VR Helmet Local Video Playback and Proximity Standby
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Solution Overview
Problem
Most virtual reality helmets require external wired video input devices, limiting user mobility and comfort due to the need for wired connections, and existing wireless solutions are expensive and immature.
Innovation Solution
A virtual reality helmet with an application processor, display module, power management module, video interface conversion module, and motion sensor, allowing for two playing modes: local video playback from storage or video input from a connected device, with the helmet entering low power standby mode when not in use to conserve energy.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If wired video input devices are used, then video input capability is achieved, but user mobility is limited
Solution Approach 1:
The patent extracts the video input functionality from external wired devices and integrates it into the VR helmet itself through built-in storage module and processor. This allows the helmet to independently play VR videos stored locally without requiring external video input devices, thereby eliminating the need for wired connections and improving user mobility while maintaining video input capability
Solution Approach 2:
The application processor is designed to handle multiple functions: it can process videos from external input devices through HDMI/USB interfaces, process videos stored in the built-in storage module, and perform image deformation processing for both sources. This multi-functionality allows the helmet to operate in both wired and wireless modes, resolving the contradiction between reliable video input and user mobility
2Ease of operation
If wireless video transmission is implemented, then user mobility is improved, but cost increases and technology maturity is insufficient
Solution Approach 1:
The patent implements preliminary action by providing a built-in storage module that stores VR videos before playback. This allows the helmet to play videos locally without requiring real-time wireless transmission, thereby improving user mobility while avoiding the complexity and cost issues of wireless video transmission technology. The system prepares video content in advance and plays it back locally when needed
3Ease of operation
If local video playback is enabled, then user mobility is improved, but playing mode versatility may be reduced
Solution Approach 1:
The application processor is designed with universal functionality to handle multiple video sources: it can process videos from external input devices through HDMI/USB interfaces, process videos stored in the built-in storage module, and perform image deformation processing for both sources. This multi-functionality allows the helmet to operate in both wired and wireless modes, resolving the contradiction between reliable video input and user mobility
Data Source
AI summary
The present disclosure discloses a virtual reality (VR) helmet and a method for using same. The virtual reality helmet has two optional playing modes: playing a VR video stored in the storage module, or playing a VR video inputted by the video input device when it is detected that the video input device is connected. Therefore, the VR helmet does not only have the function of inputting a video in a wired way in traditional helmets, but also can play a video which is stored in advance locally, so the user can move around freely without the limitation of the wired input when a local video is played. In a preferred embodiment, the VR helmet, by having a proximity sensor used to monitor the wearing state of the user, enters a standby mode and turns off the display module to reduce the power consumption of the helmet when it is detected that the user takes off the helmet, and exits the low power consumption standby mode and turns on the display module when it is detected that the user is wearing the helmet.
