtual objects and interact with them as if they were in the real world, including battle training scenarios with friendly and enemy troops.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If a head mounted device is used to display a virtual space, then the sense of immersion in virtual space is enhanced, but the user cannot see the real world (ground or obstacles) while moving in actual space

Engineering Contradiction:
Improvesense of immersion in virtual spaceVSAvoidability to see real world while moving
Core Design Contradiction:
ReliabilityVSAdaptability or versatility

Solution Approach 1:

The display field of view is segmented into a central virtual space display area and peripheral real world visible areas. The head mounted device displays the virtual space in the central field of view while allowing the user to see real world objects (ground, obstacles) in the peripheral field of view, enabling both immersion and spatial awareness simultaneously

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from a single-field-of-view display to a multi-dimensional display arrangement where virtual and real spaces coexist in different spatial dimensions of the user's field of view. The virtual space is displayed in the central dimension while real world information is provided in peripheral dimensions, creating a layered perception system

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If a simple monitor or surrounding monitor is used as output device, then the user can see real world, but the user cannot freely move and must remain at the front of the monitor

Engineering Contradiction:
Improveability to see real worldVSAvoidfreedom of movement
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The head mounted device serves multiple functions simultaneously: it displays virtual space information, provides real world visual information through peripheral viewing, and tracks user position and movement. This multi-functional device eliminates the need for separate monitors and enables free movement while maintaining situational awareness

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

Solution Approach 2:

The head mounted device acts as an intermediary between the user and the environment, providing both virtual and real world information through a single wearable device. It mediates the user's interaction with both virtual and physical spaces, allowing free movement without sacrificing awareness of either domain

Inventive Principle:
Principle #24Intermediary (Mediator)

3Extent of automation

If sensors are added to track user location and gazing direction, then the virtual space can be synchronized with user movements, but the device complexity increases

Engineering Contradiction:
Improvesynchronization of virtual space with user movementVSAvoidnumber of sensors and tracking components
Core Design Contradiction:
Extent of automationVSDevice complexity

Solution Approach 1:

The system uses the user's own body movements and gaze direction as the tracking mechanism, eliminating the need for external complex tracking infrastructure. The sensors detect natural user actions (movement and gazing) and automatically synchronize the virtual space accordingly, making the system self-adaptive to user behavior

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS9779633B2Virtual reality system enabling compatibility of sense of immersion in virtual space and movement in real space, and battle training system using same
Publication Date: 2017.10.03 VAN CUREN GREG
  • US9779633B2 patent drawing
  • US9779633B2 patent drawing
  • US9779633B2 patent drawing

AI summary

A virtual reality system includes a playground defined within a real world space to have a predetermined area in which a user is movable, a head mounted device surrounds both eyes displaying an image of a virtual space formed corresponding to real objects in the playground, a sensor attached to a predetermined location in the playground, the head mounted device or body of the user sensing an actual location or motion of the user in the playground. A control unit calculates a location and direction of the user in the playground according to a signal from the sensor, and displays an image on the head mounted device of the virtual space, observed at the location and in the facing direction of the user. When the user wearing the head mounted device actually moves in the playground, a feeling of moving in the virtual space is given to the user.