VR User Interface for Selective Non-VR Communication

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Solution Overview

Problem

Existing virtual reality systems lack the ability for non-VR users to interactively control or communicate with VR users within the virtual space, limiting the immersive experience and social interaction capabilities.

Innovation Solution

A method and system that allows VR users to control the movement of virtual users and enable two-way communication with non-VR users through virtual visual and audio elements, enabling independent control of virtual scenes and selective communication based on user interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If VR users are isolated in virtual space with full control, then immersion and control are improved, but social interaction and communication with non-VR users deteriorate

Engineering Contradiction:
Improvecontrol capabilityVSAvoidcommunication capability
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The patent introduces virtual visual elements (avatars, icons, or visual indicators) as intermediaries that represent non-VR users within the virtual space. These elements enable VR users to perceive and interact with non-VR users without breaking immersion, while non-VR users can control their virtual representations through audio inputs or simple interfaces. This mediator approach resolves the contradiction by maintaining VR user control and immersion while enabling social interaction.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent adds a new dimension of interaction by projecting non-VR user presence into the virtual space through visual elements that exist alongside the VR user's experience. This dimensional addition allows simultaneous maintenance of VR immersion and establishment of communication channels, transforming the isolated 3D virtual space into a multi-layered interactive environment where both VR and non-VR users coexist.

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

2Adaptability or versatility

If non-VR users are added to the virtual space, then communication capability is improved, but system complexity and control management deteriorate

Engineering Contradiction:
Improvecommunication capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the user base into distinct categories (VR users with full spatial control vs. non-VR users with limited control through virtual elements). Each user type interacts with the system through appropriate interfaces, simplifying control management. The system separately handles VR user inputs (full 6DoF or 3DoF control) and non-VR user inputs (audio commands, simple selections), reducing overall system complexity through differentiated interaction models.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent creates a universal communication framework where virtual visual elements serve multiple functions: representing non-VR user presence, indicating communication opportunities, displaying audio feedback, and enabling selective interaction. This multi-functional design reduces system complexity by consolidating multiple interaction mechanisms into a single integrated approach that handles both VR and non-VR user communication.

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

3Adaptability or versatility

If selective communication is enabled, then communication quality is improved, but user interface complexity and selection difficulty deteriorate

Engineering Contradiction:
Improvecommunication qualityVSAvoidselection ease
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent employs visual differentiation (analogous to color changes) where virtual visual elements representing different non-VR users or communication states are distinguished through visual properties such as position, size, or appearance. This visual coding system enables VR users to quickly identify and select communication targets without complex interfaces, improving selection ease while maintaining communication quality through intuitive visual cues.

Inventive Principle:
Principle #32Color changes

Solution Approach 2:

The patent implements audio feedback mechanisms where non-VR user voices are transmitted to VR users through the virtual visual elements, and VR user audio is directed to selected non-VR users. This real-time audio feedback loop enables intuitive selection and confirmation of communication partners, reducing interface complexity by allowing natural voice-based interaction rather than requiring complex menu navigation or selection protocols.

Inventive Principle:
Principle #23Feedback

Data Source

PatentEP3726343B1Virtual reality
Publication Date: 2026.01.07 NOKIA TECHNOLOGIES OY
  • EP3726343B1 patent drawingFigure 1A~1D
  • EP3726343B1 patent drawingFigure 2~4B
  • EP3726343B1 patent drawingFigure 5~7B

AI summary

An apparatus comprising means for: enabling a first virtual reality (VR) user and user of the apparatus to control movement of a first virtual user in a virtual space, wherein a first point-of-view of the first VR user in a real space controls at least part of a first virtual visual scene rendered to the first VR user and to one or more non-VR users, wherein the one or more non-VR users are represented in the virtual space by one or more, respective, separate virtual visual elements, wherein the one or more separate virtual visual elements move, as a group, in the virtual space with the first virtual user; enabling selection in the virtual space of a virtual visual element representative of a non-VR user to select one of the one or more non-VR users; newly creating two-way audio communication between the selected one of the one or more non-VR users and a second VR user by enabling audio from the second VR user to be rendered to at least the selected one of the one or more non-VR users and audio from at least the selected one of the one or more non-VR users to be newly rendered to the second VR user.